Display method and device of virtual item, storage medium and electronic equipment
By acquiring the current player character attributes and level completion data, the target player character attributes are determined and virtual items are matched, solving the problem in existing technologies that cannot display the virtual items required for incomplete levels, thus improving the matching accuracy of virtual items and user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-09-27
- Publication Date
- 2026-07-31
AI Technical Summary
The existing solution cannot display virtual items that correspond to the character attributes required for incomplete levels, which makes it impossible for users to quickly and accurately select virtual items, reducing the efficiency of human-computer interaction and user experience during the level-clearing process.
By obtaining the current player character's attributes and progress data in the game, the target player character's attributes are determined, and virtual items corresponding to the target player character's attributes are matched and displayed from the virtual item database.
It improves the matching accuracy of virtual items and the user's gaming experience, ensuring that the displayed virtual items meet the requirements of unfinished levels, thereby increasing the efficiency of the level-clearing process and user satisfaction.
Smart Images

Figure CN115607968B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of human-computer interaction technology, and more specifically, to a method for displaying virtual items, a device for displaying virtual items, a computer-readable storage medium, and an electronic device. Background Technology
[0002] The existing solution cannot display virtual items that correspond to the character attributes required for incomplete levels.
[0003] It should be noted that the information in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] The purpose of this disclosure is to provide a method for displaying virtual items, a device for displaying virtual items, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problem of being unable to display virtual items corresponding to the character attributes required for incomplete levels due to limitations and defects in related technologies.
[0005] According to one aspect of this disclosure, a method for displaying virtual items is provided, comprising:
[0006] Retrieve the current player character's attributes and current level data in the preset game scene of the adventure game;
[0007] Based on the current player character attributes and the current level data, determine the target player character attributes required for the current player character to attempt unfinished levels included in the current level data.
[0008] Match the target virtual items that correspond to the attributes of the target player character from a pre-set virtual item database;
[0009] The target virtual item is displayed on the game interface corresponding to the preset game scene.
[0010] In one exemplary embodiment of this disclosure, the current level data includes one or more of the following: the number of first levels that have been cleared, the number of second levels that have not been cleared, the first non-player character attributes of the first non-player character corresponding to the current player character included in the cleared levels, and the second non-player character attributes of the second non-player character corresponding to the current player character included in the uncleared levels.
[0011] In one exemplary embodiment of this disclosure, the failed level includes a first failed level that is currently being attempted but has failed to pass and / or the remaining second failed levels excluding the first failed level;
[0012] The preset game scenario is a game scenario where the player is currently trying to complete the level but has failed.
[0013] The current player character attributes include the attributes of characters who have completed cleared levels and / or the attributes of characters who have not completed cleared levels.
[0014] In one exemplary embodiment of this disclosure, when the current challenge data is a first non-player character attribute of a first non-player character corresponding to the current player character included in a completed level, the target player character attribute required by the current player character to challenge uncompleted levels included in the current challenge data is determined from the current player character attribute based on the current player character attribute and the current challenge data, including:
[0015] Based on the attributes of characters who have cleared the levels in the current player character attributes, determine the attribute change value of the current player character in the attributes of characters who have cleared the levels.
[0016] When it is determined that the attribute change value meets the preset value range condition, a target non-player character that has a combat relationship with the current player character is obtained from the first non-player character, and the first target non-player character attribute corresponding to the target non-player character is obtained from the first non-player character attribute;
[0017] The current player character attribute that has a restraining relationship with the first attribute type of the first target non-player character attribute is found in the preset attribute restraining table, and is used as the first target player character attribute required by the current player character when attempting to complete the unfinished levels included in the current challenge data.
[0018] In one exemplary embodiment of this disclosure, the cleared level includes a first cleared level, a second cleared level, ..., an Nth cleared level, where N is the number of the first level;
[0019] Specifically, determining the attribute change value of the current player character in the attributes of characters who have cleared the levels, based on the attributes of characters who have cleared the levels included in the current player character attributes, includes:
[0020] S10, obtain the first completed character attribute of the current player character in the first completed level, which is included in the current player character attributes; wherein, the first completed character attribute includes a first start history attribute value and a first end history attribute value;
[0021] S20, calculate the first attribute change value between the first start history attribute value and the first end history attribute value;
[0022] S30, repeat S10 and S20 in sequence to obtain the second attribute change value to the Nth attribute change value from the second cleared level to the Nth cleared level.
[0023] In one exemplary embodiment of this disclosure, when it is determined that the attribute change value satisfies a preset value range condition, obtaining a target non-player character that has a combat relationship with the current player character from the first non-player characters includes:
[0024] Determine whether there are any attribute change values among the first attribute change values to the Nth attribute change values that satisfy the first preset value range condition;
[0025] When it is determined that any attribute change value satisfies the first preset value range condition, the level that has been cleared corresponding to the attribute change value is taken as the target level to be cleared.
[0026] The first non-player character that has a combat relationship with the current player character in the target level is designated as the first target non-player character.
[0027] In one exemplary embodiment of this disclosure, determining the attribute change value of the current player character in the attributes of characters who have cleared cleared levels, based on the attributes of characters who have cleared cleared levels included in the attributes of the current player character, includes:
[0028] S10', Obtain the first sub-character attribute of the current player character within a first preset time period during the execution of the first cleared level's completion task, which is included in the current player character attribute; wherein, the first sub-character attribute includes a first start sub-attribute value and a first sub-end attribute value within the first preset time period;
[0029] S20', calculate the first sub-change value between the first start sub-attribute value and the first end sub-attribute value, and obtain the first total change value based on the first sub-change value;
[0030] S30', and S10' and S20' are repeated sequentially to obtain the second total change value to the Nth total change value from the second passed level to the Nth passed level.
[0031] In one exemplary embodiment of this disclosure, when it is determined that the attribute change value satisfies a preset value range condition, obtaining a target non-player character that has a combat relationship with the current player character from the first non-player characters includes:
[0032] Determine whether there exists a total change value among the first total change value to the Nth total change value that satisfies the second preset value range condition;
[0033] When any total change value satisfies the second preset value range condition, the cleared level corresponding to the total change value is taken as the target cleared level.
[0034] The first non-player character in the target level who has a combat relationship with the current player character is designated as the second target non-player character.
[0035] In one exemplary embodiment of this disclosure, when the current challenge data is a second non-player character attribute of a second non-player character corresponding to the current player character included in an uncompleted level, the target player character attribute required by the current player character to challenge the uncompleted levels included in the current challenge data is determined from the current player character attribute based on the current player character attribute and the current challenge data, including:
[0036] Search the attribute restraint table for candidate character attributes that have a restraining relationship with the second attribute type of the second non-player character's second non-player character attribute;
[0037] Based on the second attribute value of the second non-player character attribute, calculate the theoretical attribute value of the candidate character attribute required to defeat the second non-player character;
[0038] Determine whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition; wherein, the current attribute value is the first current attribute value required for the current player character to pass the first failed level that is currently being passed but has failed and / or the second current attribute value when passing the remaining second failed levels other than the first failed level;
[0039] When it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition, the current player character attribute that does not satisfy the third preset value range condition is taken as the second target player character attribute.
[0040] In one exemplary embodiment of this disclosure, determining whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies a third preset value range condition includes:
[0041] Calculate the first attribute difference between the theoretical attribute value and the current attribute value of the current player character; wherein the theoretical attribute value includes the total health value and / or total attack value of the second non-player character;
[0042] Based on whether the first difference is less than a preset threshold, it is determined whether the relationship between the theoretical attribute value and the current player character attribute of the current player character satisfies the third preset value range condition.
[0043] In an exemplary embodiment of this disclosure, if the first attribute difference is greater than or equal to the preset threshold, it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition.
[0044] If the difference in the first attribute is less than the preset threshold, then the relationship between the theoretical attribute value and the current attribute value is determined to satisfy the third preset value range condition.
[0045] In one exemplary embodiment of this disclosure, matching a target virtual item corresponding to the target player character attribute from a preset virtual item database includes:
[0046] Based on the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
[0047] In one exemplary embodiment of this disclosure, matching a first target virtual item corresponding to the first target player character attribute and / or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database, based on a first target attribute value possessed by a first target player character attribute and / or a second target attribute value possessed by a second target player character attribute, includes:
[0048] Obtain the historical item change records of the current user corresponding to the current player character, and determine the position of the first uncompleted level in all levels based on the number of the first level and the number of the second level.
[0049] Based on the historical item replacement records and the position of the first failed level among all levels, determine the range of attribute value adjustment;
[0050] Based on the aforementioned attribute value adjustment range, the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute are adjusted;
[0051] Based on the adjusted first target attribute value and / or the adjusted second target attribute value, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
[0052] In one exemplary embodiment of this disclosure, displaying the target virtual item on a game interface corresponding to the preset game scene includes:
[0053] Retrieve the historical usage records of virtual items of the current user corresponding to the current player character;
[0054] The historical usage records are input into a preset neural network model to obtain the virtual item usage preferences corresponding to the current user;
[0055] Based on the virtual item usage preferences, a virtual item to be displayed is matched from the target virtual items, and the virtual item to be displayed is displayed on the game interface corresponding to the preset game scene.
[0056] In one exemplary embodiment of this disclosure, the method for displaying virtual items further includes:
[0057] In response to a selection operation applied to the target virtual item, the target attribute value of the target virtual item corresponding to the selection operation is added to the current attribute value of the current player character's current attribute.
[0058] In one exemplary embodiment of this disclosure, the method for displaying virtual items further includes:
[0059] In response to a touch operation by the current user corresponding to the current player character after using the target virtual item to pass any uncompleted level, a purchase request corresponding to the target virtual item is generated;
[0060] In response to the purchase request, the target virtual item is purchased, and the purchase record corresponding to the target virtual item is stored.
[0061] In one exemplary embodiment of this disclosure, the method for displaying virtual items further includes:
[0062] In response to the touch operation of the current user corresponding to the current player character after failing to pass the level using the target virtual item, a cancellation request corresponding to the target virtual item is generated;
[0063] In response to the cancellation request, the target virtual item is cancelled, and the cancellation record corresponding to the target virtual item is stored.
[0064] According to one aspect of this disclosure, a display device for virtual items is provided, comprising:
[0065] The data acquisition module is used to acquire the current player character's attributes and current level data in the preset game scene of the adventure game;
[0066] The target player character attribute determination module is used to determine, based on the current player character attributes and the current level data, the target player character attributes required for the current player character to attempt unfinished levels included in the current level data.
[0067] The target virtual item matching module is used to match target virtual items that correspond to the attributes of the target player character from a preset virtual item database;
[0068] The target virtual item display module is used to display the target virtual item on the game interface corresponding to the preset game scene.
[0069] According to one aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the method for displaying virtual items as described in any of the preceding claims.
[0070] According to one aspect of this disclosure, an electronic device is provided, comprising:
[0071] One or more processors;
[0072] A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the virtual item display method as described in any of the preceding claims.
[0073] The method for displaying virtual items provided in this disclosure includes, on the one hand, acquiring the current player character attributes and current level data in a preset game scene of a level-based game; then, based on the current player character attributes and current level data, determining the target player character attributes required by the current player character when attempting unfinished levels included in the current level data; then, matching the target virtual item corresponding to the target player character attributes from a preset virtual item database; and finally, displaying the target virtual item on the game interface corresponding to the preset game scene. This ensures that the target virtual item displayed on the game interface is determined based on the target player character attributes, solving the problem in the prior art that virtual items corresponding to the character attributes required for unfinished levels cannot be displayed, thus improving the user's gaming experience. On the other hand, since the target virtual item is matched based on the target player character attributes, the accuracy of the matched target virtual item is improved.
[0074] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0075] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0076] Figure 1 A flowchart illustrating a method for displaying virtual items according to an exemplary embodiment of this disclosure is shown schematically.
[0077] Figure 2 The illustration shows an example scenario of an application of a method for displaying virtual items according to an exemplary embodiment of the present disclosure.
[0078] Figure 3 The diagram illustrates an example of a display interface for a puzzle game according to an exemplary embodiment of the present disclosure.
[0079] Figure 4 The diagram schematically illustrates an example interface for the current player character attributes according to an exemplary embodiment of this disclosure.
[0080] Figure 5This illustration shows a flowchart illustrating, according to an example embodiment of the present disclosure, a process for determining the target player character attributes required by the current player character to attempt unfinished levels included in the current level data when the current level data is a first non-player character attribute of a first non-player character corresponding to the current player character in a level that has been cleared.
[0081] Figure 6 The diagram schematically illustrates an example interface of a first target player character attribute according to an example embodiment of the present disclosure.
[0082] Figure 7 The flowchart illustrates a method for determining the target player character attributes required by the current player character to attempt uncompleted levels in the current level data, based on the current player character attributes and the current level data, when the current level data is a second non-player character attribute of a second non-player character corresponding to the current player character in an uncompleted level.
[0083] Figure 8 The diagram schematically illustrates an example interface diagram of a second target player character attribute according to an example embodiment of the present disclosure.
[0084] Figure 9 The diagram illustrates an example of a game interface corresponding to a virtual item to be displayed, according to an exemplary embodiment of the present disclosure.
[0085] Figure 10 The illustration shows an example scenario of adding attribute values to a target virtual item according to an example embodiment of the present disclosure.
[0086] Figure 11 This illustration shows a scenario example of a purchase operation on a selected target virtual item according to an example embodiment of the present disclosure.
[0087] Figure 12 The illustration shows an example scenario of canceling a selected target virtual item according to an example embodiment of the present disclosure.
[0088] Figure 13 A block diagram schematically illustrates a display device for a virtual item according to an exemplary embodiment of the present disclosure.
[0089] Figure 14 An electronic device for implementing the above-described method for displaying virtual items, according to an example embodiment of this disclosure, is illustrated schematically. Detailed Implementation
[0090] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of these specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0091] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0092] In some level-based games, users control a player character to progress through levels. During these levels, various battles and challenges occur, causing some of the player character's stats to deplete. Therefore, virtual items are needed to help increase these stats and complete the challenges.
[0093] In some solutions that match virtual items to users, users are required to select these items themselves to enhance their character's attributes. However, relying on users to make their own judgments requires a high level of proficiency, as they cannot quickly and accurately select items. This reduces the efficiency of human-computer interaction during gameplay and ultimately lowers the user experience.
[0094] Based on this, this exemplary embodiment first provides a method for displaying virtual items, which can run on a terminal device; of course, those skilled in the art can also run the method disclosed herein on other platforms as needed, and this exemplary embodiment does not impose any special limitations on this. Specifically, refer to... Figure 1 As shown, the method for displaying this virtual item may include the following steps:
[0095] Step S110. Obtain the current player character's attributes and current level data in the preset game scene of the adventure game;
[0096] Step S120. Based on the current player character attributes and the current level data, determine the target player character attributes required for the current player character to attempt the unfinished levels included in the current level data from the current player character attributes;
[0097] Step S130. Match the target virtual item corresponding to the target player character attribute from the preset virtual item database;
[0098] Step S140. Display the target virtual item on the game interface corresponding to the preset game scene.
[0099] In the aforementioned method for displaying virtual items, on the one hand, the current player character's attributes and current level data are obtained within a preset game scenario in the adventure game; then, based on the current player character attributes and current level data, the target player character attributes required for the current player character to attempt unfinished levels included in the current level data are determined from the current player character attributes; next, a target virtual item corresponding to the target player character attributes is matched from a preset virtual item database; finally, the target virtual item is displayed on the game interface corresponding to the preset game scenario. This ensures that the target virtual item displayed on the game interface is determined based on the target player character attributes, solving the problem in existing technologies where virtual items corresponding to the character attributes required for unfinished levels cannot be displayed, thus improving the user's gaming experience. On the other hand, since the target virtual item is matched based on the target player character attributes, the accuracy of the matched target virtual item is improved.
[0100] The following will provide a detailed explanation and description of the virtual item display method of the exemplary embodiments of this disclosure, in conjunction with the accompanying drawings.
[0101] First, the application scenarios of the virtual item display method described in the exemplary embodiments of this disclosure will be explained and described. Specifically, the terminal device described in the exemplary embodiments of this disclosure may include... Figure 2One or more of 201, 202, and 203 shown herein; that is, the terminal device described herein can be various electronic devices with a display screen, including but not limited to desktop computers, portable computers, smartphones, and tablets, etc., and the terminal device can install and run game programs; in one possible example embodiment, the virtual item display method described in the example embodiment of this disclosure can also run on a server; wherein, when it runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0102] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of virtual item recommendation methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0103] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program through the terminal device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes the game screen, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0104] It should be noted that, in the exemplary embodiments of this disclosure, controlling the player character to complete level-based activities can take place in a virtual scene. This virtual scene can be a digital scene rendered by smart terminal devices such as computers, mobile phones, and tablets using digital technology. The virtual scene can include buildings or structures such as houses, buildings, gardens, bridges, and pools, as well as natural landscapes such as mountains, rivers, and lakes, and any virtual items or objects such as weapons, tools, and creatures. The virtual scene can be a simulation of the real world, a purely fictional virtual scene, or a partially simulated and partially fictional virtual scene; this exemplary embodiment does not impose any special limitations on this.
[0105] The method of controlling a player character's use of virtual items can be determined based on the type of virtual item. For example, virtual items can be virtual medicine, virtual food, etc., which can be absorbed by the "player character," and after use, these virtual items no longer exist in the virtual scene. Virtual items can also be virtual swords or virtual cloaks, which can be attached to the player character's model and continue to exist in the virtual scene. For example, a virtual sword can be held in the player character's hand or carried on their back, and a virtual cloak can be worn on the player character's model. This disclosure does not limit the type of virtual items or how the player character uses virtual items to update the player character's attributes.
[0106] Different virtual items can be used to update various attributes of the player character. Virtual medicines can increase the player character's health or movement speed, etc.; virtual weapons can increase the player character's attack or critical hit attributes, etc., with no restrictions. In actual gameplay, users can control the game via the touchscreen of their mobile device, or through external devices such as a mouse, keyboard, and gamepad. A user can control one or more player characters.
[0107] Meanwhile, the level-based gameplay described in the example embodiments of this disclosure can be virtual levels preset within the game program. Each level can have the same, similar, or different content. For example, different levels correspond to different virtual scenes; level one can be a virtual river scene, level two can be a virtual desert scene, and the virtual objects within the levels, such as plants, animals, buildings, etc., can also be different. This disclosure does not impose any limitations on this. Levels can have their own attributes, such as temperature attributes and other specific attributes, which can have different effects on the player character. Levels can include various virtual objects, such as non-player characters (NPCs). Non-player characters can have the ability to attack player characters, such as physical attacks or magical attacks, and can cause a decrease in the player character's attribute values, such as health, movement speed, or attack attributes.
[0108] Furthermore, in a method for displaying virtual items provided in the exemplary embodiments of this disclosure:
[0109] In step S110, the current player character attributes and current level data are obtained in the preset game scene of the current player character in the level-up game.
[0110] In this example embodiment, the current player character attributes and current level data can be obtained from the server where the adventure game is located, based on the current player character's character identifier. The preset game scenario is a scenario where the current player character fails to complete a level in the adventure game; that is, the preset game scenario is a scenario where the player is currently attempting to complete a level but has failed. The current level data can include the number of completed levels, the number of failed levels, the first non-player character attributes of the first non-player character corresponding to the current player character in the completed levels, and the second non-player character attributes of the second non-player character corresponding to the current player character in the failed levels. Simultaneously, the failed levels include the first failed level currently being attempted but not completed and / or the remaining second failed levels excluding the first failed levels. Furthermore, the current player character attributes include the attributes of the completed characters in the completed levels and / or the attributes of the characters who have not completed the failed levels.
[0111] For example, refer to Figure 3 As shown, assume the game has a total of M levels. Levels that have been cleared include level 1, level 2, ..., level N; level N+1 is the level currently being attempted but failed to complete; levels N+2, ..., level M are the levels that have not been cleared. For example, refer to... Figure 4 As shown, the above-mentioned current player character attributes can include the character attributes that the current player character has, such as the player's health, movement speed, attack, defense, level, character privileges, costume, etc. Of course, it can also include other attributes, but this example does not impose any special restrictions on this.
[0112] In step S120, based on the current player character attributes and the current level data, the target player character attributes required for the current player character to attempt the unfinished levels included in the current level data are determined from the current player character attributes.
[0113] In this example embodiment, based on the current player character attributes and the current level data, the target player character attributes required for the current player character to attempt the unfinished levels included in the current level data can be determined from the current player character attributes in the following ways:
[0114] Method 1: Reference Figure 5 As shown, when the current challenge data is the first non-player character attribute of the first non-player character corresponding to the current player character in the already cleared levels, the target player character attribute required by the current player character to challenge the uncompleted levels included in the current challenge data can be determined from the current player character attribute based on the current player character attribute and the current challenge data. This can include the following steps:
[0115] Step S510: Determine the attribute change value of the current player character in the attributes of characters who have cleared the levels in the cleared levels, based on the attributes of characters who have cleared the levels in the cleared levels included in the attributes of the current player character; wherein, the cleared levels include the first cleared level, the second cleared level, ..., the Nth cleared level, where N is the number of the first level.
[0116] Specifically, in practical applications, determining the attribute change value of the current player character in the attributes of characters who have cleared the levels, based on the attributes of characters who have cleared the levels included in the current player character attributes, can be achieved in the following two ways:
[0117] The first implementation method is as follows: S10, obtain the first completed character attribute of the current player character in the first completed level, which is included in the current player character attributes; wherein, the first completed character attribute includes a first start historical attribute value and a first end historical attribute value; S20, calculate the first attribute change value between the first start historical attribute value and the first end historical attribute value; S30, repeat S10 and S20 in sequence to obtain the second attribute change value to the Nth completed level. That is, in the process of determining the attribute change value in the completed character attributes, the first start historical attribute value possessed by the current player character at the beginning of each completed level and the first end historical attribute value possessed by the current player character at the end of each completed level can be obtained, and then the first attribute change value can be obtained based on the first start historical attribute value and the first end historical attribute value; similarly, the attribute change value of all completed levels can be obtained through the same method.
[0118] It should be noted that the first attribute change value recorded here can be the change value of all attributes included in the attributes of the character who has completed the game, or it can be a partial change value. This example does not impose any special restrictions on this.
[0119] The second implementation method is as follows: S10', obtain the first sub-character attribute of the current player character within a first preset time period during the execution of the first cleared level's completion task, which is included in the current player character attributes; wherein, the first sub-character attribute includes a first start sub-attribute value and a first sub-end attribute value within the first preset time period; S20', calculate the first sub-change value between the first start sub-attribute value and the first end sub-attribute value, and obtain the first total change value based on the first sub-change value; S30', repeat S10' and S20' sequentially to obtain the second to Nth total change values from the second cleared level to the Nth cleared level. That is, in the process of determining the attribute change value in the cleared character attributes, the rate of change of attribute values within a certain time period can also be calculated, such as the rate of consumption of life attribute (the rate of health loss), the rate of attack attribute, etc., within a certain time period; through this method, game scenarios with a large consumption of life attribute can be identified, and the weak attribute of the current player character can be identified, and then by increasing the weak attribute, the level can be cleared as quickly as possible.
[0120] Step S520: When it is determined that the attribute change value meets the preset value range condition, a target non-player character that has a combat relationship with the current player character is obtained from the first non-player character, and the first target non-player character attribute corresponding to the target non-player character is obtained from the first non-player character attributes.
[0121] In this example embodiment, firstly, when it is determined that the attribute change value meets a preset value range condition, a target non-player character that has a combat relationship with the current player character is obtained from the first non-player characters. Specifically, this can be achieved in the following two ways:
[0122] The first implementation method is as follows: First, determine whether there is an attribute change value among the first attribute change value to the Nth attribute change value that satisfies a first preset value range condition; second, when it is determined that any attribute change value satisfies the first preset value range condition, the cleared level corresponding to that attribute change value is taken as the target cleared level; then, the first non-player character included in the target cleared level who has a combat relationship with the current player character is taken as the first target non-player character. The second implementation method is as follows: First, determine whether there is a total change value among the first total change value to the Nth total change value that satisfies a second preset value range condition; second, when it is determined that any total change value satisfies the second preset value range condition, the cleared level corresponding to that total change value is taken as the target cleared level; then, the first non-player character included in the target cleared level who has a combat relationship with the current player character is taken as the second target non-player character. That is, the boss included in a level with a large range of changes can be selected as the first or second target non-player character.
[0123] It should be noted that in practical applications, both the first and second target non-player characters can be considered simultaneously. The target non-player character can be either the first or the second target non-player character, or even the intersection of the first and second target non-player characters. This example does not impose any special restrictions on this. This method determines the current player character's weak attributes from two different dimensions, and then matches corresponding target virtual items to the current player character based on these weaknesses. This increases the probability of the current player character completing subsequent uncompleted levels, thereby improving the user's gaming experience.
[0124] Secondly, once the target non-player character is obtained, the corresponding first target non-player character attributes can be retrieved from the first non-player character attributes. These first target non-player character attributes may include, for example, the target non-player character's health, movement speed, attack, and defense attributes. It should be noted that the target non-player character attributes recorded here can include all the attributes of the final boss, or the attributes used by the final boss during the battle; this example does not impose any special restrictions on this.
[0125] Step S530: Search in the preset attribute restraint table for the current player character attribute that has a restraining relationship with the first attribute type of the first target non-player character attribute, and use it as the first target player character attribute required by the current player character when attempting to complete the unfinished levels included in the current challenge data.
[0126] Specifically, the preset attribute counter table mentioned here refers to a table that records the mapping relationship between the non-player character attributes (i.e., the attack skill attributes of the bosses) of all the major bosses included in each different level and the current player character attributes that counter those non-player character attributes. Based on this preset attribute counter table, the attribute of the first target player character can be found. The obtained attribute of the first target player character can be referenced... Figure 6 As shown. This method can improve the accuracy of the primary target player's character attributes.
[0127] Method 2: Reference Figure 7 As shown, when the current challenge data is the second non-player character attribute of the second non-player character corresponding to the current player character included in the uncompleted levels, the target player character attribute required by the current player character to challenge the uncompleted levels included in the current challenge data can be determined from the current player character attribute based on the current player character attribute and the current challenge data. This can include the following steps:
[0128] Step S710: Search for candidate character attributes that have a restraining relationship with the second attribute type of the second non-player character's second non-player character attribute through the attribute restraint table;
[0129] Step S720: Calculate the theoretical attribute value of the candidate character required to defeat the second non-player character based on the second attribute value of the second non-player character attribute;
[0130] Step S730: Determine whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition; wherein, the current attribute value is the first current attribute value required for the current player character to pass the first failed level and / or the second current attribute value when passing the remaining second failed levels excluding the first failed level.
[0131] The determination of whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition can be achieved as follows: First, calculate the first attribute difference between the theoretical attribute value and the current attribute value of the current player character; wherein the theoretical attribute value includes the total health value and / or total attack value of the second non-player character; second, determine whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition based on whether the first difference is less than a preset threshold; and if the first attribute difference is greater than or equal to the preset threshold, it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition; if the first attribute difference is less than the preset threshold, it is determined that the relationship between the theoretical attribute value and the current attribute value satisfies the third preset value range condition.
[0132] Step S740: When it is determined that the relationship between the theoretical attribute value and the current player character attribute does not satisfy the third preset value range condition, the current player character attribute that does not satisfy the third preset value range condition is taken as the second target player character attribute.
[0133] The following will explain and illustrate steps S710-S740. Specifically, assuming the second non-player character in an uncompleted level has an attribute (e.g., health) value of 100, and attributes that have a restraining relationship with health include critical hit rate, attack, and critical hit damage, the theoretical critical hit rate, attack, and critical hit damage values corresponding to reducing the second non-player character's health to a preset value, such as 0, are calculated based on the health value. These are then compared with the current player character's attributes, including critical hit rate, attack, and critical hit damage, to determine the second target player character's attributes. For example, if the second non-player character in an uncompleted level has an attack attribute value of 100, and attributes that have a restraining relationship with attack include health and armor, the theoretical health and armor attributes are calculated based on the attack attribute value of 100, and then compared with the player character's current health and armor attributes.
[0134] In this embodiment, the corresponding theoretical attribute and the current player character attribute value are compared and the difference is calculated. Taking the aforementioned example, there can be multiple theoretical attribute values, including a movement speed attribute value of 100, an attack attribute value of 100, or a health attribute value of 100, etc. The associated current player character attribute value can be a movement speed attribute of 90, an attack attribute of 60, or a health attribute of 40, etc. The calculated differences are 10, 40, and 60, respectively. Therefore, the current player character attribute corresponding to the difference of 60, i.e., the health attribute, can be used as the target player character attribute.
[0135] It's understandable that theoretical attribute values aren't always identical or closely similar. For example, in game design, a player character's health attribute typically has a maximum of 100, and during gameplay, it can fluctuate between 30 and 50. However, a player character's attack attribute can reach high values of several thousand, fluctuating between several hundred and several thousand. In such cases, calculating the difference isn't meaningful in identifying the current player character attribute that should be considered the target attribute. Therefore, a proportional calculation can be used. For instance, if the current health attribute is 80 and the theoretical value is 100, the difference ratio is 0.2; similarly, if the current attack attribute is 700 and the theoretical value is 1000, the difference ratio is 0.3. Thus, the attack attribute can be identified as the second target player character attribute. This second target player character attribute could be health, movement speed, or attack, etc. Health attributes can be matched with virtual medicines or food items; that is, controlling the player character to use virtual medicines or consume virtual food will update the player character's health attribute. Movement speed attributes can be matched with virtual medicines or virtual cloaks; that is, controlling the player character to use virtual medicines or wear virtual cloaks will update the player character's movement speed attribute. Specific scene examples can be found in the image below. Figure 8 As shown.
[0136] It should be noted here that when determining the final target player character attributes, the calculation can be based on the intersection or union of the first and second target player character attributes. Alternatively, the first or second target player character attributes can be considered separately depending on the actual needs. This example does not impose any special restrictions on this. Furthermore, through... Figure 5 as well as Figure 7 The method shown can adjust the corresponding attributes in the game attribute values according to the current player character's weak attributes, so that the rate at which health-related attributes are consumed is consistent with the rest of the game scene during the level-up process, thereby increasing the probability of successfully completing the level.
[0137] In step S130, a target virtual item corresponding to the target player character attribute is matched from a preset virtual item database.
[0138] In this example embodiment, matching the target virtual item corresponding to the target player character attribute from the preset virtual item database can be achieved in the following way: based on the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute, matching the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
[0139] The process of matching a first target virtual item corresponding to the first target player character attribute and / or a second target virtual item corresponding to the second target player character attribute from a preset virtual item database, based on the first target attribute value of the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute, can be achieved as follows: First, obtain the historical item change records of the current user corresponding to the current player character, and determine the position of the first failed level among all levels based on the number of the first level and the number of the second level; second, determine the attribute value adjustment range based on the historical item change records and the position of the first failed level among all levels; then, adjust the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute based on the attribute value adjustment range; finally, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database based on the adjusted first target attribute value and / or the adjusted second target attribute value. In other words, in practical applications, attribute values can be increased or decreased based on the frequency with which users change virtual items during the game and the historical game progress (the position of the first uncompleted level in all game levels), thereby making the accuracy of matching the first target virtual item and / or the second target virtual item higher.
[0140] It's worth noting that the historical item replacement record can be used to represent how a user replaces corresponding target virtual items when completing a specific level upgrade for their current player character within a certain period. For example, if the target virtual item is a virtual weapon, which is subject to wear and tear during gameplay, the system can be configured to: replace the current virtual weapon after each level up (up to level 10) to meet higher attribute requirements. Based on the attribute values already obtained to progress through the remaining levels, the expected attribute values needed for leveling up to level 10 are calculated. This expected attribute value, combined with the already obtained attribute values to be supplemented, is then used to recommend appropriate target virtual items. Simultaneously, by retrieving the user's virtual item replacement record, the expected attribute values are determined. Based on the remaining attribute values, and combined with the expected attribute values, appropriate virtual items are recommended. This approach proactively meets the user's needs within a predicted timeframe, eliminating the need for multiple virtual item switching operations and improving interaction efficiency.
[0141] In one example embodiment, the target player character attribute of the current player character can be one or more. The target player character attribute and the attribute of the target virtual item are related. For example, if the target player character attribute is health, the attribute of the target virtual item can be a virtual item used to restore health. For example, when the target player character attribute is health, a virtual health pack that restores 100 health points can be recommended; a virtual health pack that restores 50 health points and a virtual medicine that restores 50 health points can also be recommended. As another example, when the required attribute values are 100 health points and 50 speed points, a virtual injection that restores 100 health points and 50 speed points can be recommended; two virtual injections that restore 50 health points and 25 speed points can also be recommended. This example does not impose any special limitations on this.
[0142] In step S140, the target virtual item is displayed on the game interface corresponding to the preset game scene.
[0143] Specifically, displaying the target virtual item on the game interface corresponding to the preset game scene can be achieved as follows: First, obtain the historical usage record of virtual items of the current user corresponding to the current player character; second, input the historical usage record into a preset neural network model to obtain the virtual item usage preference corresponding to the current user; then, based on the virtual item usage preference, match the virtual item to be displayed from the target virtual items, and display the virtual item to be displayed on the game interface corresponding to the preset game scene. That is, in practical applications, the matched target virtual items can be sorted according to the user's preferences and then displayed on the display interface. The game interface corresponding to the virtual item to be displayed can be referenced from... Figure 9 As shown.
[0144] In one example embodiment, the method for displaying the virtual item may further include: in response to a selection operation applied to the target virtual item, adding the target attribute value of the target virtual item corresponding to the selection operation to the current attribute value of the current player character's current attribute. That is, after the user selects a virtual item, the target attribute value of the selected virtual item can be added to the current attribute value of the current player character's attribute; wherein, during the process of adding the target attribute value, it can be added to the current attribute value of the corresponding current player character's attribute according to the category of the attribute value of the selected virtual item; of course, it can also be added in other ways, and this example does not impose any special limitations on this. The resulting scene example diagram can be referred to in detail. Figure 10 As shown.
[0145] In one example embodiment, the method for displaying the virtual item may further include: in response to a touch operation by the current user corresponding to the current player character after using the target virtual item to pass any uncompleted level, generating a purchase request corresponding to the target virtual item; in response to the purchase request, purchasing the target virtual item, and storing the purchase record corresponding to the target virtual item. That is, in practical applications, if a user passes an uncompleted level based on a selected target virtual item, they can purchase the selected target virtual item. Specific scenario examples can be found in the provided diagram. Figure 11 As shown.
[0146] In one example embodiment, the method for displaying the virtual item further includes: in response to a touch operation by the current user corresponding to the current player character after failing to pass an incomplete level using the target virtual item, generating a cancellation request corresponding to the target virtual item; canceling the target virtual item in response to the cancellation request, and storing the cancellation record corresponding to the target virtual item. That is, in practical applications, if a user attempts to pass an incomplete level using the selected target virtual item but fails, they can choose not to purchase the target virtual item. Specific scenario examples can be found in the provided diagram. Figure 12 As shown.
[0147] This disclosure also provides an example embodiment of a device for displaying virtual items. Specifically, refer to... Figure 13 As shown, the virtual item display device may include a data acquisition module 1310, a target player character attribute determination module 1320, a target virtual item matching module 1330, and a target virtual item display module 1340. Wherein:
[0148] The data acquisition module 1310 can be used to acquire the current player character attributes and current level data in the preset game scene of the adventure game;
[0149] The target player character attribute determination module 1320 can be used to determine the target player character attributes required by the current player character when attempting to complete unfinished levels included in the current level data, based on the current player character attributes and the current level data.
[0150] The target virtual item matching module 1330 can be used to match target virtual items corresponding to the attributes of the target player character from a preset virtual item database;
[0151] The target virtual item display module 1340 can be used to display the target virtual item on a game interface corresponding to the preset game scene.
[0152] In one exemplary embodiment of this disclosure, the current level data includes one or more of the following: the number of first levels that have been cleared, the number of second levels that have not been cleared, the first non-player character attributes of the first non-player character corresponding to the current player character included in the cleared levels, and the second non-player character attributes of the second non-player character corresponding to the current player character included in the uncleared levels.
[0153] In one exemplary embodiment of this disclosure, the failed level includes a first failed level that is currently being attempted but has failed to pass and / or the remaining second failed levels excluding the first failed level;
[0154] The preset game scenario is a game scenario where the player is currently trying to complete the level but has failed.
[0155] The current player character attributes include the attributes of characters who have completed cleared levels and / or the attributes of characters who have not completed cleared levels.
[0156] In one exemplary embodiment of this disclosure, when the current challenge data is a first non-player character attribute of a first non-player character corresponding to the current player character included in a completed level, the target player character attribute required by the current player character to challenge uncompleted levels included in the current challenge data is determined from the current player character attribute based on the current player character attribute and the current challenge data, including:
[0157] Based on the attributes of characters who have cleared the levels in the current player character attributes, determine the attribute change value of the current player character in the attributes of characters who have cleared the levels.
[0158] When it is determined that the attribute change value meets the preset value range condition, a target non-player character that has a combat relationship with the current player character is obtained from the first non-player character, and the first target non-player character attribute corresponding to the target non-player character is obtained from the first non-player character attribute;
[0159] The current player character attribute that has a restraining relationship with the first attribute type of the first target non-player character attribute is found in the preset attribute restraining table, and is used as the first target player character attribute required by the current player character when attempting to complete the unfinished levels included in the current challenge data.
[0160] In one exemplary embodiment of this disclosure, the cleared level includes a first cleared level, a second cleared level, ..., an Nth cleared level, where N is the number of the first level;
[0161] Specifically, determining the attribute change value of the current player character in the attributes of characters who have cleared the levels, based on the attributes of characters who have cleared the levels included in the current player character attributes, includes:
[0162] S10, obtain the first completed character attribute of the current player character in the first completed level, which is included in the current player character attributes; wherein, the first completed character attribute includes a first start history attribute value and a first end history attribute value;
[0163] S20, calculate the first attribute change value between the first start history attribute value and the first end history attribute value;
[0164] S30, repeat S10 and S20 in sequence to obtain the second attribute change value to the Nth attribute change value from the second cleared level to the Nth cleared level.
[0165] In one exemplary embodiment of this disclosure, when it is determined that the attribute change value satisfies a preset value range condition, obtaining a target non-player character that has a combat relationship with the current player character from the first non-player characters includes:
[0166] Determine whether there are any attribute change values among the first attribute change values to the Nth attribute change values that satisfy the first preset value range condition;
[0167] When it is determined that any attribute change value satisfies the first preset value range condition, the level that has been cleared corresponding to the attribute change value is taken as the target level to be cleared.
[0168] The first non-player character that has a combat relationship with the current player character in the target level is designated as the first target non-player character.
[0169] In one exemplary embodiment of this disclosure, determining the attribute change value of the current player character in the attributes of characters who have cleared cleared levels, based on the attributes of characters who have cleared cleared levels included in the attributes of the current player character, includes:
[0170] S10', Obtain the first sub-character attribute of the current player character within a first preset time period during the execution of the first cleared level's completion task, which is included in the current player character attribute; wherein, the first sub-character attribute includes a first start sub-attribute value and a first sub-end attribute value within the first preset time period;
[0171] S20', calculate the first sub-change value between the first start sub-attribute value and the first end sub-attribute value, and obtain the first total change value based on the first sub-change value;
[0172] S30', and S10' and S20' are repeated sequentially to obtain the second total change value to the Nth total change value from the second passed level to the Nth passed level.
[0173] In one exemplary embodiment of this disclosure, when it is determined that the attribute change value satisfies a preset value range condition, obtaining a target non-player character that has a combat relationship with the current player character from the first non-player characters includes:
[0174] Determine whether there exists a total change value among the first total change value to the Nth total change value that satisfies the second preset value range condition;
[0175] When any total change value satisfies the second preset value range condition, the cleared level corresponding to the total change value is taken as the target cleared level.
[0176] The first non-player character in the target level who has a combat relationship with the current player character is designated as the second target non-player character.
[0177] In one exemplary embodiment of this disclosure, when the current challenge data is a second non-player character attribute of a second non-player character corresponding to the current player character included in an uncompleted level, the target player character attribute required by the current player character to challenge the uncompleted levels included in the current challenge data is determined from the current player character attribute based on the current player character attribute and the current challenge data, including:
[0178] Search the attribute restraint table for candidate character attributes that have a restraining relationship with the second attribute type of the second non-player character's second non-player character attribute;
[0179] Based on the second attribute value of the second non-player character attribute, calculate the theoretical attribute value of the candidate character attribute required to defeat the second non-player character;
[0180] Determine whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition; wherein, the current attribute value is the first current attribute value required for the current player character to pass the first failed level that is currently being passed but has failed and / or the second current attribute value when passing the remaining second failed levels other than the first failed level;
[0181] When it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition, the current player character attribute that does not satisfy the third preset value range condition is taken as the second target player character attribute.
[0182] In one exemplary embodiment of this disclosure, determining whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies a third preset value range condition includes:
[0183] Calculate the first attribute difference between the theoretical attribute value and the current attribute value of the current player character; wherein the theoretical attribute value includes the total health value and / or total attack value of the second non-player character;
[0184] Based on whether the first difference is less than a preset threshold, it is determined whether the relationship between the theoretical attribute value and the current player character attribute of the current player character satisfies the third preset value range condition.
[0185] In an exemplary embodiment of this disclosure, if the first attribute difference is greater than or equal to the preset threshold, it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition.
[0186] If the difference in the first attribute is less than the preset threshold, then the relationship between the theoretical attribute value and the current attribute value is determined to satisfy the third preset value range condition.
[0187] In one exemplary embodiment of this disclosure, matching a target virtual item corresponding to the target player character attribute from a preset virtual item database includes:
[0188] Based on the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
[0189] In one exemplary embodiment of this disclosure, matching a first target virtual item corresponding to the first target player character attribute and / or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database, based on a first target attribute value possessed by a first target player character attribute and / or a second target attribute value possessed by a second target player character attribute, includes:
[0190] Obtain the historical item change records of the current user corresponding to the current player character, and determine the position of the first uncompleted level in all levels based on the number of the first level and the number of the second level.
[0191] Based on the historical item replacement records and the position of the first failed level among all levels, determine the range of attribute value adjustment;
[0192] Based on the aforementioned attribute value adjustment range, the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute are adjusted;
[0193] Based on the adjusted first target attribute value and / or the adjusted second target attribute value, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
[0194] In one exemplary embodiment of this disclosure, displaying the target virtual item on a game interface corresponding to the preset game scene includes:
[0195] Retrieve the historical usage records of virtual items of the current user corresponding to the current player character;
[0196] The historical usage records are input into a preset neural network model to obtain the virtual item usage preferences corresponding to the current user;
[0197] Based on the virtual item usage preferences, a virtual item to be displayed is matched from the target virtual items, and the virtual item to be displayed is displayed on the game interface corresponding to the preset game scene.
[0198] In one exemplary embodiment of this disclosure, the display device for the virtual item further includes:
[0199] The attribute value addition module can be used to add the target attribute value of the target virtual item corresponding to the selection operation to the current attribute value of the current player character in response to the selection operation.
[0200] In one exemplary embodiment of this disclosure, the display device for the virtual item further includes:
[0201] The purchase request generation module can be used to generate a purchase request corresponding to the target virtual item in response to the touch operation of the current user corresponding to the current player character after using the target virtual item to pass any uncompleted level;
[0202] The purchase record storage module can be used to purchase the target virtual item in response to the purchase request and store the purchase record corresponding to the target virtual item.
[0203] In one exemplary embodiment of this disclosure, the display device for the virtual item further includes:
[0204] The cancellation request generation module can be used to generate a cancellation request corresponding to the target virtual item in response to the touch operation of the current user corresponding to the current player character after failing to pass the level using the target virtual item;
[0205] The cancellation record storage module can be used to cancel the target virtual item in response to the cancellation request and store the cancellation record corresponding to the target virtual item.
[0206] The specific details of each module in the aforementioned virtual item display device have been described in detail in the corresponding virtual item display method, so they will not be repeated here.
[0207] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0208] Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0209] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0210] Those skilled in the art will understand that various aspects of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, collectively referred to herein as a "circuit," "module," or "system."
[0211] The following reference Figure 14 To describe an electronic device 1400 according to such an embodiment of the present disclosure. Figure 14 The electronic device 1400 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0212] like Figure 14 As shown, the electronic device 1400 is manifested in the form of a general-purpose computing device. The components of the electronic device 1400 may include, but are not limited to: at least one processing unit 1410, at least one storage unit 1420, a bus 1430 connecting different system components (including storage unit 1420 and processing unit 1410), and a display unit 1440.
[0213] The storage unit stores program code that can be executed by the processing unit 1410, causing the processing unit 1410 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, the processing unit 1410 can perform actions such as... Figure 1 Step S110: Obtain the current player character attributes and current level data in the preset game scene of the adventure game; Step S120: Based on the current player character attributes and current level data, determine the target player character attributes required by the current player character when attempting to complete unfinished levels included in the current level data; Step S130: Match the target virtual item corresponding to the target player character attributes from the preset virtual item database; Step S140: Display the target virtual item on the game interface corresponding to the preset game scene.
[0214] Storage unit 1420 may include readable media in the form of volatile storage units, such as random access memory (RAM) 14201 and / or cache memory 14202, and may further include read-only memory (ROM) 14203.
[0215] Storage unit 1420 may also include a program / utility 14204 having a set (at least one) of program modules 14205, such program modules 14205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.
[0216] Bus 1430 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0217] Electronic device 1400 can also communicate with one or more external devices 1500 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 1400, and / or with any device that enables electronic device 1400 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1450. Furthermore, electronic device 1400 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1460. As shown, network adapter 1460 communicates with other modules of electronic device 1400 via bus 1430. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1400, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0218] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0219] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible implementations, various aspects of this disclosure may also be implemented as a program product including program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.
[0220] The program product for implementing the above-described method according to embodiments of the present disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0221] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0222] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0223] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0224] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0225] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of this disclosure and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0226] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention described herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not invented by this disclosure. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
Claims
1. A display method of virtual goods, characterized by, include: Retrieve the current player character's attributes and current level data in the preset game scene of the adventure game; The current level data includes one or more of the following: the number of first levels that have been cleared, the number of second levels that have not been cleared, the first non-player character attributes of the first non-player character corresponding to the current player character included in the cleared levels, and the second non-player character attributes of the second non-player character corresponding to the current player character included in the uncleared levels. Based on the current player character attributes and the current level data, determine the target player character attributes required for the current player character to attempt unfinished levels included in the current level data. Match the target virtual items that correspond to the attributes of the target player character from a pre-set virtual item database; The target virtual item is displayed on the game interface corresponding to the preset game scene; Wherein, when the current challenge data is the first non-player character attribute of the first non-player character corresponding to the current player character in the already cleared levels, the target player character attribute is determined in the following way: based on the already cleared character attributes in the already cleared levels included in the current player character attributes, determine the attribute change value of the current player character in the already cleared character attributes in the already cleared levels; when it is determined that the attribute change value meets the preset value range condition, obtain the target non-player character that has a combat relationship with the current player character from the first non-player characters, and obtain the first target non-player character attribute corresponding to the target non-player character from the attributes of the first non-player characters; The current player character attribute that has a restraining relationship with the first attribute type of the first target non-player character attribute is found in the preset attribute restraining table, and is used as the first target player character attribute required by the current player character when attempting to complete the unfinished levels included in the current challenge data.
2. The display method of virtual goods according to claim 1, wherein The failed checkpoints include the first failed checkpoint that is currently being passed but has failed, and / or the remaining second failed checkpoints excluding the first failed checkpoint; The preset game scenario is a game scenario where the player is currently trying to complete the level but has failed. The current player character attributes include the attributes of characters who have completed cleared levels and / or the attributes of characters who have not completed cleared levels.
3. The method for displaying virtual items according to claim 2, characterized in that, The cleared levels include the first cleared level, the second cleared level, ..., the Nth cleared level, where N is the number of the first level; Specifically, determining the attribute change value of the current player character in the attributes of characters who have cleared the levels, based on the attributes of characters who have cleared the levels included in the current player character attributes, includes: S10, obtain the first completed character attribute of the current player character in the first completed level, which is included in the current player character attributes; wherein, the first completed character attribute includes a first start history attribute value and a first end history attribute value; S20, calculate the first attribute change value between the first start history attribute value and the first end history attribute value; S30, repeat S10 and S20 in sequence to obtain the second attribute change value to the Nth attribute change value from the second cleared level to the Nth cleared level.
4. The method for displaying virtual items according to claim 3, characterized in that, When it is determined that the attribute change value meets the preset value range condition, the target non-player character that has a combat relationship with the current player character is obtained from the first non-player character, including: Determine whether there are any attribute change values among the first attribute change values to the Nth attribute change values that satisfy the first preset value range condition; When it is determined that any attribute change value satisfies the first preset value range condition, the level that has been cleared corresponding to the attribute change value is taken as the target level to be cleared. The first non-player character that has a combat relationship with the current player character in the target level is designated as the first target non-player character.
5. The method for displaying virtual items according to claim 4, characterized in that, Based on the attributes of characters who have completed cleared stages included in the current player character attributes, determine the attribute change value of the current player character in the attributes of characters who have completed cleared stages, including: S10', Obtain the first sub-character attribute of the current player character within a first preset time period during the execution of the first cleared level's completion task, which is included in the current player character attribute; wherein, the first sub-character attribute includes a first start sub-attribute value and a first sub-end attribute value within the first preset time period; S20', calculate the first sub-change value between the first start sub-attribute value and the first end sub-attribute value, and obtain the first total change value based on the first sub-change value; S30', and S10' and S20' are repeated sequentially to obtain the second total change value to the Nth total change value from the second passed level to the Nth passed level.
6. The method for displaying virtual items according to claim 5, characterized in that, When it is determined that the attribute change value meets the preset value range condition, the target non-player character that has a combat relationship with the current player character is obtained from the first non-player character, including: Determine whether there exists a total change value among the first total change value to the Nth total change value that satisfies the second preset value range condition; When any total change value satisfies the second preset value range condition, the cleared level corresponding to the total change value is taken as the target cleared level. The first non-player character in the target level who has a combat relationship with the current player character is designated as the second target non-player character.
7. The method for displaying virtual items according to claim 1, characterized in that, When the current challenge data is the second non-player character attribute of the second non-player character corresponding to the current player character in the uncompleted levels, the target player character attributes required for the current player character to challenge the uncompleted levels included in the current challenge data are determined from the current player character attributes based on the current player character attributes and the current challenge data. These attributes include: Search the attribute restraint table for candidate character attributes that have a restraining relationship with the second attribute type of the second non-player character's second non-player character attribute; Based on the second attribute value of the second non-player character attribute, calculate the theoretical attribute value of the candidate character attribute required to defeat the second non-player character; Determine whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition; wherein, the current attribute value is the first current attribute value required for the current player character to pass the first failed level and / or the second current attribute value required to pass the remaining second failed levels excluding the first failed level; When it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition, the current player character attribute that does not satisfy the third preset value range condition is taken as the second target player character attribute.
8. The method for displaying virtual items according to claim 7, characterized in that, Determining whether the relationship between the theoretical attribute value and the current attribute value of the current player character satisfies the third preset value range condition includes: Calculate the first attribute difference between the theoretical attribute value and the current attribute value of the current player character; wherein the theoretical attribute value includes the total health value and / or total attack value of the second non-player character; Based on whether the difference in the first attribute is less than a preset threshold, it is determined whether the relationship between the theoretical attribute value and the current player character attribute of the current player character satisfies the third preset value range condition.
9. The method for displaying virtual items according to claim 8, characterized in that, If the difference in the first attribute is greater than or equal to the preset threshold, then it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy the third preset value range condition. If the difference in the first attribute is less than the preset threshold, then the relationship between the theoretical attribute value and the current attribute value is determined to satisfy the third preset value range condition.
10. The method for displaying virtual items according to claim 2, characterized in that, Matching target virtual items from a pre-defined virtual item database that correspond to the target player's character attributes, including: Based on the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
11. The method for displaying virtual items according to claim 10, characterized in that, Based on the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database, including: Obtain the historical item change records of the current user corresponding to the current player character, and determine the position of the first uncompleted level in all levels based on the number of the first level and the number of the second level. Based on the historical item replacement records and the position of the first failed level among all levels, determine the range of attribute value adjustment; Based on the aforementioned attribute value adjustment range, the first target attribute value of the first target player character attribute and / or the second target attribute value of the second target player character attribute are adjusted; Based on the adjusted first target attribute value and / or the adjusted second target attribute value, match the first target virtual item corresponding to the first target player character attribute and / or the second target virtual item corresponding to the second target player character attribute from the preset virtual item database.
12. The method for displaying virtual items according to claim 1, characterized in that, Displaying the target virtual item on the game interface corresponding to the preset game scene includes: Retrieve the historical usage records of virtual items of the current user corresponding to the current player character; The historical usage records are input into a preset neural network model to obtain the virtual item usage preferences corresponding to the current user; Based on the virtual item usage preferences, a virtual item to be displayed is matched from the target virtual items, and the virtual item to be displayed is displayed on the game interface corresponding to the preset game scene.
13. The method for displaying virtual items according to claim 1, characterized in that, The method for displaying virtual items also includes: In response to a selection operation applied to the target virtual item, the target attribute value of the target virtual item corresponding to the selection operation is added to the current attribute value of the current player character's current attribute.
14. The method for displaying virtual items according to claim 1, characterized in that, The method for displaying virtual items also includes: In response to a touch operation by the current user corresponding to the current player character after using the target virtual item to pass any uncompleted level, a purchase request corresponding to the target virtual item is generated; In response to the purchase request, the target virtual item is purchased, and the purchase record corresponding to the target virtual item is stored.
15. The method for displaying virtual items according to claim 14, characterized in that, The method for displaying virtual items also includes: In response to the touch operation of the current user corresponding to the current player character after failing to pass the level using the target virtual item, a cancellation request corresponding to the target virtual item is generated; In response to the cancellation request, the target virtual item is cancelled, and the cancellation record corresponding to the target virtual item is stored.
16. A display device for virtual items, characterized in that, include: The data acquisition module is used to acquire the current player character's attributes and current level data in the preset game scene of the adventure game; The current level data includes one or more of the following: the number of first levels that have been cleared, the number of second levels that have not been cleared, the first non-player character attributes of the first non-player character corresponding to the current player character included in the cleared levels, and the second non-player character attributes of the second non-player character corresponding to the current player character included in the uncleared levels. The target player character attribute determination module is used to determine, based on the current player character attributes and the current level data, the target player character attributes required for the current player character to attempt unfinished levels included in the current level data. The target virtual item matching module is used to match target virtual items that correspond to the attributes of the target player character from a preset virtual item database; The target virtual item display module is used to display the target virtual item on the game interface corresponding to the preset game scene; Wherein, when the current challenge data is the first non-player character attribute of the first non-player character corresponding to the current player character in the already cleared levels, the target player character attribute is determined in the following way: based on the already cleared character attributes in the already cleared levels included in the current player character attributes, determine the attribute change value of the current player character in the already cleared character attributes in the already cleared levels; when it is determined that the attribute change value meets the preset value range condition, obtain the target non-player character that has a combat relationship with the current player character from the first non-player characters, and obtain the first target non-player character attribute corresponding to the target non-player character from the attributes of the first non-player characters; The current player character attribute that has a restraining relationship with the first attribute type of the first target non-player character attribute is found in the preset attribute restraining table, and is used as the first target player character attribute required by the current player character when attempting to complete the unfinished levels included in the current challenge data.
17. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the method for displaying virtual items as described in any one of claims 1 to 15.
18. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method for displaying virtual items as described in any one of claims 1 to 15.