Role association relationship display method and device, equipment and storage medium

By displaying the role association relationship in the virtual character selection interface, the problem of low review efficiency in competitive games is solved, and direct and fast character association relationship review is achieved.

CN120346529APending Publication Date: 2025-07-22TENCENT TECH (CHENGDU) CO LTD
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Patent Information

Application Number
CN202510382568.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-07-22

AI Technical Summary

Technical Problem

In competitive games, it is inefficient to check the role relationship between virtual characters and requires multiple operations to obtain the game strategy interface in the game community.

Method used

The role association relationship between the first virtual character and the second virtual character is directly displayed in the virtual character selection interface, including partner, restraint and restrained relationships, indicating these relationships through prompt controls, and displaying game strategies if necessary.

Benefits of technology

You can check the virtual role relationships related to the current game without complex operations, which improves the review efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application of the invention is a divisional application of 202410059067.6. The invention discloses a role association relationship display method and device, equipment and a storage medium, and belongs to the field of application programs supporting a virtual environment. The method comprises the following steps: displaying a virtual character selection interface, wherein the virtual character selection interface is used for selecting a virtual character used in a current game by an object participating in the current game; displaying a first virtual character selected by the first object in a virtual character selection interface; and displaying a role association relationship between the first virtual role and the second virtual role in the virtual role selection interface. According to the method and the device, the object participating in the current game can look up the role association relationship of the virtual roles related to the current game on the premise of reducing operations, so that the efficiency of looking up the role association relationship of the virtual roles is improved.
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Description

Technical Field

[0001] The present application relates to the field of application programs supporting virtual environments, and in particular to a method, device, equipment and storage medium for displaying role association relationships. Background Art

[0002] In competitive games, participants can select the virtual characters they use in the game, and thus control the selected virtual characters to compete with other virtual characters participating in the game.

[0003] There are role association relationships between different virtual characters in competitive games. For example, virtual character A restrains virtual character B, and virtual character A is restrained by virtual character C. In related technologies, competitive games provide a corresponding game strategy interface for each virtual character. By selecting a virtual character and consulting its corresponding game strategy interface, the role association relationship between the virtual character and other virtual characters can be learned.

[0004] The entrance to the above-mentioned game strategy interface is usually set in the game community of competitive games. Many operations such as selecting virtual characters are required to check the role association relationships between virtual characters. There is a problem of low efficiency in checking the role association relationships between virtual characters. Summary of the invention

[0005] The present application provides a method, device, equipment and storage medium for displaying role association relationships, which can improve the efficiency of consulting the role association relationships of virtual characters. The technical solution is as follows:

[0006] According to one aspect of the present application, a method for displaying a role association relationship is provided, the method comprising:

[0007] Displaying a virtual character selection interface, wherein the virtual character selection interface is used by a participant in a current game to select a virtual character to be used in the current game;

[0008] Displaying a first virtual character selected by a first object in the virtual character selection interface;

[0009] The role association relationship between the first virtual character and the second virtual character is displayed in the virtual character selection interface.

[0010] According to another aspect of the present application, a device for displaying role association relationships is provided, the device comprising:

[0011] A display module, used to display a virtual character selection interface, wherein the virtual character selection interface is used by a participant in a current game to select a virtual character to be used in the current game;

[0012] The display module is further configured to display, in the virtual character selection interface, the first virtual character selected by the first object;

[0013] The display module is further configured to display, in the virtual character selection interface, the character association relationship between the first virtual character and the second virtual character.

[0014] In an alternative design, the display module is configured to display a prompt control in a target area of the virtual character selection interface, and a display style of the prompt control is related to a type of the character association relationship.

[0015] In an alternative design, the display module is configured to perform at least one of the following:

[0016] Display a first prompt control in a target area of the virtual character selection interface, where the first prompt control is used to indicate that the first virtual character and the second virtual character have a partner relationship;

[0017] Display a second prompt control in a target area of the virtual character selection interface, where the second prompt control is used to indicate that the first virtual character and the second virtual character have a restraint relationship;

[0018] Display a third prompt control in a target area of the virtual character selection interface, where the third prompt control is used to indicate that the first virtual character and the second virtual character have a relationship of being restrained.

[0019] In an alternative design, the second virtual character is the virtual character selected by the second object in the current game session.

[0020] In an alternative design, the target area includes at least one of the following:

[0021] A predetermined area in the virtual character selection interface;

[0022] A first predetermined position in a friendly camp area of the virtual character selection interface;

[0023] A second predetermined position in an enemy camp area of the virtual character selection interface;

[0024] An area corresponding to the second virtual character;

[0025] An area corresponding to the first virtual character;

[0026] An area between the first virtual character and the second virtual character.

[0027] In an optional design, the display module is used to display a role relationship strategy in response to a display operation triggered by the prompt control, and the role relationship strategy includes a game strategy related to the role association relationship.

[0028] In an optional design, the device also includes: a determination module, used to determine a reference point position in a game strategy interface according to the role association relationship, the reference point position is a display position of a game strategy related to the role association relationship in the game strategy interface, and the game strategy in the game strategy interface has a corresponding relationship with the first virtual character or the second virtual character; the display module is used to display the game strategy interface according to the reference point position.

[0029] In an optional design, the second virtual character is a virtual character selected by the second object in the current game; the display module is used to display the strategy control corresponding to the first virtual character or the strategy control corresponding to the second virtual character in the virtual character selection interface when the first virtual character and the second virtual character do not have the role association relationship; in response to a display operation triggered by the strategy control corresponding to the first virtual character, display the game strategy interface corresponding to the first virtual character; in response to a display operation triggered by the strategy control corresponding to the second virtual character, display the game strategy interface corresponding to the second virtual character.

[0030] In an optional design, the device also includes: an acquisition module, used to obtain a first identifier of the first virtual character and a second identifier of the second virtual character; wherein the first identifier and the second identifier are used to determine the role association relationship corresponding to the first virtual character through a role relationship configuration table, and the role relationship configuration table stores the role association relationships between different virtual characters.

[0031] In an optional design, the display module is used to display a game team formation interface, in which the objects participating in the team formation corresponding to the game team formation interface are displayed; in the game team formation interface, the role association relationship between a pre-selected virtual character of a third object and the third virtual character is displayed, and the third object is an object participating in the team formation.

[0032] In an optional design, the display module is used to display a game interface, which is an interface displayed during the game; in the game interface, the role association relationship between the virtual character of the game object and the fourth virtual character is displayed, and the game object is the object participating in the game.

[0033] According to another aspect of the present application, a computer device is provided. The computer device includes a processor and a memory. At least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the method for displaying the role association relationship as described in the above aspect.

[0034] According to another aspect of the present application, a computer-readable storage medium is provided. At least one program is stored in the readable storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying the role association relationship as described in the above aspect.

[0035] According to another aspect of the present application, a computer program product or a computer program is provided. 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 displaying the role association relationship provided in various alternative implementations of the above aspect.

[0036] The beneficial effects brought by the technical solution provided by the present application at least include:

[0037] By displaying the role association relationship between the first virtual role and the second virtual role in the virtual role selection interface, since the first virtual role is the virtual role in the current game, the displayed role association relationship is related to the virtual role in the current game. The present application enables the objects participating in the current game to directly view the role association relationship of the virtual role related to the current game by directly consulting the role association relationship displayed in the virtual role selection interface without performing complex operations, improving the efficiency of consulting the role association relationship of the virtual role. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] 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 following drawings 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.

[0039] Figure 1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application;

[0040] Figure 2 is a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application;

[0041] Figure 3 is a schematic diagram of the process of displaying the role association relationship provided by an exemplary embodiment of the present application;

[0042] Figure 4 It is a schematic flowchart of a method for displaying a role association relationship provided by an exemplary embodiment of the present application;

[0043] Figure 5 It is a schematic flowchart of a method for displaying a role association relationship provided by an exemplary embodiment of the present application;

[0044] Figure 6 It is a schematic diagram of a target area provided by an exemplary embodiment of the present application;

[0045] Figure 7 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0046] Figure 8 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0047] Figure 9 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0048] Figure 10 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0049] Figure 11 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0050] Figure 12 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0051] Figure 13 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0052] Figure 14 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0053] Figure 15 It is a schematic diagram of a game strategy interface provided by an exemplary embodiment of the present application;

[0054] Figure 16 It is a schematic diagram of the process of displaying a role relationship strategy provided by an exemplary embodiment of the present application;

[0055] Figure 17 It is a schematic diagram of a virtual role selection interface provided by an exemplary embodiment of the present application;

[0056] Figure 18It is a schematic diagram of a character relationship strategy provided by an exemplary embodiment of the present application;

[0057] Figure 19 It is a schematic diagram of a character relationship strategy provided by an exemplary embodiment of the present application;

[0058] Figure 20 It is a schematic diagram of a game strategy provided by an exemplary embodiment of the present application;

[0059] Figure 21 It is a schematic diagram of the process of consulting a game strategy provided by an exemplary embodiment of the present application;

[0060] Figure 22 It is a schematic structural diagram of a display device for character association relationships provided by an exemplary embodiment of the present application;

[0061] Figure 23 It is a schematic structural diagram of a display device for character association relationships provided by an exemplary embodiment of the present application;

[0062] Figure 24 It is a schematic structural diagram of a display device for character association relationships provided by an exemplary embodiment of the present application;

[0063] Figure 25 It is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.

[0064] The accompanying drawings here are incorporated into the specification and form a part of this specification, showing embodiments consistent with the present application, and are used together with the specification to explain the principles of the present application. Detailed Embodiments

[0065] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail in conjunction with the accompanying drawings.

[0066] Virtual environment: It is a virtual environment displayed (or provided) when an application program runs on a terminal. This virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment, and the embodiments of the present application do not limit this.

[0067] Virtual character: A virtual character refers to an active object in a virtual environment. This active object can be a virtual person, a virtual animal, an anime character, etc. For example: a person displayed in a three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional solid model created based on animation skeleton technology. Each virtual character 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.

[0068] Control: It refers to any visible control or element that can be seen on the interface of an application. For example, controls such as pictures, input boxes, text boxes, buttons, labels, etc., and some of these UI controls respond to the operations of the operation objects.

[0069] Multiplayer Online Battle Arena (MOBA) game: In the game session of a MOBA game, there are usually multiple camps (for example, two camps), and there is one or more virtual characters in each camp. The virtual characters in the game session are controlled by the objects participating in the game session, or by the system or artificial intelligence (AI). In the game session, the virtual characters of different camps fight against each other to win the current game session. In some embodiments, each camp has one or more virtual buildings, and the virtual characters of the first camp obtain the victory of the current game session by destroying the target building in the virtual buildings of the second camp. In some embodiments, the objects participating in the game session can purchase virtual items (virtual equipment) for their virtual characters, and by upgrading the level of the virtual characters and equipping items for the virtual characters, the combat ability of the virtual characters is improved.

[0070] Character association relationship: The character association relationship in a MOBA game can be called the hero counter relationship. There is a relationship of mutual restraint / enhancement of attributes between virtual characters of different attributes (professions) in a MOBA game. In some embodiments, the character association relationship can be divided into the following three types:

[0071] Restraint relationship (who to restrain): Virtual character A and virtual character B have a restraint relationship, including that the attributes of virtual character A can restrain the attributes of virtual character B. For example, the physical attributes of a virtual character of the warrior type restrain the piercing attributes of a virtual character of the shooter type. If our virtual character is virtual character A of the warrior type and the enemy virtual character is virtual character B of the shooter type, then the virtual character A of the warrior type restrains the virtual character B of the shooter type.

[0072] Restrained relationship (being restrained by whom): Virtual character A and virtual character C have a restrained relationship, including that the attributes of virtual character C can restrain the attributes of virtual character A. For example: The magic attributes of a virtual character of the mage type restrain the physical attributes of a virtual character of the warrior type. If our virtual character is virtual character A of the warrior type and the enemy virtual character is virtual character C of the mage type, then the virtual character A of the warrior type is restrained by the virtual character C of the mage type.

[0073] Partner relationship (best partner): Virtual character D and virtual character B have a partner relationship, that is, the combination of the attributes of virtual character D and the attributes of virtual character B can produce a high-yield cooperation effect. For example, the tank attribute of a virtual character of the tank type and the piercing attribute of a virtual character of the shooter type can produce a cooperation effect of high armor and high output. If there is a virtual character D of the tank type and a virtual character B of the shooter type in the same camp, then the virtual character D of the tank type and the virtual character B of the shooter type are the best partners.

[0074] The method provided in this application can be applied to an application program that supports a virtual environment. Exemplarily, an application program that supports a virtual environment is an application program in which the user can control the behavior of virtual characters in the virtual environment. Exemplarily, the method provided in this application can be applied to: Virtual Reality (VR) application programs, Augmented Reality (AR) application programs, social application programs, interactive entertainment application programs, metaverse application programs, 3D map programs, VR games, AR games, Shooting Game (STG), First-Person Shooting Game (FPS), Third-Personal Shooting Game (TPS), Fight Technology Game (FTG), Action Game (ACT), Multiplayer Online Battle Arena (MOBA) games, Real-Time Strategy Game (RTS), Massive / Massively Multiplayer Online Game (MMOG), arcade games, Simulation Game (SLG), party games, casual games, and any other program.

[0075] Exemplarily, a game in a virtual environment is composed of maps of one or more game worlds. The virtual environment in the game can simulate the scenes of the real world. The user can control the virtual characters in the game to perform actions such as walking, running, jumping, shooting, fighting, driving, etc. in the virtual environment, and can also control virtual vehicles to drive in the virtual environment. It has strong interactivity, and multiple users can form teams online to play competitive games.

[0076] In some embodiments, the above-mentioned application program can be programs such as shooting games, racing games, role-playing games, adventure games, sandbox games, tactical competitive games, party games, casual games, etc. The game client can support one or more operating systems, and the clients of different operating systems can communicate with each other. In some embodiments, the above-mentioned client is a program suitable for a mobile terminal with a touch screen.

[0077] In some embodiments, the above-mentioned client is an application program developed based on a 3D engine. For example, the 3D engine is the Unity engine.

[0078] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and so on. A client that supports a virtual environment is installed and run in the terminal, such as a client of an application program that supports a 3D virtual environment. The application program can be any one of a tactical competitive survival (Battle Royale, BR) game, a virtual reality application program, an augmented reality program, a 3D map program, a third-person shooting game, a first-person shooting game, a multiplayer online tactical competitive game, a racing game, a racing game, a party game, and a casual game. Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone 3D game program, or a network online version of the application program.

[0079] Figure 1 FIG. 10 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application. The terminal includes a processor 101, a touch screen 102, and a memory 103.

[0080] The processor 101 can be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor with instruction execution capabilities.

[0081] The touch screen 102 includes an ordinary touch screen or a pressure-sensitive touch screen. The ordinary touch screen can measure a pressing operation or a sliding operation applied to the touch screen 102; the pressure-sensitive touch screen can measure the pressing force applied to the touch screen 102.

[0082] The memory 103 stores the executable programs of the processor 101. Schematically, the memory 103 stores a virtual environment program A, an application program B, an application program C, the program of the touch (and pressure) sensing module 18, and the kernel layer 19 of the operating system. Among them, the virtual environment program A is an application program developed based on the three-dimensional virtual environment module 17. Optionally, the virtual environment program A includes, but is not limited to, at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional presentation program developed by the three-dimensional virtual environment module (also called the virtual environment module) 17. For example, when the operating system of the terminal adopts the Android operating system, the virtual environment program A is developed using the Java programming language and the C# language; for another example, when the operating system of the terminal adopts the IOS operating system, the virtual environment program A is developed using the Object-C programming language and the C# language.

[0083] The three-dimensional virtual environment module 17 is a module that supports multiple operating system platforms. Schematically, the three-dimensional virtual environment module can be used for program development in multiple fields such as the game development field, the virtual reality (VR) field, and the three-dimensional map field. The specific type of the three-dimensional virtual environment module 17 in the embodiments of the present application is not limited.

[0084] The touch (and pressure) sensing module 18 is a module for receiving touch events (and pressure touch events) reported by the touch screen driver 191. Optionally, the touch sensing module may not have a pressure sensing function and does not receive pressure touch events. The touch events include: the type and coordinate values of the touch event. The types of touch events include, but are not limited to: touch start event, touch move event, and touch down event. The pressure touch event includes: the pressure value and coordinate value of the pressure touch event. The coordinate value is used to indicate the touch position of the pressure touch operation on the display screen.

[0085] Schematically, the kernel layer 19 includes the touch screen driver 191 and other drivers 192. The touch screen driver 191 is a module for detecting pressure touch events. When the touch screen driver 191 detects a pressure touch event, it transmits the pressure touch event to the touch (and pressure) sensing module 18.

[0086] The other drivers 192 can be drivers related to the processor 101, drivers related to the memory 103, drivers related to network components, drivers related to sound components, and drivers related to acceleration measurement components, etc.

[0087] Those skilled in the art can know that the above is only a general schematic description of the structure of the terminal. In different embodiments, the terminal may have more or fewer components. For example, the terminal may further include an acceleration sensor, a gyroscope sensor, a power supply, etc.

[0088] Figure 2 It is a structural block diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 200 includes: a first terminal 210, a second terminal 220, and a server cluster 230.

[0089] The first terminal 210 installs and runs an application 211 that supports a virtual environment. The application 211 can be a client that supports a virtual environment. When the first terminal 210 runs the application 211, the interface of the application 211 is displayed on the screen of the first terminal 210. The application 211 can be any one of a first-person shooter (FPS) game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, a competitive game, a strategy game (SLG), a racing game, a car racing game, a party game, and a casual game. In this embodiment, it is exemplified that the application 211 is a MOBA game. The first terminal 210 is a terminal used by a first object 212. The first object 212 uses the first terminal 210 to control the behavior of a first virtual character located in the virtual environment. The first object 212 uses the application 211 by logging in.

[0090] The second terminal 220 installs and runs an application 221 that supports a virtual environment. The application 221 can be a client that supports a virtual environment. When the second terminal 220 runs the application 221, the interface of the application 221 is displayed on the screen of the second terminal 220. The application 221 can be any one of a first-person shooter (FPS) game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, a competitive game, a strategy game (SLG), a racing game, a car racing game, a party game, and a casual game. Optionally, the application 221 is exactly the same as the application 211, or is the same application under different operating systems, or is a different version of the same application. The second terminal 220 is a terminal used by a second object 222. The second object 222 uses the second terminal 220 to control the behavior of a second virtual character located in the virtual environment. The second object 222 uses the application 221 by logging in. Optionally, the second virtual character and the first virtual character belong to the same camp or different camps. When they belong to the same camp, there may be at least one enemy virtual character in the virtual environment. The enemy virtual character is controlled by an object using a third terminal through a corresponding application, and the enemy virtual character belongs to the enemy camp of the first virtual character.

[0091] The device types of the first terminal 210 and the second terminal 220 include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0092] Figure 2Only two terminals are shown, but there are multiple other terminals 240 in different embodiments. In some embodiments, there is at least one other terminal 240 corresponding to the developer, and a development and editing platform for the client supporting the virtual environment is installed on the other terminal 240. The developer can edit and update the client on the other terminal 240, and transmit the updated client installation package to the server cluster 230 through a wired or wireless network. The first terminal 210 and the second terminal 220 can download the client installation package from the server cluster 230 to update the client.

[0093] The first terminal 210, the second terminal 220, and the other terminals 240 are connected to the server cluster 230 through a wireless network or a wired network.

[0094] The server cluster 230 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 230 is used to provide background services for the client supporting the virtual environment. Optionally, the server cluster 230 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server cluster 230 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, the server cluster 230 and the terminal use a distributed computing architecture for collaborative computing. Optionally, the above-mentioned terminal and server are both computer devices.

[0095] In a schematic example, the server cluster 230 includes a server 231 and a server 236. The server 231 includes a processor 232, a database 233, a game service module 234, and an input / output interface (I / O interface) 235. Among them, the processor 232 is used to load the instructions stored in the server 231 and process the data in the database 233 and the game service module 234; the database 233 is used to store data related to the users of the first terminal 210, the second terminal 220, and the other terminals 240, such as the user's avatar, nickname, owned virtual items, and the service area where they are located; the game service module 234 is used to provide services for the games played by virtual characters in different camps; the I / O interface 235 is used to establish communication with the terminal through a wireless network or a wired network to exchange data.

[0096] Combined with the above introduction to the virtual environment and the description of the implementation environment, the method provided by the embodiments of the present application will be described below.

[0097] Figure 3 It is a schematic diagram of the process of displaying the role association relationship provided by an exemplary embodiment of the present application. As Figure 3As shown in (a), the client displays a virtual character selection interface 301. This virtual character selection interface 301 is used for the objects participating in the current game to select the virtual characters to be used in the current game. When the first object participating in the current game selects the first virtual character, the client will display the first virtual character selected by the first object in the virtual character selection interface 301. After that, the client can display the character association relationship between the first virtual character and the second virtual character in this virtual character selection interface 301. This client is used by the current object participating in the current game, and the virtual character selection interface 301 displayed by the client is the virtual character selection interface 301 of the current object. Figure 3 Taking the virtual character selection interface 301 as an example where each object participating in the current game selects a virtual character, and the first object is the current object, and the second virtual character is the virtual character already selected by the second object participating in the current game, the process of displaying the character association relationship will be introduced. In Figure 3 the example, the first object is object 3, and the first virtual character selected by the first object is virtual character 303.

[0098] As Figure 3 shown in (b), the client displays a prompt control 302 in the target area of the virtual character selection interface 301. The display style of this prompt control 302 is related to the type of the character association relationship between the first virtual character and the second virtual character. In Figure 3 the example, the target area is the top left area of the virtual character selection interface 301. The second virtual character includes at least one of the virtual characters belonging to the same camp as the first virtual character (for example, the virtual characters selected by object 1 and object 2 in Figure 3 ) and the virtual characters belonging to different camps (for example, the virtual characters selected by object 1 and object 2 in Figure 3 ). Figure 3 The objects 4, 5, 8, 9, and 10 in

[0099] select virtual characters after object 3. The character association relationship between the first virtual character and the second virtual character includes at least one of: there is a partner relationship between the first virtual character and the second virtual character in the same camp, there is a restraint relationship between the first virtual character and the second virtual character in a different camp, and there is a being-restrained relationship between the first virtual character and the second virtual character in a different camp. The prompt control 302 displayed by the client can indicate the character association relationship between the first virtual character and the second virtual character. For example Figure 3The "xx restrains xx" in it indicates the above-mentioned restraint relationship. When there is no character association relationship between the first virtual character and the second virtual character, or when there is no second virtual character (for example, the first virtual character is the first virtual character selected in the current game), the client will display the strategy control corresponding to the first virtual character in the virtual character selection interface 301. The display style of this strategy control is different from that of the prompt control 302. For example, the avatar of the first virtual character and the text "Hero Strategy" are displayed in the strategy control.

[0100] As Figure 3 shown in (c) of, in response to the display operation triggered by the prompt control 302, the client displays the game strategy 304 related to the character association relationship of the first virtual character. For example, it displays the game strategy 304 corresponding to the partner relationship, displays the game strategy 304 corresponding to the restraint relationship, or displays the game strategy 304 corresponding to the restrained relationship. In Figure 3 the example of, the client displays the game strategy 304 corresponding to the restraint relationship. In response to the display operation triggered by the strategy control corresponding to the first virtual character, the client displays the game strategy interface corresponding to the first virtual character, and this game strategy interface includes the game strategy 304 related to the first virtual character.

[0101] In some embodiments, the client can also display the character association relationship in the interface other than the virtual character selection interface 301 in the above manner, and trigger the display of the game strategy through the corresponding control. For example, in the game teaming interface, it displays the character association relationship corresponding to the preselected virtual character of the object. In the game interface, it displays the character association relationship corresponding to the virtual character used by the object.

[0102] By displaying the character association relationship between the first virtual character and the second virtual character in the virtual character selection interface, since the first virtual character is the virtual character in the current game, the displayed character association relationship is related to the virtual character in the current game. This application enables the object participating in the current game to directly view the character association relationship of the virtual character related to the current game without complex operations by directly consulting the character association relationship displayed in the virtual character selection interface, thus improving the efficiency of consulting the character association relationship of the virtual character.

[0103] Figure 4 is a schematic flowchart of the method for displaying the character association relationship provided by an exemplary embodiment of this application. This method can be used in a computer device or a client on a computer device. As Figure 4 shown, this method includes:

[0104] Step 402: Display the virtual character selection interface.

[0105] The virtual character selection interface is used for the objects participating in the current game to select the virtual characters to be used in the current game. In some embodiments, the virtual character selection interface is used for each object participating in the current game to select the virtual characters to be used in the current game. In this case, the virtual character selection interface is used to display the virtual characters selected by each object participating in the current game. In some embodiments, the virtual character selection interface is used for the objects of a certain faction participating in the current game to select the virtual characters to be used in the current game. In this case, the virtual character selection interface is used to display the virtual characters selected by each object belonging to this faction in the current game.

[0106] It should be noted that the client that displays the virtual character selection interface is used by the current object participating in the current game, and the virtual character selection interface displayed by the client is the virtual character selection interface corresponding to the current object.

[0107] Exemplarily, in combination with Figure 3 the process of selecting virtual characters is introduced: In the current game of this virtual character selection interface, there are two factions, namely Faction 1 to which Objects 1 - 5 belong, and Faction 2 to which Objects 6 - 10 belong. This virtual character selection interface is used for each object participating in the current game to select the virtual characters to be used in the current game.

[0108] During the process of selecting virtual characters, the objects of Faction 1 and the objects of Faction 2 select in turn or alternately until all objects have completed their selections. After a certain object has selected a virtual character, a picture of the virtual character it has selected will be displayed beside the name of this object. For example, Figure 3 what is shown in it is the avatar of the virtual character. In the virtual character selection interface of the current object, before the current object selects a virtual character, the candidate virtual characters of the current object will be displayed in the area between the two factions. The candidate virtual characters are the virtual characters that the current object can select in the current game. By clicking on the candidate virtual character and performing a locking operation, the current object can select the virtual character it will use. After the current object has selected a virtual character, the area between the above two factions will be changed to display the virtual character selected by the current object, such as displaying a picture or a 3D model of this virtual character.

[0109] In some embodiments, before the object in the current game selects a virtual character, the commonly used virtual characters of this object ( Figure 3 in [ ] is below) will be displayed beside the name of this object ( Figure 3 "favorite heroes" in [ ]). The commonly used virtual characters are self - selected by this object before joining this current game, which can be used to prompt the objects of the same faction as this object about the commonly used virtual characters of this object. After the object in the current game has selected a virtual character, the displayed commonly used virtual character will be switched to the skills carried by the virtual character it has selected in the current game.

[0110] In some embodiments, before an object in the current game selects a virtual character, it is also possible to select a preselected virtual character from its candidate virtual characters. After selecting the preselected virtual character, a picture of the preselected virtual character will be displayed beside the name of the object, which can be used to prompt the objects in the same camp as this object about the virtual character that this object is going to select in the current game. After this object selects a virtual character, the picture of the preselected virtual character will be switched to the picture of the virtual character selected by this object.

[0111] It should be noted that for the case where the virtual character selection interface is used for objects in the same camp to select virtual characters to be used in the current game, the difference from the Figure 3 example is that only the objects in one camp and the virtual characters selected by the objects in this camp will be displayed. For the virtual character selection process in this case, reference can be made to the above description, and the embodiments of the present application will not elaborate here.

[0112] Step 404: Display the first virtual character selected by the first object in the virtual character selection interface.

[0113] The first object is an object participating in the current game. For example, the first object is the first user participating in the current game or the first user account of the first user. Optionally, the first user participates in the current game in the client by logging in to the first user account in the client. Optionally, in response to the first object selecting the first virtual character, the client will display the first virtual character selected by the first object in the virtual character selection interface, for example, beside the name of the first object.

[0114] In some embodiments, the first object is the current object using the client. In some embodiments, the first object is not the current object using the client. In this case, the camp to which the first object and the current object belong in the current game may be the same or different. By way of example, the current object using the client refers to the current user currently using the client or the user account of the current user.

[0115] Step 406: Display the role association relationship between the first virtual character and the second virtual character in the virtual character selection interface.

[0116] In some embodiments, the second virtual character is the virtual character selected by the second object in the current game. In some embodiments, the second virtual character is a candidate virtual character of the second object in the virtual character selection interface. In some embodiments, the second virtual character is a preselected virtual character of the second object in the virtual character selection interface. In some embodiments, the second virtual character is a frequently used virtual character of the second object in the virtual character selection interface. In some embodiments, the second virtual character is a virtual character having a role association relationship with the first virtual character. In some embodiments, the second virtual character is a virtual character that has not been selected or preselected in the current game.

[0117] The second object mentioned above is an object participating in the current game. For example, the second object is the second user participating in the current game or the second user account of the second user, and the second object is different from the first object. The first object and the second object may belong to the same or different camps in the current game. In some embodiments, the second object is the current object using the client. In some embodiments, the second object is not the current object using the client. It should be noted that the second virtual character can also be a virtual character in other situations not mentioned above, and the embodiments of the present application do not limit this.

[0118] Optionally, the client realizes the display of the role association relationship between the first virtual character and the second virtual character by displaying a prompt control on the virtual character selection interface. Among them, the display style of the prompt control is related to the type of the role association relationship between the first virtual character and the second virtual character. Optionally, the role association relationship between the first virtual character and the second virtual character includes at least one of a partner relationship, a restraint relationship, and a restrained relationship.

[0119] In summary, the method provided in this embodiment displays the role association relationship between the first virtual character and the second virtual character on the virtual character selection interface. Since the first virtual character is a virtual character in the current game, the displayed role association relationship is related to the virtual characters in the current game. The present application enables the object participating in the current game to directly view the role association relationship of the virtual characters related to the current game without complex operations by directly consulting the role association relationship displayed on the virtual character selection interface, improving the efficiency of consulting the role association relationship of the virtual characters.

[0120] Figure 5 It is a schematic flowchart of a method for displaying a role association relationship provided by an exemplary embodiment of the present application. This method can be used in a computer device or a client on a computer device. As Figure 5 shown, the method includes:

[0121] Step 502: Display a virtual character selection interface.

[0122] The virtual character selection interface is used for the object participating in the current game to select the virtual character to be used in the current game. The client that displays the virtual character selection interface is used by the current object participating in the current game, and the virtual character selection interface displayed by the client is the virtual character selection interface corresponding to the current object.

[0123] Step 504: Display the first virtual character selected by the first object on the virtual character selection interface.

[0124] The first object is the object participating in the current game session. Optionally, in response to the first object selecting the first virtual character, the client will display the first virtual character selected by the first object in the virtual character selection interface, for example, display it next to the name of the first object.

[0125] In some embodiments, the first object is the current object using the client. In some embodiments, the first object is not the current object using the client. In this case, the first object and the current object belong to the same or different camps in the current game session.

[0126] Step 506: Display a prompt control in the target area of the virtual character selection interface.

[0127] The display style of this prompt control is related to the type of the role association relationship between the first virtual character and the second virtual character, that is, this prompt control can reflect the role association relationship between the first virtual character and the second virtual character. By using prompt controls of different styles to indicate the role association relationship between the first virtual character and the second virtual character, it is convenient to accurately know the role association relationship corresponding to the virtual characters related to the current game session, that is, to accurately know the game strategy related to the current game session. Optionally, the role association relationship between the first virtual character and the second virtual character includes at least one of a partner relationship, a restraint relationship, and a restrained relationship.

[0128] In some embodiments, the second virtual character is the virtual character selected by the second object in the current game session. In some embodiments, the second virtual character is a candidate virtual character of the second object in the virtual character selection interface. In some embodiments, the second virtual character is a preselected virtual character of the second object in the virtual character selection interface. In some embodiments, the second virtual character is a frequently used virtual character of the second object in the virtual character selection interface. In some embodiments, the second virtual character is a virtual character having a role association relationship with the first virtual character.

[0129] Optionally, the client displays the prompt control corresponding to the role association relationship in at least one of the following ways:

[0130] · Display a first prompt control in the target area of the virtual character selection interface, and this first prompt control is used to indicate that the first virtual character and the second virtual character have a partner relationship. Optionally, a first display element is displayed in the first prompt control, and this first display element is used to reflect that the first virtual character and the second virtual character have a partner relationship.

[0131] For example, the first hint control is in the shape of a circle, rectangle, triangle, etc. Inside the first hint control, the first virtual character and the second virtual character are displayed, as well as a two-way arrow between the first virtual character and the second virtual character. On one side of the two-way arrow, a text description related to the partner relationship is displayed, such as "Best Partner", thereby indicating that the first virtual character and the second virtual character have a partner relationship. Or, inside the first hint control, the avatars of the first virtual character and the second virtual character are displayed, and the sizes of the avatars of the first virtual character and the second virtual character are the same, indicating that the first virtual character and the second virtual character have a partner relationship. Or, inside the first hint control, the avatars of the first virtual character and the second virtual character are displayed, and the border colors of the avatars of the first virtual character and the second virtual character are the same, indicating that the first virtual character and the second virtual character have a partner relationship. Or, inside the first hint control, the first virtual character and the second virtual character are displayed, as well as a two-way arrow between the first virtual character and the second virtual character. The two-way arrow has an animation effect extending from the center to both sides, indicating that the first virtual character and the second virtual character have a partner relationship.

[0132] · Display a second hint control in the target area of the virtual character selection interface. The second hint control is used to indicate that the first virtual character and the second virtual character have a restraint relationship. Optionally, a second display element is displayed in the second hint control. The second display element is used to reflect that the first virtual character and the second virtual character have a restraint relationship, that is, the first virtual character restrains the second virtual character.

[0133] For example, the second hint control is in the shape of a circle, rectangle, triangle, etc. Inside the second hint control, the first virtual character and the second virtual character are displayed, as well as an arrow pointing from the first virtual character to the second virtual character. On one side of the arrow, a text description related to the restraint relationship is displayed, such as "Restraint", thereby indicating that the first virtual character and the second virtual character have a restraint relationship. Or, inside the second hint control, the avatars of the first virtual character and the second virtual character are displayed, and the size of the avatar of the first virtual character is larger than that of the avatar of the second virtual character, indicating that the first virtual character and the second virtual character have a restraint relationship. Or, inside the first hint control, the avatars of the first virtual character and the second virtual character are displayed, and the border colors of the avatars of the first virtual character and the second virtual character are different. For example, the border of the avatar of the first virtual character is green and the border of the avatar of the second virtual character is red, indicating that the first virtual character and the second virtual character have a restraint relationship. Or, inside the first hint control, the first virtual character and the second virtual character are displayed, as well as an arrow pointing from the first virtual character to the second virtual character. The arrow has an animation effect extending from the first virtual character to the second virtual character, indicating that the first virtual character and the second virtual character have a restraint relationship.

[0134] · Display a third prompt control in the target area of the virtual character selection interface. The third prompt control is used to indicate that the first virtual character and the second virtual character have a restraint relationship. Optionally, a third display element is displayed in the third prompt control, and the third display element is used to reflect that the first virtual character and the second virtual character have a restraint relationship, that is, the first virtual character is restrained by the second virtual character.

[0135] Exemplarily, the third prompt control is in the shape of a circle, rectangle, triangle, etc. The first virtual character and the second virtual character are displayed inside the third prompt control, and an arrow pointing from the second virtual character to the first virtual character is displayed. A text description related to the restraint relationship, such as "restrained", is displayed on one side of the arrow, thereby indicating that the first virtual character and the second virtual character have a restraint relationship. Alternatively, the head portrait of the first virtual character and the head portrait of the second virtual character are displayed inside the third prompt control, and the size of the head portrait of the first virtual character is smaller than that of the head portrait of the second virtual character, indicating that the first virtual character and the second virtual character have a restraint relationship. Alternatively, the head portrait of the first virtual character and the head portrait of the second virtual character are displayed inside the first prompt control, and the border colors of the head portrait of the first virtual character and the head portrait of the second virtual character are different. For example, the border of the head portrait of the first virtual character is red and the border of the head portrait of the second virtual character is green, indicating that the first virtual character and the second virtual character have a restraint relationship. Alternatively, the first virtual character and the second virtual character are displayed inside the first prompt control, and an arrow pointing from the second virtual character to the first virtual character is displayed. The arrow has an animation effect extending from the second virtual character to the first virtual character, indicating that the first virtual character and the second virtual character have a restraint relationship.

[0136] By displaying different prompt controls, accurate indication of the partner relationship, restraint relationship, and restrained relationship in the character association relationship is achieved. By displaying the prompt control corresponding to the character association relationship between the first virtual character and the second virtual character selected in the current game, since both the first virtual character and the second virtual character are virtual characters participating in the current game, it helps to understand the precautions in the game.

[0137] Optionally, the second virtual character includes one or more virtual characters. In the case where the first virtual character and the second virtual character have multiple character association relationships, the prompt controls corresponding to all the character association relationships in the multiple character association relationships can be displayed. Alternatively, according to the priority of the character association relationship, the prompt control corresponding to the character association relationship with the highest priority is displayed. This priority is set by the developer. For example, the priority of the partner relationship is higher than that of the restraint relationship, and the priority of the restraint relationship is higher than that of the restrained relationship.

[0138] Optionally, the target area includes at least one of the following:

[0139] · A predetermined area in the virtual character selection interface;

[0140] · A first predetermined position in the area of the player's own camp in the virtual character selection interface;

[0141] · A second predetermined position in the area of the enemy camp in the virtual character selection interface;

[0142] · The area corresponding to the second virtual character;

[0143] · The area corresponding to the first virtual character;

[0144] · The area between the first virtual character and the second virtual character.

[0145] Among them, the predetermined area in the virtual character selection interface is the area set by the developer in the virtual character selection interface. The area of the player's own camp in the virtual character selection interface is the area where the current object using the client is located in the virtual character selection interface. For example, Figure 3 the left area in [], and the first predetermined position is the position set by the developer in the area of the player's own camp. The area of the enemy camp in the virtual character selection interface is the area where the enemy camp of the current object using the client is located in the virtual character selection interface. For example, Figure 3 the right area in [], and the second predetermined position is the position set by the developer in the area of the enemy camp. The area corresponding to the second virtual character includes the area in the virtual character selection interface for displaying the second virtual character. For example, the area for displaying the avatar of the second virtual character. The area corresponding to the first virtual character includes the area in the virtual character selection interface for displaying the first virtual character. For example, the area for displaying the avatar of the first virtual character. In the case where the second virtual character is the virtual character selected by the second object, and the first virtual character and the second virtual character belong to different camps in the current game, the area between the first virtual character and the second virtual character includes the area for displaying candidate virtual characters.

[0146] Exemplarily, Figure 6 is a schematic diagram of the target area provided by an exemplary embodiment of the present application. As Figure 6As shown, in the virtual character selection interface 601, the home camp is the camp on the left side of the interface, and the opposing camp is the camp on the right side of the interface. The first virtual character is the virtual character of object 3, and the second virtual character is the virtual character of object 7. The home camp area is area 602 in the virtual character selection interface 601, the enemy camp area is area 603 in the virtual character selection interface 601, the area corresponding to the first virtual character is area 605 in the virtual character selection interface 601, the area corresponding to the second virtual character is area 606 in the virtual character selection interface 601, the area between the first virtual character and the second virtual character is area 604 in the virtual character selection interface 601, and candidate virtual characters are displayed in area 604. The candidate virtual characters are the virtual characters available for selection in the current game. It should be noted that Figure 6 The target areas shown are only for illustration and do not limit the method provided by the embodiments of the present application.

[0147] By displaying the prompt control in different target areas of the virtual character selection interface, the prompt control can be displayed at a suitable position in each functional partition of the virtual character selection interface, which is convenient for viewing.

[0148] Combined with the above content, the display of the prompt control will be further introduced by way of example in different cases:

[0149] For the case where the first object is the current object using the client:

[0150] Case (1): The second virtual character is the virtual character selected by the second object.

[0151] In this case, the second virtual character includes at least one of the virtual characters in the same camp as the first virtual character and the virtual characters in different camps. The second virtual character includes at least one of the virtual characters selected before the first virtual character and the virtual characters selected after the first virtual character. The role association relationship between the first virtual character and the second virtual character includes at least one of the partner relationship, the restraint relationship, and the restrained relationship.

[0152] Exemplarily, Figure 7 is a schematic diagram of the virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 7As shown, in the virtual character selection interface 701 of the first object, a hint control corresponding to the character association relationship between the first virtual character and the second virtual character can be displayed at position 702. The first virtual character belongs to the left camp and is the virtual character of object 3. The second virtual character includes at least one of the virtual characters of object 1, object 2, object 6, and object 7. When the character association relationship between the first virtual character and the second virtual character is a partner relationship, hint control 703 is displayed at position 702. When the character association relationship between the first virtual character and the second virtual character is a restraint relationship, hint control 704 is displayed at position 702. When the character association relationship between the first virtual character and the second virtual character is a restrained relationship, hint control 705 is displayed at position 702.

[0153] Case (2): The second virtual character is a frequently used virtual character of the object participating in the game.

[0154] In this case, the second virtual character includes the frequently used virtual characters of the objects in the same camp as the first object. The character association relationship between the first virtual character and the second virtual character includes a partner relationship.

[0155] Exemplarily, Figure 8 is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 8 shown, in the virtual character selection interface 801 of the first object, the objects in the same camp as the first object and the frequently used virtual characters of the objects in the same camp are displayed. For example, if the first object is object 3, the objects in the same camp include object 4, and the frequently used virtual character 802 of object 4 is displayed below the name of object 4. If the frequently used virtual character of object 4 has a partner relationship with the first virtual character, a hint control 803 can be displayed in the virtual character selection interface 801 to indicate that the rightmost frequently used virtual character 802 of object 4 has a partner relationship with the first virtual character.

[0156] Case (3): The second virtual character is a preselected virtual character of the object participating in the game.

[0157] In this case, the second virtual character includes the preselected virtual characters of the objects in the same camp as the first object. The character association relationship between the first virtual character and the second virtual character includes a partner relationship.

[0158] Exemplarily, Figure 9 is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 9As shown, in the virtual character selection interface 901 of the first object, objects in the same camp as the first object and the preselected virtual characters of the objects in the same camp are displayed. For example, if the first object is object 3, the objects in the same camp include object 5, and the preselected virtual character 902 of object 5 is displayed to the left of the name of object 5. If the preselected virtual character 902 of object 5 has a partner relationship with the first virtual character, a prompt control 903 may be displayed in the virtual character selection interface 901 to indicate that the preselected virtual character 902 of object 5 has a partner relationship with the first virtual character.

[0159] Case (4): The second virtual character is a virtual character that has a role association relationship with the first virtual character.

[0160] In this case, the second virtual character includes any virtual character that has a role association relationship with the first virtual character. The role association relationship between the first virtual character and the second virtual character includes at least one of a partner relationship, a restraint relationship, and a being-restrained relationship.

[0161] Exemplarily, Figure 10 is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 10 shown, after the first object selects the first virtual character, the client will display a prompt control 1002 in the virtual character selection interface 1001 of the first object, for example, around the first virtual character. The information displayed in the prompt control 1002 is used to indicate at least one of the partner relationship, the restraint relationship, and the being-restrained relationship between the first virtual character and the second virtual character. The scope of the second virtual character is, for example, the virtual characters that can be selected in the current game.

[0162] For the case where the second object is the current object using the client:

[0163] Case (5): The second virtual character is the virtual character selected by the second object.

[0164] The display method of the prompt control in this case is similar to that in case (1) above. For reference, please refer to the description in case (1) above. The embodiments of the present application will not elaborate here.

[0165] Case (6): The second virtual character is a virtual character that has a role association relationship with the first virtual character.

[0166] In this case, the second object and the first object belong to different camps in the current game. The second virtual character includes any virtual character that has a role association relationship with the first virtual character. The role association relationship between the first virtual character and the second virtual character includes at least one of a restraint relationship and a being-restrained relationship.

[0167] Exemplarily, Figure 11It is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 11 shown, after the first object selects the first virtual character, the client will display a prompt control 1102 in the virtual character selection interface 1101 of the second object, for example, around the avatar of the first virtual character. The information displayed in the prompt control 1102 is used to reflect at least one of the restraint relationship and the restrained relationship between the first virtual character and the second virtual character. For example Figure 11 in, the second object is object 4, the first object is object 7. After object 7 selects a virtual character, a prompt control 1102 will be displayed around the virtual character selected by object 7. The prompt control 1102 is used to reflect the virtual characters with a restraint relationship and the virtual characters with a restrained relationship with the virtual character selected by object 7.

[0168] Situation (7): The second virtual character is a commonly used virtual character of the second object.

[0169] In this case, the first object includes at least one of an object belonging to the same camp as the second object and an object belonging to a different camp. The role association relationship between the first virtual character and the second virtual character includes at least one of a partner relationship, a restraint relationship, and a restrained relationship.

[0170] Exemplarily, Figure 12 It is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 12 shown, the commonly used virtual character 1202 of the second object is displayed in the virtual character selection interface 1201 of the second object. For example, the second object is object 4. If the commonly used virtual character 1202 of object 4 has a restraint relationship with the first virtual character of a different camp, such as the virtual character of object 6, a prompt control 1203 can be displayed in the virtual character selection interface 1201 to reflect that the rightmost commonly used virtual character 1202 of object 4 has a restraint relationship with the virtual character of object 6.

[0171] Situation (8): The second virtual character is a preselected virtual character of the second object.

[0172] In this case, the first object includes at least one of an object belonging to the same camp as the second object and an object belonging to a different camp. The role association relationship between the first virtual character and the second virtual character includes at least one of a partner relationship, a restraint relationship, and a restrained relationship.

[0173] Exemplarily, Figure 13 It is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 13As shown, the preselected virtual character 1302 of the second object is displayed in the virtual character selection interface 1301 of the second object. For example, if the second object is Object 5, and the preselected virtual character 1302 of Object 5 has a restraining relationship with the virtual character of the first virtual character in a different camp, such as the virtual character of Object 7, a prompt control 1303 may be displayed in the virtual character selection interface 1301 to indicate that the preselected virtual character 1302 of Object 5 has a restraining relationship with the virtual character of Object 7.

[0174] Case (9): The second virtual character is a candidate virtual character of the second object.

[0175] In this case, the first object includes at least one of an object in the same camp as the second object and an object in a different camp. The role association relationship between the first virtual character and the second virtual character includes at least one of a partner relationship, a restraining relationship, and a restrained relationship.

[0176] Exemplarily, Figure 14 is a schematic diagram of a virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 14 shown, the candidate virtual character 1402 of the second object is displayed in the virtual character selection interface 1401 of the second object. For example, if the second object is Object 3, the first object includes Object 2 and Object 6. If the virtual character of Object 2 has a partner relationship with the candidate virtual character 1402 of the second object, a prompt control 1402 may be displayed in the virtual character selection interface 1401 to indicate that the virtual character of Object 2 has a partner relationship with the candidate virtual character of Object 3. For example, a prompt control 1402 containing the text "Best partner with Object 2" is displayed on the candidate virtual character of Object 3. If the candidate virtual character 1402 of the second object has a restraining relationship with the virtual character of Object 6, a prompt control 1403 may be displayed in the virtual character selection interface 1401 to indicate that the candidate virtual character of Object 3 has a restraining relationship with the virtual character of Object 6. For example, a prompt control 1403 containing the text "Restrains Object 6" is displayed on the candidate virtual character of Object 3.

[0177] It should be noted that the display methods of the prompt controls in the above different cases can be implemented separately or in combination, and the embodiments of the present application do not limit this. The display styles of the above prompt controls are only used as examples and do not limit the method provided by the embodiments of the present application. By displaying the prompt controls in the above different cases, not only the display methods of the prompt controls are enriched, but also the game strategies with different functions are displayed.

[0178] For obtaining the role association relationship between the first virtual role and the second virtual role, the client can obtain the first identifier of the first virtual role and the second identifier of the second virtual role. Among them, the first identifier and the second identifier are used to determine the role association relationship corresponding to the first virtual role through the role relationship configuration table, and the role relationship configuration table stores the role association relationships between different virtual roles. Optionally, the role relationship configuration table is configured by developers. In some embodiments, the role relationship configuration table is stored on the server, and the client sends the identifiers of the virtual roles to the server to obtain the corresponding role association relationship feedback by the server. In some embodiments, the role relationship configuration table is stored on the client, and the client combines the obtained identifiers of the virtual roles with the role relationship configuration table to obtain the corresponding role association relationship. Managing the role association relationships between virtual roles through the role relationship configuration table provides an efficient way to manage the role association relationships between virtual roles.

[0179] In some embodiments, the role relationship configuration table can be periodically updated according to the battle data between different virtual roles. A game is participated by virtual roles of two camps, and there will be one or more battles between virtual roles of different camps during the game. Each camp participating in the battle includes one or more virtual roles. For example, a battle is participated by one virtual role from each of the two camps, and the battle in this case can be called a one-on-one battle. Or, in a battle, if there are multiple virtual roles in one of the camps participating in the battle, the battle in this case can be called a team battle. The battle data includes the battle results of each battle that occurred within the statistical period, the virtual roles participating in the battle, the camps where each virtual role is located, and the economy of each virtual role participating in the battle. The statistical period is set manually, and the battle result is used to reflect the winning side of the battle and the virtual roles defeated in the battle (for example, a virtual role is defeated if its health value is 0), and the economy of a virtual role refers to the amount of virtual currency corresponding to the virtual role when participating in this battle.

[0180] In the process of updating the role relationship configuration table according to the combat data of the single challenge fights within the statistical period, firstly, in each single challenge fight, the first type of single challenge fight and the second type of single challenge fight are determined, the first type of single challenge fight is a single challenge fight in which the economic gap between the two sides is less than or equal to the first economic threshold, and the second type of single challenge fight is a single challenge fight in which the economic gap between the two sides is greater than the first economic threshold. Afterwards, according to the combat data of the first type of single challenge fights, the first number of battles and the first winning rate of the same first target virtual character against the same second target virtual character are determined, if the first number of battles is higher than the first number threshold, and the first winning rate is higher than the first winning rate threshold, then the relationship that the first target virtual character restrains the second target virtual character, and the second target virtual character is restrained by the first target virtual character is updated to the role relationship configuration table. It is also possible to determine the second number of battles and the second winning rate of the same third target virtual character against the same fourth target virtual character according to the combat data of the second type of single challenge fights, the second number of battles and the second winning rate are determined based on the combat data when the economy of the third target virtual character is lower than the economy of the fourth target virtual character. If the second number of battles is higher than the second number threshold, and the second winning rate is higher than the second winning rate threshold, then the relationship that the third target virtual character restrains the fourth target virtual character, and the relationship that the fourth target virtual character is restrained by the third target virtual character is updated in the role relationship configuration table. Among them, the first winning rate threshold is higher than the second winning rate threshold, and the first number threshold is higher than the second number threshold. By determining the restraint and restraint relationship between different virtual characters based on the combat data of a single challenge, since the scene of a single challenge is more consistent with the definition of the restraint and restraint relationship, the restraint and restraint relationship determined based on the combat data of a single challenge has a higher accuracy.

[0181] In the process of updating the character relationship configuration table according to the battle data of team battles within a statistical period, first, in each team battle, the first type of team battle, the second type of team battle, the third type of team battle, and the fourth type of team battle will be determined. The first type of team battle is a team battle where the average economic gap between the two sides is less than or equal to the second economic threshold and the number of virtual characters on both sides is the same. The second type of team battle is a team battle where the average economic gap between the two sides is less than or equal to the second economic threshold and the number of virtual characters on both sides is different. The third type of team battle is a team battle where the average economic gap between the two sides is greater than the second economic threshold and the number of virtual characters on both sides is the same. The fourth type of team battle is a team battle where the average economic gap between the two sides is greater than the second economic threshold and the number of virtual characters on both sides is different. Then, according to the battle data of the first type of team battle, the third battle count and the third win rate of the same first target virtual character combination are determined. If the third battle count is higher than the third count threshold and the third win rate is higher than the third win rate threshold, the partnership relationship between the two virtual characters in the first target virtual character combination is updated to the character relationship configuration table. It is also possible to determine the fourth battle count and the fourth win rate of the same second target virtual character combination according to the battle data of the second type of team battle. The fourth battle count and the fourth win rate are determined based on the battle data when the number of team battle virtual characters on one side of the second target virtual character combination is less. If the fourth battle count is higher than the fourth count threshold and the fourth win rate is higher than the fourth win rate threshold, the partnership relationship between the two virtual characters in the second target virtual character combination is updated to the character relationship configuration table. It is also possible to determine the fifth battle count and the fifth win rate of the same third target virtual character combination according to the battle data of the third type of team battle. The fifth battle count and the fifth win rate are determined based on the battle data when the average economy of one side of the third target virtual character combination is lower. If the fifth battle count is higher than the fifth count threshold and the fifth win rate is higher than the fifth win rate threshold, the partnership relationship between the two virtual characters in the third target virtual character combination is updated to the character relationship configuration table. It is also possible to determine the sixth battle count and the sixth win rate of the same fourth target virtual character combination according to the battle data of the fourth type of team battle. The sixth battle count and the sixth win rate are determined based on the battle data when the number of team battle virtual characters on one side of the fourth target virtual character combination is less and the average economy is lower. If the sixth battle count is higher than the sixth count threshold and the sixth win rate is higher than the sixth win rate threshold, the partnership relationship between the two virtual characters in the fourth target virtual character combination is updated to the character relationship configuration table. Among them, the third count threshold is higher than the fourth count threshold and the fifth count threshold, the third win rate threshold is higher than the fourth win rate threshold and the fifth win rate threshold, the fourth count threshold and the fifth count threshold are higher than the sixth count threshold, and the fourth win rate threshold and the fifth win rate threshold are higher than the sixth win rate threshold.By determining the partner relationship between different virtual characters based on the combat data of team battles, since the scenario of team battles is more in line with the definition of the partner relationship, the partner relationship determined based on the combat data of team battles has a relatively high accuracy.

[0182] Step 508: In response to the display operation triggered by the prompt control, display the character relationship strategy.

[0183] The character relationship strategy includes the game strategy related to the character association relationship between the first virtual character and the second virtual character. For example, the character relationship strategy is used to describe the reason for the generation of the character association relationship. Optionally, the character relationship strategy includes at least one of the game strategy corresponding to the partner relationship, the game strategy corresponding to the restraint relationship, and the game strategy corresponding to the being-restrained relationship. By triggering the prompt control to display the character relationship strategy, it is possible to display a more detailed game strategy, thereby enhancing the experience.

[0184] Optionally, the character relationship strategy is obtained by the client from the server according to the character association relationship, or obtained locally according to the character association relationship. Optionally, the client displays the character relationship strategy in the virtual character selection interface in ways such as pop-up windows, floating layers, sidebars, full-screen displays, etc. The embodiments of the present application do not limit this.

[0185] In some embodiments, each virtual character corresponds to a game strategy interface, which is a waterfall flow information interface. The information in the game strategy interface includes at least one of the usage skills of the virtual character, the confrontation skills of the virtual character, the team battle ideas of the virtual character, the game strategy corresponding to the partner relationship of the virtual character, the game strategy corresponding to the restraint relationship of the virtual character, and the game strategy corresponding to the being-restrained relationship of the virtual character. The client realizes displaying the game strategy related to the character association relationship through the game strategy interface of the virtual character.

[0186] Exemplarily, Figure 15 is a schematic diagram of the game strategy interface provided by an exemplary embodiment of the present application. As Figure 15As shown, the information displayed on the game strategy interface 1501 includes the usage skills 1502 of the virtual character (hero) corresponding to the game strategy interface 1501, the confrontation skills 1503, the team battle ideas 1504, the game strategy corresponding to the partner relationship 1505, the game strategy corresponding to the restraint relationship 1506, and the game strategy corresponding to the being-restrained relationship 1507. The usage skills 1502 are used to describe the skills for operating the virtual character. The confrontation skills 1503 are used to describe the skills when fighting against the virtual character. The team battle ideas 1504 are used to describe the precautions when operating the virtual character in a team battle. The game strategy corresponding to the partner relationship 1505 includes the virtual character having a partner relationship with the virtual character and the analysis of the reason for the partner relationship. The game strategy corresponding to the restraint relationship 1506 includes the virtual character having a restraint relationship with the virtual character and the analysis of the reason for the restraint relationship. The game strategy corresponding to the being-restrained relationship 1507 includes the virtual character having a being-restrained relationship with the virtual character and the analysis of the reason for the being-restrained relationship.

[0187] Optionally, the client determines the reference point position (anchor point) in the game strategy interface according to the character association relationship. The reference point position is the display position of the game strategy related to the character association relationship in the game strategy interface, and the game strategy in the game strategy interface has a corresponding relationship with the first virtual character or the second virtual character. Then the client displays the game strategy interface according to the reference point position, and the character relationship strategy related to the character association relationship can be displayed. Optionally, when the first object is the current object using the client, the game strategy interface is the game strategy interface corresponding to the first virtual character. When the second object is the current object using the client, the game strategy interface is the game strategy interface corresponding to the second virtual character. By using the game strategy interface corresponding to the virtual character to display the character relationship strategy, the game strategy interface can be effectively utilized and resource waste can be avoided.

[0188] Exemplarily, Figure 16 is a schematic diagram of the process of displaying the character relationship strategy provided by an exemplary embodiment of the present application. As Figure 16As shown, during the process of the client displaying the role relationship strategy corresponding to the partner relationship according to the role association relationship corresponding to the first virtual role, the reference point position of the game strategy 1602 corresponding to the partner relationship of the first virtual role in the game strategy interface 1601 corresponding to the first virtual role will be determined. This reference point position can locate the display position of the game strategy 1602 in the game strategy interface 1601. For example, the reference point position is the position of the center of the game strategy 1602 in the game strategy interface 1601. Then, in the window 1603 of the virtual role selection interface, the game strategy interface 1601 is displayed with this reference point position as the center, and the game strategy 1602 corresponding to the partner relationship can be displayed. Or, the reference point position is the position of the upper left corner of the game strategy 1602 in the game strategy interface 1601. Then, in the window 1603 of the virtual role selection interface, the game strategy interface 1601 is displayed with this reference point position as the upper left corner, and the game strategy 1602 corresponding to the partner relationship can be displayed. Or, the reference point position is the position of the lower left corner of the game strategy 1602 in the game strategy interface 1601. Then, in the window 1603 of the virtual role selection interface, the game strategy interface 1601 is displayed with this reference point position as the lower left corner, and the game strategy 1602 corresponding to the partner relationship can be displayed. It should be noted that the selection of the reference point position can be set by the developer, and the embodiments of the present application do not limit this. When the game strategy interface 1601 is displayed in the window 1603, the area of the game strategy interface 1601 that can be displayed in the window 1603 can be called the window area, and the area of the game strategy interface 1601 that cannot be displayed in the window 1603 can be called the non-window area. Optionally, when the width of the window 1603 is different from the width of the game strategy interface 1601, the client will scale the game strategy interface 1601 to adapt to the width of the window 1603. For the display process of the game strategy corresponding to other types of role association relationships, the display process of the game strategy corresponding to the partner relationship described above can be referred to, and the embodiments of the present application will not elaborate here. Optionally, the content displayed in the window 1603 also supports upward and downward sliding.

[0189] In some embodiments, the second virtual character is the virtual character selected by the second object in the current game session. When the first virtual character and the second virtual character do not have the above-mentioned character association relationship, the client will display the strategy control corresponding to the first virtual character or the strategy control corresponding to the second virtual character in the virtual character selection interface. In response to the display operation triggered by the strategy control corresponding to the first virtual character, the client will display the game strategy interface corresponding to the first virtual character; in response to the display operation triggered by the strategy control corresponding to the second virtual character, the game strategy interface corresponding to the second virtual character will be displayed. Optionally, when the first object is the current object using the client, the client displays the strategy control corresponding to the first virtual character, and the triggered game strategy interface is the game strategy interface corresponding to the first virtual character. When the second object is the current object using the client, the client displays the strategy control corresponding to the second virtual character, and the game strategy interface is the game strategy interface corresponding to the second virtual character.

[0190] Exemplarily, the strategy control is in the shape of a circle, rectangle, triangle, etc., and the first virtual character or the second virtual character, as well as text descriptions related to the game strategy, such as "Game Strategy", are displayed inside, so as to indicate that triggering this strategy control can query the game strategy of the displayed virtual character.

[0191] By displaying the strategy control to trigger the display of the game strategy corresponding to the virtual character when the virtual characters do not have a character association relationship, it is possible to efficiently display the game strategy of the virtual character when the virtual characters do not have a character association relationship.

[0192] Exemplarily, Figure 17 is a schematic diagram of the virtual character selection interface provided by an exemplary embodiment of the present application. As Figure 17 shown, the client displays the virtual character selection interface 1701 of the first object. When the first object selects the first virtual character and the first virtual character does not have the above-mentioned character association relationship with the virtual characters in the current game session, the client will display the strategy control 1702 of the first virtual character. By triggering this strategy control 1702, the client can display the game strategy interface of the first virtual character. At this time, there is no need to determine the reference point position, but directly display the game strategy interface according to the starting position.

[0193] Exemplarily, after clicking the prompt control 703 as Figure 7 shown, a window 1603 as Figure 16 shown will be displayed in the virtual character selection interface. Figure 18 is a schematic diagram of the character relationship strategy provided by an exemplary embodiment of the present application. As Figure 18 shown, after clicking the prompt control 704 as Figure 7 shown, the virtual character selection interface will displayFigure 18 In the window 1801, a game strategy 1802 corresponding to the restraint relationship is displayed in the window 1801. Figure 19 It is a schematic diagram of the character relationship strategy provided by an exemplary embodiment of the present application. As Figure 19 shown, after clicking the prompt control 705 as Figure 7 shown, a window 1901 in the virtual character selection interface will be displayed Figure 19 In the window 1901, a game strategy 1902 corresponding to the restrained relationship is displayed in the window 1901. Figure 20 It is a schematic diagram of the game strategy provided by an exemplary embodiment of the present application. As Figure 20 shown, after clicking the strategy control 1702 as Figure 17 shown, a window 2001 in the virtual character selection interface will be displayed Figure 20 In the window 2001, a game strategy interface 2002 displayed according to the starting position is displayed.

[0194] In some embodiments, the client can also display the character association relationship corresponding to the virtual character in an interface other than the virtual character selection interface. Optionally, the client displays a game teaming interface, and in the game teaming interface, objects of the team corresponding to the game teaming interface are displayed. Then, in the game teaming interface, the character association relationship between the preselected virtual character of the third object and the third virtual character is displayed, and the third object is an object participating in the team. The third virtual character includes at least one of any virtual character having a character association relationship with the preselected virtual character and the preselected virtual characters of other objects participating in the team. For the specific process of displaying the character association relationship, reference can be made to the relevant descriptions in the foregoing, and the embodiments of the present application will not be elaborated herein.

[0195] Optionally, the client displays a game interface, and this game interface is an interface displayed during the game. Then, in the game interface, the client displays the character association relationship between the virtual character of the game object and the fourth virtual character, and the game object is an object participating in the game. The fourth virtual character includes at least one of any virtual character having a character association relationship with the virtual character of the game object and other virtual characters participating in the game. For the specific process of displaying the character association relationship, reference can be made to the relevant descriptions in the foregoing, and the embodiments of the present application will not be elaborated herein. By displaying the character association relationship of the virtual character in the game teaming interface, the objects participating in the team can view the required game strategies before the game, improving the efficiency of viewing the game strategies. By displaying the character association relationship of the virtual character in the game interface, the objects participating in the game can view the required game strategies at any time during the game, improving the efficiency of viewing the game strategies.

[0196] In some embodiments, the role association relationship displayed by the client in the game interface is the role association relationship between the virtual character of the game object and other virtual characters participating in the game. The role association relationship between different virtual characters is also related to the virtual equipment that the virtual character has worn. Virtual equipment includes virtual armor, weapons, shoes and other equipment that can be worn by virtual characters. Virtual equipment can provide attribute or ability bonuses for virtual characters. For example, virtual character A restrains virtual character B. After virtual character B wears virtual equipment A, virtual character A no longer restrains virtual character B. Alternatively, virtual character A and virtual character C do not have a partner relationship. After virtual character C wears virtual equipment B, virtual character A and virtual character C will have a partner relationship. Optionally, the above rules are manually set in the role relationship configuration table. In the case where the displayed role association relationship is a restrained relationship, the client can also display a first prompt information around the displayed role association relationship, the first prompt information includes a first virtual equipment, and information for prompting that the virtual character of the game object is no longer restrained by the fourth virtual character of the opponent's camp after wearing the first virtual equipment, and the first virtual equipment is determined by the above-mentioned role relationship configuration table. In the case where the displayed role association relationship is not a restrained relationship, the client can also display a second prompt information around the displayed role association relationship, the second prompt information includes a second virtual equipment, and information for prompting that the virtual character of the game object can restrain the fourth virtual character of the opponent's camp after wearing the second virtual equipment, and the second virtual equipment is determined by the above-mentioned role relationship configuration table. In the case where the displayed role association relationship is not a partner relationship, the client can also display a third prompt information around the displayed role association relationship, the third prompt information includes a third virtual equipment, and information for prompting that the virtual character of the game object can form a partner relationship with the fourth virtual character of the same camp after wearing the third virtual equipment, and the third virtual equipment is determined by the above-mentioned role relationship configuration table. By displaying prompt information related to virtual equipment to the virtual character of the opponent during the game, it can help the opponent understand the restraint or partnership relationship between his virtual character and other virtual characters in the game after wearing the virtual equipment, thereby providing reasonable equipment suggestions for the opponent.

[0197] In summary, the method provided in this embodiment displays the role association relationship between the first virtual character and the second virtual character in the virtual character selection interface. Since the first virtual character is a virtual character in the current game, the displayed role association relationship is related to the virtual character in the current game. This application enables the objects participating in the current game to directly consult the role association relationship displayed in the virtual character selection interface without performing complicated operations, thereby improving the efficiency of consulting the role association relationship of virtual characters.

[0198] In the method provided by the embodiment of the present application, during the stage of selecting a virtual character, when there is a certain type of "restraint relationship (character association relationship)" between the virtual character of the current object and the virtual characters of other objects participating in the current game, it is possible to timely push a "game strategy (restraint strategy)". By clicking on the strategy entry (prompt control), a strategy panel (character relationship strategy) can be called out, and the panel will automatically anchor to the game strategy corresponding to the "restraint type". The method provided by the embodiment of the present application can timely push the game strategy, enabling the objects participating in the game to efficiently view the game, which helps to improve the combat ability of the objects participating in the game and optimize the experience.

[0199] In a specific example, Figure 21 is a schematic diagram of the process of consulting the game strategy provided by an exemplary embodiment of the present application. As Figure 21 shown, in steps S1 - S2, during the virtual character selection stage of the game, if the current object participating in the game locks a certain virtual character, the client will upload the "virtual character identifier (Identity Document, ID)" of this virtual character and the virtual characters selected by other objects participating in the game to the server. Then the server will determine whether the "virtual character ID combination" of the current object and other objects matches the "restraint type configuration table (character relationship configuration table)", and then proceed to the subsequent steps.

[0200] In steps S3 - S5, if the "virtual character ID combination" of the current object and other objects matches the "best partner ID combination" in the "restraint type configuration table", then the "restraint relationship 1" is triggered - virtual character X and virtual character Y are in a "best partner" relationship. In the virtual character selection interface, not only the strategy entry (prompt control) of the "game strategy" is displayed, but also the description of "best partner" will be shown at the strategy entry; clicking on this entry, the client will pop up the game strategy panel corresponding to the best partner relationship, and this panel will automatically locate to the "best partner" paragraph in the game strategy interface.

[0201] In steps S6 - S8, if the "virtual character ID combination" of the current object and other objects matches the "restrains whom ID combination" in the "restraint type configuration table", then the "restraint relationship 2" is triggered - hero X and hero Y are in a "restrains whom" relationship. In the virtual character selection interface, not only the strategy entry of the "game strategy" is displayed, but also the description of "restrains whom" will be shown at the entry; clicking on this entry, the client will pop up the game strategy panel corresponding to the restrains whom relationship, and this panel will automatically locate to the "restrains whom" paragraph in the game strategy interface.

[0202] In steps S9-S11, if the "virtual character ID combination" of the current object and other objects matches the "ID combination restrained by whom" in the "restraint type configuration table", then "restraint relationship 3" is triggered - hero X and hero Y are in a "restrained by whom" relationship. In the virtual character selection interface, not only the strategy entrance of "game strategy" is displayed, but also the description of "restrained by whom" is displayed on the entrance; click on the entrance, and the client will pop up the strategy panel corresponding to the restrained by whom relationship, and the panel will automatically locate the "restrained by whom" section in the game strategy interface.

[0203] In steps S12-S13, if the "virtual role ID combination" of the current object and other objects does not match all the "relationship ID combinations" in the "restraint type configuration table", the description of the role relationship is not triggered. In the virtual role selection interface, only the "game strategy" entrance (strategy control) is displayed. Clicking on the entrance, the client will pop up the strategy panel, which will automatically locate the initial paragraph in the game strategy interface.

[0204] It should be noted that before collecting the relevant data of the user object and during the process of collecting the relevant data of the user object, the present application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user object that its relevant data is currently being collected, so that the present application only starts to execute the relevant steps of obtaining the relevant data of the user object after obtaining the confirmation operation issued by the user object on the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user object on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the relevant data of the user object are terminated, that is, the relevant data of the user object is not obtained. In other words, all the user object data collected by this application are collected with the consent and authorization of the user object, and the collection, use and processing of the relevant user object data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0205] It should be noted that the sequence of the method steps provided in the embodiments of the present application can be appropriately adjusted, and the steps can be increased or decreased accordingly according to the circumstances. Any technician familiar with the technical field can easily think of the changed methods within the technical scope disclosed in the present application, and they should be included in the protection scope of the present application, so they will not be repeated here.

[0206] Figure 22 FIG. 1 is a schematic diagram of a structure of a device for displaying role association relationships provided by an exemplary embodiment of the present application. Figure 22 As shown, the device comprises:

[0207] Display module 2201, used to display a virtual character selection interface, wherein the virtual character selection interface is used by a participant in a current game to select a virtual character to be used in the current game;

[0208] The display module 2201 is further configured to display, in the virtual character selection interface, the first virtual character selected by the first object.

[0209] The display module 2201 is further configured to display, in the virtual character selection interface, the character association relationship between the first virtual character and the second virtual character.

[0210] In an alternative design, the display module 2201 is configured to display a prompt control in a target area of the virtual character selection interface, and a display style of the prompt control is related to a type of the character association relationship.

[0211] In an alternative design, the display module 2201 is configured to perform at least one of the following:

[0212] Display a first prompt control in a target area of the virtual character selection interface, where the first prompt control is used to indicate that the first virtual character and the second virtual character have a partner relationship;

[0213] Display a second prompt control in a target area of the virtual character selection interface, where the second prompt control is used to indicate that the first virtual character and the second virtual character have a restraint relationship;

[0214] Display a third prompt control in a target area of the virtual character selection interface, where the third prompt control is used to indicate that the first virtual character and the second virtual character have a relationship of being restrained.

[0215] In an alternative design, the second virtual character is a virtual character selected by a second object in the current game session.

[0216] In an alternative design, the target area includes at least one of the following:

[0217] A predetermined area in the virtual character selection interface;

[0218] A first predetermined position in a friendly camp area of the virtual character selection interface;

[0219] A second predetermined position in an enemy camp area of the virtual character selection interface;

[0220] An area corresponding to the second virtual character;

[0221] An area corresponding to the first virtual character;

[0222] An area between the first virtual character and the second virtual character.

[0223] In an optional design, the display module 2201 is used to display a role relationship strategy in response to a display operation triggered by the prompt control, and the role relationship strategy includes a game strategy related to the role association relationship.

[0224] In an alternative design, such as Figure 23 As shown, the device also includes: a determination module 2202, used to determine a reference point position in a game strategy interface according to the role association relationship, the reference point position is a display position of a game strategy related to the role association relationship in the game strategy interface, and the game strategy in the game strategy interface has a corresponding relationship with the first virtual character or the second virtual character; the display module 2201, used to display the game strategy interface according to the reference point position.

[0225] In an optional design, the second virtual character is a virtual character selected by the second object in the current game; the display module 2201 is used to display the strategy control corresponding to the first virtual character or the strategy control corresponding to the second virtual character in the virtual character selection interface when the first virtual character and the second virtual character do not have the role association relationship; in response to the display operation triggered by the strategy control corresponding to the first virtual character, display the game strategy interface corresponding to the first virtual character; in response to the display operation triggered by the strategy control corresponding to the second virtual character, display the game strategy interface corresponding to the second virtual character.

[0226] In an alternative design, such as Figure 24 As shown, the device also includes: an acquisition module 2203, used to obtain a first identifier of the first virtual character and a second identifier of the second virtual character; wherein the first identifier and the second identifier are used to determine the role association relationship corresponding to the first virtual character through a role relationship configuration table, and the role relationship configuration table stores the role association relationships between different virtual characters.

[0227] In an optional design, the display module 2201 is used to display a game team formation interface, in which the objects participating in the team formation corresponding to the game team formation interface are displayed; in the game team formation interface, the role association relationship between the pre-selected virtual character of the third object and the third virtual character is displayed, and the third object is the object participating in the team formation.

[0228] In an optional design, the display module 2201 is used to display a game interface, which is an interface displayed during the game; in the game interface, the role association relationship between the virtual character of the game object and the fourth virtual character is displayed, and the game object is the object participating in the game.

[0229] It should be noted that: the display device for the role association relationship provided in the above embodiments is only illustrated by dividing the above function modules. In actual applications, the above functions can be allocated to different function modules according to needs, that is, the internal structure of the device is divided into different function modules to complete all or part of the functions described above. In addition, the display device for the role association relationship provided in the above embodiments and the method embodiments of the display device for the role association relationship belong to the same concept. For the specific implementation process, please refer to the method embodiments and will not be elaborated here.

[0230] An embodiment of the present application also provides a computer device, which includes: a processor and a memory. The memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, the code set or the instruction set is loaded and executed by the processor to implement the display method for the role association relationship provided in the above method embodiments.

[0231] Exemplarily, Figure 25 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.

[0232] Generally, the terminal 2500 includes: a processor 2501 and a memory 2502.

[0233] The processor 2501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2501 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2501 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 2501 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2501 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.

[0234] The memory 2502 may include one or more computer-readable storage media, which may be non-transitory. The memory 2502 may further include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2502 is used to store at least one instruction for being executed by the processor 2501 to implement the method for displaying the role association relationship provided in the method embodiments of this application.

[0235] In some embodiments, the terminal 2500 may further optionally include: a peripheral device interface 2503 and at least one peripheral device. The processor 2501, the memory 2502, and the peripheral device interface 2503 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 2503 through a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 2504, a display screen 2505, a camera assembly 2506, an audio circuit 2507, and a power supply 2508.

[0236] The peripheral device interface 2503 may be used to connect at least one I / O (Input / Output) related peripheral device to the processor 2501 and the memory 2502. In some embodiments, the processor 2501, the memory 2502, and the peripheral device interface 2503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2501, the memory 2502, and the peripheral device interface 2503 may be implemented on a separate chip or circuit board, and the embodiments of this application do not limit this.

[0237] The radio frequency circuit 2504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2504 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2504 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 2504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, an identity module card, and so on. The radio frequency circuit 2504 can 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, various generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2504 may further include a circuit related to NFC (Near Field Communication), which is not limited in this application.

[0238] The display screen 2505 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2505 is a touch display screen, the display screen 2505 also has the ability to collect touch signals on or above the surface of the display screen 2505. The touch signal can be input as a control signal to the processor 2501 for processing. At this time, the display screen 2505 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2505, which is set on the front panel of the terminal 2500; in other embodiments, there may be at least two display screens 2505, which are respectively set on different surfaces of the terminal 2500 or are in a folding design; in still other embodiments, the display screen 2505 may be a flexible display screen, which is set on a curved surface or a folding surface of the terminal 2500. Even, the display screen 2505 can also be set as an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 2505 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0239] The camera component 2506 is used to collect images or videos. Optionally, the camera component 2506 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal 2500, and the rear camera is disposed on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera, so as to implement the function of background blurring by fusing the main camera and the depth camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera component 2506 may further include a flash. The flash may be a single-color temperature flash or a dual-color temperature flash. The 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.

[0240] The audio circuit 2507 may include a microphone and a speaker. The microphone is used to collect sound waves of an object and the environment, and convert the sound waves into electrical signals and input them to the processor 2501 for processing, or input them to the radio frequency circuit 2504 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively disposed at different parts of the terminal 2500. The microphone may also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 2501 or the radio frequency circuit 2504 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 the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 2507 may further include a headphone jack.

[0241] The power supply 2508 is used to supply power to each component in the terminal 2500. The power supply 2508 may be alternating current, direct current, a disposable battery, or a rechargeable battery. When the power supply 2508 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0242] In some embodiments, the terminal 2500 further includes one or more sensors 2509. The one or more sensors 2509 include but are not limited to: an acceleration sensor 2510, a gyroscope sensor 2511, a pressure sensor 2512, an optical sensor 2513, and a proximity sensor 2514.

[0243] The acceleration sensor 2510 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established by the terminal 2500. For example, the acceleration sensor 2510 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 2501 can control the touch display screen 2505 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 2510. The acceleration sensor 2510 can also be used for collecting motion data of games or objects.

[0244] The gyroscope sensor 2511 can detect the body direction and rotation angle of the terminal 2500. The gyroscope sensor 2511 can cooperate with the acceleration sensor 2510 to collect 3D actions of an object on the terminal 2500. Based on the data collected by the gyroscope sensor 2511, the processor 2501 can implement the following functions: motion sensing (such as changing the UI according to the tilting operation of an object), image stabilization during shooting, game control, and inertial navigation.

[0245] The pressure sensor 2512 can be disposed on the side frame of the terminal 2500 and / or the lower layer of the touch display screen 2505. When the pressure sensor 2512 is disposed on the side frame of the terminal 2500, it can detect the holding signal of an object on the terminal 2500, and the processor 2501 can perform left / right hand recognition or shortcut operations according to the holding signal collected by the pressure sensor 2512. When the pressure sensor 2512 is disposed on the lower layer of the touch display screen 2505, the processor 2501 can control the operable controls on the UI interface according to the pressure operation of an object on the touch display screen 2505. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0246] The optical sensor 2513 is used for collecting the ambient light intensity. In one embodiment, the processor 2501 can control the display brightness of the touch display screen 2505 according to the ambient light intensity collected by the optical sensor 2513. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2505 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2505 is decreased. In another embodiment, the processor 2501 can also dynamically adjust the shooting parameters of the camera assembly 2506 according to the ambient light intensity collected by the optical sensor 2513.

[0247] A proximity sensor 2514, also known as a distance sensor, is usually disposed on the front panel of the terminal 2500. The proximity sensor 2514 is used to collect the distance between an object and the front of the terminal 2500. In one embodiment, when the proximity sensor 2514 detects that the distance between the object and the front of the terminal 2500 is gradually decreasing, the touch display screen 2505 is controlled by the processor 2501 to switch from the lit screen state to the off-screen state; when the proximity sensor 2514 detects that the distance between the object and the front of the terminal 2500 is gradually increasing, the touch display screen 2505 is controlled by the processor 2501 to switch from the off-screen state to the lit screen state.

[0248] Those skilled in the art can understand that Figure 25 the structure shown in does not constitute a limitation on the terminal 2500, and it may include more or fewer components than shown in the figure, or combine some components, or adopt a different component layout.

[0249] In an embodiment of the present application, there is also provided a computer-readable storage medium, in which at least one instruction, at least one segment of program, code set or instruction set is stored. When the at least one instruction, at least one segment of program, code set or instruction set is loaded and executed by a processor of a computer device, the method for displaying a role association relationship provided in the above method embodiments is implemented.

[0250] The present application also provides a computer program product or a computer program, which 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 displaying a role association relationship provided in the above method embodiments.

[0251] Those of ordinary skill in the art can understand that all or part of the steps of 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, and the above-mentioned readable storage medium can be a read-only memory, a magnetic disk or an optical disc, etc.

[0252] The above are only optional embodiments of the present application, and are not intended 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 displaying a role association relationship, characterized in that The method includes: Displaying a prompt control in a target area of the virtual character selection interface, where the display style of the prompt control is related to the type of the character association relationship, and the character association relationship is the character association relationship between a first virtual character and a second virtual character; In response to a display operation triggered by the prompt control, displaying a character relationship strategy guide, where the character relationship strategy guide includes a game strategy guide related to the character association relationship.

2. The method according to claim 1, characterized in that, The displaying the prompt control in the target area of the virtual character selection interface includes at least one of the following: Displaying a first prompt control in the target area of the virtual character selection interface, where the first prompt control is used to indicate that the first virtual character and the second virtual character have a partner relationship; Displaying a second prompt control in the target area of the virtual character selection interface, where the second prompt control is used to indicate that the first virtual character and the second virtual character have a restraint relationship; Displaying a third prompt control in the target area of the virtual character selection interface, where the third prompt control is used to indicate that the first virtual character and the second virtual character have a being-restrained relationship.

3. The method according to claim 1 or 2, wherein The first virtual character is the virtual character selected by a first object in the current game; The second virtual character is the virtual character selected by a second object in the current game.

4. The method according to any one of claims 1 to 3, characterized in that The target area includes at least one of the following: A predetermined area in the virtual character selection interface; A first predetermined position in the area of the user's own camp in the virtual character selection interface; A second predetermined position in the area of the enemy camp in the virtual character selection interface; The area corresponding to the second virtual character; The area corresponding to the first virtual character; The area between the first virtual character and the second virtual character.

5. The method according to any one of claims 1 to 3, characterized in that The displaying the character relationship strategy guide includes: Determining a reference point position in the game strategy guide interface according to the character association relationship, where the reference point position is the display position of the game strategy guide related to the character association relationship in the game strategy guide interface, and the game strategy guide in the game strategy guide interface has a corresponding relationship with the first virtual character or the second virtual character; Displaying the game strategy guide interface according to the reference point position.

6. The method according to any one of claims 1 to 3, characterized in that The method further includes: In the case where the first virtual character and the second virtual character do not have the character association relationship, displaying a strategy control corresponding to the first virtual character, or a strategy control corresponding to the second virtual character in the virtual character selection interface; In response to a display operation triggered by the strategy control corresponding to the first virtual character, displaying a game strategy guide interface corresponding to the first virtual character; in response to a display operation triggered by the strategy control corresponding to the second virtual character, displaying a game strategy guide interface corresponding to the second virtual character.

7. The method according to any one of claims 1 to 3, characterized in that The method further includes: Obtaining a first identifier of the first virtual character and a second identifier of the second virtual character; Among them, the first identifier and the second identifier are used to determine the role association relationship corresponding to the first virtual role through a role relationship configuration table, and the role relationship configuration table stores the role association relationships between different virtual roles.

8. The method according to any one of claims 1 to 3, characterized in that, The method further includes: displaying a game teaming interface, where objects of a team corresponding to the game teaming interface are displayed in the game teaming interface; in the game teaming interface, displaying the role association relationship between the preselected virtual role of a third object and a third virtual role, where the third object is an object participating in the team.

9. The method according to any one of claims 1 to 3, characterized in that The method further includes: displaying a game interface, where the game interface is an interface displayed during the progress of the game; in the game interface, displaying the role association relationship between the virtual role of a game object and a fourth virtual role, where the game object is an object participating in the game.

10. A display device for a role association relationship, characterized in that, The device includes: a display module, configured to display a prompt control in a target area in a virtual role selection interface, where the display style of the prompt control is related to the type of the role association relationship, and the role association relationship is the role association relationship between a first virtual role and a second virtual role; the display module is further configured to, in response to a display operation triggered by the prompt control, display a role relationship guide, where the role relationship guide includes a game guide related to the role association relationship.

11. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the method for displaying a role association relationship according to any one of claims 1 to 10.

12. A computer-readable storage medium, characterized in that, At least one program is stored in the readable storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying a role association relationship according to any one of claims 1 to 10.

13. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, a processor of a 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 displaying a role association relationship according to any one of claims 1 to 10.