Virtual character information display method, device and equipment and readable storage medium

By providing detailed virtual character information and equipment probability data in the game, the problem of players having less knowledge of virtual characters is solved, and the usage rate of virtual characters is improved.

CN119951131AActive Publication Date: 2025-05-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510378003.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-27
Publication Date
2025-05-09
Estimated Expiration
2045-03-27

AI Technical Summary

Technical Problem

In the prior art, players have less knowledge of virtual characters, resulting in a lower usage rate of virtual characters.

Method used

A method for displaying information of a virtual character is provided. By responding to the player's information viewing operation of the virtual character, the first role information of the first virtual character is displayed, and the second role information and the recommended control are displayed after the operation is triggered. Meanwhile, in response to the trigger operation of the recommended control, the equipment probability of the first virtual character including the respective character characteristics in the first interactive scene is displayed.

Benefits of technology

Through detailed character information and equipment probability data, players can improve their understanding of virtual characters, help players better equip and use virtual characters, and improve the utilization rate of virtual characters.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual character information display method, device and equipment and a readable storage medium, and belongs to the technical field of information display. The method comprises the steps of displaying first role information of a first virtual role in response to an information viewing operation for the virtual role; in response to a trigger operation for the first role information, displaying second role information and a recommendation control of the first virtual role; in response to a trigger operation for the recommendation control, displaying an equipment probability of a first virtual character including each character feature in a first interaction scene, the character features including any one of character characters, character blood vessels, character skills and individual values of character attributes, the first interaction scene is a player confrontation environment interaction scene or a player confrontation player interaction scene. According to the method, the information of the virtual character is displayed more completely, so that the understanding of the virtual character is enhanced, and the utilization rate of the virtual character is improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of information display technology, and in particular to a method, device, equipment and readable storage medium for displaying information of a virtual character. Background Art

[0002] With the continuous development of computer technology, game technology is also developing continuously. Some games provide virtual characters, which can be various animal images or cartoon images.

[0003] In the related art, a player can capture a virtual character in a game. When the player captures the virtual character, a detail interface of the virtual character can be triggered, and the detail interface displays information such as the character name, character category, and character description information of the virtual character.

[0004] However, the content displayed in the details interface of the above virtual characters is limited, which makes players have less understanding of the virtual characters, thereby resulting in a low usage rate of the virtual characters. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment and readable storage medium for displaying information of a virtual character, which can be used to solve the problem in the related art that players have little understanding of the virtual character, which leads to a low usage rate of the virtual character. The technical solution is as follows:

[0006] On the one hand, an embodiment of the present application provides a method for displaying information of a virtual character, the method comprising:

[0007] In response to an information viewing operation for a virtual character, displaying first character information of a first virtual character, the first virtual character being a virtual character that has been captured or sensed by the master virtual object;

[0008] In response to a trigger operation on the first character information, displaying second character information and a recommendation control of the first virtual character, wherein the second character information has a greater level of detail than the first character information;

[0009] In response to a trigger operation on the recommendation control, the equipment probability of a first virtual character including various character features in a first interaction scene is displayed, the character features including any one of the individual values ​​of character personality, character bloodline, character skills and character attributes, and the equipment probability of the first virtual character including any character feature in the first interaction scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interaction scene to the total number of game objects equipped with the first virtual character, and the first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

[0010] On the other hand, an embodiment of the present application provides a device for displaying information of a virtual character, the device comprising:

[0011] A display module, configured to display first character information of a first virtual character in response to an information viewing operation for a virtual character, wherein the first virtual character is a virtual character that has been captured or sensed by a master virtual object;

[0012] The display module is further configured to display second character information and a recommendation control of the first virtual character in response to a trigger operation on the first character information, wherein the second character information has a greater level of detail than the first character information;

[0013] The display module is further used to display the equipment probability of the first virtual character including various character features in the first interaction scene in response to a trigger operation on the recommendation control, the character features including any one of the individual values ​​of the character personality, character bloodline, character skills and character attributes, and the equipment probability of the first virtual character including any character feature in the first interaction scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interaction scene to the total number of game objects equipped with the first virtual character, and the first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

[0014] In a possible implementation, the display module is further configured to display, in response to a trigger operation on the recommendation control, scene information of the first interaction scene and scene information of the second interaction scene, wherein the scene information of the first interaction scene is displayed as a selected state, and the scene information of the second interaction scene is displayed as a non-selected state, the second interaction scene is the player versus environment interaction scene or the player versus player interaction scene, and the second interaction scene is different from the first interaction scene;

[0015] In response to a triggering operation on the scene information of the second interaction scene, the equipment probability of the first virtual character including various character features in the second interaction scene is displayed.

[0016] In a possible implementation, the display module is further used to display the scene information of the second interaction scene as the selected state and the scene information of the first interaction scene as the unselected state in response to a triggering operation on the scene information of the second interaction scene.

[0017] In a possible implementation, the display module is further used to display the master virtual object located in the first virtual scene in response to an acquisition operation for the first virtual character including any character feature, and the master virtual object can capture the first virtual character including any character feature in the first virtual scene.

[0018] In a possible implementation, the display module is further used to display an acquisition control of the first virtual character including any of the character features;

[0019] The device also includes:

[0020] a triggering module, configured to trigger an acquisition operation for the first virtual character including any of the character features in response to a triggering operation of an acquisition control for the first virtual character including any of the character features; or

[0021] In response to a trigger operation on any of the character features, an acquisition operation on the first virtual character including the any of the character features is triggered.

[0022] In one possible implementation, the display module is further used to display the master virtual object located in the second virtual scene in response to an acquisition operation of a modification prop for any character feature, and the master virtual object can acquire the modification prop for any character feature in the second virtual scene, and the modification prop for any character feature is used to modify any character feature of the virtual character that has been captured by the master virtual object.

[0023] In a possible implementation, the character feature is a character personality;

[0024] The display module is used to display the equipment probability of the first virtual character including various character personalities in the first interactive scene in response to the trigger operation on the recommendation control.

[0025] In a possible implementation, the display module is further used to display a character personality control, and the character personality control is displayed in a selected state.

[0026] In a possible implementation, the display module is further used to display a character bloodline control, and the character bloodline control is displayed in a non-selected state;

[0027] In response to a trigger operation on the character bloodline control, the equipment probability of the first virtual character including each character bloodline in the first interactive scene is displayed.

[0028] In a possible implementation, the display module is further used to display the character bloodline control as a selected state and the character personality control as a non-selected state in response to a trigger operation on the character bloodline control.

[0029] In a possible implementation, the display module is further used to display a character skill control, and the character skill control is displayed in a non-selected state;

[0030] In response to a trigger operation on the character skill control, the equipment probability of the first virtual character including each character skill in the first interactive scene is displayed.

[0031] In a possible implementation, the display module is further used to display the character skill control as a selected state and the character personality control as a non-selected state in response to a trigger operation on the character skill control.

[0032] In a possible implementation, the display module is further used to display a role attribute control, and the role attribute control is displayed in a non-selected state;

[0033] In response to a trigger operation on the character attribute control, the equipment probability of the first virtual character in the first interaction scene including the individual values ​​of each character attribute is displayed.

[0034] In a possible implementation, the display module is further configured to display the character attribute control as a selected state and the character personality control as a non-selected state in response to a trigger operation on the character attribute control.

[0035] In a possible implementation, the display module is further used to display a first value and a second value, wherein the first value is the number of virtual characters captured by the master virtual object, and the second value is the number of virtual characters perceived by the master virtual object.

[0036] In a possible implementation, the display module is configured to display the first character information of the first virtual character in a first display manner when the first virtual character is a virtual character that has been captured by the master virtual object;

[0037] In the case where the first virtual character is a virtual character perceived by the master virtual object, the first character information of the first virtual character is displayed in a second display manner, and the second display manner is different from the first display manner.

[0038] On the other hand, an embodiment of the present application provides a terminal device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the terminal device implements any of the virtual character information display methods described above.

[0039] On the other hand, a computer-readable storage medium is provided, wherein at least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by a processor so that a computer implements any of the above-mentioned virtual character information display methods.

[0040] On the other hand, a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor so that the computer implements any of the above-mentioned virtual character information display methods.

[0041] The technical solution provided by the embodiments of the present application brings at least the following beneficial effects:

[0042] The technical solution provided in the embodiment of the present application can not only view the information of the first virtual character that has been captured or sensed, but also view the equipment probability of the first virtual character including various character features in the first interactive scene, so as to deepen the player's understanding of the first virtual character.

[0043] Moreover, the player can choose what kind of first virtual character with character characteristics to equip in the first interactive scene based on the equipment probability of the first virtual character including various character characteristics in the first interactive scene, which can help the player better equip the first virtual character to improve the utilization rate of the first virtual character.

[0044] In addition, not only can the captured virtual characters be viewed, but also the perceived virtual characters can be viewed, which can encourage players to capture the perceived virtual characters, thereby improving the playability and interaction rate of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0045] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0046] Figure 1 is a schematic diagram of a computer system provided in an embodiment of the present application;

[0047] Figure 2 is a flow chart of a method for displaying information of a virtual character provided in an embodiment of the present application;

[0048] Figure 3 is a schematic diagram of a game interface provided in an embodiment of the present application;

[0049] Figure 4 is a schematic diagram of an information interface of a virtual character provided in an embodiment of the present application;

[0050] Figure 5 is a schematic diagram of another information interface of a virtual character provided in an embodiment of the present application;

[0051] Figure 6It is a schematic diagram of a data statistics interface provided in an embodiment of the present application;

[0052] Figure 7 is a schematic diagram of another data statistics interface provided in an embodiment of the present application;

[0053] Figure 8 It is a schematic diagram of another data statistics interface provided in an embodiment of the present application;

[0054] Fig. 9 It is a schematic diagram of a character's bloodline and bloodline skills provided in an embodiment of the present application;

[0055] Fig.10 is a schematic diagram of another data statistics interface provided in an embodiment of the present application;

[0056] Fig.11 is a schematic diagram of a skill pool of a virtual character provided in an embodiment of the present application;

[0057] Fig.12 is a schematic diagram of a role skill provided in an embodiment of the present application;

[0058] Fig.13 is a schematic diagram of another data statistics interface provided in an embodiment of the present application;

[0059] Fig.14 is a schematic diagram of role attributes of a virtual role provided in an embodiment of the present application;

[0060] Fig.15 It is a structural schematic diagram of a virtual character information display device provided in an embodiment of the present application;

[0061] Fig.16 It is a structural diagram of a terminal device provided in an embodiment of the present application;

[0062] Fig.17 It is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0063] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below in conjunction with the accompanying drawings.

[0064] It should be noted that the terms "first", "second", etc. in this application are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the terms used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0065] First, some of the terms used in this application are explained:

[0066] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal device. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious scene, or a purely fictitious scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, which is not limited in the embodiments of the present application. The following embodiments are illustrated by taking the virtual scene as a three-dimensional virtual scene, but are not limited to this.

[0067] Master virtual object: refers to the movable object played by the player in the virtual scene. The master virtual object can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual scene. Optionally, the master virtual object is a three-dimensional model created based on animation skeleton technology. Each master virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.

[0068] Virtual character: refers to an active object controlled by artificial intelligence (AI) or a player in a virtual scene. A virtual character can be a virtual creature, a virtual animal, a virtual monster, a virtual elf, a virtual pet, etc. For example: an active object in the form of an animal or other form displayed in a three-dimensional virtual scene. A virtual character can be captured, raised, upgraded, etc. by the main virtual object. A virtual character can assist the main virtual object in performing at least one of the interactive operations such as collecting, fighting, changing plots, etc.

[0069] Figure 1 is a schematic diagram of a computer system provided in an embodiment of the present application, such as Figure 1As shown, the computer system includes: a terminal device 101 and a server 102. Among them, a game client is installed and running in the terminal device 101, and the virtual character information display method provided in the embodiment of the present application can be executed by the terminal device 101, or can be executed by the terminal device 101 and the server 102 together, and the embodiment of the present application does not limit this.

[0070] The server 102 is used to provide background services for the game client installed on the terminal device 101. In a possible implementation, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Alternatively, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Alternatively, the terminal device 101 and the server 102 use a distributed computing architecture for collaborative computing.

[0071] The game client can be a third-person shooting (TPS) game, a first-person shooting (FPS) game, a multiplayer online tactical competitive (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, etc.

[0072] The embodiments of the present application do not limit the type of game client. For example, the game client can be an application that needs to be downloaded and installed, a small program that does not need to be downloaded, a web application, etc.

[0073] Optionally, the terminal device 101 may be any electronic device product that can perform human-computer interaction with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car machine, a smart TV, etc.

[0074] The terminal device 101 may generally refer to one of a plurality of terminal devices, and this embodiment is only illustrated by taking the terminal device 101 as an example. Those skilled in the art may know that the number of the terminal devices 101 may be more or less. For example, the terminal device 101 may be only one, or the terminal devices 101 may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and device type of the terminal devices 101.

[0075] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired communication method or a wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.

[0076] In the method for displaying information of a virtual character provided in the present application, in response to a viewing operation for virtual character information, a virtual character information interface 103 is displayed, and the virtual character information interface 103 displays the first character information of the first virtual character, and the first character information of the first virtual character includes the character avatar 104 of the first virtual character and the character name "Virtual Character 1" of the first virtual character. In response to a trigger operation for the first character information, the second character information and a recommendation control 105 of the first virtual character are displayed, and the detail level of the second character information is greater than that of the first character information, and the second character information includes at least one of the character name, the character series, and the character description information. In response to a trigger operation for the recommendation control 105, a data statistics interface 106 of the first virtual character is displayed, and the data statistics interface 106 displays the equipment probability of the first virtual character in the first interactive scene including various character features. Among them, the character characteristics include any one of the individual values ​​of character personality, character bloodline, character skills and character attributes. The equipment probability of the first virtual character including any character characteristic in the first interaction scene refers to the ratio of the number of game objects equipped with the first virtual character including any character characteristic in the first interaction scene to the total number of game objects equipped with the first virtual character. The first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

[0077] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustration, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are included here by reference.

[0078] The present application embodiment provides a method for displaying information of a virtual character, which can be applied to the above Figure 1 The implementation environment shown is Figure 2 As an example, the flowchart of a method for displaying information of a virtual character provided in the embodiment of the present application is shown in FIG. Figure 1 The terminal device 101 in the embodiment is executed. Figure 2 As shown, the method includes the following steps 201 to 203.

[0079] In step 201, in response to an information viewing operation for a virtual character, first character information of a first virtual character is displayed, where the first virtual character is a virtual character that has been captured or sensed by a master virtual object.

[0080] In an exemplary embodiment of the present application, a game client capable of providing a virtual scene is installed and run in a terminal device, and the game client can be a client of any game, and the embodiment of the present application does not limit this. A plurality of virtual objects can be displayed in a virtual scene, wherein different virtual objects can be controlled by different terminals or servers. In addition to displaying virtual objects, virtual elements can also be displayed in a virtual scene. Among them, virtual elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, skies, plants, buildings, and the like. The description of virtual scenes in this application is only an exemplary description and does not limit virtual scenes.

[0081] Optionally, the display interface of the terminal device displays relevant information of the game client, and the relevant information of the game client can be the name of the game client, or the icon of the game client, or other information that can represent the game client, which is not limited in the embodiment of the present application. When the game object wants to run the game client, the game object triggers the relevant information of the game client, and the terminal device responds to the triggering operation for the relevant information of the game client, runs the game client, and displays the game interface. The game interface displays a virtual character information viewing control, and the virtual character information viewing control is used to display the virtual character information interface.

[0082] The triggering operation for the relevant information of the game client includes at least one of a touch operation, a handle triggering operation, a voice command triggering operation or a gesture triggering operation for the relevant information of the game client. The triggering operation for other contents is similar to the triggering operation for the relevant information of the game client, and the embodiments of the present application will not be described in detail here.

[0083] It should be noted that the game interface is an interface during the game process, and other information may also be displayed in the game interface, which is not limited in the present embodiment of the application. Figure 3It is a schematic diagram of a game interface provided in an embodiment of the present application, in which a virtual character information viewing control 301 is displayed.

[0084] Optionally, in response to a trigger operation on an information viewing control for a virtual character, an information viewing operation on a virtual character is received, and in response to the information viewing operation on the virtual character, an information interface of the virtual character is displayed, wherein the information interface of the virtual character displays first character information of a first virtual character, the first virtual character is a virtual character that has been captured or sensed by the master virtual object, and the first character information includes at least one of a character name or a character avatar. The master virtual object is a virtual object controlled by a game object of a terminal device.

[0085] In a possible implementation, when the first virtual character is a virtual character captured by the master virtual object, the first character information of the first virtual character is displayed in a first display mode; when the first virtual character is a virtual character perceived by the master virtual object, the first character information of the first virtual character is displayed in a second display mode. The second display mode is different from the first display mode.

[0086] Exemplarily, the first display mode is a first color, the second display mode is a second color, and the first color and the second color are different. For example, the first color is black, and the second color is gray. Optionally, when the first virtual character is a virtual character that has been captured by the main control virtual object, the first character information of the first virtual character is displayed in the first color (that is, the first character information of the first virtual character is displayed in the first color); when the first virtual character is a virtual character that has been perceived by the main control virtual object, the first character information of the first virtual character is displayed in the second color (that is, the first character information of the first virtual character is displayed in the second color).

[0087] In this implementation, when the first virtual character is a virtual character that has been captured by the main virtual object, the first character information of the first virtual character is displayed in a first display mode, and when the first virtual character is a virtual character that has been perceived by the main virtual object, the first character information of the first virtual character is displayed in a second display mode. The first character information of the first virtual character is displayed in different display modes, so that the game object can know whether the first virtual character is captured by the main virtual object or perceived according to the display mode of the first character information of the virtual character, so that the game object can distinguish the captured virtual character from the perceived virtual character at a glance without additional text description, thereby reducing the cognitive cost.

[0088] It should also be noted that the information interface of the virtual character may also display the first character information of other virtual characters, which are also virtual characters that have been captured or sensed by the main virtual object. The display method of the first character information of other virtual characters is similar to the display method of the first character information of the first virtual character, which will not be repeated here.

[0089] like Figure 4 4 is a schematic diagram of an information interface of a virtual character provided by an embodiment of the present application. The first character information of the first virtual character is displayed, and the first character information of the first virtual character includes the character name "virtual character 1" of the first virtual character and the character avatar 401 of the first virtual character. The first character information of the first virtual character is displayed in black, indicating that the first virtual character is a virtual character that has been captured by the main virtual object.

[0090] Figure 4 The information interface of the virtual characters shown not only displays the first character information of the first virtual character, but also displays the first character information of the second to sixth virtual characters. Among them, the character name of the second virtual character is "Virtual Character 2", the character avatar is 402, and the first character information of the second virtual character is displayed in black, indicating that the second virtual character is a virtual character that has been captured by the main virtual object. The character name of the third virtual character is "Virtual Character 3", the character avatar is 403, and the first character information of the third virtual character is displayed in gray, indicating that the third virtual character is a virtual character that has been perceived by the main virtual object. The character name of the fourth virtual character is "Virtual Character 4", the character avatar is 404, and the first character information of the fourth virtual character is displayed in gray, indicating that the fourth virtual character is a virtual character that has been perceived by the main virtual object. The character name of the fifth virtual character is "Virtual Character 5", the character avatar is 405, and the first character information of the fifth virtual character is displayed in gray, indicating that the fifth virtual character is a virtual character that has been perceived by the main virtual object. The character name of the sixth virtual character is "Virtual Character 6", the character avatar is 406, and the first character information of the sixth virtual character is displayed in gray, indicating that the sixth virtual character is a virtual character perceived by the controlling virtual object.

[0091] In a possible implementation, the virtual character information interface further displays a first value and a second value, the first value being the number of virtual characters captured by the master virtual object, and the second value being the number of virtual characters perceived by the master virtual object. Figure 4 407 is the first value, 408 is the second value, the first value is 2, indicating that the master virtual object has captured 2 virtual characters, and the second value is 10, indicating that the master virtual object has sensed 10 virtual characters. The virtual characters sensed by the master virtual object refer to the virtual characters encountered by the master virtual object.

[0092] In this implementation, the first value and the second value are displayed in the virtual character's information interface, so that the player can clearly see the number of virtual characters that the main virtual object has captured and the number of virtual characters that the main virtual object has perceived, and the number of virtual characters that the main virtual object has captured and perceived can be clearly determined without complicated calculations.

[0093] In a possible implementation, when the first virtual character is a virtual character that has been captured by the master virtual object, the first virtual character may be a virtual character that has been captured by the master virtual object in a Player vs Environment (PVE) interaction scene, or a virtual character that has been captured by the master virtual object in a Player vs Player (PVP) interaction scene. The embodiment of the present application does not limit the way in which the master virtual object captures the first virtual character. When the first virtual character is a virtual character that has been perceived by the master virtual object, the first virtual character may be a virtual character that has been perceived by the master virtual object in a Player vs Environment interaction scene, or a virtual character that has been perceived by the master virtual object in a Player vs Player interaction scene. The embodiment of the present application does not limit the way in which the master virtual object perceives the first virtual character.

[0094] In step 202, in response to a trigger operation on the first character information, second character information and a recommendation control of the first virtual character are displayed, and the detail level of the second character information is greater than that of the first character information.

[0095] In a possible implementation, in response to a trigger operation on the first character information, second character information and a recommendation control of the first virtual character are displayed in the virtual character information interface, and the second character information has a greater level of detail than the first character information. Optionally, the second character information includes at least one of a character name, a character category, and a character description information.

[0096] Among them, the character description information of the first virtual character is used to describe the first virtual character. A variety of character systems are provided in the game. For example, 18 character systems are provided in the game, namely, ice system, demon system, ghost system, earth system, water system, stone system, ordinary system, dragon system, fire system, poison system, electric system, insect system, grass system, martial arts system, mechanical system, cute system, wing system and light system. The character system of the first virtual character refers to the character system of the first virtual character. The character system of the first virtual character can be one, two, or more, and the embodiment of the present application does not limit this. Other character systems can also be provided in the game. The embodiment of the present application only takes 18 character systems provided in the game as an example for explanation, and does not limit the number of character systems provided in the game.

[0097] like Figure 5 It is a schematic diagram of another virtual character information interface provided in an embodiment of the present application, wherein the second character information and recommendation control 507 of the first virtual character (virtual character 1) are displayed, and the second character information includes the character name 501 of the first virtual character, the character category 502 of the first virtual character and the character description information 503 of the first virtual character.

[0098] Optionally, the second role information may also include the first virtual role. Figure 5 504 is the first virtual character.

[0099] Optionally, the second character information may also include a character image of the first virtual character. Figure 5 505 is a character image of the first virtual character.

[0100] In this implementation, the first virtual character and the character image of the first virtual character are displayed so that the player can know the appearance of the first virtual character.

[0101] Optionally, the second character information may also include a height range and a weight range of the first virtual character. Figure 5 0.53 to 0.63 is the height range of the first virtual character, and 143.23 to 265.56 is the weight range of the first virtual character. By displaying the height range and weight range of the first virtual character, the player can know the height and weight of the first virtual character.

[0102] Optionally, the second character information may further include a height scale of the first virtual character, where the height scale of the first virtual character is used to indicate the height of the first virtual character relative to the main virtual object. Figure 5 506 is the height scale of the first virtual character. By checking the height scale of the first virtual character, it can be known that the height of the first virtual character is at the neck position of the main control virtual object.

[0103] In step 203, in response to a trigger operation on a recommendation control, the equipment probability of a first virtual character including various character features in a first interaction scene is displayed, the character features including any one of individual values ​​of character personality, character bloodline, character skills, and character attributes, and the first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

[0104] In one possible implementation, in response to a trigger operation on a recommendation control, the equipment probability of a first virtual character including various character features in a first interaction scene is displayed, the character features including any one of the individual values ​​of character personality, character bloodline, character skills, and character attributes, and the equipment probability of the first virtual character including any character feature in the first interaction scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interaction scene to the total number of game objects equipped with the first virtual character, and the first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

[0105] Optionally, in response to a trigger operation on the recommendation control, an interactive animation may also be displayed, and in response to a trigger operation on the interactive animation, the equipment probability of the first virtual character including various character features in the first interactive scene is displayed. The interactive animation may be any type of animation, and the embodiment of the present application does not limit this. For example, the interactive animation is an animation of a book slowly growing larger.

[0106] Exemplarily, if the character feature is a character personality, then in response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including each character personality in the first interaction scene is displayed. If the character feature is a character bloodline, then in response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including each character bloodline in the first interaction scene is displayed. If the character feature is a character skill, then in response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including each character skill in the first interaction scene is displayed. If the character feature is an individual value of a character attribute, then in response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including each character attribute in the first interaction scene is displayed.

[0107] Optionally, the equipment probability of the first virtual character including each character feature in the first interactive scene refers to the probability that the first virtual character including each character feature is equipped into the game backpack in the first interactive scene. Exemplarily, the character feature is the character personality, and the equipment probability of the first virtual character including each character feature in the first interactive scene refers to the probability that the first virtual character including each character personality is equipped into the game backpack in the first interactive scene.

[0108] In this implementation, by displaying the equipment probability of the first virtual character including various character features in the first interactive scene, the player can refer to it. When the player wants to equip the first virtual character in the first interactive scene, the player can check which character feature the first virtual character including in the first interactive scene has a higher equipment probability, which can help the player decide which character feature the first virtual character including in the first interactive scene should be equipped with. Alternatively, when the player wants to capture the first virtual character, the player can check which character feature the first virtual character including in the first interactive scene has a higher equipment probability, so that the player knows which character feature the first virtual character including in the first interactive scene should be captured.

[0109] In a possible implementation, in response to a trigger operation on a recommendation control, a data statistics interface of the first virtual character is displayed, wherein the data statistics interface displays equipment probability of the first virtual character including various character features in the first interaction scene.

[0110] The equipment probability of the first virtual character including each character feature in the first interactive scene is determined by the server through the game data of the reference time period, the end time of the reference time period is the current time, or the end time of the reference time period is any time before the current time, and the length of the reference time period is any length, which is not limited in the embodiment of the present application. After the server determines the equipment probability of the first virtual character including each character feature in the first interactive scene, it sends it to the terminal device, which is displayed by the terminal device.

[0111] The embodiment of the present application does not limit the manner in which the server determines the equipment probability of the first virtual character including various character features in the first interactive scene. Optionally, for any character feature, a third numerical value and a fourth numerical value are determined; the quotient between the third numerical value and the fourth numerical value is used as the equipment probability of the first virtual character including any character feature in the first interactive scene. Among them, the third numerical value is the number of game objects equipped with the first virtual character in the first interactive scene during the reference time period, and the fourth numerical value is the number of game objects equipped with the first virtual character including any character feature in the first interactive scene during the reference time period. The process of using the quotient between the third numerical value and the fourth numerical value as the equipment probability of the first virtual character including any character feature in the first interactive scene is: dividing the fourth numerical value by the third numerical value to obtain the equipment probability of the first virtual character including any character feature in the first interactive scene.

[0112] For example, if any character feature is personality 1, the third value of the game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of the game object equipped with the first virtual character including personality 1 in the first interactive scene during the reference time period is 153, then the probability of the first virtual character including personality 1 being equipped in the first interactive scene is

[0113] For another example, if any character has grass blood, the third value of the game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of the game object equipped with the first virtual character with grass blood in the first interactive scene during the reference time period is 252, then the probability of the first virtual character with grass blood in the first interactive scene being equipped is

[0114] For another example, if any character feature is skill 1, the third value of the game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of the game object equipped with the first virtual character including skill 1 in the first interactive scene during the reference time period is 667, then the probability of the first virtual character including skill 1 being equipped in the first interactive scene is

[0115] For example, if any character feature is an individual value of a life attribute, the third value of a game object equipped with a first virtual character in a first interactive scene during a reference time period is 1000, and the fourth value of a game object equipped with a first virtual character including an individual value of a life attribute in a first interactive scene during a reference time period is 507, then the probability of the first virtual character including an individual value of a life attribute being equipped in the first interactive scene is 1000.

[0117] It should be noted that the determination process of the equipment probability of other virtual characters including various character features in the first interactive scene is similar to the determination process of the equipment probability of the first virtual character including various character features in the first interactive scene, and the embodiment of the present application will not be repeated here. Moreover, the equipment probability of the virtual character including various character features in the first interactive scene is determined in units of each virtual character, and only when the sample size of the virtual character exceeds a certain value, it will be determined. In this way, when the virtual character is relatively popular, the number of users is large, and the sample size is large, the equipment probability of the virtual character including various character features in the first interactive scene can be updated in time to reflect the wind direction changes of the player's preferences and strategies in time. When the virtual character is relatively unpopular, the number of users is small, and the sample size is small, the sample size can be accumulated, and it is determined when the sample size exceeds a certain value. Although the equipment probability of this kind of virtual character including various character features in the first interactive scene is updated slowly, the basic sample size requirements are guaranteed, and the accuracy of the determined equipment probability is guaranteed.

[0118] Optionally, in response to a trigger operation on the recommendation control, scene information of the first interaction scene and scene information of the second interaction scene may also be displayed. The scene information of the first interaction scene is displayed as a selected state, and the scene information of the second interaction scene is displayed as a non-selected state. The second interaction scene is a player versus environment interaction scene or a player versus player interaction scene, and the second interaction scene is different from the first interaction scene. In response to a trigger operation on the scene information of the second interaction scene, the equipment probability of the first virtual character including each character feature in the second interaction scene is displayed.

[0119] Among them, the process of determining the equipment probability of the first virtual character including various character features in the second interactive scene is similar to the process of determining the equipment probability of the first virtual character including various character features in the first interactive scene mentioned above, and the embodiments of the present application will not be repeated here. The scene information of the first interactive scene is displayed as a selected state, which means that what is currently displayed is the equipment probability of the first virtual character including various character features in the first interactive scene. Displaying as a selected state may be displayed in bold form, and displaying as a non-selected state may be displayed in a non-bold state. Of course, displaying as a selected state and displaying as a non-selected state may also be in other forms, and the embodiments of the present application do not limit the selected state and the non-selected state.

[0120] Optionally, the scene information of the first interaction scene and the scene information of the second interaction scene are displayed in the data statistics interface, and the scene information of the first interaction scene is displayed as a selected state, and the scene information of the second interaction scene is displayed as a non-selected state. In response to the triggering operation of the scene information of the second interaction scene, the equipment probability of the first virtual character including each character feature in the second interaction scene is displayed in the data statistics interface.

[0121] In this implementation, the interactive scene can also be switched, and the equipment probability of the first virtual character including various character features in the second interactive scene can be displayed so that the player can refer to it. When the player wants to equip the first virtual character in the second interactive scene, the player can check which character feature the first virtual character has a higher equipment probability in the second interactive scene, which can help the player decide which character feature the first virtual character with in the second interactive scene should be equipped. Alternatively, when the player wants to capture the first virtual character, the player can check which character feature the first virtual character has a higher equipment probability in the second interactive scene, so that the player knows which character feature the first virtual character with needs to be captured.

[0122] In a possible implementation, in response to a triggering operation on the scene information of the second interactive scene, the scene information of the second interactive scene is displayed as a selected state, and the scene information of the first interactive scene is displayed as a non-selected state. The scene information of the second interactive scene is displayed as a selected state, which means that the equipment probability of the first virtual character including various character features in the second interactive scene is currently displayed.

[0123] In this implementation, the scene information of the second interactive scene is displayed as selected and the scene information of the first interactive scene is displayed as unselected, so that the player knows that what is currently displayed is the equipment probability of the first virtual character including various character features in the second interactive scene.

[0124] In one possible implementation, after displaying the equipment probability of the first virtual character including various character features in the first interactive scene, if the game object wants to capture the first virtual character including any character feature, the game object can also capture the first virtual character including any character feature, and the process of capturing the first virtual character including any character feature includes: in response to an acquisition operation for the first virtual character including any character feature, displaying a master virtual object located in the first virtual scene, and the master virtual object can capture the first virtual character including any character feature in the first virtual scene.

[0125] In this implementation, when the player wants to capture the first virtual character including any character feature, the acquisition operation of the first virtual character including any character feature can be triggered, and then the main virtual object located in the first virtual scene is displayed, so that the player can control the main virtual object to capture the first virtual character including any character feature in the first virtual scene, so that the player has more ways to capture the first virtual character including any character feature, thereby increasing the probability of the player capturing the first virtual character including any character feature.

[0126] Optionally, the process of triggering an acquisition operation for the first virtual character including any character feature includes: displaying an acquisition control for the first virtual character including any character feature; in response to a trigger operation for the acquisition control for the first virtual character including any character feature, triggering an acquisition operation for the first virtual character including any character feature; or, in response to a trigger operation for any character feature, triggering an acquisition operation for the first virtual character including any character feature.

[0127] In this implementation, two triggering modes for obtaining the first virtual character including any character feature are provided, so that the triggering modes for obtaining the first virtual character including any character feature are diversified and more flexible.

[0128] In one possible implementation, after displaying the equipment probability of the first virtual character including various character features in the first interactive scene, the player can also obtain the modification props of any character feature, and the process of obtaining the modification props of any character feature includes: in response to the acquisition operation of the modification props for any character feature, displaying the master virtual object located in the second virtual scene, the master virtual object can obtain the modification props of any character feature in the second virtual scene, and the modification props of any character feature are used to modify any character feature of the virtual character that has been captured by the master virtual object.

[0129] In this implementation, when the player wants to modify any character feature of the captured virtual character, the acquisition operation of the modification prop of any character feature can be triggered, and then the master virtual object located in the second virtual scene is displayed, so that the player can control the master virtual object to obtain the modification prop of any character feature in the second virtual scene, and then the player can modify any character feature of the captured virtual character according to the modification prop of any character feature. In this way, when the player is not satisfied with the character feature of the captured virtual character, the modification prop of the character feature can be used to modify it, so that the virtual character that the player has captured becomes a virtual character that the player is satisfied with.

[0130] Optionally, a get control corresponding to a modification prop of any character feature is displayed; in response to a trigger operation of the get control corresponding to a modification prop of any character feature, an get operation of the modification prop of any character feature is triggered.

[0131] In a possible implementation, the character feature is a character personality. In response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including each character personality in the first interaction scene is displayed.

[0132] In this implementation, the equipment probability of the first virtual character including various character personalities in the first interactive scene is displayed, so that the game object can have some understanding of the equipment status of the first virtual character including various character personalities in the first interactive scene, and can provide some reference for the game object. When the game object wants to equip the first virtual character in the first interactive scene, it can check which character personality of the first virtual character in the first interactive scene has a higher equipment probability, so as to determine which character personality of the first virtual character to equip in the first interactive scene. Alternatively, when the game object wants to capture the first virtual character, it can check which character personality of the first virtual character in the first interactive scene has a higher equipment probability, so that the game object can determine which character personality of the first virtual character needs to be captured.

[0133] Optionally, in response to a trigger operation on the recommendation control, a data statistics interface of the first virtual character is displayed, wherein the data statistics interface displays equipment probabilities of the first virtual character including various character personalities in the first interaction scene.

[0134] Optionally, the data statistics interface of the first virtual character is superimposed and displayed on the virtual character interface, or the data statistics interface of the first virtual character is displayed separately. The embodiment of the present application does not limit the display method of the data statistics interface of the first virtual character.

[0135] like Figure 6 It is a schematic diagram of a data statistics interface provided by an embodiment of the present application. It shows the equipment probability of the first virtual character including each character's personality in the PVE interaction scene. Optionally, the equipment probability of the first virtual character including personality 1 in the PVE interaction scene is 15.3%, that is, 15.3% of the players have the first virtual character equipped with personality 1 in the PVE interaction scene. The equipment probability of the first virtual character including personality 2 in the PVE interaction scene is 14.8%, that is, 14.8% of the players have the first virtual character equipped with personality 2 in the PVE interaction scene. The equipment probability of the first virtual character including personality 3 in the PVE interaction scene is 13.2%, that is, 13.2% of the players have the first virtual character equipped with personality 3 in the PVE interaction scene. The equipment probability of the first virtual character including personality 4 in the PVE interaction scene is 12.5%, that is, 12.5% ​​of the players have the first virtual character equipped with personality 4 in the PVE interaction scene. The probability of equipping the first virtual character with personality 5 in the PVE interaction scene is 11.1%, that is, 11.1% of the players equip the first virtual character with personality 5 in the PVE interaction scene. The probability of equipping the first virtual character with personality 6 in the PVE interaction scene is 10.4%, that is, 10.4% of the players equip the first virtual character with personality 6 in the PVE interaction scene.

[0136] It should be noted that the sum of the equipment probabilities of the first virtual character including the personalities of each character in the first interactive scene is 100%.

[0137] In one possible implementation, a character personality can enhance one character attribute and reduce another character attribute, so that a first virtual character with the character personality has one character attribute higher than that of a first virtual character without the character personality, and another character attribute lower than that of the first virtual character without the character personality, so as to reflect the difference between different first virtual characters. Figure 6The data statistics interface shown also displays attribute icons of the improved character attributes and attribute icons of the reduced character attributes corresponding to each character personality. The improved character attributes and reduced character attributes corresponding to different character personalities can be the same or different, and this embodiment of the application does not limit this. Figure 6 601 is the attribute icon of the character attribute (life attribute) that is improved corresponding to character 1, and 602 is the attribute icon of the character attribute (physical attack attribute) that is reduced corresponding to character 1. The attribute icons of the improved character attributes and the reduced character attributes corresponding to other character personalities are shown in Figure 6 As shown, no further description is given here.

[0138] It should be noted that the game provides a variety of (for example, 30) character personalities. Due to the large number of character personalities, the equipment probability of the first virtual character including each character personality in the first interactive scene cannot be fully displayed in the data statistics interface, and only the equipment probability of the first reference number of character personalities with higher equipment probability is displayed. The game object can view the equipment probability of the first virtual character including other character personalities in the first interactive scene by sliding the data statistics interface. Among them, the reference number is set based on experience, or adjusted according to the implementation environment, and the embodiments of the present application are not limited to this. Exemplarily, the reference number is 6. Of course, it is also possible to only display the equipment probability of the first reference number of character personalities with higher equipment probability in the data statistics interface.

[0139] Optionally, Figure 6 The data statistics interface shown also displays the scene information of the first interaction scene (PVE) and the scene information of the second interaction scene (PVP), and the scene information of the first interaction scene is displayed in a selected state (bold state), and the scene information of the second interaction scene is displayed in a non-selected state (non-bold state). In response to the triggering operation on the scene information of the second interaction scene, the equipment probability of the first virtual character including each character's personality in the second interaction scene is displayed in the data statistics interface, and the scene information of the second interaction scene is displayed in a selected state, and the scene information of the first interaction scene is displayed in a non-selected state. Figure 7 is a schematic diagram of another data statistics interface provided by an embodiment of the present application, wherein the equipment probability of the first virtual character including each character personality in the second interactive scene is displayed. The equipment probability of the first virtual character including each character personality in the second interactive scene is shown in FIG. Figure 7 As shown, the embodiments of the present application will not be described in detail here.

[0140] It should also be noted that the sum of the equipment probabilities of the first virtual character including the personalities of each character in the second interactive scene is 100%.

[0141] In a possible implementation, each character personality also corresponds to an acquisition control, and the acquisition control corresponding to any character personality is used to acquire the first virtual character including any character personality, such as Figure 6 607 in the figure is the acquisition control corresponding to personality 1. For the acquisition controls corresponding to other character personalities, see Figure 6 In response to a trigger operation of a control corresponding to any character's personality, a master virtual object located in the first virtual scene is displayed, and the master virtual object can capture a first virtual character including any character's personality in the first virtual scene.

[0142] Optionally, Figure 6 The data statistics interface shown also displays a control for obtaining a character personality modification prop, which is used to obtain a character personality modification prop, and the character personality modification prop is used to modify the character personality of the virtual character that has been captured by the master virtual object. Figure 6 608 is a control for obtaining a prop for modifying the character's personality. In response to a trigger operation for obtaining a prop for modifying the character's personality, a master virtual object located in the second virtual scene is displayed, and the master virtual object can obtain a prop for modifying the character's personality in the second virtual scene.

[0143] In a possible implementation, a character personality control is also displayed, and the character personality control is displayed in a selected state. Optionally, a character personality control is also displayed in the data statistics interface, and the character personality control is displayed in a selected state. The character personality control being displayed in a selected state may be that the character personality control is displayed in a reference color, and the reference color may be any color, for example, the reference color is black. Figure 6 603 is a character personality control, and the character personality control 603 is displayed as selected.

[0144] In this implementation, the character personality control is displayed in a selected state so that the game object knows that what is currently displayed is the equipment probability of the first virtual object including each character personality in the first interactive scene.

[0145] In a possible implementation, a character bloodline control is also displayed, and the character bloodline control is displayed in a non-selected state. Optionally, a character bloodline control is also displayed in the data statistics interface, and the character bloodline control is displayed in a non-selected state, such as Figure 6604 is a character bloodline control. When the game object wants to know the equipment probability of the first virtual character including each character bloodline in the first interactive scene, the game object selects the character bloodline control, and in response to the trigger operation on the character bloodline control, displays the equipment probability of the first virtual character including each character bloodline in the first interactive scene. Optionally, in response to the trigger operation on the character bloodline control, the equipment probability of the first virtual character including each character bloodline in the first interactive scene is displayed in the data statistics interface.

[0146] In this implementation, when the game object wants to know the equipment probability of the first virtual character including each character bloodline in the first interactive scene, it can select the character bloodline control, and then display the equipment probability of the first virtual character including each character bloodline in the first interactive scene, so that the game object can understand the equipment situation of the first virtual character including each character bloodline in the first interactive scene, which can give the game object some reference. When the game object wants to equip the first virtual character in the first interactive scene, it can check which character bloodline the first virtual character has a higher probability of equipping in the first interactive scene, so as to determine which character bloodline the first virtual character should be equipped with in the first interactive scene. Or, when the game object wants to capture the first virtual character, it can check which character bloodline the first virtual character has a higher probability of equipping in the first interactive scene, so as to determine which character bloodline the first virtual character should be captured with.

[0147] like Figure 8It is a schematic diagram of another data statistics interface provided by an embodiment of the present application. It shows the equipment probability of the first virtual character including each character bloodline in the PVE interaction scene. Optionally, the equipment probability of the first virtual character including the grass bloodline in the PVE interaction scene is 25.2%, that is, 25.2% of the players have the grass bloodline of the first virtual character equipped in the PVE interaction scene. The equipment probability of the first virtual character including the water bloodline in the PVE interaction scene is 14.3%, that is, 14.3% of the players have the water bloodline of the first virtual character equipped in the PVE interaction scene. The equipment probability of the first virtual character including the fire bloodline in the PVE interaction scene is 10.6%, that is, 10.6% of the players have the fire bloodline of the first virtual character equipped in the PVE interaction scene. The probability of the first virtual character with electric bloodline being equipped in the PVE interactive scene is 9.8%, that is, 9.8% of the players equip the first virtual character with electric bloodline in the PVE interactive scene. The probability of the first virtual character with ice bloodline being equipped in the PVE interactive scene is 7.5%, that is, 7.5% of the players equip the first virtual character with ice bloodline in the PVE interactive scene. The probability of the first virtual character with light bloodline being equipped in the PVE interactive scene is 5.4%, that is, 5.4% of the players equip the first virtual character with light bloodline in the PVE interactive scene.

[0148] It should be noted that the sum of the equipment probabilities of the first virtual character including the bloodlines of each character in the PVE interaction scene is 100%.

[0149] It should also be noted that the game provides a variety of (for example, 18) character bloodlines. Due to the large number of character bloodlines, the equipment probability of the first virtual character including each character bloodline in the PVE interaction scene cannot be fully displayed in the data statistics interface. Only the equipment probability of the first reference number of character bloodlines with higher equipment probability is displayed. The game object can view the equipment probability of the first virtual character including other character bloodlines in the PVE interaction scene by sliding the data statistics interface. Among them, the reference number is set based on experience, or adjusted according to the implementation environment, and the embodiment of the present application is not limited to this. Exemplarily, the reference number is 6. Of course, it is also possible to only display the equipment probability of the first reference number of character bloodlines with higher equipment probability in the data statistics interface.

[0150] In a possible implementation, in response to a trigger operation on a character bloodline control, the character bloodline control is displayed as a selected state, and the character personality control is displayed as a non-selected state. Figure 8 The character bloodline control 801 is displayed as selected, and the character personality control 802 is displayed as unselected.

[0151] In this implementation, the character bloodline control is displayed in a selected state so that the game object knows that what is currently displayed is the equipment probability of the first virtual object including each character bloodline in the PVE interaction scene.

[0152] In one possible implementation, Figure 8 The scene information of the first interactive scene displayed in the data statistics interface is displayed as selected, and the scene information of the second interactive scene is displayed as unselected. When the game object wants to know the equipment probability of the first virtual object including the bloodline of each character in the second interactive scene, the game object can select the scene information of the second interactive scene, and then display the equipment probability of the first virtual character including the bloodline of each character in the second interactive scene in the data statistics interface, and at the same time display the scene information of the second interactive scene as selected, and display the scene information of the first interactive scene as unselected.

[0153] In one possible implementation, each virtual character will have a character bloodline, which is inherited from the virtual character's previous generation relatives. Most virtual characters have the same character bloodline as their own character system, but a small number of virtual characters have character bloodlines that are different from their own character systems. The character bloodline of the virtual character corresponds to bloodline skills. The virtual character can obtain the bloodline skills corresponding to the character bloodline of the virtual character, and this bloodline skill can be used to make up for the blind spots of the virtual character, and even reverse the restraint relationship. For example, if the character system of the virtual character is grass, and the character bloodline is water, then the virtual character can learn water skills, and then can use water skills to restrain the virtual character whose character system is fire.

[0154] like Fig. 9 This is a schematic diagram of a character's bloodline and bloodline skills provided in an embodiment of the present application. Fig. 9 The character type of the virtual character "Meow Meow" shown in (1) is Grass type, and the character bloodline is Dragon type, which means that the virtual character "Meow Meow" can obtain the bloodline skills corresponding to the Dragon type bloodline. Fig. 9 (2) is a bloodline skill corresponding to a dragon bloodline provided in an embodiment of the present application. The name of the bloodline skill is "XXXX", 901 is the icon of the bloodline skill, and the description information of the bloodline skill is "charge, cause magic damage to the enemy". The power of the bloodline skill is 280, and using the bloodline skill once consumes 5 mana points (mana is a resource used to release skills in the game).

[0155] The game object can also capture a first virtual character including any character bloodline. The process of capturing the first virtual character including any character bloodline includes: each character bloodline has a corresponding acquisition control, and the acquisition control corresponding to any character bloodline is used to acquire the first virtual character including any character bloodline, such as Figure 8 803 in the figure is the acquisition control corresponding to the grass bloodline. For the acquisition controls corresponding to other character bloodlines, see Figure 8 In response to the triggering operation of the acquisition control corresponding to any character bloodline, the master virtual object located in the first virtual scene is displayed, and the master virtual object can capture the first virtual character including any character bloodline in the first virtual scene.

[0156] The game object can also obtain the modification props of the character's bloodline. The process of obtaining the modification props of the character's personality includes: displaying the acquisition control of the modification props of the character's personality, such as Figure 8 804 is a control for obtaining a modification item of a character's personality. In response to a trigger operation for obtaining a modification item of a character's bloodline, a master virtual object located in the second virtual scene is displayed, and the master virtual object can obtain a modification item of the character's bloodline in the second virtual scene. The modification item of the character's bloodline is used to modify the character bloodline of the virtual character that has been captured by the master virtual object.

[0157] In a possible implementation, a character skill control may also be displayed, and the character skill control is displayed in a non-selected state. Optionally, a character skill control is also displayed in the data statistics interface, and the character skill control is displayed in a non-selected state. Figure 6 605 is a character skill control. When the game object wants to know the equipment probability of the first virtual object including each character skill in the first interactive scene, the game object selects the character skill control, and in response to the trigger operation on the character skill control, the equipment probability of the first virtual character including each character skill in the first interactive scene is displayed. Optionally, in response to the trigger operation on the character skill control, the equipment probability of the first virtual character including each character skill in the first interactive scene is displayed in the data statistics interface.

[0158] In this implementation, when the game object wants to know the probability of the first virtual character including various character skills being equipped in the first interactive scene, the character skill control can be selected to display the probability of the first virtual character including various character skills being equipped in the first interactive scene, so that the game object can have some understanding of the equipment status of the first virtual character including various character skills in the first interactive scene, which can provide some reference for the game object. When the game object wants to equip the first virtual character in the first interactive scene, it can check which character skill the first virtual character including in the first interactive scene has a higher probability of being equipped, so as to determine which character skill the first virtual character including in the first interactive scene is equipped with. Alternatively, it helps the game object determine which character skill the first virtual character captured by the control master virtual object learns.

[0159] like Fig.10 It is a schematic diagram of another data statistics interface provided by an embodiment of the present application. It shows the probability of equipping the first virtual character including each character skill in the PVE interaction scene. Optionally, the probability of equipping the first virtual character including skill 1 in the PVE interaction scene is 66.7%, that is, 66.7% of the players equip the first virtual character including skill 1 in the PVE interaction scene. The probability of equipping the first virtual character including skill 2 in the PVE interaction scene is 58.6%, that is, 58.6% of the players equip the first virtual character including skill 2 in the PVE interaction scene. The probability of equipping the first virtual character including skill 3 in the PVE interaction scene is 43.2%, that is, 43.2% of the players equip the first virtual character including skill 3 in the PVE interaction scene. The probability of equipping the first virtual character including skill 4 in the PVE interaction scene is 35.1%, that is, 35.1% of the players equip the first virtual character including skill 4 in the PVE interaction scene. The probability of equipping the first virtual character with skill 5 in the PVE interaction scene is 32.6%, that is, 32.6% of the players equip the first virtual character with skill 5 in the PVE interaction scene. The probability of equipping the first virtual character with skill 6 in the PVE interaction scene is 28.4%, that is, 28.4% of the players equip the first virtual character with skill 6 in the PVE interaction scene.

[0160] It should be noted that the first virtual character including any character skill means that the first virtual character has any character skill. The sum of the equipment probabilities of the first virtual character including each character skill in the first interaction scene is greater than 100%.

[0161] It should also be noted that the game provides multiple character skills. Due to the large number of character skills, the equipment probability of the first virtual character including each character skill in the first interactive scene cannot be fully displayed in the data statistics interface. Only the equipment probability of the first reference number of character skills with higher equipment probability is displayed. The game object can view the equipment probability of the first virtual character including other character skills in the first interactive scene by sliding the data statistics interface. Among them, the reference number is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application are not limited to this. Exemplarily, the reference number is 6. Of course, it is also possible to only display the equipment probability of the first reference number of character skills with higher equipment probability in the data statistics interface.

[0162] In a possible implementation, in response to a trigger operation on a character skill control, the character skill control is displayed as a selected state, and the character personality control is displayed as a non-selected state. Fig.10 The character skill control 1001 is displayed as selected, and the character personality control 1002 is displayed as unselected.

[0163] In this implementation, the character skill control is displayed in a selected state so that the game object knows that what is currently displayed is the equipment probability of the first virtual object including each character skill in the first interactive scene.

[0164] In one possible implementation, Fig.10 The scene information of the first interactive scene displayed in the data statistics interface is displayed as selected, and the scene information of the second interactive scene is displayed as unselected. When the game object wants to know the equipment probability of the first virtual object including each character skill in the second interactive scene, the game object can select the scene information of the second interactive scene, and then display the equipment probability of the first virtual character including each character skill in the second interactive scene in the data statistics interface, and at the same time display the scene information of the second interactive scene as selected, and display the scene information of the first interactive scene as unselected.

[0165] In one possible implementation, each virtual character has a corresponding skill pool, which includes multiple character skills. The character skills included in the skill pool can be skills that the virtual character has learned, or can be skills that the virtual character can learn. The virtual character can learn character skills by improving the character level, or can learn character skills by using virtual props. Each character skill corresponds to a skill system, and the skill system of the character skills in the skill pool of the virtual character can be the same as the character system of the virtual character, or can be different from the character system of the virtual character, and the embodiments of the present application do not limit this. For example, the character system of the virtual character is water system, and the character skills in the skill pool of the virtual character are mostly water system skills. Of course, skills of other systems can also be included.

[0166] like Fig.11 1 is a schematic diagram of a skill pool of a virtual character provided by an embodiment of the present application. The skill pool is a skill pool of a virtual character whose character category is grass-type, wherein the skill categories of the displayed character skills are mostly grass-type, and also include character skills of other categories.

[0167] Each virtual character can carry a certain number (such as 4) of character skills, and the character skills carried by the virtual character do not have to be related to the character system of the virtual character. When fighting, the skill system of the character skills used by the virtual character that initiates the attack and the character system of the virtual character that is attacked will be judged to determine the restraint relationship. For example, the skill system of the character skills used by the virtual character that initiates the attack is the first system, and the character system of the virtual character that is attacked is the second system. If the first system can restrain the second system, the attack power of the virtual character that initiates the attack will increase. If the second system can restrain the first system, the attack power of the virtual character that initiates the attack will decrease. If the first system and the second system are the same, the attack power of the virtual character that initiates the attack will not change.

[0168] like Fig.12 1 is a schematic diagram of a character skill provided in an embodiment of the present application. The name of the character skill is "AAA", the icon of the character skill is 1201, the skill type of the character skill is fire, the power value of the character skill is 110, and using the character skill once consumes 2 mana points.

[0169] The game object can also capture a first virtual character including any character skill. The process of capturing the first virtual character including any character skill includes: each character skill corresponds to an acquisition control, and the acquisition control corresponding to any character skill is used to acquire the first virtual character including any character skill, such as Fig.10 1003 is the acquisition control corresponding to skill 1. For other character skills, see Fig.10In response to the triggering operation of the acquisition control corresponding to any character skill, the master virtual object located in the first virtual scene is displayed, and the master virtual object can capture the first virtual character including any character skill in the first virtual scene.

[0170] The game object can also obtain the modification props of the character's skills. The process of obtaining the modification props of the character's skills includes: displaying the acquisition control of the modification props of the character's skills, such as Fig.10 1004 is a control for obtaining a modification item of a character skill. In response to a trigger operation for obtaining a modification item of a character skill, a master virtual object located in the second virtual scene is displayed, and the master virtual object can obtain a modification item of a character skill in the second virtual scene. The modification item of a character skill is used to modify the character bloodline of the virtual character captured by the master virtual object.

[0171] In a possible implementation, a role attribute control may also be displayed, and the role attribute control is displayed in a non-selected state. Optionally, a role attribute control is also displayed in the data statistics interface, and the role attribute control is displayed in a non-selected state, such as Figure 6 606 is a character attribute control. When the game object wants to know the equipment probability of the first virtual character including the individual values ​​of each character attribute in the first interactive scene, the game object selects the character attribute control, and in response to the trigger operation on the character attribute control, displays the equipment probability of the first virtual character including the individual values ​​of each character attribute in the first interactive scene. Optionally, in response to the trigger operation on the character attribute control, the equipment probability of the first virtual character including the individual values ​​of each character attribute in the first interactive scene is displayed in the data statistics interface.

[0172] In this implementation, when the game object wants to know the equipment probability of the first virtual character including the individual values ​​of each character attribute in the first interactive scene, the character attribute control can be selected to display the equipment probability of the first virtual character including the individual values ​​of each character attribute in the first interactive scene, so that the game object can understand the equipment situation of the first virtual character including the individual values ​​of each character attribute in the first interactive scene, which can give the game object some reference. When the game object wants to equip the first virtual character in the first interactive scene, it can check which character attribute individual value of the first virtual character has a higher equipment probability in the first interactive scene, so as to determine which character attribute individual value of the first virtual character to equip in the first interactive scene.

[0173] like Fig.13It is a schematic diagram of another data statistics interface provided by an embodiment of the present application. It shows the probability of equipping the first virtual character including the individual values ​​of each character attribute in the PVE interaction scene. Optionally, the probability of equipping the first virtual character including the individual value of the life attribute in the PVE interaction scene is 50.7%, that is, 50.7% of the players equip the first virtual character including the individual value of the life attribute in the PVE interaction scene. The probability of equipping the first virtual character including the individual value of the magic attack attribute in the PVE interaction scene is 48.6%, that is, 48.6% of the players equip the first virtual character including the individual value of the magic attack attribute in the PVE interaction scene. The probability of equipping the first virtual character including the individual value of the physical attack attribute in the PVE interaction scene is 33.2%, that is, 33.2% of the players equip the first virtual character including the individual value of the physical attack attribute in the PVE interaction scene. The probability of equipping the first virtual character including the individual value of the physical defense attribute in the PVE interaction scene is 25.1%, that is, 25.1% of the players equip the first virtual character including the individual value of the physical defense attribute in the PVE interaction scene. The probability of equipping the first virtual character including the individual value of the magic defense attribute in the PVE interaction scene is 22.6%, that is, 22.6% of the players equip the first virtual character including the individual value of the magic defense attribute in the PVE interaction scene. The probability of equipping the first virtual character including the individual value of the movement speed attribute in the PVE interaction scene is 18.4%, that is, 18.4% of the players equip the first virtual character including the individual value of the movement speed attribute in the PVE interaction scene.

[0174] It should be noted that the sum of the equipment probabilities of the first virtual character in the first interaction scene, including the individual values ​​of the various character attributes, is greater than 100%.

[0175] It should also be noted that when there are many character attributes, the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, cannot be fully displayed in the data statistics interface, and only the equipment probability of the first reference number of character attributes with higher equipment probability is displayed. The game object can view the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of other character attributes, by sliding the data statistics interface. Among them, the reference number is set based on experience, or adjusted according to the implementation environment, and the embodiments of the present application are not limited to this. Exemplarily, the reference number is 6. Of course, it is also possible to only display the equipment probability of the first reference number of character attributes with higher equipment probability in the data statistics interface.

[0176] In a possible implementation, in response to a trigger operation on a character attribute control, the character attribute control is displayed as a selected state, and the character personality control is displayed as a non-selected state. Fig.13The character attribute control 1301 is displayed as selected, and the character personality control 1302 is displayed as unselected.

[0177] In this implementation, the character attribute control is displayed in a selected state so that the game object knows that what is currently displayed is the equipment probability of the first virtual object in the first interactive scene including the individual values ​​of each character attribute.

[0178] In one possible implementation, Fig.13 The scene information of the first interactive scene displayed in the data statistics interface is displayed as selected, and the scene information of the second interactive scene is displayed as unselected. When the game object wants to know the equipment probability of the first virtual object including the individual values ​​of each character attribute in the second interactive scene, the game object can select the scene information of the second interactive scene, and then display the equipment probability of the first virtual character including the individual values ​​of each character attribute in the second interactive scene in the data statistics interface, and at the same time display the scene information of the second interactive scene as selected, and display the scene information of the first interactive scene as unselected.

[0179] In a possible implementation, each virtual character has character attributes, including life attributes, physical attack attributes, physical defense attributes, magic attack attributes, magic defense attributes, and movement speed attributes. The numerical value of the character attribute of the virtual character expresses the strength of the virtual character's ability in the corresponding character attribute. The larger the numerical value of the character attribute of the virtual character, the stronger the ability of the virtual character in the corresponding character attribute. Conversely, the smaller the numerical value of the character attribute of the virtual character, the lower the ability of the virtual character in the corresponding character attribute. When a game object captures a virtual character, 1-3 character attributes are randomly selected from the six character attributes of the captured virtual character with individual values. The individual value reflects that the captured virtual character has higher ability than similar virtual characters in certain character attributes. The individual value of each character attribute is randomly determined between 7 and 10.

[0180] like Fig.14 It is a schematic diagram of the role attributes of a virtual character provided by an embodiment of the present application, wherein the values ​​corresponding to the various role attributes of the virtual character are displayed, and the life attribute, physical attack attribute and physical defense attribute of the virtual character have individual values.

[0181] The game object can also capture the first virtual character including the individual value of any character attribute. The process of capturing the first virtual character including the individual value of any character attribute includes: each character attribute corresponds to a obtaining control, and the obtaining control corresponding to any character attribute is used to obtain the first virtual character including the individual value of any character attribute, such as Fig.131303 is the acquisition control corresponding to the life attribute. For the acquisition controls corresponding to other role attributes, see Fig.13 In response to a trigger operation of a get control corresponding to any character attribute, a master virtual object located in the first virtual scene is displayed, and the master virtual object can capture the first virtual character including the individual value of any character attribute in the first virtual scene.

[0182] The game object can also obtain the modification props of the character attributes. The process of obtaining the modification props of the character attributes includes: displaying the acquisition control of the modification props of the character attributes, such as Fig.13 1304 is a control for obtaining a modification prop for a character attribute. In response to a trigger operation for obtaining a modification prop for a character attribute, a master virtual object located in the second virtual scene is displayed, and the master virtual object can obtain a modification prop for a character attribute in the second virtual scene. The modification prop for a character attribute is used to modify the character attribute including individual values ​​in the virtual character captured by the master virtual object.

[0183] The above method can not only view the information of the captured or perceived first virtual character, but also view the equipment probability of the first virtual character including various character features in the first interactive scene, so as to deepen the player's understanding of the first virtual character.

[0184] Moreover, the player can choose what kind of first virtual character with character characteristics to equip in the first interactive scene based on the equipment probability of the first virtual character including various character characteristics in the first interactive scene, which can help the player better equip the first virtual character to improve the utilization rate of the first virtual character.

[0185] In addition, not only can the captured virtual characters be viewed, but also the perceived virtual characters can be viewed, which can encourage players to capture the perceived virtual characters, thereby improving the playability and interaction rate of the game.

[0186] Fig.15 FIG. 1 is a schematic diagram of a structure of a virtual character information display device provided in an embodiment of the present application. Fig.15 As shown, the device comprises:

[0187] The display module 1501 is used to display first character information of a first virtual character in response to an information viewing operation on a virtual character, where the first virtual character is a virtual character that has been captured or sensed by the master virtual object;

[0188] The display module 1501 is further configured to display second character information and a recommendation control of the first virtual character in response to a trigger operation on the first character information, wherein the second character information has a greater level of detail than the first character information;

[0189] The display module 1501 is also used to display the equipment probability of the first virtual character including various character features in the first interactive scene in response to a trigger operation on the recommendation control, the character features including any one of the individual values ​​of the character personality, character bloodline, character skills and character attributes, and the equipment probability of the first virtual character including any character feature in the first interactive scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interactive scene to the total number of game objects equipped with the first virtual character, and the first interactive scene is a player versus environment interactive scene or a player versus player interactive scene.

[0190] In a possible implementation, the display module 1501 is further configured to display scene information of a first interaction scene and scene information of a second interaction scene in response to a trigger operation on a recommendation control, wherein the scene information of the first interaction scene is displayed as a selected state, and the scene information of the second interaction scene is displayed as a non-selected state, and the second interaction scene is a player versus environment interaction scene or a player versus player interaction scene, and the second interaction scene is different from the first interaction scene;

[0191] In response to a triggering operation on the scene information of the second interaction scene, the equipment probability of the first virtual character including various character features in the second interaction scene is displayed.

[0192] In a possible implementation, the display module 1501 is further used to display the scene information of the second interaction scene as a selected state and the scene information of the first interaction scene as a non-selected state in response to a triggering operation on the scene information of the second interaction scene.

[0193] In a possible implementation, the display module 1501 is further used to display a master virtual object located in the first virtual scene in response to an acquisition operation for the first virtual character including any character feature, and the master virtual object can capture the first virtual character including any character feature in the first virtual scene.

[0194] In a possible implementation, the display module 1501 is further configured to display an acquisition control of the first virtual character including any character feature;

[0195] The device also includes:

[0196] The trigger module 1502 is configured to trigger an acquisition operation for the first virtual character including any character feature in response to a trigger operation for an acquisition control for the first virtual character including any character feature; or

[0197] In response to a trigger operation for any character feature, an acquisition operation for the first virtual character including any character feature is triggered.

[0198] In one possible implementation, the display module 1501 is also used to display a master virtual object located in the second virtual scene in response to an operation to obtain a modification prop for any character feature. The master virtual object can obtain a modification prop for any character feature in the second virtual scene. The modification prop for any character feature is used to modify any character feature of the virtual character that has been captured by the master virtual object.

[0199] In one possible implementation, the character characteristics are character personalities;

[0200] The display module 1501 is used to display the equipment probability of the first virtual character including various character personalities in the first interactive scene in response to the trigger operation on the recommendation control.

[0201] In a possible implementation, the display module 1501 is also used to display a character personality control, and the character personality control is displayed in a selected state.

[0202] In a possible implementation, the display module 1501 is further used to display a character bloodline control, and the character bloodline control is displayed in a non-selected state;

[0203] In response to a trigger operation on a character bloodline control, the equipment probability of the first virtual character including each character bloodline in the first interactive scene is displayed.

[0204] In one possible implementation, the display module 1501 is also used to display the character bloodline control as a selected state and the character personality control as a non-selected state in response to a trigger operation on the character bloodline control.

[0205] In a possible implementation, the display module 1501 is further used to display a character skill control, and the character skill control is displayed in a non-selected state;

[0206] In response to a trigger operation on a character skill control, the equipment probability of the first virtual character including each character skill in the first interactive scene is displayed.

[0207] In a possible implementation, the display module 1501 is further used to display the character skill control as a selected state and the character personality control as a non-selected state in response to a trigger operation on the character skill control.

[0208] In a possible implementation, the display module 1501 is further used to display a role attribute control, and the role attribute control is displayed in a non-selected state;

[0209] In response to a trigger operation on a character attribute control, the equipment probability of the first virtual character in the first interaction scene including individual values ​​of each character attribute is displayed.

[0210] In a possible implementation, the display module 1501 is further configured to display the character attribute control as a selected state and the character personality control as a non-selected state in response to a trigger operation on the character attribute control.

[0211] In a possible implementation, the display module 1501 is further configured to display a first value and a second value, wherein the first value is the number of virtual characters captured by the master virtual object, and the second value is the number of virtual characters perceived by the master virtual object.

[0212] In a possible implementation, the display module 1501 is configured to display first character information of the first virtual character in a first display manner when the first virtual character is a virtual character that has been captured by the master virtual object;

[0213] In the case where the first virtual character is a virtual character perceived by the master virtual object, the first character information of the first virtual character is displayed in a second display manner, and the second display manner is different from the first display manner.

[0214] The above device can not only view the information of the captured or sensed first virtual character, but also view the equipment probability of the first virtual character including various character features in the first interactive scene, so as to deepen the player's understanding of the first virtual character.

[0215] Moreover, the player can choose what kind of first virtual character with character characteristics to equip in the first interactive scene based on the equipment probability of the first virtual character including various character characteristics in the first interactive scene, which can help the player better equip the first virtual character to improve the utilization rate of the first virtual character.

[0216] In addition, not only can the captured virtual characters be viewed, but also the perceived virtual characters can be viewed, which can encourage players to capture the perceived virtual characters, thereby improving the playability and interaction rate of the game.

[0217] It should be understood that the above-mentioned device only uses the division of the above-mentioned functional modules as an example to illustrate when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0218] Fig.16The structural block diagram of a terminal device 1600 provided by an exemplary embodiment of the present application is shown. The terminal device 1600 may be any electronic device product that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.

[0219] Typically, the terminal device 1600 includes: a processor 1601 and a memory 1602 .

[0220] The processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1601 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1601 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1601 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0221] The memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1602 is used to store at least one instruction, which is used to be executed by the processor 1601 to implement the information display method of the virtual character provided in the method embodiment of the present application.

[0222] In some embodiments, the terminal device 1600 may further optionally include: a peripheral device interface 1603 and at least one peripheral device. The processor 1601, the memory 1602 and the peripheral device interface 1603 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1603 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1604, a display screen 1605, a camera assembly 1606, an audio circuit 1607 and a power supply 1608.

[0223] The peripheral device interface 1603 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1601 and the memory 1602. In some embodiments, the processor 1601, the memory 1602, and the peripheral device interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1601, the memory 1602, and the peripheral device interface 1603 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0224] The radio frequency circuit 1604 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1604 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1604 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1604 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1604 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0225] The display screen 1605 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1605 is a touch display screen, the display screen 1605 also has the ability to collect touch signals on the surface or above the surface of the display screen 1605. The touch signal can be input to the processor 1601 as a control signal for processing. At this time, the display screen 1605 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1605 can be one, arranged on the front panel of the terminal device 1600; in other embodiments, the display screen 1605 can be at least two, respectively arranged on different surfaces of the terminal device 1600 or in a folding design; in other embodiments, the display screen 1605 can be a flexible display screen, arranged on a curved surface or a folding surface of the terminal device 1600. Even, the display screen 1605 can also be arranged as a non-rectangular irregular figure, that is, a special-shaped screen. The display screen 1605 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0226] The camera assembly 1606 is used to capture images or videos. Optionally, the camera assembly 1606 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1600, and the rear camera is arranged on the back of the terminal device 1600. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1606 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0227] The audio circuit 1607 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1601 for processing, or input them into the radio frequency circuit 1604 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 1600. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1601 or the radio frequency circuit 1604 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1607 may also include a headphone jack.

[0228] The power supply 1608 is used to power various components in the terminal device 1600. The power supply 1608 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1608 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0229] In some embodiments, the terminal device 1600 further includes one or more sensors 1609 , including but not limited to: an acceleration sensor 1610 , a gyroscope sensor 1611 , a pressure sensor 1612 , an optical sensor 1613 , and a proximity sensor 1614 .

[0230] The acceleration sensor 1610 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal device 1600. For example, the acceleration sensor 1610 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1601 can control the display screen 1605 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1610. The acceleration sensor 1610 can also be used for collecting game or user motion data.

[0231] The gyroscope sensor 1611 can detect the body direction and rotation angle of the terminal device 1600, and the gyroscope sensor 1611 can cooperate with the acceleration sensor 1610 to collect the user's 3D actions on the terminal device 1600. The processor 1601 can implement the following functions based on the data collected by the gyroscope sensor 1611: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0232] The pressure sensor 1612 can be set on the side frame of the terminal device 1600 and / or the lower layer of the display screen 1605. When the pressure sensor 1612 is set on the side frame of the terminal device 1600, it can detect the user's holding signal of the terminal device 1600, and the processor 1601 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1612. When the pressure sensor 1612 is set on the lower layer of the display screen 1605, the processor 1601 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 1605. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0233] The optical sensor 1613 is used to collect the ambient light intensity. In one embodiment, the processor 1601 can control the display brightness of the display screen 1605 according to the ambient light intensity collected by the optical sensor 1613. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1605 is increased; when the ambient light intensity is low, the display brightness of the display screen 1605 is reduced. In another embodiment, the processor 1601 can also dynamically adjust the shooting parameters of the camera component 1606 according to the ambient light intensity collected by the optical sensor 1613.

[0234] The proximity sensor 1614, also called a distance sensor, is usually arranged on the front panel of the terminal device 1600. The proximity sensor 1614 is used to collect the distance between the user and the front of the terminal device 1600. In one embodiment, when the proximity sensor 1614 detects that the distance between the user and the front of the terminal device 1600 is gradually decreasing, the processor 1601 controls the display screen 1605 to switch from the screen-on state to the screen-off state; when the proximity sensor 1614 detects that the distance between the user and the front of the terminal device 1600 is gradually increasing, the processor 1601 controls the display screen 1605 to switch from the screen-off state to the screen-on state.

[0235] Those skilled in the art will understand that Fig.16 The structure shown in the figure does not constitute a limitation on the terminal device 1600, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0236] Fig.17The schematic diagram of the structure of the server provided in the embodiment of the present application, the server 1700 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1701 and one or more memories 1702, wherein the one or more memories 1702 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1701 to implement the information display method of the virtual character provided by the above-mentioned various method embodiments. Of course, the server 1700 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output, and the server 1700 may also include other components for implementing device functions, which will not be repeated here.

[0237] In an exemplary embodiment, a computer-readable storage medium is also provided, in which a computer program is stored, and when the computer program is executed by a processor, the above-mentioned virtual character information display method is implemented. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or optical disks, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0238] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the above-mentioned virtual character information display method.

[0239] It should be noted that the collection and processing of relevant data (such as role information, etc.) in this application should be strictly in accordance with the requirements of relevant national laws and regulations when applied in instances, and the informed consent or separate consent of the personal information subject should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.

[0240] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.

[0241] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for displaying information of a virtual character, characterized in that: The method comprises: In response to an information viewing operation for a virtual character, displaying first character information of a first virtual character, the first virtual character being a virtual character that has been captured or sensed by the master virtual object; In response to a trigger operation on the first character information, displaying second character information and a recommendation control of the first virtual character, wherein the second character information has a greater level of detail than the first character information; In response to a trigger operation on the recommendation control, the equipment probability of a first virtual character including various character features in a first interaction scene is displayed, the character features including any one of the individual values ​​of character personality, character bloodline, character skills and character attributes, and the equipment probability of the first virtual character including any character feature in the first interaction scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interaction scene to the total number of game objects equipped with the first virtual character, and the first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

2. The method according to claim 1, characterized in that The method further comprises: In response to a trigger operation on the recommendation control, displaying scene information of the first interaction scene and scene information of the second interaction scene, wherein the scene information of the first interaction scene is displayed as a selected state, and the scene information of the second interaction scene is displayed as a non-selected state, the second interaction scene is the player versus environment interaction scene or the player versus player interaction scene, and the second interaction scene is different from the first interaction scene; In response to a triggering operation on the scene information of the second interaction scene, the equipment probability of the first virtual character including various character features in the second interaction scene is displayed.

3. The method according to claim 2, characterized in that The method further comprises: In response to a triggering operation on the scene information of the second interaction scene, the scene information of the second interaction scene is displayed as the selected state, and the scene information of the first interaction scene is displayed as the unselected state.

4. The method according to any one of claims 1 to 3, characterized in that: After the equipment probability of the first virtual character including each character feature in the first interaction scene is displayed in response to the triggering operation on the recommendation control, the method further includes: In response to an acquisition operation for a first virtual character including any character feature, the master virtual object located in a first virtual scene is displayed, and the master virtual object can capture the first virtual character including any character feature in the first virtual scene.

5. The method according to claim 4, characterized in that The method further comprises: displaying an acquisition control for a first virtual character including any of the character features; in response to a triggering operation for the acquisition control for a first virtual character including any of the character features, triggering an acquisition operation for the first virtual character including any of the character features; or, In response to a trigger operation on any one of the character features, an acquisition operation on the first virtual character including the any one of the character features is triggered.

6. The method according to any one of claims 1 to 3, characterized in that: After the equipment probability of the first virtual character including each character feature in the first interaction scene is displayed in response to the triggering operation on the recommendation control, the method further includes: In response to an operation of acquiring a modification prop for any character feature, the master virtual object located in a second virtual scene is displayed, and the master virtual object can acquire the modification prop for any character feature in the second virtual scene, and the modification prop for any character feature is used to modify any character feature of the virtual character that has been captured by the master virtual object.

7. The method according to any one of claims 1 to 3, characterized in that: The character characteristics are character traits; The displaying, in response to the triggering operation on the recommendation control, the equipment probability of the first virtual character including each character feature in the first interaction scene comprises: In response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including each character personality in the first interaction scene is displayed.

8. The method according to claim 7, characterized in that The method further comprises: A character personality control is displayed, wherein the character personality control is displayed in a selected state.

9. The method according to claim 7, characterized in that: The method further comprises: Displaying a character bloodline control, wherein the character bloodline control is displayed in a non-selected state; In response to a trigger operation on the character bloodline control, the equipment probability of the first virtual character including each character bloodline in the first interactive scene is displayed.

10. The method according to claim 9, characterized in that The method further comprises: In response to a triggering operation on the character bloodline control, the character bloodline control is displayed as a selected state, and the character personality control is displayed as a non-selected state.

11. The method according to claim 7, characterized in that The method further comprises: Displaying a character skill control, wherein the character skill control is displayed in a non-selected state; In response to a trigger operation on the character skill control, the equipment probability of the first virtual character including each character skill in the first interactive scene is displayed.

12. The method according to claim 11, characterized in that The method further comprises: In response to a triggering operation on the character skill control, the character skill control is displayed as a selected state, and the character personality control is displayed as a non-selected state.

13. The method according to claim 7, characterized in that The method further comprises: Displaying a role attribute control, wherein the role attribute control is displayed in a non-selected state; In response to a trigger operation on the character attribute control, the equipment probability of the first virtual character in the first interaction scene including the individual values ​​of each character attribute is displayed.

14. The method according to claim 13, characterized in that The method further comprises: In response to a triggering operation on the character attribute control, the character attribute control is displayed as a selected state, and the character personality control is displayed as a non-selected state.

15. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: A first value and a second value are displayed, wherein the first value is the number of virtual characters that the master virtual object has captured, and the second value is the number of virtual characters that the master virtual object has perceived.

16. The method according to any one of claims 1 to 3, characterized in that: The displaying of the first character information of the first virtual character includes: In a case where the first virtual character is a virtual character that has been captured by the master virtual object, displaying first character information of the first virtual character in a first display manner; In the case where the first virtual character is a virtual character perceived by the master virtual object, the first character information of the first virtual character is displayed in a second display manner, and the second display manner is different from the first display manner.

17. A virtual character information display device, characterized in that: The device comprises: A display module, configured to display first character information of a first virtual character in response to an information viewing operation for a virtual character, wherein the first virtual character is a virtual character that has been captured or sensed by a master virtual object; The display module is further configured to display second character information and a recommendation control of the first virtual character in response to a trigger operation on the first character information, wherein the second character information has a greater level of detail than the first character information; The display module is further used to display the equipment probability of the first virtual character including various character features in the first interaction scene in response to a trigger operation on the recommendation control, the character features including any one of the individual values ​​of the character personality, character bloodline, character skills and character attributes, and the equipment probability of the first virtual character including any character feature in the first interaction scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interaction scene to the total number of game objects equipped with the first virtual character, and the first interaction scene is a player versus environment interaction scene or a player versus player interaction scene.

18. A terminal device, characterized in that: The terminal device includes a processor and a memory, wherein at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor so that the terminal device implements the virtual character information display method as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by a processor so that a computer implements the virtual character information display method according to any one of claims 1 to 16.

20. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that a computer implements the method for displaying information of a virtual character as described in any one of claims 1 to 16.

Citation Information

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