Virtual character information display method, device, equipment and readable storage medium
By displaying detailed information and equipment probabilities of virtual characters, the problem of insufficient content in the virtual character details interface is solved, players' understanding and usage of virtual characters are improved, and the playability of the game is enhanced.
Patent Information
- Application Number
- CN202510378003.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2045-03-27
AI Technical Summary
In the prior art, the detailed interface of the virtual character displays limited content, which results in players having little understanding of the virtual character, and further leads to a low usage rate of the virtual character.
A method for displaying information about a virtual character is provided. The method displays detailed information and recommended controls of a first virtual character in response to a player's operation. The detailed information includes individual values of the character's personality, character's bloodline, character's skills, and character's attributes. The display method helps players understand and select appropriate character characteristics through the equipment probability of the interactive scene.
It increases players' understanding of virtual characters, improves the utilization rate of virtual characters and the playability of the game, and promotes the capture and equipment decisions of virtual characters.
Smart Images

Figure CN119951131B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of information display technology, and in particular to a method, apparatus, device, 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 related technologies, players can capture virtual characters in the game. When the player captures the virtual character, a details interface of the virtual character can be triggered, and the details interface displays information such as the character name, character type, and character description 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, and thus leads to a low usage rate of the virtual characters. Summary of the Invention
[0005] The present invention provides a method, device, apparatus, and readable storage medium for displaying information about a virtual character, which can be used to address the problem in related technologies that players have little understanding of virtual characters, leading to low usage rates of virtual characters. The technical solution is as follows:
[0006] In one aspect, 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, 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 the master virtual object;
[0008] In response to a triggering 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 the first virtual character including various character features in the first interaction scene is displayed, 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.
[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 on a virtual character, wherein the first virtual character is a virtual character that has been captured or sensed by the 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 triggering 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 configured to display, in response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including various character features in the first interaction scene, wherein the character features include 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 one possible implementation, the display module is further configured to, in response to a triggering operation on the recommendation control, display scene information of the first interaction scene and scene information of a second interaction scene, wherein the scene information of the first interaction scene is displayed in a selected state, and the scene information of the second interaction scene is displayed in a non-selected state, the second interaction scene being the player versus environment interaction scene or the player versus player interaction scene, and the second interaction scene being 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 one 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 one possible implementation, the display module is further configured 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 configured to display an acquisition control for the first virtual character including any of the character features;
[0019] The device further comprises:
[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 triggering 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.
[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 the character's personality;
[0024] The display module is configured to display equipment probabilities of the first virtual character including various character personalities in the first interaction scene in response to a triggering operation on the recommendation control.
[0025] In a possible implementation, the display module is further configured to display a character personality control, wherein the character personality control is displayed in a selected state.
[0026] In a possible implementation, the display module is further configured to display a character bloodline control, wherein the character bloodline control is displayed in a non-selected state;
[0027] In response to a triggering 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 configured to display the character bloodline control as a selected state and the character personality control as a non-selected state in response to a triggering operation on the character bloodline control.
[0029] In a possible implementation, the display module is further configured to display a character skill control, wherein the character skill control is displayed in a non-selected state;
[0030] In response to a triggering 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 configured to display the character skill control as a selected state and the character personality control as a non-selected state in response to a triggering operation on the character skill control.
[0032] In a possible implementation, the display module is further configured to display a character attribute control, wherein the character attribute control is displayed in a non-selected state;
[0033] In response to a triggering 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 in a selected state and the character personality control in a non-selected state in response to a triggering operation on the character attribute control.
[0035] In a possible implementation, the display module 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.
[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 captured by the master virtual object;
[0037] In a 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, where 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 to enable the terminal device to implement any of the above-mentioned virtual character information display methods.
[0039] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned virtual character information display methods.
[0040] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned virtual character information display methods.
[0041] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0042] The technical solution provided by the embodiment of the present application 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.
[0043] Moreover, the player can choose what kind of first virtual character to equip in the first interactive scene based on the probability of equipping the first virtual character including various character features 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 following briefly introduces the drawings required for use in the description of the embodiments. 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 any creative work.
[0046] Figure 1 is a schematic diagram of a computer system provided in an embodiment of the present application;
[0047] Figure 2 This is a flowchart of a method for displaying information of a virtual character provided by 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 This is a schematic diagram of an information interface of a virtual character provided in an embodiment of the present application;
[0050] Figure 5 This is a schematic diagram of another virtual character information interface provided by an embodiment of the present application;
[0051] Figure 6This is a schematic diagram of a data statistics interface provided in an embodiment of the present application;
[0052] Figure 7 This is a schematic diagram of another data statistics interface provided in an embodiment of the present application;
[0053] Figure 8 This is a schematic diagram of another data statistics interface provided in an embodiment of the present application;
[0054] Figure 9 This is a schematic diagram of a character's bloodline and bloodline skills provided in an embodiment of the present application;
[0055] Figure 10 This is a schematic diagram of another data statistics interface provided in an embodiment of the present application;
[0056] Figure 11 Schematic diagram of a skill pool of a virtual character provided in an embodiment of the present application;
[0057] Figure 12 This is a schematic diagram of a character skill provided in an embodiment of the present application;
[0058] Figure 13 This is a schematic diagram of another data statistics interface provided in an embodiment of the present application;
[0059] Figure 14 is a schematic diagram of the role attributes of a virtual role provided in an embodiment of the present application;
[0060] Figure 15 This is a schematic structural diagram of a virtual character information display device provided in an embodiment of the present application;
[0061] Figure 16 This is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application;
[0062] Figure 17 This 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 this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0064] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain 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: This is the virtual scene displayed (or provided) when the application is running on the terminal device. This virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional scene, or a purely fictional scene. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and the embodiments of this application are not limited to this. The following embodiments are illustrated by taking a three-dimensional virtual scene as an example, but this is not a limitation.
[0067] A master virtual object refers to the movable object that the player plays within the virtual scene. A master virtual object can be a virtual person, virtual animal, or animated character, such as a person or animal displayed within a 3D virtual scene. Alternatively, a master virtual object can be a 3D model created using animation skeletal technology. Each master virtual object has its own unique shape and volume within the 3D virtual scene, occupying a portion of the space within the scene.
[0068] Avatar: A roaming object controlled by artificial intelligence (AI) or a player in a virtual scene. A roaming object can be a virtual creature, virtual animal, virtual monster, virtual elf, virtual pet, etc. For example, an animal or other roaming object displayed in a three-dimensional virtual scene. A roaming object can be captured, raised, or upgraded by the controlling virtual object. A roaming object can also assist the controlling virtual object in performing at least one of the following interactive operations: gathering, fighting, or changing plots.
[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. The virtual character information display method provided in the embodiment of the present application can be executed by the terminal device 101 or by the terminal device 101 and the server 102. This embodiment of the present application is not limited to this.
[0070] Server 102 provides background services for the game client installed on terminal device 101. In one possible implementation, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 utilize a distributed computing architecture for collaborative computing.
[0071] The game client can be a third-person shooter (TPS) game, a first-person shooter (FPS) game, a multiplayer online battle arena (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 that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smartphone, 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 computer, a smart TV, etc.
[0074] Terminal device 101 may generally refer to one of multiple terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will appreciate that the number of terminal devices 101 may be greater or lesser. For example, there may be only one terminal device 101, or there may be dozens, hundreds, or even more terminal devices 101. This embodiment of the application does not limit the number or type of 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 can also have other functions, which are not limited in the embodiments of the present application.
[0076] In the virtual character information display method provided in the present application, in response to a virtual character information viewing operation, a virtual character information interface 103 is displayed. The virtual character information interface 103 displays first character information of a first virtual character. The first character information of the first virtual character includes a character avatar 104 of the first virtual character and a character name "Virtual Character 1" of the first virtual character. In response to a triggering operation on the first character information, second character information of the first virtual character and a recommendation control 105 are displayed. The second character information has a greater level of detail than the first character information. The second character information includes at least one of a character name, a character category, and a character description. In response to a triggering operation on the recommendation control 105, a data statistics interface 106 of the first virtual character is displayed. The data statistics interface 106 displays the equipment probability of the first virtual character in the first interactive scenario, 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 probability of equipping the first virtual character including any character characteristic in the first interactive scene refers to the ratio of the number of game objects equipped with the first virtual character including any character characteristic in the first interactive scene to the total number of game objects equipped with the first virtual character. The first interactive scene is a player versus environment interactive scene or a player versus player interactive scene.
[0077] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, 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 incorporated herein by reference.
[0078] The embodiment of the present application 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 by the embodiment of the present application is shown. The method can be performed by 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. The game client can be a client for any game, and the embodiments of the present application are not limited to this. Multiple virtual objects can be displayed in the 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 the virtual scene. Among them, virtual elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, sky, plants, buildings, etc. The description of virtual scenes in this application is only an exemplary description and does not limit the virtual scenes.
[0081] Optionally, the display interface of the terminal device displays relevant information about the game client. The relevant information about the game client can be the name of the game client, an icon of the game client, or other information that can represent the game client. This embodiment of the present application does not limit this. When the game object wants to run the game client, the game object triggers the relevant information about the game client. 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 controller 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 content is similar to the triggering operation for the relevant information of the game client and will not be further described in detail in this embodiment of the present application.
[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 embodiment of the present application. Figure 33 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 triggering operation on a virtual character information viewing control, an information viewing operation for the virtual character is received, and in response to the information viewing operation for the virtual character, a virtual character information interface is displayed, wherein the virtual character information interface displays first character information of a first virtual character, the first virtual character being a virtual character captured or perceived by a master virtual object, the first character information including at least one of a character name and a character avatar. The master virtual object is a virtual object controlled using a game object of a terminal device.
[0085] In one 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; and 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, where 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 controlling 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 controlling 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 controlling 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 that has been perceived by the controlling virtual object, the first character information of the first virtual character is displayed in a second display mode. By displaying the first character information of the first virtual character in different display modes, the game object can determine whether the first virtual character has been captured or perceived by the controlling virtual object based on the display mode of the first character information of the virtual character. This allows the game object to distinguish between a captured virtual character and a perceived virtual character at a glance without the need for additional textual explanation, thereby reducing cognitive overhead.
[0088] It should also be noted that the virtual character information interface may also display the first character information of other virtual characters, which are also virtual characters that the controlling virtual object has captured or sensed. The display method of the first character information of other virtual characters is similar to that of the first virtual character, and will not be further described here.
[0089] like Figure 4 4 is a schematic diagram of a virtual character information interface provided by an embodiment of the present application. The interface displays first character information for a first virtual character, including the first virtual character's character name, "Virtual Character 1," and a character avatar 401 of the first virtual character. The first character information for the first virtual character is displayed in black, indicating that the first virtual character has been captured by the controlling virtual object.
[0090] Figure 4 The virtual character information interface shown displays not only the first character information of the first virtual character, but also the first character information of the second through sixth virtual characters. The second virtual character's character name is "Virtual Character 2," its character avatar is 402, and its first character information is displayed in black, indicating that the second virtual character has been captured by the controlling virtual object. The third virtual character's character name is "Virtual Character 3," its character avatar is 403, and its first character information is displayed in gray, indicating that the controlling virtual object has perceived it. The fourth virtual character's character name is "Virtual Character 4," its character avatar is 404, and its first character information is displayed in gray, indicating that the controlling virtual object has perceived it. The fifth virtual character's character name is "Virtual Character 5," its character avatar is 405, and its first character information is displayed in gray, indicating that the controlling virtual object has perceived it. 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, and 408 is the second value. The first value is 2, indicating that the master virtual object has captured two 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 are 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 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 it has perceived, and the number of virtual characters that the main virtual object has captured and perceived can be clearly determined without complex calculations.
[0093] In one 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 triggering operation on the first character information, second character information and a recommendation control of the first virtual character are displayed, where the second character information has a greater level of detail than the first character information.
[0095] In one possible implementation, in response to a triggering operation on the first character information, second character information and a recommendation control for the first virtual character are displayed in the virtual character information interface, where 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.
[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 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 this embodiment of the application does not limit this. Other character systems can also be provided in the game. This embodiment of the application only takes the 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 This is a schematic diagram of another virtual character information interface provided by 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 further include a character image of the first virtual character. Figure 5 505 is the 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 further include the height range and weight range of the first virtual character. Figure 5 The height range of the first virtual character is 0.53 to 0.63, and the weight range of the first virtual character is 143.23 to 265.56. 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 represent the height of the first virtual character relative to the master virtual object. Figure 5 506 is the height scale of the first virtual character. By checking the height scale of the first virtual character, you can know the height of the first virtual character at the neck position of the main control virtual object.
[0103] In step 203, in response to a trigger operation for a recommendation control, the equipment probability of the first virtual character including various character features in the first interaction scene is displayed, the character features including any one of the individual values of the 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 triggering operation on the recommendation control, an interactive animation may be displayed. In response to the triggering operation on the interactive animation, the probability of the first virtual character, including various character features, being equipped in the first interactive scene is displayed. The interactive animation may be any type of animation and is not limited in this embodiment of the present application. For example, the interactive animation is an animation of a book slowly growing larger.
[0106] For example, 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 in the first interaction scene including each character personality 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 in the first interaction scene including each character bloodline 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 in the first interaction scene including each character skill 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 in the first interaction scene including each character attribute is displayed.
[0107] Optionally, the equipment probability of the first virtual character including each character feature in the first interaction scene refers to the probability that the first virtual character including each character feature has equipment in the game backpack in the first interaction 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 interaction scene refers to the probability that the first virtual character including each character personality has equipment in the game backpack in the first interaction 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 features of the first virtual character have a higher equipment probability in the first interactive scene, thereby helping the player decide which character features of the first virtual character to equip in the first interactive scene. Alternatively, when the player wants to capture the first virtual character, the player can check which character features of the first virtual character have a higher equipment probability in the first interactive scene, so that the player knows which character features of the first virtual character to capture.
[0109] In a possible implementation, in response to a triggering operation on the recommendation control, a data statistics interface of the first virtual character is displayed, wherein the data statistics interface displays the equipment probability of the first virtual character in the first interaction scene including various character features.
[0110] The probability of the first virtual character, including each character feature, being equipped in the first interactive scene is determined by the server using game data from a reference time period, where 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 duration of the reference time period is any length, which is not limited in this embodiment of the present application. After the server determines the probability of the first virtual character, including each character feature, being equipped 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 probability of the first virtual character including each character feature being equipped 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 probability of the first virtual character including any character feature being equipped in the first interactive scene. 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 probability of the first virtual character including any character feature being equipped in the first interactive scene is: dividing the fourth numerical value by the third numerical value to obtain the probability of the first virtual character including any character feature being equipped 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 bloodline, 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 bloodline in the first interactive scene during the reference time period is 252, then the probability of the first virtual character with grass bloodline being equipped in the first interactive scene 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 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 the individual value of the life attribute in the first interactive scene during the reference time period is 507, then the probability of the first virtual character including the individual value of the life attribute being equipped in the first interactive scene is
[0116] It should be noted that the process for determining the equipment probability of other virtual characters including various character features in the first interactive scene is similar to the process for determining the equipment probability of the first virtual character including various character features in the first interactive scene described above, and will not be further described in detail in the present embodiment. Moreover, the equipment probability of the virtual character including various character features in the first interactive scene is determined on a per-virtual-character basis, and is determined only when the sample size of the virtual character exceeds a certain value. In this way, when the virtual character is relatively popular, has a large number of users, and a large sample size, the equipment probability of the virtual character including various character features in the first interactive scene can be updated in a timely manner to promptly reflect changes in player preferences and strategies. When the virtual character is relatively unpopular, has a small number of users, and a small sample size, the sample size can be accumulated, and determination is only made when the sample size exceeds a certain value. In this way, although the equipment probability of the virtual character including various character features in the first interactive scene is updated more slowly, the basic sample size requirement is met, ensuring the accuracy of the determined equipment probability.
[0117] Optionally, in response to a triggering operation on the recommendation control, scene information for the first interaction scene and scene information for the second interaction scene may also be displayed. The scene information for the first interaction scene is displayed as selected, while the scene information for the second interaction scene is displayed as unselected. 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 triggering operation on the scene information for the second interaction scene, the equipment probability of the first virtual character in the second interaction scene, including various character features, is displayed.
[0118] 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 can be displayed in bold form, and displaying as an unselected state can be displayed in a non-bold state. Of course, displaying as a selected state and displaying as an unselected state can also be other forms, and the embodiments of the present application do not limit the selected state and the unselected state.
[0119] 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, with the scene information of the first interaction scene displayed as selected and the scene information of the second interaction scene displayed as unselected. In response to a triggering operation of 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 in the data statistics interface.
[0120] 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 for the player to refer to. When the player wants to equip the first virtual character in the second interactive scene, the player can check which character features of the first virtual character have a higher equipment probability in the second interactive scene, which can help the player decide which character features of the first virtual character to equip in the second interactive scene. Alternatively, when the player wants to capture the first virtual character, the player can check which character features of the first virtual character have a higher equipment probability in the second interactive scene, so that the player knows which character features of the first virtual character need to be captured.
[0121] In one possible implementation, in response to a triggering operation on scene information of the second interactive scene, the scene information of the second interactive scene is displayed in a selected state, and the scene information of the first interactive scene is displayed in a non-selected state. Displaying the scene information of the second interactive scene in a selected state means that the equipment probabilities of the first virtual character, including various character features, in the second interactive scene are currently displayed.
[0122] 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 in the second interactive scene including various character features.
[0123] 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 the acquisition operation for the first virtual character including any character feature, displaying the 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.
[0124] 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 can be 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.
[0125] 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; triggering an acquisition operation 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; or, triggering an acquisition operation for the first virtual character including any character feature in response to a trigger operation for any character feature.
[0126] In this implementation, two triggering methods for obtaining the first virtual character including any character feature are provided, so that the triggering methods for obtaining the first virtual character including any character feature are diversified and more flexible.
[0127] 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. 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.
[0128] In this implementation, when a player wants to modify any of the character features of a captured virtual character, they can trigger an acquisition operation for a modification prop for any of the character features, thereby displaying a master virtual object in a second virtual scene. The player can then control the master virtual object to acquire a modification prop for any of the character features in the second virtual scene, thereby allowing the player to modify any of the character features of the captured virtual character using the modification prop. In this way, if the player is not satisfied with the character features of the captured virtual character, they can modify it using the modification prop to make the captured virtual character a character that the player is satisfied with.
[0129] Optionally, an acquisition control corresponding to a modification prop of any character feature is displayed; in response to a triggering operation of the acquisition control corresponding to a modification prop of any character feature, an acquisition operation of the modification prop of any character feature is triggered.
[0130] In a possible implementation, the character feature is a character personality. In response to a triggering operation on the recommendation control, the equipment probability of the first virtual character including each character personality in the first interaction scene is displayed.
[0131] In this implementation, by displaying the equipment probabilities of the first virtual character, including various character personalities, in the first interactive scene, 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 has a higher equipment probability in the first interactive scene, thereby determining 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 has a higher equipment probability in the first interactive scene, thereby allowing the game object to determine which character personality of the first virtual character to capture.
[0132] Optionally, in response to a triggering operation on the recommendation control, a data statistics interface of the first virtual character is displayed, wherein the data statistics interface displays the equipment probability of the first virtual character including various character personalities in the first interaction scene.
[0133] Optionally, the data statistics interface of the first virtual character is displayed superimposed 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.
[0134] like Figure 6 : This 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 equip the first virtual character 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 equip the first virtual character 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 equip the first virtual character 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 equip the first virtual character with personality 4 in the PVE interaction scene. The probability of equipping a first avatar with personality 5 in a PVE interactive scene is 11.1%, which means that 11.1% of players equip a first avatar with personality 5 in a PVE interactive scene. The probability of equipping a first avatar with personality 6 in a PVE interactive scene is 10.4%, which means that 10.4% of players equip a first avatar with personality 6 in a PVE interactive scene.
[0135] It should be noted that the sum of the equipment probabilities of the first virtual character including the personalities of various characters in the first interactive scene is 100%.
[0136] In one possible implementation, a character personality can enhance one character attribute and reduce another character attribute, so that one character attribute of a first virtual character with the character personality is higher than that of a first virtual character without the character personality, and another character attribute is 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 the attribute icons of the character attributes that are improved and the attribute icons of the character attributes that are reduced corresponding to each character personality. The character attributes that are improved and the character attributes that are reduced 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 character attributes that are improved and the attribute icons of the character attributes that are reduced corresponding to other character personalities are shown in Figure 6 As shown, no further details will be given here.
[0137] It should be noted that the game provides a variety of character personalities (for example, 30). 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. 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 embodiment of the present application is not limited to this. For example, 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.
[0138] Optionally, Figure 6 The data statistics interface shown also displays the scene information of the first interactive scene (PVE) and the scene information of the second interactive scene (PVP), and the scene information of the first interactive scene is displayed as selected (bold), and the scene information of the second interactive scene is displayed as unselected (non-bold). In response to the triggering operation for the scene information of the second interactive scene, the equipment probability of the first virtual character including each character's personality in the second interactive scene is displayed in the data statistics interface, and 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. Figure 7 : This 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. Figure 7 As shown, the embodiments of the present application will not be described in detail here.
[0139] It should also be noted that the sum of the equipment probabilities of the first virtual character including the various character personalities in the second interactive scene is 100%.
[0140] 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 is the acquisition control corresponding to character 1. For other character acquisition controls, see Figure 6 In response to a triggering 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 the first virtual character including any character's personality in the first virtual scene.
[0141] Optionally, Figure 6 The data statistics interface also displays a control for obtaining a character personality modification prop. The control is used to obtain a character personality modification prop. 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 character's personality modification prop. In response to a triggering operation on the control for obtaining a character's personality modification prop, a master virtual object located in the second virtual scene is displayed, and the master virtual object can obtain the character's personality modification prop in the second virtual scene.
[0142] 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 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.
[0143] 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.
[0144] 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 a game object wishes to understand the equipment probabilities of a first virtual character with each character bloodline in a first interactive scene, the game object selects the character bloodline control. In response to a triggering operation on the character bloodline control, the equipment probabilities of the first virtual character with each character bloodline in the first interactive scene are displayed. Optionally, in response to a triggering operation on the character bloodline control, the equipment probabilities of the first virtual character with each character bloodline in the first interactive scene are displayed in a data statistics interface.
[0145] 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 have some understanding of the equipment situation of the first virtual character including each character bloodline 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 bloodline the first virtual character has a higher equipment probability 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. Alternatively, when the game object wants to capture the first virtual character, it can check which character bloodline the first virtual character has a higher equipment probability in the first interactive scene, so as to determine which character bloodline the first virtual character should be captured.
[0146] 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 equip the first virtual character with the grass bloodline 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 equip the first virtual character with the water bloodline 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 equip the first virtual character with the fire bloodline in the PVE interaction scene. The probability of equipping an item with an Electric Bloodline in a PVE interactive scene is 9.8%. This means that 9.8% of players equip an item with an Electric Bloodline in a PVE interactive scene. The probability of equipping an item with an Ice Bloodline in a PVE interactive scene is 7.5%. This means that 7.5% of players equip an item with an Ice Bloodline in a PVE interactive scene. The probability of equipping an item with a Light Bloodline in a PVE interactive scene is 5.4%. This means that 5.4% of players equip an item with a Light Bloodline in a PVE interactive scene.
[0147] It should be noted that the sum of the equipment probabilities of the first virtual character including the bloodlines of various characters in the PVE interaction scene is 100%.
[0148] 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. For example, 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.
[0149] In one possible implementation, in response to a trigger 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. Figure 8 The character bloodline control 801 is displayed as selected, and the character personality control 802 is displayed as unselected.
[0150] 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.
[0151] In one possible implementation, Figure 8 The scene information of the first interactive scene displayed in the data statistics interface is displayed in a selected state, while the scene information of the second interactive scene is displayed in a deselected state. When the game object wants to know the equipment probability of the first virtual object including each character's bloodline 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's bloodline in the second interactive scene in the data statistics interface, while displaying the scene information of the second interactive scene in a selected state and the scene information of the first interactive scene in a deselected state.
[0152] In one possible implementation, each avatar has a character bloodline, inherited from the avatar's previous generation of relatives. Most avatars have the same character bloodline as their own character type, but a small number have different bloodlines. Each avatar's character bloodline corresponds to a bloodline skill. A avatar can acquire the bloodline skill corresponding to its character bloodline. This bloodline skill can be used to compensate for the avatar's weaknesses or even reverse restraint relationships. For example, if a avatar's character type is Grass and its bloodline is Water, the avatar can learn Water skills, allowing it to use Water skills to restrain a avatar with a Fire type.
[0153] like Figure 9 This is a schematic diagram of a character's bloodline and bloodline skills provided in an embodiment of the present application. Figure 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. Figure 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 points are resources used to release skills in the game).
[0154] The game object can also capture the 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 is the acquisition control corresponding to the grass bloodline. For other character bloodlines, see Figure 8 In response to a triggering operation of an acquisition control corresponding to any character's bloodline, a 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's bloodline in the first virtual scene.
[0155] 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 acquiring a character personality modification item. In response to a triggering operation on this control, a master virtual object located in the second virtual scene is displayed. The master virtual object can acquire the character personality modification item within the second virtual scene. The character personality modification item is used to modify the character personality of the virtual character captured by the master virtual object.
[0156] 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 may also be 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 a game object wishes to know the equipment probability of a first virtual object, including each character skill, in a first interactive scene, the game object selects the character skill control. In response to a triggering 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 a triggering 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.
[0157] In this implementation, when the game object wants to know the probability of equipping the first virtual character including various character skills in the first interactive scene, it can select the character skill control, and then display the probability of equipping the first virtual character including various character skills 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 equipping, 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.
[0158] like Figure 10 : This 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 various character skills 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 avatar with skill 5 in a PVE interactive scene is 32.6%, which means that 32.6% of players equip their first avatar with skill 5 in a PVE interactive scene. The probability of equipping the first avatar with skill 6 in a PVE interactive scene is 28.4%, which means that 28.4% of players equip their first avatar with skill 6 in a PVE interactive scene.
[0159] 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%.
[0160] 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 this embodiment of the application is not limited to this. For example, 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.
[0161] In one 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. Figure 10 The character skill control 1001 is displayed as selected, and the character personality control 1002 is displayed as unselected.
[0162] 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.
[0163] In one possible implementation, Figure 10 The scene information of the first interactive scene displayed in the data statistics interface is displayed in a selected state, and the scene information of the second interactive scene is displayed in a deselected state. 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, while displaying the scene information of the second interactive scene in a selected state and the scene information of the first interactive scene in a deselected state.
[0164] 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 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. 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 it can be different from the character system of the virtual character. This embodiment of the application does 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.
[0165] like Figure 11 1 is a schematic diagram of a skill pool for a virtual character provided by an embodiment of the present application. The skill pool is a skill pool for a virtual character whose character type is grass type, wherein the displayed character skills are mostly grass type, and also include character skills of other types.
[0166] Each avatar can possess a certain number of character skills (e.g., four). These skills do not necessarily correspond to the avatar's character class. During combat, the skill class of the attacking avatar's skill is compared with the skill class of the attacked avatar to determine the restraint relationship. For example, if the attacking avatar's skill is of the first class and the attacked avatar's skill is of the second class, if the first class restrains the second class, the attacking avatar's attack power will increase. If the second class restrains the first class, the attacking avatar's attack power will decrease. If the first and second classes are the same, the attacking avatar's attack power will not change.
[0167] like Figure 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.
[0168] The game object can also capture the first virtual character including any character skill. The process of capturing the first virtual character including any character skill includes: each character skill has a corresponding 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 Figure 10 1003 is the acquisition control corresponding to skill 1. For other character skills, see Figure 10In response to a trigger operation of an acquisition control corresponding to any character skill, a 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.
[0169] 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 Figure 10 1004 is a control for acquiring a skill modification item. In response to a triggering operation on this control, a master virtual object located in the second virtual scene is displayed. The master virtual object can acquire the skill modification item in the second virtual scene. The skill modification item is used to modify the character bloodline of the virtual character captured by the master virtual object.
[0170] 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 may also be displayed in the data statistics interface, and the role attribute control may be displayed in a non-selected state. Figure 6 606 is a character attribute control. When a game object wishes to understand the equipment probability of a first virtual character in a first interactive scene, including the individual values of each character attribute, the game object selects the character attribute control. In response to a triggering operation on the character attribute control, the equipment probability of the first virtual character in the first interactive scene, including the individual values of each character attribute, is displayed. Optionally, in response to a triggering operation on the character attribute control, the equipment probability of the first virtual character in the first interactive scene, including the individual values of each character attribute, is displayed in the data statistics interface.
[0171] In this implementation, when a game object wants to know the probability of equipping a first virtual character including individual values of various character attributes in a first interactive scene, the game object can select the character attribute control, and then display the probability of equipping the first virtual character including individual values of various character attributes in the first interactive scene, so that the game object can have some understanding of the equipment status of the first virtual character including individual values of various character attributes in the first interactive scene, which can provide the game object with some reference. When the game object wants to equip the first virtual character in the first interactive scene, it can check which individual value of the character attribute in the first interactive scene has the highest probability of equipping the first virtual character, thereby determining which individual value of the character attribute to equip the first virtual character in the first interactive scene.
[0172] like Figure 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 a first avatar with a physical defense attribute in a PVE interactive scene is 25.1%, meaning that 25.1% of players equipped a first avatar with a physical defense attribute in a PVE interactive scene. The probability of equipping a first avatar with a magic defense attribute in a PVE interactive scene is 22.6%, meaning that 22.6% of players equipped a first avatar with a magic defense attribute in a PVE interactive scene. The probability of equipping a first avatar with a movement speed attribute in a PVE interactive scene is 18.4%, meaning that 18.4% of players equipped a first avatar with a movement speed attribute in a PVE interactive scene.
[0173] 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%.
[0174] It should also be noted that when there are many character attributes, the data statistics interface cannot fully display the equipment probability of the first virtual character in the first interactive scene, including the individual values of each character attribute, and only displays the equipment probability of the first reference number of character attributes with higher equipment probability. 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. For example, 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.
[0175] 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. Figure 13The character attribute control 1301 is displayed as selected, and the character personality control 1302 is displayed as unselected.
[0176] 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.
[0177] In one possible implementation, Figure 13 The scene information of the first interactive scene displayed in the data statistics interface is displayed in a selected state, and the scene information of the second interactive scene is displayed in a non-selected state. When the game object wants to know the equipment probability of the first virtual object in the second interactive scene, including the individual values of each character attribute, the game object can select the scene information of the second interactive scene, and then display the equipment probability of the first virtual character in the second interactive scene, including the individual values of each character attribute, in the data statistics interface, while displaying the scene information of the second interactive scene in a selected state and the scene information of the first interactive scene in a non-selected state.
[0178] In one possible implementation, each virtual character possesses character attributes, including life, physical attack, physical defense, magic attack, magic defense, and movement speed. The numerical values of a virtual character's character attributes represent the strength of the virtual character's corresponding attribute. The larger the numerical value of a virtual character's character attribute, the stronger the virtual character's ability in that attribute. Conversely, the smaller the numerical value of a virtual character's character attribute, the weaker the virtual character's ability in that attribute. When a game object captures a virtual character, it randomly selects 1-3 of the captured virtual character's six character attributes and assigns them individual values. These individual values reflect the captured virtual character's higher ability in certain attributes compared to similar virtual characters. The individual value of each character attribute is randomly determined between 7 and 10.
[0179] like Figure 14 1 is a schematic diagram of the character attributes of a virtual character provided by an embodiment of the present application, wherein the values corresponding to the various character 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.
[0180] 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 capture control, and the capture control corresponding to any character attribute is used to capture the first virtual character including the individual value of any character attribute, such as Figure 131303 is the acquisition control corresponding to the life attribute. For other character attributes, see Figure 13 In response to a triggering operation of a get control corresponding to any character attribute, a master virtual object located in a 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.
[0181] 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 Figure 13 1304 is a control for obtaining a character attribute modification tool. In response to a triggering operation on the control, a master virtual object located in the second virtual scene is displayed. The master virtual object can obtain the character attribute modification tool in the second virtual scene. The character attribute modification tool is used to modify the character attributes, including individual values, of the virtual character captured by the master virtual object.
[0182] 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.
[0183] Moreover, the player can choose what kind of first virtual character to equip in the first interactive scene based on the probability of equipping the first virtual character including various character features 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.
[0184] 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.
[0185] Figure 15 FIG. 1 is a schematic diagram showing the structure of a virtual character information display device provided by an embodiment of the present application. Figure 15 As shown, the device includes:
[0186] The display module 1501 is configured 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;
[0187] 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;
[0188] 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 the trigger operation of 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.
[0189] In one possible implementation, the display module 1501 is further configured to display, in response to a triggering operation on the recommendation control, scene information of a first interaction scene and scene information of a 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, 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;
[0190] 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.
[0191] In one 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.
[0192] In one possible implementation, the display module 1501 is further configured 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.
[0193] 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;
[0194] The device also includes:
[0195] 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 of an acquisition control for the first virtual character including any character feature; or
[0196] In response to a trigger operation on any character feature, an acquisition operation on the first virtual character including any character feature is triggered.
[0197] In one possible implementation, the display module 1501 is also used to display the master virtual object located in the second virtual scene in response to the acquisition operation of the modification props for any character feature. The master virtual object can obtain the modification props for any character feature in the second virtual scene. The modification props for any character feature are used to modify any character feature of the virtual character that the master virtual object has captured.
[0198] In one possible implementation, the character trait is the character's personality;
[0199] The display module 1501 is configured to display the equipment probability of the first virtual character including various character personalities in the first interaction scene in response to a triggering operation on the recommendation control.
[0200] In a possible implementation, the display module 1501 is further configured to display a character personality control, where the character personality control is displayed in a selected state.
[0201] In a possible implementation, the display module 1501 is further configured to display a character bloodline control, where the character bloodline control is displayed in a non-selected state;
[0202] 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.
[0203] In one possible implementation, the display module 1501 is further configured 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.
[0204] In a possible implementation, the display module 1501 is further configured to display a character skill control, where the character skill control is displayed in a non-selected state;
[0205] 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.
[0206] In one possible implementation, the display module 1501 is further configured 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.
[0207] In a possible implementation, the display module 1501 is further configured to display a character attribute control, where the character attribute control is displayed in a non-selected state;
[0208] 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.
[0209] In a possible implementation, the display module 1501 is further configured to display the character attribute control in a selected state and the character personality control in a non-selected state in response to a triggering operation on the character attribute control.
[0210] 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.
[0211] 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 captured by the master virtual object;
[0212] In a 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.
[0213] The above device 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.
[0214] Moreover, the player can choose what kind of first virtual character to equip in the first interactive scene based on the probability of equipping the first virtual character including various character features 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.
[0215] 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.
[0216] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules 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 can be 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 are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0217] Figure 16The following is a block diagram of a terminal device 1600 provided in accordance with an exemplary embodiment of the present application. The terminal device 1600 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.
[0218] Typically, the terminal device 1600 includes a processor 1601 and a memory 1602 .
[0219] 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), or 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 the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 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.
[0220] Memory 1602 may include one or more computer-readable storage media, which may be non-transitory. Memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1602 is used to store at least one instruction, which is executed by processor 1601 to implement the virtual character information display method provided in the method embodiment of the present application.
[0221] In some embodiments, terminal device 1600 may optionally include a peripheral device interface 1603 and at least one peripheral device. The processor 1601, memory 1602, and peripheral device interface 1603 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1603 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include 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.
[0222] The peripheral device interface 1603 can be used to connect at least one I / O (Input / Output)-related peripheral device 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 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0223] RF circuit 1604 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1604 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1604 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1604 may optionally include 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. RF circuit 1604 may communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1604 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0224] 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 screen display, 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 as a control signal to the processor 1601 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, there can be one display screen 1605, which is set on the front panel of the terminal device 1600; in other embodiments, there can be at least two display screens 1605, which are respectively set 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, which is set on the curved surface or folding surface of the terminal device 1600. Even more, the display screen 1605 can be set to a non-rectangular irregular shape, 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).
[0225] 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 single-color 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.
[0226] 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 that are input into the processor 1601 for processing, or input into the radio frequency circuit 1604 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there can be multiple microphones, each located in different parts of the terminal device 1600. The microphone can also be an array microphone or an omnidirectional collection 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 can be a traditional thin 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.
[0227] Power supply 1608 is used to power various components in terminal device 1600. Power supply 1608 can be AC power, DC power, a disposable battery, or a rechargeable battery. When 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 charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0228] 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 .
[0229] The accelerometer 1610 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 1600. For example, the accelerometer 1610 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1601 can control the display screen 1605 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1610. The accelerometer 1610 can also be used to collect game or user motion data.
[0230] The gyroscope sensor 1611 can detect the body orientation and rotation angle of the terminal device 1600. The gyroscope sensor 1611 can work with the accelerometer 1610 to collect the user's 3D movements of the terminal device 1600. Based on the data collected by the gyroscope sensor 1611, the processor 1601 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0231] 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 grip signal of the terminal device 1600, and the processor 1601 performs left and right hand recognition or shortcut operations based on the grip 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 operable controls on the UI interface based on the user's pressure operation on the display screen 1605. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0232] Optical sensor 1613 is used to detect ambient light intensity. In one embodiment, processor 1601 can control the display brightness of display screen 1605 based on the ambient light intensity detected by optical sensor 1613. Specifically, when the ambient light intensity is high, the display brightness of display screen 1605 is increased; when the ambient light intensity is low, the display brightness of display screen 1605 is decreased. In another embodiment, processor 1601 can also dynamically adjust the shooting parameters of camera assembly 1606 based on the ambient light intensity detected by optical sensor 1613.
[0233] Proximity sensor 1614, also known as a distance sensor, is typically located on the front panel of terminal device 1600. Proximity sensor 1614 is used to detect the distance between the user and the front of terminal device 1600. In one embodiment, when proximity sensor 1614 detects that the distance between the user and the front of terminal device 1600 is gradually decreasing, processor 1601 controls display screen 1605 to switch from the screen-on state to the screen-off state. When proximity sensor 1614 detects that the distance between the user and the front of terminal device 1600 is gradually increasing, processor 1601 controls display screen 1605 to switch from the screen-off state to the screen-on state.
[0234] Those skilled in the art will understand that Figure 16 The structure shown in the figure does not constitute a limitation on the terminal device 1600, and the terminal device 1600 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0235] Figure 17This is a 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 each of the above-mentioned 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. The server 1700 may also include other components for implementing device functions, which will not be described in detail here.
[0236] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium, and when the computer program is executed by a processor, the computer program implements the above-mentioned virtual character information display method. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0237] In an exemplary embodiment, a computer program product is further provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned method for displaying information of a virtual character.
[0238] 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. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0239] 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 three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects 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 do not limit this.
[0240] The above description is merely 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 scope of protection 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, 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 the master virtual object; In response to a triggering 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 the first virtual character including various character features in the first interaction scene is displayed, 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.
2. The method according to claim 1, characterized in that The method further comprises: In response to a triggering 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 in a selected state, and the scene information of the second interaction scene is displayed in a non-selected state, the second interaction scene being the player versus environment interaction scene or the player versus player interaction scene, and the second interaction scene being 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 displaying the equipment probability of the first virtual character including various character features in the first interaction scene in response to the triggering operation on the recommendation control, the method further includes: In response to a capture operation for the first virtual character including any character feature, 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 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 the first virtual character including any of the character features; in response to a triggering operation on the acquisition control for the 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 triggering 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 displaying the equipment probability of the first virtual character including various character features in the first interaction scene 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. The master virtual object can acquire the 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.
7. The method according to any one of claims 1 to 3, characterized in that: The character characteristics are the character's personality; 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 includes: In response to a triggering 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: The character personality control is displayed, and 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 triggering 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 triggering 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 triggering 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, wherein: The method further comprises: In response to a triggering operation on the character attribute control, the character attribute control is displayed in a selected state, and the character personality control is displayed in 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 a 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, where 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 on a virtual character, wherein the first virtual character is a virtual character that has been captured or sensed by the 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 triggering 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 configured to display, in response to a trigger operation on the recommendation control, the equipment probability of the first virtual character including various character features in the first interaction scene, wherein the character features include 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 according to 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 to enable a computer to implement 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 to enable a computer to implement the virtual character information display method according to any one of claims 1 to 16.
Citation Information
Patent Citations
Virtual scene interaction processing method and device, electronic equipment and storage medium
CN118022325A
Interaction control method and device in game and terminal equipment
CN118649413A