Virtual item refreshing method and device, equipment and medium

By providing adjustment controls in the game to adjust the probability level of virtual props, it solves the problem that players find it difficult to obtain expected props, and improves human-computer interaction efficiency and gaming experience.

CN120324897APending Publication Date: 2025-07-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410077492.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-18
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In the prior art, the probability of occurrence of game props is fair and random, making it difficult for players to effectively obtain expected props, and the human-computer interaction efficiency is inefficient.

Method used

By displaying multiple adjustment controls, players are allowed to adjust the probability level of different types of virtual props in the game, and update the prop probability in real time in response to control operations, providing an intuitive probability display and adjustment mechanism.

Benefits of technology

It improves the efficiency of players in obtaining expected virtual props, reduces active refresh operations, and enhances human-computer interaction efficiency and game strategic experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual item refreshing method and device, equipment and a medium, and belongs to the field of human-computer interaction. The virtual items are items appearing according to probabilities in the game playing process, the method comprises the steps that a plurality of adjustment controls and respective appearing probability levels of a plurality of types of virtual items in the game playing process are displayed, and the plurality of adjustment controls are in one-to-one correspondence with the plurality of types of virtual items; in response to a trigger operation received by a first adjustment control in the plurality of adjustment controls, adjusting the occurrence probability level of the first type of virtual props in the local; and displaying the appearance probability level of the updated first type of virtual props in the local. In the scheme, the current object can improve the occurrence probability of the virtual item of the expected type in advance, so that the efficiency of obtaining the virtual item of the expected type in the office is improved, and the man-machine interaction efficiency is improved.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of human-computer interaction, and particularly to a method, device, equipment and medium for refreshing virtual props. Background Art

[0002] In a game session, players often need to use game props to trigger beneficial effects in the session. For example, a player uses a beneficial card for a player character in the session to increase the health of the player character.

[0003] In the related art, the appearance probability of in-game props is often fair. For example, in a turn-based game session, a card will be displayed on the interface for the player to select every two turns, and the interface will randomly select a card from multiple cards for display according to the same probability.

[0004] In the related art, if the displayed card is not the player's expected card, the player needs to actively perform an interface refresh operation to update the cards displayed on the interface. In the related art, the operation for a player to obtain an expected card in the session is relatively cumbersome, and the human-computer interaction efficiency is low. Summary of the Invention

[0005] The present application provides a method, device, equipment and medium for refreshing virtual props. The above solutions can improve the efficiency of obtaining virtual props of an expected type by the current object in the session. The technical solutions are as follows:

[0006] According to one aspect of the present application, there is provided a method for refreshing virtual props. The virtual props are props that appear according to a probability during the session. The method includes:

[0007] Display a plurality of adjustment controls, and the appearance probability levels of each of a plurality of types of virtual props in the session. The plurality of adjustment controls correspond to the plurality of types of virtual props one by one;

[0008] In response to a trigger operation received by a first adjustment control among the plurality of adjustment controls, adjust the appearance probability level of the first type of virtual prop in the session;

[0009] Display the updated appearance probability level of the first type of virtual prop in the session.

[0010] According to one aspect of the present application, there is provided a device for refreshing virtual props. The virtual props are props that appear according to a probability during the session. The device includes:

[0011] A display module, configured to display a plurality of adjustment controls, and the appearance probability levels of each of a plurality of types of virtual props in the session. The plurality of adjustment controls correspond to the plurality of types of virtual props one by one;

[0012] An adjustment module, configured to adjust the appearance probability level of virtual items of the first type in a game session in response to a trigger operation received by a first adjustment control among the plurality of adjustment controls;

[0013] The display module is further configured to display the updated appearance probability level of the virtual items of the first type in the game session.

[0014] According to one aspect of the present application, there is provided a computer device, including: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual item refreshing method as described above.

[0015] According to another aspect of the present application, there is provided a computer-readable storage medium, the storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual item refreshing method as described above.

[0016] According to another aspect of the present application, there is provided a computer program product or a computer program, the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual item refreshing method provided in the above aspect.

[0017] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:

[0018] By means of a plurality of adjustment controls, the appearance probability levels of virtual items of multiple types in a game session are adjusted, and the plurality of adjustment controls correspond to the virtual items of multiple types one by one, so that the current object can pre-increase the appearance probability of the virtual items of the expected type, improve the efficiency of the current object in obtaining the virtual items of the expected type in the game session, avoid actively performing a refresh interface operation in the game session or waiting for the next automatic refresh to obtain the virtual items of the expected type, and improve the human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0020] Figure 1 A schematic diagram showing the interface display process provided by an exemplary embodiment;

[0021] Figure 2Shows a flowchart of a method for refreshing virtual items provided by an exemplary embodiment;

[0022] Figure 3 Shows a schematic diagram of an adjustment interface provided by an exemplary embodiment;

[0023] Figure 4 Shows a schematic diagram of an adjustment interface provided by another exemplary embodiment;

[0024] Figure 5 Shows a flowchart of a method for refreshing virtual items provided by another exemplary embodiment;

[0025] Figure 6 Shows a schematic diagram of an adjustment interface provided by another exemplary embodiment;

[0026] Figure 7 Shows a flowchart of a method for refreshing virtual items provided by another exemplary embodiment;

[0027] Figure 8 Shows a schematic diagram of an adjustment interface provided by another exemplary embodiment;

[0028] Figure 9 Shows a schematic diagram of a method for determining at least one type provided by an exemplary embodiment;

[0029] Figure 10 Shows a flowchart of a method for upgrading an adjustment device provided by an exemplary embodiment;

[0030] Figure 11 Shows a schematic diagram of an adjustment interface provided by another exemplary embodiment;

[0031] Figure 12 Shows a flowchart of a method for refreshing virtual items provided by another exemplary embodiment;

[0032] Figure 13 Shows a block diagram of the structure of a virtual item refresh device provided by an exemplary embodiment;

[0033] Figure 14 Shows a block diagram of the structure of a computer device provided by an exemplary embodiment. Detailed implementation

[0034] Exemplary embodiments will be described in detail herein, and examples thereof are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0035] It should be understood that the term "a plurality of" as mentioned herein refers to one or more, and "a number of" refers to two or more. "And / or" describes the association relationship of associated objects and indicates that three relationships may exist. For example, A and / or B may represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.

[0036] First, a brief introduction to the terms involved in the embodiments of the present application is given:

[0037] Virtual environment: It is the environment displayed (or provided) when an application runs on a terminal. This virtual environment can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual world, or a purely fictional virtual world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, or a three-dimensional virtual environment. The embodiments of the present application do not limit the dimension of the virtual environment. For example, the virtual environment may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and the virtual world includes at least one virtual item.

[0038] Turn-based game: There are multiple rounds in a game session, and in each round, the player's account confronts the opponent's account. In some games, the number of rounds within a game session is fixed, and the winning and losing sides of the game session compare their respective status data after a fixed number of rounds. In other games, the number of rounds within a game session is not fixed, and there are multiple parties in confrontation. The account that experiences more rounds within the game session ranks higher, such as auto chess games.

[0039] Auto chess: It is a general term for a type of electronic strategy turn-based chess and card game. Its basic game rule is that the player draws virtual chess pieces, selects and combines different types of virtual chess pieces, then arranges them on their own chessboard, and finally the game system automatically controls the player's virtual chess pieces to fight against the virtual chess pieces of other parties. The player whose virtual chess pieces still survive at the end wins this round. The loser of each round will have a certain amount of virtual health deducted, and this process is repeated multiple times until only one player among multiple players survives.

[0040] Virtual character: It refers to an active object in a virtual environment. The active object can be a virtual human, virtual animal, anime character, etc., such as a person, animal, or elf displayed in the virtual environment. Optionally, the virtual character is a three-dimensional model created based on animation bone technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.

[0041] Figure 1 The figure shows a schematic diagram of the interface display process provided by an exemplary embodiment of the present application.

[0042] Figure 1 Part (A) shows interface 100, which displays multiple adjustment controls (adjustment controls A to E), the appearance probability levels 101 of multiple types of virtual props in the game respectively, and the device level 102 of the adjustment device. Multiple types of virtual props correspond one-to-one with multiple adjustment controls. Therefore, in the following text, they are also often referred to as types A to E (virtual prop types A to E). Optionally, the adjustment device is a strengthening device, which is a device used to increase the appearance probability levels of multiple types of virtual props in the game respectively. Each virtual prop type corresponds to at least one virtual prop. A virtual prop is a prop that appears in the game according to probability, such as a beneficial card provided every preset number of rounds in a turn-based game (such as auto chess). Different types of virtual props have different beneficial effects on virtual characters in the game.

[0043] Optionally, the adjustment control is a control that can change the appearance probability level, including a control for increasing the appearance probability level (abbreviation: strengthening control) and / or a control for decreasing the appearance probability level (abbreviation: decreasing control). Whether it is a strengthening control or a decreasing control, it falls within the protection scope of the present application. In the following text, more introductions will be made from the perspective of the adjustment control being a strengthening control.

[0044] Schematically, Figure 1 Part (A) shows five adjustment controls A to E, and each adjustment control corresponds to a type of virtual prop. Figure 1 Part (A) also shows the appearance probability levels 101 (Lv0, Lv0, Lv0, Lv0, Lv0) of five types of virtual props in the game respectively. At this time, none of the five adjustment controls has received a trigger operation (optionally, a click operation). Figure 1 Part (A) also shows that the device level 102 of the adjustment device is 0, indicating that it does not yet have the ability to adjust the appearance probability level.

[0045] In this application, the higher the appearance probability level of a certain type of virtual item, the higher the appearance probability of this type of virtual item in the game session. The lower the appearance probability level of a certain type of virtual item, the lower the appearance probability of this type of virtual item in the game session.

[0046] Figure 1 Part (B) of shows that when the device level of the adjustment device is increased, the upper limit of the appearance probability level of at least one type of virtual item among multiple types of virtual items will be adjusted, and at least one adjustment control is shown to be in a triggerable state, with at least one adjustment control corresponding to at least one type of virtual item one by one.

[0047] Figure 1 Part (B) of shows that the device level 102 of the adjustment device is increased to 1, the upper limits of the appearance probability levels of virtual items of types A, C, and D (corresponding to adjustment controls A, C, and D) are increased, and adjustment controls A, C, and D are in a triggerable state. Optionally, it is characterized by brightness, transparency, color, flashing special effects, etc. being in a triggerable state.

[0048] In response to a trigger operation received by a first adjustment control among at least one adjustment control, the updated appearance probability level of the first type of virtual item is shown, and the first adjustment control is the adjustment control corresponding to the first type of virtual item. Figure 1 Part (C) of shows that among adjustment controls A, C, and D, adjustment control A receives a trigger operation, and the updated appearance probability level of virtual item of type A shown is such that the appearance probability level of virtual item of type A is updated to Lv1 at this time.

[0049] Figure 1 Part (D) of shows the virtual items that appear in the game session. Optionally, the virtual item is a virtual card. In Figure 1 In part (D) of , the game session is a turn-based game session. Every preset number of rounds, the game interface will display virtual cards in three positions, and the player selects a target virtual card from the three virtual cards. Schematically, if the appearance probability level of the virtual card of type A increases, the appearance probabilities of virtual cards A1, A2, and A3 included in type A in the game session will increase. Specifically, for any one of the three positions provided by the game interface, the appearance probabilities of virtual cards A1, A2, and A3 will increase.

[0050] In one embodiment, Figure 1 The shown method for refreshing virtual items is executed by a computer device. The computer device includes at least one of a terminal device and a server.

[0051] In one embodiment, the terminal device installs and runs an application program that supports a display adjustment interface. The application program can be any one of a turn-based game, a character racing game, an MMOG (Massively Multiplayer Online Game), an RPG (Role-Playing Game), a three-dimensional map program, a Virtual Reality (VR) application program, and an Augmented Reality (AR) program. The terminal device is a terminal used by the user. The user controls the adjustment device through the terminal device to adjust the appearance probability level of virtual items, which can be virtual equipment, virtual cards, virtual skills, etc. Optionally, the terminal device is also connected to an external connection device, such as a mouse, a keyboard, a gamepad, a speaker, VR / AR glasses, a VR / AR helmet, etc.

[0052] The terminal device is connected to the server through a wireless network or a wired network.

[0053] The server includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server includes a processor and a memory. The memory further includes a receiving module, a control module, and a sending module. The receiving module is used to receive requests sent by the client, such as a teaming request; the control module is used to control the rendering of the virtual environment screen; the sending module is used to send responses to the client, such as sending a teaming success prompt message to the client. The server is used to provide background services for the application program that supports a three-dimensional virtual environment. Optionally, the server undertakes the main computing work, and the terminal device undertakes the secondary computing work; or, the server undertakes the secondary computing work, and the terminal device undertakes the main computing work; or, a distributed computing architecture is adopted between the server and the terminal device for collaborative computing.

[0054] Optionally, the application program installed on the terminal device is an application program on different operating system platforms (such as Windows, Mac, Linux, etc.). The terminal device can generally refer to one of multiple terminals. This embodiment only takes the terminal device as an example for illustration. The device types of the terminal device include at least one of a desktop computer, a laptop computer, a smart phone, a smart TV, a wearable device, a tablet computer, a vehicle-mounted terminal, an e-book reader, an MP3 player, and an MP4 player.

[0055] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminal can be only one, or the above terminals can be dozens or hundreds, or a larger number. The embodiments of the present application do not limit the number and device types of the terminals.

[0056] It should be noted that the information involved in this application (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.

[0057] Moreover, regarding the relevant information, the relevant information processors will follow the principles of legality, legitimacy, and necessity, clarify the purpose, method, and scope of relevant information processing, obtain the consent of the relevant information subjects, and take necessary technical and organizational measures to ensure the security of relevant information.

[0058] Figure 2 The flowchart of the refreshing method of virtual props provided by an exemplary embodiment of this application is shown. Taking the execution of this method by a computer device as an example, the method includes:

[0059] Step 220, display a plurality of adjustment controls, and the appearance probability levels of each of a plurality of types of virtual props in the game. The plurality of adjustment controls correspond one-to-one to the plurality of types of virtual props;

[0060] On the adjustment interface, a plurality of adjustment controls and the appearance probability levels of each of a plurality of types of virtual props in the game are displayed. Optionally, the adjustment controls are displayed as type icons of the virtual prop types.

[0061] Optionally, the adjustment control is a control that can change the appearance probability level, including a control for increasing the appearance probability level (abbreviation: enhancement control) and / or a control for decreasing the appearance probability level (abbreviation: reduction control). Whether it is an enhancement control or a reduction control, it falls within the protection scope of this application. In the following, more introductions will be made from the perspective of the adjustment control being an enhancement control.

[0062] Optionally, the adjustment interface is an interface displayed during or outside the game.

[0063] If the adjustment interface is an interface outside the game, this application provides a gameplay that introduces the growth content outside the game into the gameplay inside the game, strengthening the gameplay connection between inside and outside the game.

[0064] The game, optionally, is a turn-based game. The number of turns included in the turn-based game is not fixed. There are multiple parties in a game to carry out confrontations. The player with more turns experienced in the game ranks higher. In the turn-based game, each turn includes a preparation stage and a battle stage. In the preparation stage, the player will purchase equipment, characters, etc. to enhance the lineup strength, and in the battle stage, the game system will automatically control the character lineups of multiple parties to carry out confrontations.

[0065] The virtual item type is obtained by classifying multiple virtual items according to the buff effects. Each virtual item type corresponds to at least one virtual item. For example, virtual items with combat buffs are classified into the same virtual item type, and virtual items with survival buffs are classified into the same virtual item type. Optionally, multiple type icons are displayed on the adjustment interface, and the multiple type icons correspond one-to-one with the multiple virtual item types. Optionally, the names of the multiple virtual item types are displayed on the adjustment interface.

[0066] A virtual item refers to an item with a buff effect that a player can use / obtain during a game session in this application. Schematically, the virtual item is an item such as a virtual card, a virtual equipment, or a virtual vehicle. Taking the virtual item as a virtual card as an example, multiple types (multiple virtual item types) include virtual card types A to E.

[0067] Virtual card type A is used to enhance the skills of a virtual character during a game session, such as increasing the skill release / hit rate, reducing the skill cooldown duration, increasing the spell damage of the skill, and increasing the spell critical strike rate of the skill.

[0068] Virtual card type B is used to enhance the normal attack of a virtual character during a game session, such as increasing the normal attack damage, enhancing the attack effect, increasing the attack speed, and increasing the general critical strike rate.

[0069] Virtual card type C is used to increase the team combat power and enhance the buff ability of a virtual character during a game session, such as increasing the shield protection amount and increasing the healing effect.

[0070] Virtual card type D is used to improve the survival and containment ability of a virtual character during a game session, such as increasing the health value, resistance, and control duration of the virtual character.

[0071] Virtual card type E is used to enhance the mobility of a virtual character during a game session, such as increasing the displacement distance, movement speed, and concealment duration of the virtual character.

[0072] The appearance probability level is used to indicate the number of trigger operations received by the enhancement control if the adjustment control is an enhancement control. One adjustment control corresponds to one type of virtual item. The higher the appearance probability level, the higher the appearance probability of the corresponding type of virtual item during the game session.

[0073] In this application, the appearance probability level can be characterized by images, texts, display effects of type icons, etc. Schematically, one star represents that the appearance probability level of the virtual item of this type during the game session is one, two stars represent that the appearance probability level of the virtual item of this type during the game session is two, and so on. Schematically, one grid of energy in the energy bar represents the appearance probability level of one, two grids of energy represent the appearance probability level of two, and so on.

[0074] Schematically, the text "Lv0" is used to represent the occurrence probability level of zero, and the text "Lv1" is used to represent the occurrence probability level of one. Schematically, by adding numbers such as "0", "1", "2", etc. at one of the positions of the upper right corner, upper left corner, lower right corner, lower left corner, and the center of the type icon of the virtual item type, the current occurrence probability level is represented.

[0075] Schematically, the adjustment interface also displays type icons of multiple virtual item types, and the occurrence probability level is represented according to the display effect of the type icons. For example, if the type icon is gray, it means that the occurrence probability level of the virtual item of this type in the game is zero; the brighter the type icon, the higher the occurrence probability level of the virtual item of this type in the game; the lower the transparency of the type icon, the higher the occurrence probability level of the virtual item of this type in the game.

[0076] Combined reference Figure 3 , Figure 3 shows the adjustment interface 300, and five adjustment controls (A to E), Figure 3 and also shows the occurrence probability level 301 of virtual items of each type (type A to E) in the game.

[0077] Step 240, in response to the first adjustment control among the multiple adjustment controls receiving a trigger operation, adjust the occurrence probability level of the virtual item of the first type in the game;

[0078] Combined reference Figure 4 , Figure 4 shows the adjustment interface 400. The adjustment interface 400 includes adjustment controls A to E. The adjustment interface 400 also shows the occurrence probability level 401 of virtual items of each virtual item type in the game. At this time, the occurrence probability level of the virtual item of type A in the game is updated to 1.

[0079] Optionally, the first adjustment control is the type icon of the first type. In response to the first adjustment control receiving a trigger operation, the updated first adjustment control is also displayed. For example, the inside of the icon of the first adjustment control is filled, such as solid color filling (black filling, color filling, etc.) and pattern filling, etc.

[0080] In the embodiment of the present application, an increase in the occurrence probability level of the virtual item of the first type in the game means that the occurrence probability of the virtual item of the first type in the game will increase.

[0081] A decrease in the occurrence probability level of the virtual item of the first type in the game means that the occurrence probability of the virtual item of the first type in the game will decrease.

[0082] Schematically, the game is a turn-based game, and the virtual item is a virtual card (specifically, a buff card). In a turn-based game, every preset number of turns, the game interface will display buff cards at a preset number of positions, and the player selects a target buff card from the buff cards at the preset number of positions. In the embodiment of the present application, if the adjustment control corresponding to the virtual card type to which buff card A belongs receives a trigger operation, the probability of buff card A appearing at any one of the preset number of positions will change. If the trigger operation is a level-up operation, the appearance probability will increase; if the trigger operation is a level-down operation, the appearance probability will decrease.

[0083] Step 260, display the updated appearance probability level of the virtual item of the first type in the game.

[0084] Update the displayed appearance probability level of the virtual item of the first type, and the update can be to increase or decrease the appearance probability level.

[0085] In one embodiment, a reset control is displayed on the adjustment interface; in response to the reset control receiving a trigger operation, update the appearance probability level of the adjusted type of virtual item to the initial state.

[0086] With reference to Figure 4 , Figure 4 FIG. shows the reset control 410. If the reset control 410 receives a trigger operation, the appearance probability level of the adjusted type of virtual item is updated to 0.

[0087] In summary, through multiple adjustment controls, the appearance probability levels of multiple types of virtual items in the game are adjusted, and the multiple adjustment controls correspond to the multiple types of virtual items one by one, so that the current object can pre-increase the appearance probability of the desired type of virtual item, thereby improving the efficiency of the current object in obtaining the desired type of virtual item in the game, avoiding actively performing a refresh interface operation in the game or waiting for the next automatic refresh to obtain the desired type of virtual item, and improving the human-computer interaction efficiency.

[0088] In the above embodiment, if the adjustment interface is an interface outside the game, the present application provides a gameplay that introduces the growth content outside the game into the gameplay inside the game, strengthens the gameplay connection between inside and outside the game, and enhances the strategic experience of the game.

[0089] Based on Figure 2 the optional embodiment shown, Figure 5 FIG. shows a flowchart of a method for refreshing virtual items provided by an exemplary embodiment of the present application. Taking the method being executed by a computer device as an example, the method includes:

[0090] Step 510: Display multiple adjustment controls and the appearance probability levels of multiple types of virtual props in the game. The multiple adjustment controls correspond one-to-one with the multiple types of virtual props.

[0091] Step 510 is similar to Step 220 and will not be elaborated here.

[0092] Step 520: Display the total probability bonus of the appearance probability of the adjusted type of virtual prop in the game.

[0093] Display the probability bonus information at a preset position on the adjustment interface. Schematically, if the adjusted virtual prop type includes virtual prop type A, the probability bonus information includes the total probability bonus of the appearance probability of the virtual prop of virtual prop type A in the game.

[0094] Combined reference Figure 6 , Figure 6 shows the adjustment interface 600 and the appearance probability levels 601 of the virtual props of each virtual prop type in the game. At this time, the appearance probability level of type A is 6, and the appearance probability level of type D is 4. Figure 6 It also shows that the probability bonus of type A [Recovery] is "+29.7%", and the probability bonus of type D [Ranger] is "+16.8%".

[0095] Step 530: In response to the first adjustment control among the multiple adjustment controls receiving a trigger operation, adjust the appearance probability level of the first type of virtual prop in the game and update the display of the total probability bonus of the appearance probability of the first type of virtual prop in the game.

[0096] In response to the adjustment control A receiving a trigger operation, where the trigger operation is a level-up operation, the appearance probability level of the virtual prop corresponding to type A in the game increases, and the probability bonus of the appearance probability of the virtual prop corresponding to type A in the game is updated and displayed.

[0097] In one embodiment, in response to the first adjustment control among the multiple adjustment controls receiving a trigger operation, according to the first correspondence, query the probability bonus of the first type of virtual prop corresponding to the current trigger operation. In the first correspondence, the probability bonus corresponding to each adjustment control (virtual prop type) for each trigger operation is stored. Schematically, the first correspondence is shown in Table 1:

[0098] Table 1

[0099]

[0100] Based on the historical probability bonus of the virtual item of the first type and combined with the probability bonus corresponding to the current trigger operation of the virtual item of the first type, update and display the total probability bonus of the appearance probability of the virtual item of the first type in the game after the current trigger operation is completed.

[0101] Illustratively, the historical probability bonus of the virtual item of type A is 3.6%, and the current trigger operation is the trigger operation to adjust the appearance probability level to three. Then, the total probability bonus corresponding to the virtual item of type A after the current trigger operation is completed is 7.8%.

[0102] In one embodiment, according to the pre-configured first correspondence, query the probability bonus corresponding to the current trigger operation of the virtual item of the first type; in the pre-configured first correspondence, if the appearance probability level of the virtual item of the first type reaches the first threshold after the current trigger operation is completed, the probability bonus corresponding to the current trigger operation of the virtual item of the first type is the first value; if the appearance probability level of the virtual item of the first type does not reach the first threshold after the current trigger operation is completed, the probability bonus corresponding to the current adjustment of the virtual item of the first type is the second value; the first value is greater than the second value.

[0103] Illustratively, in Table 1, if the appearance probability level of the virtual item of type A is six (the first threshold is six) after the current trigger operation is completed, the probability bonus corresponding to the current trigger operation of the virtual item of type A is 6.6%; if the appearance probability level of the virtual item of type A is five after the current trigger operation is completed, the probability bonus corresponding to the current trigger operation of the virtual item of type A is 1.8%.

[0104] Obviously, 6.6% is greater than 1.8%, that is, the first value is greater than the second value.

[0105] In the case where the appearance probability level is already relatively high, the probability bonus corresponding to the current enhancement operation of the virtual item of the first type is relatively high. That is, the probability that can be increased by the later adjustment will be greater than the probability that can be increased by the previous adjustment, providing a growth mechanism that can enrich the player's gaming experience, continuously set higher rewards for the player, stimulate the player's enthusiasm, and enrich the strategy of the adjustment mechanism.

[0106] Step 540, display the updated appearance probability level of the virtual item of the first type in the game;

[0107] Step 540 is similar to the above-mentioned step 260 and will not be elaborated.

[0108] In summary, in the above embodiments, the probability bonus of the virtual item of the adjusted type displayed on the interface in the game can visually show the current probability bonus to the user, providing an information basis for the user to perform the adjustment operation. Moreover, according to the pre-configured first correspondence, the probability bonus corresponding to each increase in the appearance probability level is found, which is conducive to the precise control of the overall numerical value and avoids multiple code modifications.

[0109] Moreover, as the appearance probability level of a certain type of virtual item is higher, for each increase in the appearance probability level, the probability bonus that can be obtained will also increase accordingly, which is conducive to enhancing the player's sense of achievement, stimulating the player's enthusiasm, and increasing the player's stickiness to the entire adjustment mechanism.

[0110] Based on Figure 2 the optional embodiment shown, Figure 7 FIG. shows a flowchart of a method for refreshing virtual items provided by another exemplary embodiment of the present application. Taking the method being executed by a computer device as an example, the method is located Figure 2 after step 220 shown, the method includes:

[0111] Step 710, display the device level of the adjustment device;

[0112] The device level is used to indicate the adjustment ability of the adjustment device. The adjustment device is a device for adjusting the appearance probability levels of multiple types of virtual items in the game. Optionally, the adjustment device is a strengthening device, and the strengthening device is used to increase the appearance probability levels of multiple types of virtual items in the game. Optionally, the device level is characterized by an image, text, the display effect of the adjustment device, etc. Schematically, the device level is represented by one hammer for level one, two hammers for level two, and when three hammers are collected, a forging furnace replaces the three hammers, and a forging furnace represents level three.

[0113] Schematically, the text "Level 0 / 10" is used to represent level zero of the device, and the text "Level 1 / 10" represents level one of the device. The upper limit of the device level of the adjustment device is ten.

[0114] With reference to Figure 8 , Figure 8 FIG. shows an adjustment interface 800, and the appearance probability levels 801 of multiple types (type A to E) of virtual items in the game. Figure 8 It also shows the device level 802 of the adjustment device. At this time, the device level is 0.

[0115] Step 720, in response to the device level being increased, increase the upper limit of the appearance probability level of at least one type of virtual item among multiple types of virtual items;

[0116] Level cap. If the adjustment device is an enhancement device and the trigger operation is an enhancement operation, the level cap indicates the maximum number of enhancement times for the virtual item type. If the level cap is 2, the maximum number of enhancement times for the corresponding type is 2.

[0117] Schematically, before the first upgrade, the device level of the adjustment device is zero. At this time, the level caps of the appearance probability levels of virtual items of types A to E are all zero. After the first upgrade, the device level of the adjustment device is one. At this time, the level caps of the appearance probability levels of virtual items of types A, C, and D are incremented by one. That is, the level caps of the appearance probability levels of virtual items of types A to E are in sequence: 1, 0, 1, 1, 0.

[0118] After the second upgrade, the device level of the adjustment device is two. At this time, the probability level caps of the appearance probability levels of virtual items of types A, B, and E are incremented by one. That is, the level caps of the appearance probability levels of virtual items of types A to E are in sequence: 2, 1, 1, 1, 1.

[0119] The level cap of the appearance probability level will increase as the device level is upgraded. Optionally, the maximum values of the level caps corresponding to each virtual item type are the same or different. For example, the maximum value of the level cap of the appearance probability level of virtual items of each virtual item type is six.

[0120] In one embodiment, the number of remaining available enhancement points is displayed in the adjustment interface. The number of remaining available enhancement points represents the number of levels that the cumulative appearance probability levels of multiple adjustment controls can still be upgraded; in response to the device level being upgraded, the number of remaining available enhancement points is increased. Referring to Figure 8 , Figure 8 The number of remaining available enhancement points 810 is also shown. At this time, there is still 1 available enhancement point remaining.

[0121] Step 730, determine that the first adjustment control among at least one adjustment control receives a trigger operation. At least one adjustment control corresponds to at least one type of virtual item one by one.

[0122] Show that at least one adjustment control is in a triggerable state. The adjustment control is an enhancement control. The enhancement control is used to increase the appearance probability levels of multiple types of virtual items. The triggerable state refers to the enhancable state.

[0123] The triggerable state is displayed through at least one of color, transparency, brightness, and flashing special effects. For example, for an adjustment control in a triggerable state, the icon of the adjustment control will flash.

[0124] Referring to Figure 8 , Figure 8The adjustment interface 800 is shown, as well as the appearance probability levels 801 of virtual items of each virtual item type during the game. At this time, Figure 8 It is shown that the transparency of the adjustment controls of types A, C, and D is lower than that of the adjustment controls of types B and E, indicating that the adjustment controls of types A, C, and D are in a triggerable state.

[0125] In response to receiving that the user selects the first adjustment control from at least one trigger operation and triggers the trigger operation on the first adjustment control, it is determined that the first adjustment control has received the trigger operation.

[0126] In summary, by adjusting the device level of the device, the upper limit of the appearance probability level of the type corresponding to each device level is restricted, and a specific setting scheme for the growth mechanism is provided.

[0127] Based on Figure 7 In the optional embodiment shown, Figure 9 The flowchart of the virtual item refresh method provided by an exemplary embodiment of the present application is shown. Figure 7 Step 720 in Figure 9 can be replaced by the steps in

[0128] Taking the example that this method is executed by a computer device, the method includes:

[0129] Step 910, in response to the device level being improved, according to the second correspondence, query the virtual item types corresponding to the improved device level to obtain at least one type; the at least one type is a partial type among multiple types;

[0130] Table 2

[0131] Device level is 1 Virtual item type A Virtual item type B Virtual item type C Device level is 2 Virtual item type C Virtual item type D Virtual item type E Device level is 3 Virtual item type A Virtual item type B Virtual item type E Device level is 4 Virtual item type B Virtual item type C Virtual item type D Device level is 5 Virtual item type D Virtual item type E Virtual item type A Device level is 6 Virtual item type A Virtual item type B Virtual item type C Device level is 7 Virtual item type C Virtual item type D Virtual item type E Device level is 8 Virtual item type A Virtual item type B Virtual item type E Device level is 9 Virtual item type B Virtual item type C Virtual item type D Device level is 10 Virtual item type D Virtual item type E Virtual item type A

[0132] Illustratively, if the improved device level is 1, then the virtual item types A, B, and C are queried, and the upper limits of the levels of virtual item types A, B, and C are increased.

[0133] In one embodiment, in response to the device level being improved, according to the pre-configured second correspondence, query the virtual item types corresponding to the improved device level to obtain at least one type;

[0134] In the pre-configured second correspondence, if the upgraded device level is less than the second threshold, at least one type includes at least one of the virtual item types for enhancing the explicit attributes of one's own virtual character in the game and the virtual item types for weakening the explicit attributes of the enemy virtual character in the game;

[0135] If the upgraded device level is greater than the second threshold, at least one type includes at least one of the virtual item types for enhancing the implicit attributes of one's own virtual character in the game and the virtual item types for weakening the implicit attributes of the enemy virtual character in the game.

[0136] Illustratively, in Table 2, the upgraded device level is 1, and at least one type includes virtual item types A, B, and C. The virtual item types A, B, and C include types for enhancing combat-related buffs (such as attack power, etc.) of the virtual character, and combat-related buffs are buff types that are easily perceptible to players in the game.

[0137] The upgraded device level is 7, and at least one type includes virtual item types C, D, and E. The virtual item types C, D, and E include types for enhancing survival-related buffs (such as character resistance, etc.) of the virtual character, and survival-related buffs are buff types that are less easily perceptible to players in the game.

[0138] When the device level is low, guiding players to adjust the appearance probability level of virtual item types with obvious buffs, and when the device level is high, guiding players to strengthen the appearance probability level of virtual item types with unobvious buffs is beneficial for players to have a basic experience and understanding of the adjustment gameplay at low levels.

[0139] Restricting the upper limit of the appearance probability level of virtual item types by the device level facilitates widening the classification and upper limit and making the processing more flexible after players have had a full experience and feeling of this gameplay in the later stage.

[0140] Step 920, increase the upper limit of the appearance probability level of at least one type of virtual item.

[0141] In summary, according to the pre-configured second correspondence, finding the virtual item types corresponding to each device level and implementing the logic of one-to-one correspondence between the device level and the virtual item types is beneficial for gradually controlling the upper limit of the level of each virtual item type.

[0142] Based on Figure 7 In the optional embodiment shown, Figure 10 shows a flowchart of a method for refreshing virtual items provided by an exemplary embodiment of the present application. Taking this method as being executed by a computer device as an example, Figure 10 The steps shown are located in Figure 7Before step 720 shown, the method includes:

[0143] Step 1010, display a level progress bar, which is used to show the cumulative progress of the device level of the adjustment device from the current level to the next level;

[0144] The level progress bar, optionally, adopts a columnar progress bar, a pie progress bar, etc. The accumulated area and the unaccumulated area are distinguished and shown on the level progress bar. The accumulated area is filled with a color or pattern, and the unaccumulated area is not filled. Referring to Figure 11 , Figure 11 shows the level progress bar 1110. At this time, the device level of the adjustment device is full level (reaches level 10). Figure 11 shows the adjustment interface 1100, Figure 11 also shows the appearance probability levels 1101 of multiple types of virtual props in the game.

[0145] Step 1020, according to the game situation of the current object in the specified type of game, increase the progress in the level progress bar;

[0146] The specified type of game is a game preset related to improving the device level of the adjustment device. For example, the specified type of game is a turn-based game. The number of turns included in the turn-based game is not fixed. There are multiple parties in a game to carry out confrontations. The player with more turns experienced in the game ranks higher. In the turn-based game, each turn includes a preparation stage and a battle stage. In the preparation stage, the player will purchase equipment, characters, etc. to improve the lineup strength, and in the battle stage, the game system will automatically control the character lineups of multiple parties to carry out confrontations.

[0147] According to the game situation of the current object in the specified type of game, obtain a level progress value; convert the level progress value into a visual progress; increase the visual progress in the level progress bar.

[0148] Schematically, the acquisition of the level progress value includes at least one of the following four methods.

[0149] First, for a turn-based game, obtain the level progress value according to the number of turns the current object has taken in the turn-based game;

[0150] Schematically, the level progress value obtained for each turn-based game is represented by formula (1):

[0151] y = a(x - m) + b; (1)

[0152] Among them, y represents the level progress value, a is a fixed output progress value coefficient, a is a positive number, b is another fixed output progress value coefficient, m is yet another fixed output progress value coefficient, and x represents the number of rounds the current object has carried out in a turn-based game. If y is negative, no level progress value will be generated.

[0153] It can be seen from the above formula that the more rounds the current object carries out in a game, the more level progress value it obtains. That is, the better the player performs in the game, the more level progress value is rewarded.

[0154] In one embodiment, the level progress value obtained from each turn-based game takes into account not only the number of rounds the current object has carried out in the turn-based game, but also other factors. At this time, the level progress value and the number of rounds carried out have a non-linear relationship, and the level progress value obtained from each turn-based game is represented by formula (2):

[0155] y = px1 + qx2 + k; (2)

[0156] Among them, y represents the level progress value, x1 represents the number of rounds the player has carried out, x2 represents other factors to be considered, and p, q, and k are parameters obtained through fitting and adjustment.

[0157] The computer device obtains multiple level progress values corresponding to multiple sample players through formula (2).

[0158] The computer device determines the median of the number of rounds persisted by multiple players, obtains the first level progress value corresponding to the median of the rounds through formula (2), and fits and adjusts p, q, and k so that the first level progress value is equal to or approximately equal to the median of the multiple level progress values.

[0159] The computer device determines the average of the number of rounds persisted by multiple players, obtains the second level progress value corresponding to the average of the rounds through formula (2), and fits and adjusts p, q, and k so that the second level progress value is equal to or approximately equal to the average of the multiple level progress values.

[0160] The computer device determines the mode of the number of rounds persisted by multiple players, obtains the third level progress value corresponding to the mode of the rounds through formula (2), and fits and adjusts p, q, and k so that the third level progress value is equal to or approximately equal to the mode of the multiple level progress values.

[0161] Through the above method of fitting and adjusting p, q, and k, the distribution of the level progress value is made consistent or tend to be consistent with the distribution of the number of rounds the player has carried out, ensuring that the number of rounds is the main factor affecting the level progress value.

[0162] Second, for a turn-based game, obtain the level progress value according to the formation type of the current object in the turn-based game;

[0163] In a turn-based game, each object will enhance the formation strength of its own formation, and different formations have different game intensities at different stages of the game. For example, the complete Formation A contains more virtual characters, and it is difficult for players to gather all the virtual characters required for the complete Formation A in the early stage. Therefore, the game intensity of Formation A is relatively weak in the early stage of the game. However, if players gather all the virtual characters of the complete Formation A in the later stage of the game, it will have a stronger game intensity.

[0164] Therefore, if the formation type of the current object is a formation that is weak in the early stage and strong in the later stage, when the current object persists until the later stage of the game, give the current object more level progress values. More means more compared to other formation types that also persist until the later stage of the game.

[0165] Third, for multiple turn-based games, obtain the level progress value according to the winning streak or losing streak of the current object in the multiple turn-based games;

[0166] The current object has played multiple turn-based games. If the ranking of the current object in the multiple turn-based games is less than the preset ranking threshold (for example, there are eight players in total and the preset ranking threshold is two), then trigger the losing streak reward and give the current object additional level progress values.

[0167] If the ranking of the current object in the multiple turn-based games is greater than the preset ranking threshold (for example, there are eight players in total and the preset ranking threshold is seven), then trigger the winning streak reward and give the current object additional level progress values.

[0168] Fourth, obtain the level progress value according to the number of games of the turn-based games that the current object has played. The level progress value has a negative correlation with the number of games.

[0169] If the number of games of the turn-based games that the current object has played is less than the preset number threshold, then give the current object additional level progress values after each game. This is to trigger the novice protection mechanism and encourage the current object to actively participate in the specified type of games.

[0170] In an embodiment, the game for upgrading the device level of the adjustment device is the first type of game, and the virtual item corresponding to the virtual item type will appear in the second type of game. The first type of game and the second type of game are different types of games. There are more daily active players in the second type of game. By setting the device level of the adjustment device to be related to the first type of game, it is possible to achieve player drainage and guide the daily active players in the second type of game to the second type of game.

[0171] Step 1030: In response to the completion of the accumulation of the level progress bar, increase the device level of the adjustment device.

[0172] In the level progress bar, the accumulation progress of the device level of the adjustment device from the current level to the next level will be displayed. In the embodiment of the present application, according to the third correspondence, the required level progress value for the current device level of the adjustment device to be increased to the next level will be queried; in response to the accumulated level progress value corresponding to the level progress bar reaching the required level progress value, the device level of the adjustment device will be increased.

[0173] Illustratively, the third correspondence is shown in Table 3 below:

[0174] Table 3

[0175] Device level Required level progress value Required cumulative level progress value 1 100(0→1) 100 2 100(1→2) 200 3 200(2→3) 400 4 200(3→4) 600 5 250(4→5) 850 6 300(5→6) 1150 7 350(6→7) 1500 8 400(7→8) 1900 9 500(8→9) 2400 10 550(9→10) 2950

[0176] In Table 3, the required level progress value represents the required level progress value for the current level to be increased to the next level, and the required cumulative level progress value represents the total required level progress value for the initial level (device level is 0) to be increased to the next level.

[0177] Illustratively, if the current level of the adjustment device is 1 and the next level is 2, the required level progress value for the adjustment device to be increased to the next level is queried as 100. If the accumulated level progress value corresponding to the level progress bar reaches 100, the device level of the adjustment device will be increased to 2.

[0178] In one embodiment, according to the pre-configured third correspondence, the required level progress value for the current device level of the adjustment device to be increased to the next level is queried; in the pre-configured third correspondence, there is a positive correlation between the current device level of the adjustment device and the required level progress value.

[0179] Illustratively, if the current device level is 1, the required level progress value is 100; if the current device level is 2, the required level progress value is 200. That is, in the embodiment of the present application, as the device level increases, the required level progress value will gradually increase. By gradually increasing the difficulty of level increase, a growth mechanism is provided, continuously setting higher upgrade difficulties for players, which can stimulate the enthusiasm of players and enrich the game experience of players.

[0180] In summary, the above embodiments provide a method for increasing the device level of the adjustment device, enriching the source of obtaining the level progress value for players. Moreover, in the above embodiments, according to the pre-configured third correspondence, the required level progress value corresponding to each device level is configured, which is convenient for the overall numerical balance. Simply configuring the required level progress value can achieve precise control of the numerical value, avoiding multiple code modifications.

[0181] Based on Figure 2In the optional embodiments shown, it further includes at least one of the following methods:

[0182] First, when there are at least two types of virtual items with a bondage relationship among multiple types of virtual items, and the appearance probability levels of each of the at least two types of virtual items are not lower than one, a bondage icon is displayed; increase the appearance probability of virtual items of at least two types of virtual item types during the game.

[0183] In the game system, virtual item types with a bondage relationship are preset. For example, virtual item types A, B, and C have a bondage relationship. If the appearance probability level of each virtual item type among virtual item types A, B, and C is not lower than one, an additional probability bonus is given to the appearance probability of virtual items of virtual item types A, B, and C.

[0184] For example, the appearance probability level of virtual item type A is one, and the corresponding probability bonus is 1.8%; the appearance probability level of virtual item type B is one, and the corresponding probability bonus is 1.8%; the appearance probability level of virtual item type C is one, and the corresponding probability bonus is 1.8%;

[0185] Because virtual item types A, B, and C have a bondage relationship, an additional probability bonus is given. After the additional giving, the probability bonus of the appearance probability of virtual items of virtual item types A, B, and C is 2% for all.

[0186] Optionally, the higher the bondage level of the virtual item type, the more additional probability bonus is given. If the appearance probability levels of virtual item types A, B, and C are all one, and the bondage level is one at this time, the additional probability bonus value is 0.2%; if the appearance probability levels of virtual item types A, B, and C are all two, and the bondage level is two at this time, the additional probability bonus value is 0.5%.

[0187] Second, according to at least one of the historical lineup situation, historical ranking, and historical item appearance situation of the current object in the game, display the recommended enhancement process of multiple virtual item types.

[0188] Schematically, the recommended adjustment process will be displayed on the adjustment interface. For example, when the device level is one, it is recommended to increase the appearance probability of virtual items of virtual item type A; when the device level is two, it is recommended to increase the appearance probability of virtual items of virtual item type B, and so on.

[0189] Schematically, the recommended adjustment process is displayed in text form. Schematically, the recommended adjustment process is displayed on the interface in the form of a video. There is a video playback window displayed on the interface, and the adjustment process of the appearance probability level is demonstrated in the video playback window.

[0190] Schematically, if the historical lineup of the current object in the game is mainly an attack-based lineup, it is recommended to mainly increase the appearance probability of virtual item types with attack-based buffs in the early stage of adjustment.

[0191] Schematically, if the historical ranking of the current object in the game is relatively low, it is recommended to mainly increase the appearance probability of virtual item types with survival-based buffs in the early stage of adjustment.

[0192] Schematically, if the number of appearances of virtual item type A of the current object in historical games is much less than that of other virtual item types, it is recommended to mainly adjust the appearance probability of virtual item type A in the early stage of adjustment.

[0193] Third, in response to the first adjustment control being dragged to the second adjustment control, add the first probability bonus to the second probability bonus; the first adjustment control is the adjustment control corresponding to the first type of virtual item, the second adjustment control is the adjustment control corresponding to the second type of virtual item, the first probability bonus is the probability bonus of the appearance probability of the first type of virtual item in the game, and the second probability bonus is the probability bonus of the appearance probability of the second type of virtual item in the game; display the updated first probability bonus and second probability bonus.

[0194] On the adjustment interface, adjustment controls for each virtual item type will be displayed. In response to the first adjustment control receiving a touch, drag to the second adjustment control, and release operation of the current object, the computer device will add the probability bonus of the first virtual item type to the probability bonus of the second virtual item type.

[0195] Schematically, before dragging, the probability bonus of the first virtual item type is 1.8%, and the probability bonus of the second virtual item type is 1.8%. After dragging, the probability bonus of the first virtual item type is 0, and the probability bonus of the second virtual item type is 3.6%.

[0196] In summary, the above embodiments also provide three operations supported by the adjustment interface, enriching the types of interface operations and the ways and experiences for players to adjust the appearance probability levels.

[0197] Figure 12 The flowchart of the virtual item refresh method provided by an exemplary embodiment of the present application is shown. Taking the method being executed by a computer device as an example, the method includes:

[0198] Step 1201, start;

[0199] Step 1202, perform the lobby settlement of the game;

[0200] The computer device performs the lobby settlement of the current game. The computer device will display the lobby settlement page and settle the game after the current game ends.

[0201] Step 1203, determine whether the arena is settled normally;

[0202] The computer device determines whether the arena mode to which the current game belongs is settled normally. If so, it executes Step 1204; if the arena is not settled normally, it executes Step 1206.

[0203] Step 1204, determine whether the lineup has a ranking;

[0204] The computer device determines whether the lineup of the current player has obtained a ranking. Optionally, if the lineup of the current player ranks among the top three, it is considered that the lineup of the current player has obtained a ranking.

[0205] Step 1205, calculate the obtained progress value;

[0206] If the lineup has a ranking, obtain the progress value according to the ranking.

[0207] Step 1206, settlement;

[0208] Settle the progress value obtained in the current game.

[0209] Step 1207, determine whether the enhancement device is upgraded;

[0210] Increase the progress value obtained in the current game and determine whether the accumulated progress value reaches the upgrade condition. If not, it executes Step 1208. If so, it executes Step 1209.

[0211] The player increases the device level of the enhancement device by completing the game, obtains enhancement points, and adds the obtained enhancement points to the corresponding type, which can increase the probability of randomly obtaining virtual items of this type in the game.

[0212] One enhancement point can be obtained for each level upgrade of the enhancement device, and the maximum level of the device is adjusted to 10 levels.

[0213] Step 1208, do not provide enhancement points;

[0214] The enhancement device is not upgraded, and the computer device does not provide enhancement points.

[0215] Step 1209, provide enhancement points;

[0216] The enhancement device has been upgraded, and the computer device provides enhancement points.

[0217] Step 1210, enhance the random probability of a certain type;

[0218] Receive the user's operation of assigning enhancement points to a certain type and enhance the random probability of a certain type. As the device level of the enhancement device increases, the upper limit of the number of points that can be added to different types can be unlocked. The maximum upper limit of adding points to one type is 6. The enhanced random probability is displayed on the interface.

[0219] A reset stat allocation button is also displayed on the interface. Clicking this button can clear the enhancement points of the enhancement type in the enhancement device, but the obtained enhancement points will not disappear, and you can re-select the type for enhancement.

[0220] In the embodiment of the present application, the level progress value is designed as a common currency. By the number of battle rounds in the arena, a corresponding amount of level progress value can be obtained after the game settlement. Accumulating to the progress of the corresponding level can increase the level and obtain enhancement points.

[0221] In the embodiment of the present application, the device level of the enhancement device and the appearance probability level of the type will be reset when the arena season switches. You can configure "privilege to clear common currency" in the privilege table, so as to reset the enhancement points in the next season.

[0222] Figure 13 The block diagram of the refresh device of the virtual item provided by an exemplary embodiment of the present application is shown. The virtual item is an item that appears according to probability during the game. The device includes:

[0223] A display module 1310, configured to display a plurality of adjustment controls, and the appearance probability levels of each of the plurality of types of virtual items in the game. The plurality of adjustment controls correspond to the plurality of types of virtual items one by one;

[0224] An adjustment module 1320, configured to respond to a trigger operation received by a first adjustment control among the plurality of adjustment controls, and adjust the appearance probability level of the first type of virtual item in the game;

[0225] The display module 1310 is further configured to display the updated appearance probability level of the first type of virtual item in the game.

[0226] In an optional embodiment, the display module 1310 is further configured to display the total probability bonus of the appearance probability of the adjusted type of virtual item in the game;

[0227] In response to a trigger operation received by a first adjustment control among the plurality of adjustment controls, update and display the total probability bonus of the appearance probability of the first type of virtual item in the game.

[0228] In an optional embodiment, the display module 1310 is further configured to, in response to a trigger operation received by a first adjustment control among the plurality of adjustment controls, query and obtain the probability bonus corresponding to the first type of virtual item according to the first corresponding relationship for the current trigger operation;

[0229] Based on the historical probability bonus of the virtual props of the first type and combined with the probability bonus corresponding to the current trigger operation of the virtual props of the first type, update and display the total probability bonus of the appearance probability of the virtual props of the first type in the game after the current trigger operation is completed.

[0230] In an optional embodiment, the display module 1310 is further configured to query, according to the pre-configured first correspondence, the probability bonus corresponding to the current trigger operation of the virtual props of the first type;

[0231] In the pre-configured first correspondence, if the appearance probability level of the virtual props of the first type reaches the first threshold after the current trigger operation is completed, the probability bonus corresponding to the current trigger operation of the virtual props of the first type is the first value;

[0232] If the appearance probability level of the virtual props of the first type does not reach the first threshold after the current trigger operation is completed, the probability bonus corresponding to the current trigger operation of the virtual props of the first type is the second value; the first value is greater than the second value.

[0233] In an optional embodiment, the display module 1310 is further configured to display the device level of the adjustment device, where the adjustment device is a device for adjusting the appearance probability levels of multiple types of virtual props in the game;

[0234] In response to the device level being improved, increase the upper limit of the appearance probability level of at least one type of virtual props among the multiple types of virtual props;

[0235] Determine that the first adjustment control among at least one adjustment control receives a trigger operation, and at least one adjustment control corresponds to the at least one type of virtual props one by one.

[0236] In an optional embodiment, the display module 1310 is further configured to, in response to the device level being improved, query, according to the second correspondence, the types of virtual props corresponding to the improved device level, and obtain at least one type; at least one type is a partial type among the multiple types;

[0237] Increase the upper limit of the appearance probability level of at least one type of virtual props.

[0238] In an optional embodiment, the display module 1310 is further configured to, in response to the device level being improved, query, according to the pre-configured second correspondence, the types of virtual props corresponding to the improved device level, and obtain at least one type;

[0239] In the pre-configured second correspondence, if the upgraded device level is less than the second threshold, at least one type includes at least one of a virtual item type for enhancing the explicit attributes of the user's virtual character in the game and a virtual item type for weakening the explicit attributes of the enemy virtual character in the game;

[0240] If the upgraded device level is greater than the second threshold, at least one type includes at least one of a virtual item type for enhancing the implicit attributes of the user's virtual character in the game and a virtual item type for weakening the implicit attributes of the enemy virtual character in the game.

[0241] In an alternative embodiment, the display module 1310 is further configured to display a level progress bar for showing the cumulative progress of the device level of the adjustment device from the current level to the next level;

[0242] Increase the progress in the level progress bar according to the game situation of the current object in a specified type of game;

[0243] In response to the completion of the accumulation of the level progress bar, increase the device level of the adjustment device.

[0244] In an alternative embodiment, the display module 1310 is further configured to obtain a level progress value according to the game situation of the current object in a specified type of game; convert the level progress value into a visual progress; and increase the visual progress in the level progress bar.

[0245] In an alternative embodiment, the display module 1310 is further configured to query, according to the third correspondence, the required level progress value for the current device level of the adjustment device to be upgraded to the next level;

[0246] In response to the accumulated level progress value corresponding to the level progress bar reaching the required level progress value, increase the device level of the adjustment device.

[0247] In an alternative embodiment, the display module 1310 is further configured to query, according to the pre-configured third correspondence, the required level progress value for the current device level of the adjustment device to be upgraded to the next level;

[0248] In the pre-configured third correspondence, there is a positive correlation between the current device level of the adjustment device and the required level progress value.

[0249] In an alternative embodiment, the specified type of game includes a turn-based game. The display module 1310 is further configured to perform at least one of the following:

[0250] For a turn-based game, obtain a level progress value according to the number of turns the current object takes in the turn-based game;

[0251] For a turn-based game, obtain a level progress value according to the lineup type of the current object in the turn-based game;

[0252] For multiple turn-based games, obtain a level progress value according to the winning streak or losing streak of the current object in the multiple turn-based games;

[0253] Obtain a level progress value according to the number of turn-based games that the current object has played. The level progress value has a negative correlation with the number of games.

[0254] In an optional embodiment, the display module 1310 is further configured to display the number of remaining available enhancement points. The number of remaining available enhancement points represents the number of levels that the cumulative appearance probability level of multiple adjustment controls can still be increased;

[0255] In response to the device level being increased, increase the number of remaining available enhancement points.

[0256] In an optional embodiment, the display module 1310 is further configured to display a reset control. In response to the reset control receiving a trigger operation, update the appearance probability level of the virtual item of the adjusted type to the initial state.

[0257] In an optional embodiment, the display module 1310 is further configured to display a bond icon when there are at least two types of virtual items with a bond relationship among multiple types of virtual items, and the appearance probability levels of the at least two types of virtual items are not less than one;

[0258] Increase the appearance probability of at least two types of virtual items in the game.

[0259] In an optional embodiment, the display module 1310 is further configured to display the recommended adjustment process of multiple adjustment controls according to at least one of the historical lineup situation, historical ranking, and historical item appearance situation of the current object in the game.

[0260] In an optional embodiment, the display module 1310 is further configured to add the first probability bonus to the second probability bonus in response to the first adjustment control being dragged to the second adjustment control. The first adjustment control is the adjustment control corresponding to the first type of virtual item, the second adjustment control is the adjustment control corresponding to the second type of virtual item, the first probability bonus is the probability bonus of the appearance probability of the first type of virtual item in the game, and the second probability bonus is the probability bonus of the appearance probability of the second type of virtual item in the game;

[0261] Display the updated first probability bonus and second probability bonus.

[0262] In summary, by means of multiple adjustment controls, the appearance probability levels of multiple types of virtual items in the game are adjusted. The multiple adjustment controls correspond one-to-one with the multiple types of virtual items, enabling the current object to pre-increase the appearance probability of the desired type of virtual item, improving the efficiency of the current object in obtaining the desired type of virtual item in the game, avoiding the need to actively perform a refresh interface operation in the game or wait for the next automatic refresh to obtain the desired type of virtual item, and improving the human-computer interaction efficiency.

[0263] Please refer to Figure 14 , which shows a block diagram of a computer device 1400 provided by an exemplary embodiment of the present application. The computer device 1400 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1400 may also be referred to by other names such as user equipment, portable terminal, head-mounted computer device, etc.

[0264] Generally, the computer device 1400 includes a processor 1401 and a memory 1402.

[0265] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for the rendering and drawing of the content to be displayed on the display screen. In some embodiments, the processor 1401 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0266] The memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1402 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 is used to store at least one instruction for being executed by the processor 1401 to implement the method for refreshing virtual items provided in the embodiments of the present application.

[0267] In some embodiments, the computer device 1400 may further optionally include: a peripheral device interface 1403 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, and a power supply 1408.

[0268] The peripheral device interface 1403 may be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, and the present embodiment does not limit this.

[0269] The radio frequency circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1404 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1404 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1404 may communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1404 may further include a circuit related to NFC (Near Field Communication), and the present application does not limit this.

[0270] The display screen 1405 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. Optionally, the computer device 1400 includes an internal display screen and an external display screen that are close to the eyes of the user. The external display screen is used to display the eye image of the user when the surrounding object interacts with the user of the computer device 1400. Optionally, the display screen 1405 also has the ability to collect touch signals on or above the surface of the display screen 1405. The touch signals can be input as control signals to the processor 1401 for processing. The display screen 1405 is used to provide virtual buttons and / or a comment keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, the display screen 1405 can be one, provided on the front panel of the computer device 1400; in other embodiments, the display screen 1405 can be at least two, respectively provided on different surfaces of the computer device 1400 or in a foldable design; in still other embodiments, the display screen 1405 can be a flexible display screen, provided on the curved surface or the folding surface of the computer device 1400. Even further, the display screen 1405 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1405 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0271] The camera module 1406 is used to capture images or videos. Optionally, the camera module 1406 includes an internal camera and an external camera. Generally, the internal camera is used to capture the eye pose data of the user. In some embodiments, there are at least two external cameras, which can be any one of a main camera, a depth camera, and a wide-angle camera respectively, to achieve the function of background blurring by fusing the main camera and the depth camera, and to achieve panoramic shooting and AR (Augmented Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1406 can 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 the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0272] The audio circuit 1407 is used to provide an audio interface between the user and the computer device 1400. The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1401 for processing, or input to the radio frequency circuit 1404 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1400. The microphone may also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1407 may further include a headphone jack.

[0273] The power supply 1408 is used to supply power to each component in the computer device 1400. The power supply 1408 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1408 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0274] In some embodiments, the computer device 1400 further includes one or more sensors 1409. The one or more sensors 1409 include but are not limited to: an acceleration sensor 1410, a gyroscope sensor 1411, a pressure sensor 1412, an optical sensor 1413, and a proximity sensor 1414.

[0275] The acceleration sensor 1410 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the computer device 1400. For example, the acceleration sensor 1410 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1401 can control the display screen 1405 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1410. The acceleration sensor 1410 can also be used for collecting game or user's motion data.

[0276] The gyroscope sensor 1411 can detect the body orientation and rotation angle of the computer device 1400. The gyroscope sensor 1411 can cooperate with the acceleration sensor 1410 to collect the three-dimensional actions of the user on the computer device 1400. Based on the data collected by the gyroscope sensor 1411, the processor 1401 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.

[0277] The pressure sensor 1412 can be disposed on the side frame of the computer device 1400 and / or the lower layer of the display screen 1405. When the pressure sensor 1412 is disposed on the side frame of the computer device 1400, it can detect the holding signal of the user on the computer device 1400, and perform left / right hand recognition or shortcut operation according to the holding signal. When the pressure sensor 1412 is disposed on the lower layer of the display screen 1405, it can control the operable controls on the UI interface according to the pressure operation of the user on the display screen 1405. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0278] The optical sensor 1413 is used to collect the ambient light intensity. In one embodiment, the processor 1401 can control the display brightness of the display screen 1405 according to the ambient light intensity collected by the optical sensor 1413. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the display screen 1405 is decreased. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera module 1406 according to the ambient light intensity collected by the optical sensor 1413.

[0279] The proximity sensor 1414, also known as the distance sensor, is usually disposed on the front of the computer device 1400. The proximity sensor 1414 is used to collect the distance between the user and the front of the computer device 1400. In one embodiment, when the proximity sensor 1414 detects that the distance between the surrounding object and the front of the computer device 1400 is gradually decreasing, the processor 1401 controls the external display screen to display the user's eye image; when the proximity sensor 1414 detects that the distance between the user and the front of the computer device 1400 is gradually increasing, the processor 1401 controls the internal display screen to switch from the lit state to the off state.

[0280] Those skilled in the art can understand that Figure 14 the structure shown in does not constitute a limitation on the computer device 1400, and may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.

[0281] An embodiment of the present application further provides a computer device, which includes a processor and a memory. At least one instruction, at least one program, a code set, or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method for refreshing virtual items provided in the above method embodiments.

[0282] An embodiment of the present application further provides a computer-readable storage medium. A computer program is stored in the computer-readable storage medium and is used to be executed by a computer device to implement the above method for refreshing virtual items.

[0283] Optionally, the computer-readable storage medium may include: Read-Only Memory (ROM), Random-Access Memory (RAM), Solid State Drives (SSD), or optical discs, etc. Among them, the random access memory may include Resistance Random Access Memory (ReRAM) and Dynamic Random Access Memory (DRAM). The present application also provides a computer-readable storage medium. At least one instruction, at least one program, a code set, or an instruction set is stored in the storage medium. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method for refreshing virtual items provided in the above method embodiments.

[0284] The present application provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for refreshing virtual items provided in the above method embodiments.

[0285] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.

[0286] Those of ordinary skill in the art can understand that all or part of the steps for implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, or an optical disc, etc. The above are only optional embodiments of the present application and are not used to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for refreshing virtual items, characterized in that, The virtual item is an item that appears during the game according to a probability. The method includes: Displaying a plurality of adjustment controls and the appearance probability levels of each of the plurality of types of virtual items during the game. The plurality of adjustment controls correspond one-to-one to the plurality of types of virtual items; In response to a trigger operation received by a first adjustment control among the plurality of adjustment controls, adjusting the appearance probability level of the first type of virtual item during the game; Displaying the updated appearance probability level of the first type of virtual item during the game.

2. The method according to claim 1, wherein The method further includes: Displaying the total probability bonus of the appearance probability of the adjusted type of virtual item during the game; The step of, in response to a trigger operation received by a first adjustment control among the plurality of adjustment controls, adjusting the appearance probability level of the first type of virtual item during the game includes: In response to a trigger operation received by the first adjustment control among the plurality of adjustment controls, adjusting the appearance probability level of the first type of virtual item during the game and updating the display of the total probability bonus of the appearance probability of the first type of virtual item in the game.

3. The method according to claim 2, wherein The step of, in response to a trigger operation received by the first adjustment control among the plurality of adjustment controls, updating the display of the total probability bonus of the appearance probability of the first type of virtual item in the game includes: In response to a trigger operation received by the first adjustment control among the plurality of adjustment controls, querying, according to a first correspondence, the probability bonus corresponding to the first type of virtual item for the current trigger operation; Based on the historical probability bonus of the first type of virtual item and in combination with the probability bonus corresponding to the first type of virtual item for the current trigger operation, updating the display of the total probability bonus of the appearance probability of the first type of virtual item in the game after the current trigger operation is executed.

4. The method according to claim 3, characterized in that, The step of querying, according to a first correspondence, the probability bonus corresponding to the first type of virtual item for the current trigger operation includes: Querying, according to the pre-configured first correspondence, the probability bonus corresponding to the first type of virtual item for the current trigger operation; In the pre-configured first correspondence, if the appearance probability level of the first type of virtual item reaches a first threshold after the current trigger operation is executed, the probability bonus corresponding to the first type of virtual item for the current trigger operation is a first value; If the appearance probability level of the first type of virtual item does not reach the first threshold after the current trigger operation is executed, the probability bonus corresponding to the first type of virtual item for the current trigger operation is a second value; the first value is greater than the second value.

5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: Displaying the device level of an adjustment device, where the adjustment device is a device for adjusting the appearance probability levels of the plurality of types of virtual items during the game; In response to an increase in the device level, increasing the upper limit of the appearance probability level of at least one type of virtual item among the plurality of types of virtual items; Determine that the first adjustment control among the at least one adjustment control receives a trigger operation, where the at least one adjustment control corresponds one-to-one to the at least one type of virtual item.

6. The method according to claim 5, wherein The raising the upper limit of the appearance probability level of at least one type of virtual item among the multiple types of virtual items in response to the device level being raised includes: In response to the device level being raised, query, according to a second correspondence, the type of virtual item corresponding to the raised device level to obtain the at least one type; the at least one type is a partial type among the multiple types; Raise the upper limit of the appearance probability level of the at least one type of virtual item.

7. The method according to claim 6, characterized in that, The in response to the device level being raised, query, according to a second correspondence, the type of virtual item corresponding to the raised device level to obtain the at least one type includes: In response to the device level being raised, query, according to the pre-configured second correspondence, the type of virtual item corresponding to the raised device level to obtain the at least one type; In the pre-configured second correspondence, if the raised device level is less than a second threshold, the at least one type includes at least one of the type of virtual item for enhancing the explicit attributes of the user's virtual character in the game and the type of virtual item for weakening the explicit attributes of the enemy's virtual character in the game; If the raised device level is greater than the second threshold, the at least one type includes at least one of the type of virtual item for enhancing the implicit attributes of the user's virtual character in the game and the type of virtual item for weakening the implicit attributes of the enemy's virtual character in the game.

8. The method according to claim 5, characterized in that, The method further includes: Display a level progress bar for showing the cumulative progress of the device level of the adjustment device from the current level to the next level; Increase the progress in the level progress bar according to the game situation of the current object in a specified type of game; In response to the level progress bar being accumulated, raise the device level of the adjustment device.

9. The method according to claim 8, characterized in that, The increasing the progress in the level progress bar according to the game situation of the current object in a specified type of game includes: Obtain a level progress value according to the game situation of the current object in the specified type of game; convert the level progress value into a visual progress; increase the visual progress in the level progress bar; The in response to the level progress bar being accumulated, raise the device level of the adjustment device includes: Query, according to a third correspondence, the required level progress value for the current device level of the adjustment device to be raised to the next level; In response to the accumulated level progress value corresponding to the level progress bar reaching the required level progress value, raise the device level of the adjustment device.

10. The method according to claim 9, wherein The querying, according to a third correspondence, the required level progress value for the current device level of the adjustment device to be raised to the next level includes: Query, according to the pre-configured third correspondence, the required level progress value for the current device level of the adjustment device to be raised to the next level; In the pre-configured third corresponding relationship, there is a positive correlation between the current device level of the adjustment device and the required level progress value.

11. The method according to claim 9, wherein The specified type of game includes turn-based games. Obtaining the level progress value according to the game situation of the current object in the specified type of game includes at least one of the following methods: For one turn-based game, obtaining the level progress value according to the number of turns the current object takes in the turn-based game; For one turn-based game, obtaining the level progress value according to the formation type of the current object in the turn-based game; For multiple turn-based games, obtaining the level progress value according to the winning streak or losing streak of the current object in multiple turn-based games; Obtaining the level progress value according to the number of games of the turn-based games that the current object has participated in, and there is a negative correlation between the level progress value and the number of games.

12. The method according to claim 5, wherein The method further includes: Displaying the number of remaining available enhancement points, and the number of remaining available enhancement points represents the number of levels that the cumulative appearance probability level of the multiple adjustment controls can still be increased; In response to the device level being improved, increasing the number of remaining available enhancement points.

13. According to the method described in any one of claims 1 to 4, characterized in that, The method further includes: Displaying a reset control; In response to the reset control receiving a trigger operation, updating the appearance probability level of the virtual item of the adjusted type to the initial state.

14. The method according to any one of claims 1 to 4, characterized in that The method further includes: When there are at least two types of virtual items with a bond relationship among the multiple types of virtual items, and the appearance probability levels of the at least two types of virtual items are not less than one, displaying a bond icon; Increasing the appearance probability of the at least two types of virtual items in the game.

15. The method according to any one of claims 1 to 4, characterized in that The method further includes: Displaying the recommended adjustment process of the multiple adjustment controls according to at least one of the historical formation situation, historical ranking, and historical item appearance situation of the current object in the game.

16. The method according to any one of claims 1 to 4, characterized in that The method further includes: In response to the first adjustment control being dragged to the second adjustment control, adding the first probability bonus to the second probability bonus; the first adjustment control is the adjustment control corresponding to the first type of virtual item, the second adjustment control is the adjustment control corresponding to the second type of virtual item, the first probability bonus is the probability bonus of the appearance probability of the first type of virtual item in the game, and the second probability bonus is the probability bonus of the appearance probability of the second type of virtual item in the game; Displaying the updated first probability bonus and second probability bonus.

17. A refreshing device for virtual props, characterized in that, The virtual item is an item that appears according to probability during the game process. The device includes: A display module for displaying a plurality of adjustment controls and the appearance probability levels of each of the plurality of types of virtual items in the game, and the plurality of adjustment controls correspond to the plurality of types of virtual items one by one; An adjustment module for adjusting the appearance probability level of the first type of virtual item in the game in response to the first adjustment control among the plurality of adjustment controls receiving a trigger operation; The display module is further configured to display the occurrence probability level of the updated virtual prop of the first type in the game session.

18. A computer device, characterized in that, The computer device includes: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual prop refreshing 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 a computer program, and the computer program is loaded and executed by a processor to implement the virtual prop refreshing method according to any one of claims 1 to 16.

20. A computer program product, characterized in that, The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual prop refreshing method according to any one of claims 1 to 16.