Virtual prop display method and device, computer storage medium and electronic device

By adjusting the order of virtual items and combining character attributes, user preferences, and item attributes, the problem of players having difficulty quickly finding the items they need in the game was solved, thus improving the game's smoothness and overall experience.

CN116617661BActive Publication Date: 2026-05-29NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-02-14
Publication Date
2026-05-29

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Abstract

The present disclosure relates to the technical field of computers, and relates to a virtual prop display method and device, a storage medium and an electronic device. The virtual prop display method comprises: adjusting the order of virtual props in a virtual prop set according to at least one of current role attribute information of a virtual role, virtual prop preference information of a target user corresponding to the virtual role, and prop attribute information of a virtual prop; when a target event is detected, obtaining interaction information of a virtual prop corresponding to the target event, and adjusting the order according to the interaction information. The present disclosure can adjust the display order of virtual props according to at least one of current role attribute information of a virtual role in a game, virtual prop preference information of a target user corresponding to the virtual role, and prop attribute information of a virtual prop, so that a user can accurately and efficiently obtain a required virtual prop, improve game fluency, and have a good game experience.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and more specifically, to a method for displaying virtual props, a device for displaying virtual props, a computer storage medium, and an electronic device. Background Technology

[0002] With the development of computer and internet technology, various game genres have emerged, and gaming has not only become a form of entertainment but has even become a professional activity. Many games, in order to enhance the gaming experience and provide convenience for players, often offer a variety of virtual items for players to choose from.

[0003] In related technologies, players can access their inventory by pressing a shortcut key. The virtual items in the inventory are arranged according to a fixed rule, such as the order in which players acquired them or their names. This sorting rule is the same for all players. However, during gameplay, players have to search through numerous virtual items to obtain the ones they need, making it difficult to quickly find the most suitable ones. This not only affects game smoothness but also makes players vulnerable to attacks from other players while searching for items, thus diminishing the overall gaming experience.

[0004] 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

[0005] The purpose of this disclosure is to provide a method and apparatus for displaying virtual items, a computer storage medium, and an electronic device to improve the accuracy and efficiency of players acquiring virtual items.

[0006] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0007] According to one aspect of this disclosure, a method for displaying virtual props is provided, comprising: adjusting the order of virtual props in a virtual prop set according to at least one of current character attribute information of a virtual character, virtual prop preference information of a target user corresponding to the virtual character, and prop attribute information of the virtual props; when a target event is detected, acquiring interaction information of the virtual props corresponding to the target event, and adjusting the order according to the interaction information.

[0008] In one exemplary embodiment of this disclosure, adjusting the order of virtual items in a virtual item set based on at least one of the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items includes: determining a target virtual item set from the virtual item set based on the current character attribute information and / or the item attribute information; and adjusting the order of the virtual items in the target virtual item set to be higher than the order of other virtual items in the virtual item set.

[0009] In one exemplary embodiment of this disclosure, determining the target virtual item set from the virtual item set includes: when the virtual character is in a target game state, acquiring virtual items in the virtual item set corresponding to the target game state, and forming the target virtual item set.

[0010] In one exemplary embodiment of this disclosure, determining a target virtual item set from the virtual item set based on the current character attribute information of the virtual character and / or the item attribute information of the virtual item includes: obtaining virtual items from the virtual item set that match the attribute values ​​of the current state of the virtual character to form a candidate virtual item set; obtaining the target attribute value corresponding to the current state, and combining the target attribute value with the attribute values ​​of each virtual item in the candidate item set to determine the target virtual item set from the candidate virtual item set.

[0011] In one exemplary embodiment of this disclosure, determining a target virtual item set from the virtual item set based on the current character attribute information of the virtual character and / or the item attribute information of the virtual item includes: obtaining virtual items from the virtual item set whose item attribute information matches the current game scene in which the virtual character is located, and forming the target virtual item set.

[0012] In one exemplary embodiment of this disclosure, determining a target virtual item set from the virtual item set based on the current character attribute information of the virtual character and / or the item attribute information of the virtual item includes: obtaining virtual items corresponding to the character attributes of the virtual character from the virtual item set to form the target virtual item set.

[0013] In one exemplary embodiment of this disclosure, adjusting the sorting order of virtual items in the target virtual item set to be higher than that of other virtual items in the virtual item set further includes: adjusting the sorting order of virtual items in the target virtual item set according to the first virtual item preference information of the virtual character; or, adjusting the sorting order of virtual items in the target virtual item set according to the second virtual item preference information of the target user corresponding to the virtual character; or, adjusting the sorting order of virtual items in the target virtual item set according to the first virtual item preference information and the second virtual item preference information.

[0014] In one exemplary embodiment of this disclosure, adjusting the sorting order of virtual items in the target virtual item set to be higher than that of other virtual items in the virtual item set further includes: obtaining the historical time when the virtual character uses virtual items in the target virtual item set to handle game events, and adjusting the sorting order of virtual items in the target virtual item set according to the historical time.

[0015] In one exemplary embodiment of this disclosure, the target set of virtual items is displayed in the target interface of the game application corresponding to the virtual character.

[0016] In one exemplary embodiment of this disclosure, adjusting the order of virtual items in a virtual item set based on at least one of the virtual character's current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items includes: determining at least one similar user of the target user based on the virtual character and the virtual item preference information of the target user corresponding to the virtual character, wherein the game interaction information of the at least one similar user contains a record of controlling the virtual character; obtaining the virtual item set of the at least one similar user corresponding to the virtual character, and adjusting the order of virtual items in the virtual item set corresponding to the target user based on the order of virtual items in the virtual item set of the at least one similar user.

[0017] In one exemplary embodiment of this disclosure, adjusting the order of virtual items in the virtual item set according to at least one of the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual item includes: obtaining the current status attribute information and / or item attribute information of the associated character of the virtual character in the game; and adjusting the order of virtual items in the virtual item set according to the current status attribute information and / or item attribute information of the associated character.

[0018] In one exemplary embodiment of this disclosure, adjusting the order of virtual items in the virtual item set according to the current state attribute information and / or item attribute information of the associated character includes: adjusting the order of virtual items in the virtual item set when the current state attribute information of the associated character satisfies a first preset condition and the item attribute information corresponding to the associated character satisfies a second preset condition.

[0019] In one exemplary embodiment of this disclosure, when a target event is detected, obtaining interaction information of the virtual item corresponding to the target event and adjusting the sorting according to the interaction information includes: when a virtual character uses a target virtual item in the virtual item set to perform a game event, obtaining interaction information corresponding to the target virtual item, and updating the current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information according to the interaction information; and adjusting the sorting according to at least one of the updated current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information.

[0020] In one exemplary embodiment of this disclosure, when a target event is detected, obtaining interaction information of the virtual item corresponding to the target event and adjusting the sorting according to the interaction information includes: when a viewing operation is detected for a target virtual item in the set of virtual items, determining the interest level of the target user corresponding to the virtual character for the target virtual item based on at least one of the type, number of times, and duration of the viewing operation; and adjusting the sorting according to the interest level.

[0021] In one exemplary embodiment of this disclosure, the method further includes: storing the current character attribute information, virtual item preference information, and item attribute information in a first storage space and a second storage space, respectively; before adjusting the sorting of virtual items in the virtual item set according to at least one of the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual item, the method further includes: acquiring and correspondingly aggregating the current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information in the first storage space and the second storage space to obtain an aggregated information set.

[0022] In one exemplary embodiment of this disclosure, when a target event is detected, obtaining the interaction information of the virtual props corresponding to the target event and adjusting the sorting according to the interaction information further includes: saving the interaction information to the first storage space in real time, and updating the aggregated information set according to the information in the first storage space, so as to adjust the sorting of the virtual props in the virtual props set according to the aggregated information set before a preset storage condition is reached; when the preset storage condition is reached, transferring the information in the first storage space to the second storage space.

[0023] According to one aspect of this disclosure, a virtual prop display device is provided, comprising: a first sorting module, configured to adjust the sorting of virtual props in a virtual prop set according to at least one of current character attribute information of a virtual character, virtual prop preference information, and prop attribute information of the virtual props; and a second sorting module, configured to, when a target event is detected, acquire interaction information of the virtual props corresponding to the target event, and adjust the sorting according to the interaction information.

[0024] According to one aspect of this disclosure, a computer storage medium is provided that stores a computer program thereon, which, when executed by a processor, implements the virtual prop display method described in any of the preceding claims.

[0025] According to one aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the virtual prop display method described in any of the preceding claims by executing the executable instructions.

[0026] The virtual item display method in the exemplary embodiments of this disclosure adjusts the order of virtual items based on at least one of the current character attribute information, virtual item preference information, and virtual item attribute information. Furthermore, when a target event is detected, the order is adjusted based on the interaction information of the virtual items corresponding to the target event. On one hand, by combining the current character attribute information, virtual item preferences, and item attribute information to adjust the order of virtual items, the time players spend browsing and searching among numerous virtual items is reduced, accurately providing players with the virtual items needed by their current virtual character. Simultaneously, it avoids game interruptions caused by searching for virtual items, ensuring smooth gameplay and preventing attacks from other players while searching for virtual items, resulting in a better gaming experience. On the other hand, adjusting the order based on interaction information when a target event is detected—that is, adjusting the order in real-time based on the interaction information corresponding to each target event—ensures the real-time accuracy of the virtual item ordering results.

[0027] 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

[0028] The above and other objects, features, and advantages of this disclosure will become readily apparent from the following detailed description of exemplary embodiments, taken in conjunction with the accompanying drawings. Several embodiments of this disclosure are illustrated in the drawings by way of example and not limitation, in which:

[0029] Figure 1 A schematic diagram illustrating the display of virtual props according to exemplary embodiments of the present disclosure is shown.

[0030] Figure 2 A flowchart illustrating a virtual prop display method according to an exemplary embodiment of the present disclosure is shown;

[0031] Figure 3 A flowchart is shown illustrating the process of adjusting the order of virtual items in a virtual item set based on at least one of the current attribute information of a virtual character, virtual item preference information, and attribute information of virtual items, according to an exemplary embodiment of the present disclosure.

[0032] Figure 4 A schematic diagram illustrating a set of target virtual items displayed in a shortcut bar manner according to an exemplary embodiment of the present disclosure is shown;

[0033] Figure 5 A schematic diagram illustrating a set of target virtual items displayed in a shortcut bar manner according to an exemplary embodiment of the present disclosure is shown;

[0034] Figure 6 A flowchart is shown illustrating an exemplary embodiment of the present disclosure, which describes adjusting the order of virtual items in a virtual item set based on at least one of the current attribute information of a virtual character, virtual item preference information, and attribute information of virtual items.

[0035] Figure 7 A flowchart is shown illustrating an exemplary embodiment of the present disclosure, which describes adjusting the order of virtual items in a virtual item set based on at least one of the current attribute information of a virtual character, virtual item preference information, and attribute information of virtual items.

[0036] Figure 8 The diagram illustrates data and aggregated information sets obtained from a first storage space and a second storage space, respectively, according to exemplary embodiments of the present disclosure.

[0037] Figure 9 A schematic diagram of the structure of a virtual prop display device according to an exemplary embodiment of the present disclosure is shown;

[0038] Figure 10 A schematic diagram of a storage medium according to an exemplary embodiment of the present disclosure is shown; and

[0039] Figure 11 A block diagram of an electronic device according to an exemplary embodiment of the present disclosure is shown.

[0040] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation

[0041] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, 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 so that this disclosure will be more comprehensive and complete, and will fully convey the concept of exemplary embodiments to those skilled in the art. The same reference numerals in the drawings denote the same or similar structures, and therefore their detailed description will be omitted.

[0042] Furthermore, the described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced without one or more of the specific details described, or other methods, components, apparatuses, steps, etc., can be employed. In other instances, well-known structures, methods, apparatuses, implementations, or operations are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0043] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software, or in one or more software-hardened modules, or in different network and / or processor devices and / or microcontroller devices.

[0044] In the relevant art of this field, virtual items in games are items that provide convenience to players, such as... Figure 1 As shown, players can bring up their inventory by triggering the item shortcut key. The items in the inventory are generally arranged according to the system default settings. However, due to the limited space in the inventory, not all items can be displayed at the same time in the user's graphical interface. Players need to manually browse and adjust the inventory. Even if players browse and adjust the inventory or display all virtual items at the same time in the user's graphical interface, the virtual items that are displayed first may not be the ones that players actually need. Therefore, players still need to search for the virtual items among many.

[0045] The virtual item display methods in related technologies have the following drawbacks: players cannot find the virtual items they actually need in a timely and accurate manner. (See also...) Figure 1The "Armor Powder" item, located at the very end, can only be viewed by dragging the scroll bar on the right, a process that takes time and affects the smoothness of the game. Players need to frequently adjust the position of virtual items in their inventory to make it easier to use them quickly when encountering danger, but players are easily attacked by other players while adjusting them, resulting in a poor gaming experience.

[0046] Based on this, in the exemplary embodiments disclosed herein, a method for displaying virtual props is first provided. (See reference...) Figure 2 As shown, the method for displaying virtual props includes the following steps:

[0047] Step S210: Adjust the sorting of virtual items in the virtual item set according to at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual item.

[0048] Step S220: When a target event is detected, obtain the interaction information of the virtual props corresponding to the target event, and adjust the sorting according to the interaction information.

[0049] According to the virtual item display method in this example embodiment, the sorting of virtual items can be adjusted by combining the current character attribute information of the virtual character, the virtual item preferences of the target user corresponding to the virtual character, and the item attribute information of the virtual items. This reduces the time players spend browsing and searching among numerous virtual items, accurately providing players with the virtual items needed by their current virtual character. At the same time, it avoids game interruptions caused by searching for virtual items, ensuring the smoothness of the game process, and also prevents attacks from other players while searching for virtual items, resulting in a better gaming experience. When a target event is detected, the sorting is adjusted according to the interaction information, that is, the sorting is adjusted in real time according to the interaction information corresponding to each target event, thereby ensuring the real-time accuracy of the virtual item sorting results.

[0050] The following is combined with Figure 2 The virtual prop display method in the exemplary embodiments of this disclosure will be further described.

[0051] In step S210, the order of virtual items in the virtual item set is adjusted according to at least one of the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items.

[0052] In the exemplary embodiments disclosed herein, the virtual item set is the collection of all virtual items possessed by a virtual object in the game, such as all virtual items in the virtual object's inventory. Virtual items are items in the game that provide convenience to the player and may include consumables, equipment, and quest items. Consumables include food, medicine, raw materials, flight talismans, pet food, etc.; equipment includes helmets, armor, boots, weapons, and accessories, etc.; quest items include letters, escort silver, intelligence books, and story-related items, etc. A virtual character is a game character controlled by the target user who logs into the game application. The current character attribute information of a virtual character includes basic attributes, game status attributes, character attributes, and game interaction behavior attributes. Basic attributes include strength, stamina, dexterity, charm, intelligence, and vitality—attributes that influence various abilities and learning capabilities of the virtual character. Game status attributes include, but are not limited to, the virtual character's movement status (e.g., running, walking), health (life), mana (magic), rage (used to unleash ultimate skills), experience, and level—characteristics used to identify the virtual character's game behavior status. Character attributes include, but are not limited to, the virtual character's game-specific attributes such as character type, class, basic defense, skill level, skill mana consumption, skill cooldown time, gender, race, and name. Game interaction behavior attributes include, but are not limited to, using, viewing, and changing virtual items, attacking, being attacked, and virtual item preferences—attributes that identify the virtual character's behavior in the game. Virtual item attribute information includes, but is not limited to, item identifier, health bonus, mana bonus, haste, attack power, evasion, and usage status (e.g., number of uses, usage scenario).

[0053] It should be noted that the specific content of the current character attribute information, virtual item preference information of the target user corresponding to the virtual character, and item attribute information for different games can be adjusted according to the actual game characteristics and game business needs. This disclosure does not impose any special restrictions on this.

[0054] An exemplary embodiment of this disclosure may adjust the order of virtual items in a virtual item set based on at least one of the obtained current character attribute information of the virtual character, virtual item preference information of the target user corresponding to the virtual character, and item attribute information.

[0055] In some possible implementations, such as Figure 3 As shown, the process of adjusting the order of virtual items in a virtual item set based on at least one of the following: the virtual character's current attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information, may include the following steps:

[0056] In step S310, the target virtual item set is determined from the virtual item set based on the current character attribute information and / or item attribute information.

[0057] In an exemplary embodiment of this disclosure, a target virtual item set can be determined from a virtual item set based on the current character attribute information and / or item attribute information of the virtual character.

[0058] In some possible implementations, when the virtual character is in a target game state, virtual items corresponding to that state can be acquired from the virtual item set to form a target virtual item set. For example, if the virtual character is running, virtual items corresponding to the running state can be acquired from the virtual item set to form the target virtual item set; that is, virtual items suitable for the running state, such as grappling hooks, can be acquired. If the virtual character is hiding, virtual items corresponding to the hiding state can be acquired from the virtual item set to form the target virtual item set, so that the virtual character can quickly and accurately find the required virtual items, such as an 8x scope, when hiding.

[0059] Through this exemplary implementation, the target virtual item set can be obtained by matching the item attribute information in the virtual item set with the target game state of the virtual character. The target virtual item set corresponding to the game state can be formed according to the switching of the virtual character's game state, thereby advancing the sorting order of the target virtual item set corresponding to the game state, so as to meet the needs of different game states for virtual items and improve the efficiency and accuracy of virtual item acquisition.

[0060] In some possible implementations, virtual items that match the attribute values ​​of the current state of the virtual character can be obtained from the virtual item set to form a candidate virtual item set; then, the target attribute value corresponding to the current state can be obtained, and the target virtual item set can be determined from the candidate virtual item set by combining the target attribute value and the attribute values ​​of each virtual item in the candidate item set.

[0061] Optionally, a pre-defined correspondence between attribute value ranges and virtual items can be established. This allows for the determination of the target attribute value range into which the current state attribute value of the virtual character falls, thus identifying the target virtual items corresponding to that range as a candidate set of virtual items. The correspondence can be set based on the current game's historical game records or the historical game records of the target user (player) associated with the virtual character; this disclosure does not impose any specific limitations on this. For example, if the virtual character's current health is 40%, falling within the pre-defined attribute value range [30%, 50%], then a candidate set of virtual items is formed based on the virtual items corresponding to that range. Based on this, virtual items that satisfy the pre-defined correspondence between attribute value ranges and virtual items can be obtained from the virtual item set to form a candidate set of virtual items, ensuring that the obtained candidate set of virtual items aligns with popular preferences or the preferences of the target user associated with the virtual character.

[0062] Optionally, different attribute value ranges can be preset, and the target attribute value range into which the current state attribute value of the virtual character falls can be determined. Then, based on the usage information of virtual items in the attribute information of each virtual item in the virtual item set, the usage of virtual items within the target attribute value range can be determined to filter out target virtual items and form a candidate virtual item set. For example, different health ranges [0,30%), [30%,50%), [50%,60%), [60%,70%), and [70%,90%) can be preset, and the current health of the virtual character can be determined to be 40%, falling into the range [30%,50%). Then, the number of times the virtual items in the virtual item set are used in the range [30%,50%) can be obtained, and the target virtual items can be filtered out based on the number of uses to form a candidate virtual item set. Based on this, we can only consider the usage of target virtual items that fall within the target attribute value range, so that the determined set of candidate virtual items is truly applicable to the current state of the virtual character, and there is no need to consider the usage of virtual items in other attribute value ranges, thus improving acquisition efficiency.

[0063] It should be noted that other methods can also be used to obtain virtual items from the virtual item set that match the attribute values ​​of the virtual character's current state, forming a candidate virtual item set. For example, a target attribute value range corresponding to the attribute values ​​of the virtual character's current state can be determined according to a pre-set range determination rule, so as to obtain the usage of virtual items in the virtual item set within that target attribute value range and determine the candidate virtual item set. This disclosure includes, but is not limited to, the methods for determining the candidate virtual item set described above.

[0064] In an exemplary embodiment of this disclosure, after obtaining a candidate set of virtual items, the target attribute value corresponding to the current state can be obtained, and the target set of virtual items can be determined from the candidate set of virtual items by combining the target attribute value and the attribute value of each virtual item in the candidate set of virtual items.

[0065] In some possible implementations, the target attribute value can be the attribute value that a virtual character needs to increase from its current state to 100% state. For example, the attribute value of health required for a virtual character to recover from 40% to 100% is t = 5000. Therefore, the difference between the target attribute value and the attribute value of each virtual item in the candidate item set can be obtained, and a target virtual item set can be formed based on the virtual items whose difference value is less than a preset difference threshold. For example, the recovery effects (attribute values) of health recovery items in the candidate virtual item set include three types: 20000, 10000, and 4000, with corresponding difference values ​​of 15000, 5000, and -1000, respectively. The preset difference threshold is 15000. Then, a target virtual item set is formed based on the virtual items corresponding to health recovery effects of 10000 and 4000.

[0066] Based on this, the target virtual item set can be determined from the candidate virtual items by further determining the difference between the attribute values ​​of the virtual items in the candidate virtual item set and the target attribute values, which not only reduces the number of target virtual item sets, but also further improves the applicability of the target virtual items to the current state of the virtual character.

[0067] In some possible implementations, the target attribute value can be the attribute value corresponding to 100% of the virtual character's current state. For example, the attribute value for 100% health is 10000, corresponding to 40% health. Therefore, the difference between the target attribute value and the attribute values ​​of each virtual item in the candidate item set can be obtained. A target virtual item set can be formed based on the virtual items with a difference greater than or equal to zero. For example, if the health recovery items in the candidate item set have recovery effects (attribute values) of 20000, 10000, and 4000, with corresponding difference values ​​of 10000, 0, and -6000 respectively, then the target virtual item set can be formed based on the virtual items corresponding to health recovery effects of 20000 and 10000. Based on this, the number of target virtual item sets can be reduced, further improving the applicability of the target virtual items to the virtual character's current state.

[0068] It should be noted that by adjusting the size of the preset gap threshold, the number of virtual items in the target virtual item set can also be adjusted to ensure that the virtual items in the final target virtual item set can both restore the current state of the virtual character to 100% and prevent the virtual items from being wasted.

[0069] In some possible implementations, a target virtual item set can be formed by obtaining virtual items whose attribute information matches the current game scene of the virtual character from a virtual item set. Since the virtual items required by the virtual character may differ in different game scenes—for example, the armor, weapons, vehicles, or accessories required by the virtual character may vary in different game scenes (such as the main city area or the wilderness area)—obtaining virtual items whose attribute information matches the current game scene of the virtual character from a virtual item set can improve the game scene applicability of the target virtual item set.

[0070] In some possible implementations, a target virtual item set can be formed by obtaining virtual items corresponding to the character attributes of a virtual character from a virtual item set. Optionally, different virtual characters have different character classes, which allows them to choose different virtual items; different virtual characters belong to different races, which also allows them to choose different virtual items. Therefore, by obtaining virtual items corresponding to the character attributes of a virtual character from a virtual item set to form a target virtual item set, the character applicability of the target virtual item set can be improved, and the needs of virtual characters for virtual items can be met.

[0071] In step S320, the order of the virtual items in the target virtual item set is adjusted so that they are placed before the order of other virtual items in the virtual item set.

[0072] In an exemplary embodiment of this disclosure, after determining the target virtual item set, the order of virtual items in the target virtual item set that are prioritized over other virtual items in the virtual item set can be adjusted to prioritize the display of the target virtual item set. In addition, the virtual items in the target virtual item set can be sorted again.

[0073] In some possible implementations, the order of virtual items in the target virtual item set can be adjusted based on the virtual character's primary virtual item preference. This primary virtual item preference refers to the degree of preference a virtual character has for certain virtual items; for example, virtual character A prefers sword-type items, virtual character B prefers magic items, and so on. The virtual items in the target virtual item set can be reordered based on the virtual character's preference, ensuring that the top-ranked items not only satisfy the virtual character's current state attributes and / or the item's attribute information but also the virtual character's self-defined virtual item preferences. This can assist the target user (player) in selecting more suitable virtual items for their virtual character. For example, for novice players who may not be familiar with their controlled virtual character, adjusting the virtual item order can help them choose more suitable virtual items, improving their gaming experience and potentially increasing user retention.

[0074] In some possible implementations, the order of virtual items in the target virtual item set can be adjusted based on the second virtual item preference information of the target user corresponding to the virtual character. Here, the second virtual item preference information refers to the virtual item preference information of the target user (player) controlling the virtual character in the game.

[0075] Optionally, the frequency of use of virtual items corresponding to the virtual character by the target user can be determined based on the target user's historical game interaction behavior information. A higher frequency of use indicates a higher level of liking for the virtual item, while a lower frequency of use indicates a lower level of liking for the virtual item. Based on this, the target virtual item group can be sorted according to the frequency of use from highest to lowest.

[0076] Optionally, the viewing frequency of virtual items corresponding to the virtual character can be determined based on the target user's historical game interaction behavior information. A high viewing frequency indicates that the target user has a tendency to use the virtual items, while a low viewing frequency indicates that the target user lacks a tendency to use the virtual items. Based on this, the target virtual items can be grouped together and sorted in order of viewing frequency from highest to lowest.

[0077] Optionally, the order of virtual items in the target virtual item set can be adjusted based on the first virtual item preference information and the second virtual item preference information. That is, the order of virtual items in the target virtual item set can be adjusted simultaneously based on the virtual character's preference for virtual items in the game and the preference of the target user controlling the virtual character. This ensures that the order of the target virtual item set conforms to the current attribute information of the virtual character in the game, the virtual character's self-preference, and the player's preference, thereby improving the applicability of virtual item display and meeting the personalized needs of users, resulting in a better gaming experience.

[0078] In some possible implementations, the historical time of a virtual character's use of a target virtual item to handle game events can be obtained, and the sorting order of virtual items in the target virtual item set can be adjusted based on this historical time. That is, the sorting of virtual items in the target virtual item set can be adjusted according to whether their usage time is "new" or "old". For example, if a virtual object last used virtual item M at 10:00 AM and last used virtual item N at 11:00 AM, then the time of use of virtual item N is "new" compared to the time of use of virtual item M, and therefore the sorting order of virtual item M should be adjusted to be higher than that of virtual item N. Based on this, considering that a virtual character may not use a recently used virtual item again for the time being, the sorting order of the recently used virtual item N can be adjusted to be after the sorting order of virtual item M, so that the target user can quickly obtain virtual item N.

[0079] It should be noted that this disclosure may also adjust the order of virtual items in the target virtual item set based on the item attribute information of each virtual item in the target virtual item set. For example, it may adjust the order based on the skill level, skill effect, etc. of the virtual items. This disclosure includes, but is not limited to, the above-mentioned methods for adjusting the order of virtual items in the target virtual item set.

[0080] In an exemplary embodiment of this disclosure, the target virtual item set can be displayed on the target interface of the game application corresponding to the virtual character. Optionally, the target virtual item set can be displayed on the target interface as a shortcut bar, see [link to relevant documentation]. Figure 4As shown, the target virtual item set is displayed only as a shortcut bar on the target interface. The target user (player) can choose to bring up or hide the shortcut bar. Optionally, the target virtual item set and other virtual items in the set can be displayed in separate columns, such as... Figure 5 As shown, the central column allows target users to accurately identify the virtual items they need without requiring excessive thought, thus improving the gaming experience. Optionally, the target set of virtual items can be displayed on the target interface with animation effects. For example, the animation effects can be maintained continuously, displayed at preset time intervals, or displayed in response to the target user's animation selection, using the selected animation effect to display the target set of virtual items. This not only improves the efficiency and accuracy of the target user in obtaining virtual items but also avoids the animation effects affecting the target user's visual gaming experience.

[0081] See Figure 6 The flowchart shown illustrates adjusting the order of virtual items in a virtual item set based on at least one of the following: the virtual character's current character attribute information, the virtual item preference information corresponding to the virtual character, and the item attribute information. The order of virtual items in a virtual item set can also be adjusted through the following process:

[0082] In step S610, at least one similar user of the target user is determined based on the virtual character and the virtual item preference information of the target user corresponding to the virtual character.

[0083] In an exemplary embodiment of this disclosure, the target user is a player who controls a virtual character in a game, and at least one similar user has a record of controlling the virtual character in their game interaction information. In this exemplary embodiment, at least one similar user of the target user can be determined based on the virtual character and the target user's virtual item preference information. Specifically, record information of players who control the virtual character currently being controlled by the target user can be obtained from among the various player users corresponding to the current game, and the virtual item usage preferences of these player users can be matched with the target user's virtual item usage preferences to determine at least one similar user of the target user. Optionally, similar users can be determined based on the usage of the same virtual items, such as the quantity, frequency, and game scenario of using the same virtual items; alternatively, similar users can be determined based on the usage of the same virtual items and the player's level, such as identifying player users with similar usage of the same virtual items and the same or similar player levels as similar users.

[0084] It should be noted that this disclosure may also select other methods to acquire similar users based on the actual characteristics of the game or business needs, and this disclosure does not impose any special restrictions on this.

[0085] In step S620, at least one set of virtual items corresponding to a virtual character of a similar user is obtained, and the order of virtual items in the set of virtual items corresponding to the target user is adjusted according to the order of virtual items in the set of virtual items of at least one similar user.

[0086] In an exemplary embodiment of this disclosure, the order of virtual items in the virtual item set corresponding to the target user can be adjusted based on the virtual item set of similar users corresponding to the current virtual character.

[0087] See Figure 7 The flowchart shown illustrates adjusting the order of virtual items in a virtual item set based on at least one of the following: current character attribute information, virtual item preference information of the target user corresponding to the virtual character, and item attribute information. The order of virtual items in a virtual item set can also be adjusted through the following process:

[0088] In step S710, the current status attribute information of the associated character of the virtual character in the game and / or the attribute information of the virtual item are obtained.

[0089] In an exemplary embodiment of this disclosure, the associated character is a game character that has an association with the virtual character in the game, such as a teammate. The current status attribute information and / or attribute information of the associated character of the virtual character in the virtual game can be obtained.

[0090] In step S720, the order of virtual items in the virtual item set is adjusted according to the current status attribute information of the associated character and / or the attribute information of the virtual items.

[0091] In an exemplary embodiment of this disclosure, the order of virtual items in a virtual item set can be adjusted based on the current state attribute information of the associated character and / or the attribute information of the virtual items. Specifically, the order of virtual items in the virtual item set can be adjusted when the current state attribute information of the associated character satisfies a first preset condition and the attribute information of the virtual item corresponding to the associated character satisfies a second preset condition. For example, if the associated character's current health is insufficient and there are no virtual items that restore health, the virtual item for restoring health corresponding to the target user's virtual character can be prioritized over other virtual items. Similarly, if the associated character is in a target game state and there are no virtual items suitable for that target game state, the virtual item corresponding to that target game state for the target user's virtual character can be prioritized over other virtual items.

[0092] Through this exemplary embodiment, when an associated character needs a certain virtual item but does not have that virtual item, the corresponding virtual item in the virtual character's inventory can be prioritized so that the virtual character can use the corresponding virtual item, thereby improving the efficiency of team collaboration in the game.

[0093] In step S220, when a target event is detected, the interaction information of the virtual props corresponding to the target event is obtained, and the sorting is adjusted according to the interaction information.

[0094] In an exemplary embodiment of this disclosure, when a target event is detected in the game, interaction information of the virtual item corresponding to the target event can be obtained, so as to adjust the order of the virtual items in the virtual item set according to the interaction information.

[0095] In some possible implementations, when a virtual character uses a target virtual item from a virtual item set to perform a game event, interaction information corresponding to the target virtual item can be obtained. Based on this interaction information, the virtual character's current attribute information, the target user's virtual item preference information, and the item's attribute information can be updated. Then, based on at least one of the updated character attribute information, the target user's virtual item preference information, and the item's attribute information, the order of virtual items in the virtual item set can be adjusted. Game events include, but are not limited to, attacks, costume changes, and upgrades. In other words, in response to virtual item usage operations in the game, at least one of the virtual character's current attribute information, the target user's virtual item preference information, and the item's attribute information can be updated in real time. This allows for real-time adjustment of the virtual item order in the virtual item set based on the updated information, ensuring the real-time accuracy of the virtual item order after each use.

[0096] In some possible implementations, upon detecting a viewing action on a target virtual item in a virtual item set, the user's interest level in the target virtual item is determined based on at least one of the type, frequency, and duration of the viewing action. Then, the order of virtual items in the virtual item set is adjusted according to this interest level. In other words, the user's interest level in the target virtual item can be determined in response to viewing actions on virtual items in the game, such as the duration of a touch operation on a virtual object, and the order of virtual objects in the virtual item set can be adjusted accordingly. Based on this, the order of virtual items that the user is interested in can be advanced to meet the user's expectations and improve the user experience.

[0097] In an exemplary embodiment of this disclosure, the first storage space and the second storage space respectively store the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information of the virtual item. Optionally, the first storage space can be a real-time data warehouse, and the second storage space can be an offline data warehouse.

[0098] Before adjusting the order of virtual items in the virtual item set based on at least one of the virtual character's current attribute information, virtual item preference information, and virtual item attribute information, the current character attribute information, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information can be acquired and aggregated from the first storage space and the second storage space to obtain an aggregated information set. This aggregated information set is then used to adjust the order of virtual items in the virtual item set. In other words, the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information of the virtual item are all stored in the game. Data can be acquired and aggregated into an aggregated information set according to preset data acquisition conditions, and the order of the virtual item set can be adjusted using this aggregated information set.

[0099] In some possible implementations, when a target event is detected, the interaction information of the virtual items corresponding to the target event is obtained, and the sorting is adjusted according to the interaction information. Alternatively, the interaction information can be saved to a first storage space in real time, and the aggregated information set can be updated based on the information in the first storage space. This allows for adjusting the sorting of virtual items in the virtual item set according to the aggregated information set before a preset storage condition is reached. The preset storage condition can be a preset time interval, such as 1 day, 1 week, etc.

[0100] In some possible implementations, when the preset storage conditions are met, the information in the first storage space is transferred to the second storage space.

[0101] Through this exemplary embodiment, various types of data in the game can be stored using both real-time and offline storage methods. This allows for the storage of both full game data and real-time game data, reducing the computational resource consumption of the game recommendation process and improving sorting efficiency.

[0102] The following specific embodiment illustrates how to adjust the display order of virtual props in a centralized virtual props system based on a first storage space, a second storage space, and an aggregated information set.

[0103] A virtual character information storage model can be constructed to store the character attribute information of virtual characters, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information of virtual items. For example, it can include unique identifiers for player users (such as player user identifier, server identifier, account identifier, etc.), skill attributes (skill level, skill release, mana consumption, skill cooldown time, etc.), and virtual item characteristics (item identifier, item health bonus, item mana bonus, etc.), and set the measurement for each characteristic (such as health bonus as a numerical value, skill cooldown time as seconds); the constructed virtual character information storage model is stored in a first storage space (real-time) and a second storage space (offline);

[0104] In response to a target event involving virtual items (such as using virtual items), the system uses the player's unique identifier to link the player's most recent game login logs to obtain information about the player's own attributes and equipment attribute ranges. Then, it uses the player's unique identifier to link the player's most recent skill usage logs to obtain skill attribute information. The linked results are then transformed (e.g., handling missing field values ​​and converting data units) and organized into data conforming to the virtual character information storage model recording specifications. This data is then written to the virtual character information storage model in the first storage space. Specifically, each time a target event is detected, the virtual character information storage model in the first storage space is updated based on the corresponding interaction data.

[0105] When the preset transfer conditions are met, such as at the end of a day, the data in the virtual character information storage model in the first storage space is transferred to the virtual character information storage model in the second storage space. At the start of another day, before adjusting the sorting of virtual items in the virtual item set based on at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information of the virtual item, it is necessary to obtain and aggregate the current character attribute information, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information of the virtual item in the first and second storage spaces to obtain an aggregated information set. See [link to relevant documentation]. Figure 8 The figures shown are the data and aggregated information sets obtained from the first storage space and the second storage space, respectively. Figure 8 As shown, the acquired data can be processed by discrete normalization and mapped to unit intervals. For example, the first data in Table 1 shows the player's health status as: the ratio of current health to maximum health = 5000 / 5000*100% = 100%, which belongs to the 100% state (belonging to the [90%-100]% interval); the mana status is: current mana / maximum mana = 1000 / 6000*100% = 16.7%, which belongs to the 20% interval (data (10%-20%) interval). The aggregated and sorted data is shown in Table 2.

[0106] The aggregated information set is used to adjust the order of virtual items in the virtual item set. Specifically, when a target event is detected, the interaction information of the corresponding virtual item is acquired and saved in real-time to the first storage space. The aggregated information set is then updated based on the information in the first storage space. Before a preset storage condition (such as the end of the day) is met, the order of virtual items in the virtual item set is adjusted according to the aggregated information set. In other words, the data update in this disclosure includes both real-time and offline updates. The virtual character information storage model in the second storage space is only updated when the preset storage condition is met.

[0107] It should be noted that the aggregated information set and the first storage space can be stored in memory, while the second storage space can be stored in the data warehouse. Reading data from the data warehouse is relatively time-consuming, so the call cycle is relatively long. However, using aggregated information can quickly realize data call, thereby improving data call efficiency, ensuring the efficiency of virtual item recommendation, reducing the consumption of computing resources, and avoiding lag in the game process.

[0108] According to the virtual item display method in this example embodiment, the sorting of virtual items can be adjusted by combining the current character attribute information of the virtual character, the virtual item preferences of the target user corresponding to the virtual object, and the item attribute information of the virtual item. This reduces the time players spend browsing and searching among numerous virtual items, accurately providing players with the virtual items needed by their current virtual character. At the same time, it avoids game interruptions caused by searching for virtual items, ensuring the smoothness of the game process, and also prevents attacks from other players while searching for virtual items, resulting in a better gaming experience. When a target event is detected, the sorting is adjusted according to the interaction information, that is, the sorting is adjusted in real time according to the interaction information corresponding to each target event, thereby ensuring the real-time accuracy of the virtual item sorting results.

[0109] In an exemplary embodiment of this disclosure, a virtual prop display device is also provided. (See reference...) Figure 9 As shown, the virtual prop display device 900 may include a first sorting module 910 and a second sorting module 920. Specifically,

[0110] The first sorting module 910 is used to adjust the sorting of virtual items in the virtual item set according to at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual object, and the item attribute information of the virtual item.

[0111] The second sorting module 920 is used to obtain the interaction information of the virtual props corresponding to the target event when the target event is detected, and adjust the sorting according to the interaction information.

[0112] Since the functional modules of the virtual prop display device in the exemplary embodiments of this disclosure are the same as those in the inventive embodiments of the virtual prop display method described above, they will not be described again here.

[0113] It should be noted that although several modules or units of the virtual prop device 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.

[0114] Furthermore, in exemplary embodiments of this disclosure, a computer storage medium capable of implementing the above-described methods is also provided. A program product capable of implementing the methods described in this specification is stored thereon. In some possible embodiments, various aspects of this disclosure can also be implemented as a program product including program code, which, when run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure.

[0115] refer to Figure 10 As shown, a program product 1000 for implementing the above-described method according to an exemplary embodiment of the present disclosure is described. This product 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.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] 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).

[0120] Furthermore, in exemplary embodiments of this disclosure, an electronic device capable of implementing the above-described methods is also provided. Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be specifically implemented as entirely hardware embodiments, entirely software embodiments (including firmware, microcode, etc.), or embodiments combining hardware and software aspects, collectively referred to herein as "circuit," "module," or "system."

[0121] The following reference Figure 11 To describe an electronic device 1100 according to such an embodiment of the present disclosure. Figure 11 The electronic device 1100 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0122] like Figure 11 As shown, the electronic device 1100 is manifested in the form of a general-purpose computing device. The components of the electronic device 1100 may include, but are not limited to: at least one processing unit 1110, at least one storage unit 1120, a bus 1130 connecting different system components (including storage unit 1120 and processing unit 1110), and a display unit 1140.

[0123] The storage unit stores program code that can be executed by the processing unit 1110, causing the processing unit 1110 to perform the steps described in the "Exemplary Methods" section above, according to various exemplary embodiments of this disclosure.

[0124] Storage unit 1120 may include readable media in the form of volatile storage units, such as random access memory (RAM) 1121 and / or cache memory 1122, and may further include read-only memory (ROM) 1123.

[0125] Storage unit 1120 may also include a program / utility 1124 having a set (at least one) program module 1125, such program module 1125 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.

[0126] Bus 1130 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.

[0127] Electronic device 1100 can also communicate with one or more external devices 1200 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1100, and / or any device that enables electronic device 1100 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 1150. Furthermore, electronic device 1100 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 1160. As shown, network adapter 1160 communicates with other modules of electronic device 1100 via bus 1130. 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 1100, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0128] 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.

[0129] 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.

[0130] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure 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 disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0131] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A method for displaying virtual props, characterized in that, include: The order of virtual items in the virtual item set is adjusted based on at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual item. When a target event is detected, the interaction information of the virtual item corresponding to the target event is obtained, and the sorting is adjusted according to the interaction information; The step of adjusting the order of virtual items in the virtual item set based on at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items, includes: Based on the current character attribute information and / or the item attribute information, determine the target virtual item set from the virtual item set; The order of virtual items in the target virtual item set is adjusted so that they are prioritized over other virtual items in the set. The order of virtual items in the target virtual item set is also adjusted based on the first virtual item preference information of the virtual character and / or the second virtual item preference information of the target user corresponding to the virtual character.

2. The method according to claim 1, characterized in that, Determining the target virtual item set from the virtual item set includes: When the virtual character is in the target game state, the virtual items in the virtual item set corresponding to the target game state are obtained to form the target virtual item set.

3. The method according to claim 1, characterized in that, The step of determining the target virtual item set from the virtual item set based on the current character attribute information of the virtual character and / or the item attribute information of the virtual items includes: From the virtual item set, obtain virtual items that match the attribute values ​​of the current state of the virtual character to form a candidate virtual item set; Obtain the target attribute value corresponding to the current state, and combine the target attribute value with the attribute values ​​of each virtual item in the candidate item set to determine the target virtual item set from the candidate virtual item set.

4. The method according to claim 1, characterized in that, The step of determining the target virtual item set from the virtual item set based on the current character attribute information of the virtual character and / or the item attribute information of the virtual items includes: The target virtual item set is formed by acquiring virtual items whose attribute information matches the current game scene where the virtual character is located from the virtual item set.

5. The method according to claim 1, characterized in that, The step of determining the target virtual item set from the virtual item set based on the current character attribute information of the virtual character and / or the item attribute information of the virtual items includes: The virtual items corresponding to the character attributes of the virtual character are obtained from the virtual item set to form the target virtual item set.

6. The method according to any one of claims 2 to 5, characterized in that, The step of adjusting the order of virtual items in the target virtual item set to be prioritized over the order of other virtual items in the virtual item set further includes: Obtain the historical time when the virtual character uses virtual items from the target virtual item set to handle game events, and adjust the sorting order of virtual items in the target virtual item set according to the historical time.

7. The method according to any one of claims 2 to 5, characterized in that, The target set of virtual items is displayed on the target interface of the game application corresponding to the virtual character.

8. The method according to claim 1, characterized in that, The step of adjusting the order of virtual items in the virtual item set based on at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items, includes: Based on the virtual character and the virtual item preference information of the target user corresponding to the virtual character, at least one similar user of the target user is identified, and the game interaction information of the at least one similar user contains a record of controlling the virtual character; Obtain the virtual item set of the at least one similar user corresponding to the virtual character, and adjust the order of the virtual items in the virtual item set corresponding to the target user according to the order of the virtual items in the virtual item set of the at least one similar user.

9. The method according to claim 1, characterized in that, The step of adjusting the order of virtual items in the virtual item set based on at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items, includes: Obtain the current status attribute information and / or item attribute information of the associated characters of the virtual characters mentioned in the game; Based on the current status attribute information and / or item attribute information of the associated character, adjust the sorting of virtual items in the virtual item set.

10. The method according to claim 9, characterized in that, The step of adjusting the sorting of virtual items in the virtual item set based on the current status attribute information and / or item attribute information of the associated character includes: When the current status attribute information of the associated character meets the first preset condition and the item attribute information corresponding to the associated character meets the second preset condition, the sorting of the virtual items in the virtual item set is adjusted.

11. The method according to claim 1, characterized in that, When a target event is detected, the interaction information of the virtual item corresponding to the target event is obtained, and the sorting is adjusted according to the interaction information, including: When a virtual character uses a target virtual item from the virtual item set to perform a game event, the interaction information corresponding to the target virtual item is obtained, and the current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information are updated according to the interaction information. The sorting is adjusted based on at least one of the updated current character attribute information, virtual item preference information of the target user corresponding to the virtual character, and item attribute information.

12. The method according to claim 1, characterized in that, When a target event is detected, the interaction information of the virtual item corresponding to the target event is obtained, and the sorting is adjusted according to the interaction information, including: When a viewing operation is detected for a target virtual item in the virtual item set, the interest level of the target user corresponding to the virtual character in the target virtual item is determined based on at least one of the type, number of times, and duration of the viewing operation. The ranking is adjusted based on the level of interest.

13. The method according to claim 1, characterized in that, The method further includes: The current character attribute information, virtual item preference information, and item attribute information are stored in the first storage space and the second storage space, respectively. Before adjusting the sorting of virtual items in the virtual item set based on at least one of the virtual character's current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items, the method further includes: The current character attribute information, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information are obtained and aggregated in the first storage space and the second storage space to obtain an aggregated information set.

14. The method according to claim 13, characterized in that, The step of detecting a target event, obtaining interaction information of the virtual item corresponding to the target event, and adjusting the sorting according to the interaction information, further includes: The interactive information is saved to the first storage space in real time, and the aggregated information set is updated according to the information in the first storage space, so as to adjust the sorting of virtual props in the virtual prop set according to the aggregated information set before the preset storage conditions are met. When the preset storage conditions are met, the information in the first storage space is transferred to the second storage space.

15. A virtual prop display device, characterized in that, The device includes: The first sorting module is used to adjust the sorting of virtual items in the virtual item set according to at least one of the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual item. The second sorting module is used to obtain the interaction information of the virtual props corresponding to the target event when the target event is detected, and to adjust the sorting according to the interaction information. The step of adjusting the order of virtual items in the virtual item set based on at least one of the following: the current character attribute information of the virtual character, the virtual item preference information of the target user corresponding to the virtual character, and the item attribute information of the virtual items, includes: Based on the current character attribute information and / or the item attribute information, determine the target virtual item set from the virtual item set; The order of virtual items in the target virtual item set is adjusted so that they are prioritized for display, while the order of virtual items in the target virtual item set is adjusted according to the first virtual item preference information of the virtual character and / or the second virtual item preference information of the target user corresponding to the virtual character.

16. A storage medium having a computer program stored thereon, the computer program, when executed by a processor, implementing the virtual prop display method according to any one of claims 1 to 14.

17. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the virtual prop display method of any one of claims 1 to 14 by executing the executable instructions.