Prop attribute information management method and device, electronic equipment and storage medium

By providing a method for managing item attribute information in the game, players can easily store, view, and share item attribute information, solving the problems of memory burden and low operation efficiency in traditional games and improving the gaming experience.

CN121754879APending Publication Date: 2026-03-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-22
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In traditional games, players find it difficult to easily record and compare item attribute information, leading to increased memory burden, low operational efficiency, and a tendency to miss ideal attribute combinations, thus affecting the gaming experience.

Method used

This invention provides a method for managing item attribute information, which displays item attribute information through a graphical user interface, allows players to store attribute information of interest in an attribute information list, and supports viewing, sharing, and editing this information.

Benefits of technology

It reduces the memory burden on players, improves the efficiency of item management, enriches the social experience of the game, and significantly improves the overall user experience.

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Abstract

According to the prop attribute information management method provided by the invention, a graphical user interface is provided through terminal equipment, and attribute information of at least one prop is displayed in the graphical user interface; in response to a storage operation for the attribute information, storing the attribute information into an attribute information list; and in response to a viewing operation for the attribute information list, displaying at least one piece of attribute information stored in the attribute information list in the graphical user interface. Through the scheme, the memory burden of players is reduced, the prop management efficiency is improved, the social experience of games is enriched, and the overall user experience is remarkably improved.
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Description

Technical Field

[0001] This application relates to the field of computers, and specifically to a method, apparatus, electronic device, and storage medium for managing item attribute information. Background Technology

[0002] In traditional game design, the management of item attribute information is usually limited to simple viewing functionality. For example, in most role-playing games, players need to click on the gems or items for each equipment slot to view their attribute information one by one. This design means that players can only view the attribute information of gems or items they already own, and cannot easily record or compare various attribute information. When there are many rare item attributes in the game, players need to memorize this complex attribute information, which not only increases the player's memory burden but also reduces the gaming experience. Especially during the item refinement process, players often find it difficult to quickly determine whether the currently refined attributes meet their needs, easily missing the ideal attribute combination, resulting in additional waste of game resources and a decline in player experience. Summary of the Invention

[0003] This application provides a method, apparatus, electronic device, and storage medium for managing item attribute information. The method allows players to record item attribute information of interest into an attribute information list for easy viewing and comparison later. It effectively solves the technical problems of high user memory costs, easy errors, and low user operation efficiency.

[0004] In a first aspect, embodiments of this application provide a method for managing item attribute information, which provides a graphical user interface through a terminal device. The method includes: Display the attribute information of at least one item in the graphical user interface; In response to a storage operation on attribute information, the attribute information is stored in the attribute information list; In response to a view operation on the property information list, at least one property information stored in the property information list is displayed in the graphical user interface.

[0005] Secondly, embodiments of this application provide a device for managing item attribute information, which provides a graphical user interface through a terminal device. The device includes: The display module is used to display the attribute information of at least one item in the graphical user interface; The storage module is used to store attribute information into the attribute information list in response to storage operations on attribute information; The viewing module is used to display at least one attribute information stored in the attribute information list in a graphical user interface in response to a viewing operation on the attribute information list.

[0006] Thirdly, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned item attribute information management method.

[0007] Fourthly, embodiments of this application provide a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned item attribute information management method.

[0008] The item attribute information management method provided in this application provides a graphical user interface (GUI) through a terminal device, displaying attribute information of at least one item in the GUI; in response to a storage operation on the attribute information, the attribute information is stored in an attribute information list; in response to a viewing operation on the attribute information list, at least one attribute information stored in the attribute information list is displayed in the GUI. Through this solution, this application not only reduces the memory burden on players and improves the efficiency of item management, but also enriches the social experience of the game and significantly improves the overall user experience.

[0009] Other features and advantages of this application will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the above-described techniques of this application.

[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is a flowchart illustrating a method for managing item attribute information provided in an embodiment of this application; Figure 2 This is a schematic diagram of an interface for the item attribute information management method provided in this application embodiment; Figure 3 This is another schematic diagram of the interface of the prop attribute information management method provided in the embodiments of this application; Figure 4 This is another schematic diagram of the interface of the prop attribute information management method provided in the embodiments of this application; Figure 5 This is another schematic diagram of the interface of the prop attribute information management method provided in the embodiments of this application; Figure 6 This is another schematic diagram of the interface of the prop attribute information management method provided in the embodiments of this application; Figure 7 This is another schematic diagram of the interface of the prop attribute information management method provided in the embodiments of this application; Figure 8 This is another schematic diagram of the interface of the prop attribute information management method provided in the embodiments of this application; Figure 9 This is a schematic diagram of the structure of the prop attribute information management device provided in the embodiments of this application; Figure 10 This is a structural block diagram of the electronic device provided in the embodiments of this application. Detailed Implementation

[0013] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0014] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0015] It should be understood that in the embodiments of this application, "at least one" refers to one or more, "several" refers to one or more, and "more than" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship. "Contains A, B, and / or C" means containing any one, two, or three of A, B, and C.

[0016] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0017] The item attribute information management method provided in this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, or other similar device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers or as a single server. When the server is software, it can be implemented as multiple software programs or software modules (e.g., software or software modules used to provide distributed services) or as a single software program or software module. This application does not specifically limit this aspect.

[0018] In one optional embodiment, taking a game as an example, when the item attribute information management method runs on a terminal device, the terminal device stores the game application and the game's virtual scene. The terminal device interacts with the player through a sender's graphical user interface. The terminal device can provide the sender's graphical user interface to the player in various ways, such as rendering it on the terminal device's screen or presenting it through holographic projection.

[0019] In an optional embodiment, taking cloud gaming as an example, when the item attribute information management method runs on a server, this method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and operation of the method for controlling vehicles in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. When playing the game, the player operates the client to send instructions to the server. The server controls the game operation according to the instructions, encodes and compresses the game screen and other data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0020] This application provides a method, apparatus, electronic device, and computer-readable storage medium for managing item attributes. The item attribute management apparatus can be integrated into a computer device, and the electronic device can be a server or a terminal, etc.

[0021] Figure 1 This is a flowchart illustrating the item attribute management method provided in an embodiment of this application.

[0022] This application provides a method for managing item attribute information, which provides a graphical user interface through a terminal device, such as... Figure 1 As shown, the method includes the following specific steps: Step 101: Display the attribute information of at least one item in the graphical user interface; Step 102: In response to the storage operation for attribute information, store the attribute information in the attribute information list; Step 103: In response to a viewing operation on the attribute information list, display at least one attribute information stored in the attribute information list in the graphical user interface.

[0023] Through the steps described above, the item attribute information management method provided in this application enables players to conveniently store and view various item attribute information, reducing the burden of remembering rare attributes. Simultaneously, by establishing an attribute information list, players can readily access saved attribute information, facilitating comparison and decision-making, effectively solving the problem of low efficiency in item attribute management in traditional games.

[0024] The steps described above are explained in detail below: Step 101: Display the attribute information of at least one item in the graphical user interface.

[0025] A graphical user interface (GUI) is an interface through which a user interacts with a terminal. In this embodiment, the GUI can be used for players to interact with the terminal to implement game logic. The terminal device can be an electronic device with display capabilities, such as a smartphone, tablet, or personal computer.

[0026] Optionally, a graphical user interface (GUI) is a visual interface used in a game to display game content and receive user input. For example, in a role-playing game, the GUI may include multiple components such as the main game scene, character attribute panel, and equipment details window.

[0027] Optionally, the graphical user interface can be presented through the display screen of the terminal device, supporting various interaction methods such as touch, click, and swipe. For example, players can touch the equipment icon on the mobile phone screen to open the equipment details interface and view its attribute information.

[0028] Optionally, the graphical user interface (GUI) can be customized to suit the game genre and gameplay requirements, including different layouts, themes, and interactive elements. For example, in strategy games, the GUI might focus on resource management and troop command; while in card games, it might emphasize card display and visualization of combo effects.

[0029] Among them, props are virtual items that players can acquire, use, or equip in the game.

[0030] Optionally, items can include equipment items, which are virtual items used to enhance character attributes or combat abilities. For example, in a game, equipment items can include weapons, armor, jewelry, etc., each with its own unique attributes and effects.

[0031] Optionally, items can also include gem-type items, which are special items used to be socketed into equipment to provide additional attribute bonuses. For example, in the game, players can socket gems with different attributes into equipment slots to gain additional attribute boosts, such as increased attack power, defense, critical hit rate, etc.

[0032] Optionally, items can have different quality levels, with higher quality items generally providing stronger attribute bonuses. For example, in the game, item quality may range from common, fine, rare to legendary, and higher quality items usually have more or stronger attribute effects.

[0033] Among them, attribute information is a set of data describing the characteristics and effects of the item.

[0034] Optionally, attribute information may include basic attributes, which refer to the inherent, unchangeable attribute values ​​of an item. For example, the base attack power of a weapon, or the base defense power of a piece of armor.

[0035] Optionally, the attribute information may also include additional attributes, which refer to extra attribute effects that the item may carry in addition to the basic attributes. For example, increasing critical hit rate, increasing skill cooldown speed, increasing maximum health, etc.

[0036] Optionally, attribute information may include special effects, referring to unique attributes that may alter game mechanics or provide unique abilities. Examples include gem effects such as "Critical Strike Chance +5%", "Damage dealt to BOSS / Elite units +30%", and "Every 2400 units moved, cast an enhanced [Hurricane] on surrounding targets," among other complex effects.

[0037] Through the steps described above, this disclosure provides a function to display item attribute information in the game interface, allowing players to intuitively understand the various attributes and effects of items. In practical application, players can open the equipment details interface to view detailed attribute information such as gem effects. This attribute information is displayed in a clear way on the interface, allowing players to easily browse and understand the specific effects of each attribute, providing a reference for subsequent equipment selection and optimization.

[0038] Step 102: In response to the storage operation for attribute information, store the attribute information in the attribute information list.

[0039] The save operation is the behavior triggered by the player saving the attribute information of the selected item.

[0040] Optionally, the save operation can be performed by clicking or touching a dedicated button on the interface. For example, as Figure 2 As shown, in the gem item attribute interface, when a player sees a valuable attribute, they can click the "Save Attribute" button to save the attribute information.

[0041] Optionally, the save operation can be triggered by gestures or key combinations. For example, players can trigger the save function by long-pressing attribute information, double-tapping attribute information, or using specific swipe gestures.

[0042] Optionally, the storage operation can include a batch storage function, allowing players to select and save multiple attribute information at once. For example, when viewing equipment attributes, players can select multiple attribute entries of interest and then save them to the attribute information list with one click.

[0043] The attribute information list is a data structure used in the system to store and manage multiple attribute information entries.

[0044] Optionally, the attribute information list can be managed in a categorized manner, grouping attribute information according to conditions such as item type and attribute type. For example, in the game, the attribute information of different types of items such as weapons, armor, and accessories can be stored under different categories for easy searching by players.

[0045] Optionally, the attribute information list can support sorting functionality, allowing players to sort stored attribute information according to criteria such as attribute strength, acquisition time, etc. For example, players can arrange attribute information according to the strength of the attribute effect or the order in which it was saved.

[0046] Optionally, the attribute information list can have a capacity limit, restricting the number of attribute information entries that can be stored. For example, the system can limit each player to storing a maximum of 100 attribute information entries; once this limit is exceeded, older entries must be deleted before new entries can be added.

[0047] Through the above steps, this embodiment of the application realizes the function of saving the attribute information of items that players are interested in to the system, making it convenient for players to view and compare them later. Figure 2 As shown, in actual gameplay, when players browse equipment or gem attributes and discover a valuable attribute, such as "Critical Hit Rate +5%" or "Damage dealt to BOSS / Elite Units +30%", they can permanently save this attribute information to the attribute information list by clicking the "Save Attribute" button on the interface. The system will provide feedback for successful saving, such as displaying a "Recorded" label, and the attribute information will be categorized under the corresponding item type, such as helmets or weapons. This way, players don't need to rely on memory to save these important attribute information, greatly reducing the burden on their memory.

[0048] Step 103: In response to a viewing operation on the attribute information list, display at least one attribute information stored in the attribute information list in the graphical user interface.

[0049] The "view" operation is an interactive behavior initiated by the player to access a list of attribute information.

[0050] Optionally, viewing the information can be done by clicking a dedicated entry button in the game interface. For example, players can click the gem entry on the virtual character interface to enter the "Gem Overview" or click the "Notepad" button on the main interface to open the attribute information list.

[0051] Optionally, the viewing function can be automatically triggered or prompted in specific scenarios. For example, when players are refining equipment or synthesizing gems, the system can provide a shortcut to access saved relevant attribute information to assist players in making decisions.

[0052] Optionally, the viewing function can be used in conjunction with other functions, such as viewing saved ideal attribute information while comparing equipment attributes. For example, when a player is considering whether to equip a newly acquired piece of equipment, they can simultaneously open the attribute information list for comparison to determine if the new equipment meets their expectations.

[0053] The process of displaying at least one attribute information stored in the attribute information list in the graphical user interface is the process of presenting attribute information in the graphical user interface.

[0054] Optionally, the display can be in list format, presenting multiple attribute information items sequentially in a certain order. For example, ... Figure 3 As shown, the attribute information list interface displays all the attribute information saved by the player in a list format, with each piece of information occupying one line and clearly visible.

[0055] Optionally, large amounts of information can be displayed using pagination or scrolling. For example, when there is a lot of saved attribute information, the system can display the information in pages or support vertical scrolling to avoid displaying too much information at once and causing interface clutter.

[0056] Optionally, the display can include additional visual identifiers, such as rarity markers and origin markers. For example, for particularly valuable attributes, a "rare" label can be added or a special color can be used to identify them, helping players quickly identify important information.

[0057] Through the above steps, this application embodiment provides a function to view stored attribute information, enabling players to access and manage the attribute information of the items they have collected at any time. In the game, players can open the attribute information list interface by clicking the "Notepad" button on the interface. For example... Figure 3 As shown, this interface categorizes and displays stored attribute information based on item type (such as helmets, weapons, armor, etc.). Players can browse various item attributes they have previously saved, such as "critical hit rate +5%" and "skill cooldown -6%".

[0058] Figure 4 This is a schematic diagram of an interface for the item attribute management method provided in an embodiment of this application.

[0059] In an optional implementation, the method further includes: providing a sharing path selection control 201 in response to a sharing operation on at least one attribute information stored in the attribute information list; and sharing the attribute information through the selected sharing path in response to a selection operation on the sharing path selection control 201.

[0060] The sharing action is an interactive behavior triggered by a player to pass attribute information to other players.

[0061] Optionally, sharing can be done by clicking the share button next to the attribute information. For example, in the attribute information list, there is a share icon next to each attribute information; players can click it to enter the sharing process.

[0062] Optionally, sharing can also be achieved by long-pressing an attribute entry to trigger a context menu. For example, a player can long-press a specific attribute entry, and the system will display a menu with options such as "Share," "Edit," and "Delete." The player can then select the "Share" option.

[0063] Optionally, the sharing function can also support batch sharing, allowing players to select multiple attribute information items to share simultaneously. For example, players can select multiple attribute information items they want to share in the attribute information list, and then click the "Batch Share" button to share this information with other players all at once.

[0064] Among them, the sharing method selection control 201 is an interactive element in the user interface used to select the target sharing channel.

[0065] Optionally, the sharing method selection control 201 can be a pop-up menu that lists all available sharing channels. For example, ... Figure 4 As shown, when a player triggers the sharing function, the system will pop up a menu containing options such as "Share with friends", "Share to Legion", and "Share to World".

[0066] Optionally, the sharing method selection control 201 can dynamically adjust the displayed content based on the player's social relationships and game activities. For example, if a player has recently been frequently interacting with a friend or guild, the system may place these options at the top of the sharing menu for easy and quick access.

[0067] Optionally, the sharing channel selection control 201 can include a preview function, allowing players to view the presentation of the shared content before sharing. For example, after a player selects a sharing channel, the system can first display a preview of the shared content, including the format of attribute information and additional instructions, and only send it after the player confirms that everything is correct.

[0068] Among them, sharing attribute information through the selected sharing method means sending attribute information through various social channels that support information transmission in the game.

[0069] Optionally, sharing methods can include private chat with friends, allowing players to send attribute information to specific friends within the game. For example, a player can choose to share information about a rare gem's attributes with their in-game friend, helping them understand the value of that attribute.

[0070] Optionally, sharing methods can include guild or legion channels for sharing information within a fixed social group. For example, players can share the attributes of powerful equipment they discover in the legion chat channel for legion members to refer to and discuss.

[0071] Optionally, sharing methods can also include server-wide or world channels, allowing players to share information publicly with all other gamers. For example, when a player discovers an extremely rare attribute combination, they can choose to share it on the world channel, sparking widespread discussion or showcasing their achievement.

[0072] Through the above steps, this application embodiment achieves a convenient sharing function of attribute information, enhancing the social interactivity of the game. For example... Figure 4 As shown, in the game scenario, when a player finds a particularly valuable attribute in the attribute information list, such as "Critical Hit Rate +5%", they can click the share button next to that attribute. The system then pops up a menu of sharing options, providing choices such as "Share with Friends," "Share to Legion," and "Share to World." After the player selects a suitable sharing method, the attribute information will be sent to the corresponding chat channel in a specific format, allowing other players to view and learn about the details of these valuable attributes. This feature not only facilitates information exchange between players but also promotes research and discussion of equipment attributes within the game community, enriching the game's social dimension.

[0073] In an optional implementation, the method further includes: adjusting or deleting attribute information in response to an edit operation on at least one attribute information stored in the attribute information list.

[0074] Editing refers to the interactive behavior by which players modify stored attribute information.

[0075] Optionally, editing can be triggered by clicking the edit icon or button next to the attribute information. For example, in the attribute information list, each attribute may have a pencil icon next to it; clicking it enters edit mode.

[0076] Optionally, editing can also be performed by long-pressing an attribute entry to bring up a context menu. For example, if a player long-presses an attribute entry, a menu with an "Edit" option will appear, allowing the player to enter the editing interface.

[0077] Optionally, the editing operation can support batch editing, allowing players to select multiple attribute information entries simultaneously for similar editing operations. For example, players can select multiple attribute information entries at the same time and then mark them as a specific category or delete them with a single click.

[0078] The adjustments include modifying the display method, category, or additional descriptions of attribute information.

[0079] Optionally, adjustments may include modifying the category or tag of attribute information. For example, a player can change the category of an attribute from "General" to "Rare," or add a custom tag.

[0080] Optionally, adjustments can include adding personal notes or descriptions. For example, players can add notes to a particular attribute, such as "Suitable for my mage character" or "Works even better with the X set," to help them remember the purpose of that attribute.

[0081] Optionally, adjustments can also include modifying the display order or priority of attribute information. For example, players can pin the most important attribute information to the top, ensuring it always appears prominently in the attribute information list.

[0082] Among them, deletion is the operation of removing specific attribute information from the attribute information list.

[0083] Optionally, deletion can be achieved directly by clicking the delete icon next to the attribute information. For example, as Figure 3 or Figure 4 As shown, in the list of attribute information, each attribute information has a "-" button or trash can icon next to it. Clicking it will delete the information.

[0084] Optionally, deletion operations may require secondary confirmation to prevent accidental operations. For example, when a player clicks the delete button, the system will display a confirmation dialog box asking, "Are you sure you want to delete this attribute information?" The deletion operation will only be performed after the player confirms.

[0085] Optionally, deletion can also support an undo function, allowing players to recover accidentally deleted information in a short time. For example, when a player deletes an attribute, the system may display a "Deleted, click to undo" message at the bottom of the interface, giving the player a chance to recover the information.

[0086] Through the above steps, this application provides a function for managing and maintaining stored attribute information, ensuring that the attribute information list remains orderly and usable. In actual gameplay, players can delete unwanted attribute information by clicking the "-" button next to each attribute in the attribute information list. For example, when a player's game strategy changes and they no longer need to focus on certain specific attributes, they can delete these attributes from the list. Furthermore, while the current version may primarily support deletion, future versions may expand to support more complex editing functions, such as adding personal notes and modifying categories, further enhancing the flexibility and personalization of attribute information management. These functions make the attribute information list not just a simple storage tool, but also a dynamic system that can be continuously adjusted and optimized according to player needs.

[0087] In an alternative implementation, the method further includes: displaying attribute information in a graphical user interface in response to a viewing operation of an item not held by the player.

[0088] The "view" operation refers to the interactive behavior triggered by the player to browse item information.

[0089] Optionally, viewing can be done by clicking or tapping the equipment icons of other player characters. For example, when viewing other player character information, you can click the character's weapon icon to view the weapon's detailed attributes.

[0090] Optionally, viewing items can be done by clicking on links shared by other players in the social system. For example, when another player shares information about a piece of equipment in the chat channel, the player can click on the link to view the equipment details.

[0091] Optionally, the viewing action can also be automatically triggered in specific game scenarios. For example, viewing an opponent's equipment in a PVP arena, or viewing the equipment configuration of top players in a leaderboard.

[0092] Among them, items not held by the player are specific items that are held by the player but can be viewed.

[0093] Optionally, items not held by the player can be items equipped by other players' characters. For example, when viewing other players' character information in the game, you can see the weapons, armor, and other items equipped by that player's character.

[0094] Optionally, items not owned by the player can be items sold in shops or displayed for sale in the auction house. For example, various items displayed in the in-game shop or auction system that players can view but have not yet purchased.

[0095] Optional items not owned by the player can be rare or legendary equipment in the game, typically possessing unique appearances and powerful attributes. Examples include god-tier weapons or limited-edition sets with special visual effects and attribute combinations.

[0096] Optionally, items not owned by the player can be items added after a game update, which players can preview but have not yet acquired. For example, the new gem type to be introduced in the next version, where the system allows players to learn about its attributes and effects in advance.

[0097] Through the above steps, this application expands the channels for obtaining item attribute information, enabling players to view and record the attributes of items they do not own. In the game, players can not only view the attributes of items they already possess, but also the attributes of other players' equipment or items displayed in the shop. For example, when a player sees another player's character in the game's social system, they can click on that character's equipment to view its detailed attributes. Alternatively, when a player sees a rare piece of equipment in the game shop or auction house, they can also view its attribute details. The attribute information viewed through these methods can also be stored in their own attribute information list as a reference target when acquiring or refining items. This function greatly enriches the channels through which players obtain attribute information, helping them to formulate more comprehensive equipment development plans and enhancing social interaction and information exchange within the game.

[0098] In an optional implementation, the method further includes: the prop has a prop type, and displaying at least one attribute information stored in the attribute information list in the graphical user interface, including: classifying and displaying the stored at least one attribute information in the attribute information list according to the prop type in the graphical user interface.

[0099] Among them, item type refers to the classification of items in the game based on their function or equipment slots.

[0100] Optionally, item types can be categorized based on equipment parts. For example, in role-playing games, equipment is typically divided into different parts such as helmets, clothes, hats, boots, and weapons.

[0101] Optionally, item types can be categorized based on their functional characteristics, such as offensive, defensive, and support types. For example, gems in the game might be divided into different types, such as offensive gems, defensive gems, and special effect gems, each providing different attribute bonuses.

[0102] Optionally, item types can also be categorized based on rarity or quality level, such as common, fine, rare, and legendary. For example, equipment in the game may be divided into different levels based on its quality, such as white (common), blue (fine), purple (rare), and orange (legendary).

[0103] Among them, the category display is a display method that groups and presents information in an orderly manner based on specific conditions.

[0104] Optionally, the categorized display can be in a tabbed format, with different types of attribute information displayed in different tabs. For example, Figure 3 As shown, in the attribute information list interface, different tabs such as "clothes", "hat", "pants", "helmet" and "weapon" can be set according to the equipment part. Players can click on different tabs to view the corresponding category of attribute information, such as gem entries.

[0105] Optionally, the categorized display can be in the form of a collapsible list, where attribute information for different categories can be expanded or collapsed. Players can click on the title to expand or collapse all attribute information under that category.

[0106] Optionally, the categorized display can also be combined with a filtering function, allowing players to display specific types of attribute information according to their needs. For example, the system can provide filtering options, allowing players to choose to display only the attribute information of a certain type of item, or only the attribute information containing specific keywords (such as "critical hit" or "cooldown").

[0107] Through the above steps, this application embodiment provides a categorized display function for attribute information, enabling players to more effectively manage and search for stored attribute information. In the game, when a player opens the attribute information list, the system automatically categorizes and displays the attribute information according to item type. This categorized display method greatly improves the efficiency of information retrieval, especially when players have a large amount of stored attribute information. Categorized display helps players quickly locate the specific type of attribute information they need, without having to search through a large amount of mixed information one by one.

[0108] Figure 5 This is a schematic diagram of an interface for the item attribute management method provided in an embodiment of this application.

[0109] In an optional implementation, the method further includes: refreshing attribute information in response to a refinement operation on items held by the player; and providing a prompt via a terminal device when the refreshed attribute information matches at least one attribute information stored in the attribute information list.

[0110] Among them, the items held by the player are game items that the player character owns and can manipulate.

[0111] Optionally, the items a player possesses can be equipment currently in their inventory. For example, weapons, armor, and accessories that the player is wearing. These items directly affect the player character's combat abilities and game performance.

[0112] Optionally, items held by the player can also be unequipped items stored in the player's inventory or warehouse. For example, various equipment, consumables, or materials that the player has collected but has not yet used. Although these items are not used directly, the player has the authority to perform various operations on them.

[0113] Optionally, the items a player possesses can specifically refer to certain types of items that can have their attributes refined. For example, in many games, only equipment items such as weapons and armor support the attribute refinement function, while consumables and quest items usually do not support this operation.

[0114] Among them, the refinement operation is an interactive behavior in the game that regenerates the attributes of items randomly.

[0115] Optionally, the refinement process can be triggered by clicking a dedicated refinement button. For example, Figure 5 As shown in the item details interface, there may be a button clearly marked "Refine". Clicking it will start the refinement process.

[0116] Optionally, the refinement process usually requires the consumption of specific game resources or items. For example, performing a refinement may require resources such as gold coins, diamonds, or special refinement stones.

[0117] Optionally, the refinement process can be set to automatic or batch mode, and the system will continuously perform multiple refinements based on preset conditions. For example, players can set a condition to "automatically stop when encountering a specific attribute," and then start automatic refinement, which will continue until the condition is met or resources are exhausted.

[0118] Refreshing refers to the process of randomly generating item attribute values ​​or effects.

[0119] Optionally, refreshing can generate completely random new attribute combinations. For example, after refining a piece of equipment, all its additional attributes will be replaced with entirely new, randomly generated attributes.

[0120] Optionally, refreshing can retain some basic attributes while randomly generating only specific additional attributes. For example, after refining, the basic attack power or defense of the equipment remains unchanged, only additional attributes such as critical hit rate and cooldown reduction are re-randomized.

[0121] Optionally, the refresh results may be affected by the game system's preset weights or upper and lower limits. For example, the probability of certain rare attributes appearing may be low, or certain attribute values ​​may have maximum and minimum limits.

[0122] Matching is the process of determining whether two sets of attribute information are the same or similar.

[0123] Optionally, matching can require that the attribute name and value be exactly the same. For example, a match is considered successful only if the refined "Critical Strike Chance +5%" is exactly the same as the stored "Critical Strike Chance +5%".

[0124] Optionally, matching can be based on the same attribute name and a value that is equal to or greater than the stored value. For example, if the stored value is "Critical Hit Rate +3%", and the refined value is "Critical Hit Rate +5%", it is also considered a successful match.

[0125] Optionally, matching can also support compound conditions, requiring multiple attributes to simultaneously satisfy a specific relationship. For example, a player might store an ideal combination of attributes that requires both "critical hit rate +5%" and "skill cooldown -6%". Matching is only successful when the refinement result satisfies both of these conditions.

[0126] Prompts are actions by which the system conveys information to players through visual, auditory, or other means.

[0127] Optionally, the prompt can be displayed as a pop-up dialog box. For example, Figure 5 As shown, when a matching attribute is obtained through refining, the system will pop up a clear dialog box to remind the player that "the attribute you recorded has been refined".

[0128] Optionally, the notification can be enhanced with sound or vibration effects. For example, a special sound effect or device vibration can be played simultaneously with the notification to ensure that the player does not miss this important information.

[0129] Optionally, the prompt may include specific matching information and suggested actions. For example, the prompt may display "Your refined critical hit rate of +5% matches your recorded attribute, do you want to keep it?", and provide "Confirm" and "Continue refining" options.

[0130] Through the above steps, this embodiment of the application implements an intelligent prompt function during the item refinement process, helping players avoid missing out on ideal attributes. In actual game applications, when players refine their gems or equipment, the system checks whether the result of each refinement matches the attributes previously saved by the player in the attribute information list. During frequent refinements, players can easily miss out on ideal attribute combinations due to oversight. With timely prompts, players can make informed decisions, choosing to retain the attribute or continue trying to obtain better attributes.

[0131] Figure 6 This is a schematic diagram of an interface for the item attribute management method provided in an embodiment of this application.

[0132] In an optional implementation, the method further includes: providing a secondary prompt via a terminal device in response to a re-refinement operation on items held by the player; and refreshing the attribute information again in response to a confirmation operation on the secondary prompt.

[0133] The "re-refinement" operation is a refinement behavior that continues after the matching prompt.

[0134] Optionally, the refining process can be triggered by clicking the "Continue Refining" button in the prompt window. For example, after the system prompts that a matching attribute has been refined, the player can select the "Continue Refining" button to try to obtain a better attribute.

[0135] Optionally, the refinement process can also be performed by ignoring or closing the matchmaking prompts and then clicking the refinement button. For example, players can close the matchmaking prompt window and then click the refinement button on the interface again to continue the refinement process.

[0136] Optionally, further refinement may require additional confirmation to prevent accidental operations. For example, when a player chooses to continue refining, the system may require secondary confirmation, reminding the player that they will abandon the currently matched attributes.

[0137] The secondary prompt is a confirmation reminder issued by the system when it detects that a player intends to abandon the matchmaking attribute.

[0138] Optionally, secondary prompts can employ more prominent visual effects to highlight their importance. For example, a secondary prompt window might use different colors or animation effects to differentiate it from a regular prompt.

[0139] Optionally, the secondary prompt can provide a more detailed explanation of the current situation and possible consequences. For example, Figure 6 As shown, the prompt may read, "Duplicate terms have appeared. Do you want to continue refining?" Optionally, the secondary prompt can include attribute comparison information to help players make decisions. For example, the prompt might show the difference between the currently refined attributes and the player's desired optimal attributes, helping the player determine whether it's worth continuing to try.

[0140] The confirmation action is the player's positive response to the secondary prompt.

[0141] Optionally, confirmation can be completed by clicking the "Confirm" button in the prompt window. For example, in the secondary prompt window, clicking the "Confirm" button indicates that the player truly intends to abandon the current attribute and continue refining.

[0142] Optionally, the confirmation action can also be set to other interaction methods, such as long-pressing a button or swiping a specific area. For example, to prevent accidental touches, the system may require the player to long-press the "Confirm" button for 3 seconds, or swipe from left to right to confirm continuing the refinement.

[0143] Optionally, the confirmation process can include additional security measures, such as requiring players to enter specific verification codes or keywords. For example, for particularly valuable attributes, the system might require players to enter phrases like "confirm abandonment" for final confirmation.

[0144] The refresh process involves a new round of random attribute generation after confirming continued refinement.

[0145] Optionally, the refresh mechanism is the same as the first refresh, generating completely random new attribute combinations. For example, regardless of the attributes obtained from previous refinements, a completely new random attribute combination will be obtained after the second refresh.

[0146] Optionally, subsequent refreshes may have special guaranteed rewards or increased probability mechanisms. For example, if a player voluntarily abandons matching attributes and continues refining, the system may slightly increase the probability of obtaining better attributes as a reward for the player's adventurous spirit.

[0147] Optionally, the results of a refresh will also be checked against the attribute information list. If a match is found again, a new prompt will be triggered. For example, if the result of a refresh matches another stored attribute, the system will display a matching prompt again.

[0148] Through the above steps, this disclosure provides a mechanism to prevent accidental operation during the refining process, avoiding players missing out on valuable attributes due to negligence. In the game, when a player chooses to continue refining after receiving a matching attribute prompt, the system will pop up a secondary confirmation window displaying "Duplicate attribute found, continue refining?", and providing "Cancel" and "Confirm" options. This design ensures players have a chance to reconsider before abandoning the matching attribute, greatly reducing the possibility of accidental operation. Only when the player explicitly clicks the "Confirm" button will the system perform another refining operation, randomly generating a new attribute combination. This feature is particularly important for players pursuing perfect attributes, providing sufficient decision-making space while preventing potential resource waste through appropriate prompts, thus improving the overall gaming experience.

[0149] Figure 7 This is a schematic diagram of an interface for the item attribute management method provided in an embodiment of this application.

[0150] In an optional implementation, the method further includes: in response to a viewing operation of items held by the player, displaying attribute information in a graphical user interface and identifying attribute information stored in an attribute information list, the identification including displaying a storage label or changing the display color of the attribute information.

[0151] Among them, the display of logos is a way of visually highlighting or distinguishing specific information.

[0152] Optionally, the logo can be displayed by adding a special icon or label. For example, such as Figure 7 As shown, a "Recorded" label is displayed next to the stored attribute information to clearly distinguish it from the unstored attribute information.

[0153] Optionally, the logo display can be achieved by changing the text color or background color. For example, such as... Figure 7As shown, the text or background color of stored attribute information will be changed to yellow, while the default color will be retained for unstored information.

[0154] Optionally, the logo display can also incorporate dynamic effects to enhance visual cues. For example, adding a slight flicker or halo effect to stored attribute information can make it more visually striking.

[0155] Through the above steps, this embodiment of the application achieves intelligent labeling of stored information when viewing item attributes, helping players quickly identify important attributes. In the game, when players view their item attributes, the system automatically checks whether each attribute is already stored in the attribute information list and adds a clear label to the stored attributes. This labeling method allows players to clearly identify which attributes they previously considered important and saved, avoiding duplicate storage of the same information, and also facilitating comparison of the current item's attributes with their ideal attributes.

[0156] In an optional implementation, the method further includes: in response to a triggering operation on the attribute information displayed by the identifier, displaying a list of attribute information corresponding to the attribute information in a graphical user interface.

[0157] The triggering operation is the activation interaction behavior performed by the player on the identified attribute information.

[0158] Optionally, the triggering action can be clicking or touching the identified attribute information. For example, if a player clicks on attribute information labeled "Recorded," the system will respond to this action.

[0159] Optionally, the trigger action can also be a long press on a marked attribute. For example, if a player long presses on an attribute marked in green or with a special identifier for a few seconds, the system recognizes this as an intent to view a list of related attribute information.

[0160] Optionally, the action can also be triggered by clicking a specific icon next to the attribute. For example, as shown below. Figure 7 As shown, there may be a small "Notepad" or "Attribute List" icon next to the identified attribute information. Clicking the icon will allow you to directly view the relevant attribute information list.

[0161] Among them, the list of attribute information corresponding to the displayed attribute information is all the stored information related to the triggered attribute that the system presents in the graphical user interface.

[0162] Optionally, the display method can be to pop up a notepad window and automatically navigate to the relevant attribute category. For example, when a player clicks on a gem attribute that is marked "Critical Hit Rate +5%", the system will pop up a notepad interface and automatically scroll to the relevant category area containing that attribute information.

[0163] Optionally, the display method can be to embed a list of relevant attribute information within the current interface. For example, after clicking on the identified attribute information, the system can expand a small window in an appropriate location without leaving the current item viewing interface, displaying all stored attribute information of the same or related types.

[0164] Optionally, the displayed list of attribute information can be intelligently filtered and sorted based on relevance. For example, the system may prioritize displaying attribute information that is exactly the same as or highly related to the currently triggered attribute, followed by attribute information of the same type but with different values ​​or effects, thus improving the efficiency of information retrieval.

[0165] Through the above steps, this application provides a convenient way to quickly access the attribute information list, enhancing the interactivity of the user interface. In the game, when a player views item attributes and sees a "Recorded" label next to an attribute, they can click on that attribute information. The system will immediately open the corresponding attribute information list, displaying all stored attribute information of the same type as the current attribute. This function achieves a seamless connection between attribute information viewing and list management, allowing players to quickly compare the differences between the current attribute and the previously recorded ideal attribute, and more effectively decide whether to keep the current item or perform further optimization.

[0166] Figure 8 This is a schematic diagram of an interface for the item attribute management method provided in an embodiment of this application.

[0167] In an optional implementation, the method further includes: providing a sharing path selection control 202 in response to a sharing operation of attribute information in a graphical interface, and sharing the attribute information through the selected sharing path in response to a selection operation of the sharing path selection control 202.

[0168] The implementation method of this step is similar to that of the aforementioned implementation, except that the former shares attribute information from an attribute information list, while this step directly shares the attribute information of the currently viewed item. This design allows players to share attribute information directly with other players without having to save it to a list first, further simplifying the operation process and improving the convenience of sharing.

[0169] Through the steps described above, this embodiment provides a flexible and convenient attribute information sharing mechanism, enabling players to directly share attribute information of interest from the item attribute viewing interface without first storing it in the attribute information list. This direct sharing mechanism simplifies the operation process, improves the efficiency of information transmission, enhances the social interactivity of the game, and creates a richer gaming experience for players.

[0170] Figure 9This is a schematic diagram of the structure of the prop attribute information management device provided in the embodiments of this application.

[0171] Based on the above method embodiments, this application provides an item attribute information management device that provides a graphical user interface through a terminal device. The device 300 includes: Display module 301 is used to display the attribute information of at least one item in a graphical user interface; Storage module 302 is used to store attribute information into an attribute information list in response to a storage operation on attribute information; Viewing module 303 is used to display at least one attribute information stored in the attribute information list in a graphical user interface in response to a viewing operation on the attribute information list.

[0172] The item attribute information management device provided in this embodiment provides a graphical user interface (GUI) through a terminal device, displaying attribute information of at least one item in the GUI; in response to a storage operation on the attribute information, the attribute information is stored in an attribute information list; in response to a viewing operation on the attribute information list, at least one attribute information stored in the attribute information list is displayed in the GUI. Through the above solution, this application not only reduces the memory burden on players and improves the efficiency of item management, but also enriches the social experience of the game and significantly improves the overall user experience.

[0173] The prop attribute information management device provided in this application embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, for the parts of the display device embodiment not mentioned, please refer to the corresponding content in the aforementioned display method embodiment.

[0174] Figure 10 This is a structural block diagram of the electronic device provided in the embodiments of this application.

[0175] This application also provides an electronic device, such as... Figure 6 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of the item attribute information management method: A graphical user interface is provided through a terminal device, which displays the attribute information of at least one item. In response to a storage operation on attribute information, the attribute information is stored in the attribute information list; In response to a view operation on the property information list, at least one property information stored in the property information list is displayed in the graphical user interface.

[0176] Optionally, the method further includes: providing a sharing method selection control in response to a sharing operation on at least one attribute information stored in the attribute information list; and sharing the attribute information through the selected sharing method in response to a selection operation on the sharing method selection control.

[0177] Optionally, the method further includes: adjusting or deleting attribute information in response to an editing operation on at least one attribute information stored in the attribute information list.

[0178] Optionally, the method further includes: displaying attribute information in a graphical user interface in response to a viewing operation of an item not held by the player.

[0179] Optionally, the method further includes: the prop has a prop type, and displaying at least one attribute information stored in the attribute information list in the graphical user interface, including: classifying and displaying the stored at least one attribute information in the attribute information list according to the prop type in the graphical user interface.

[0180] Optionally, the method further includes: refreshing the attribute information in response to the refinement operation on the player's own items; and providing a prompt via a terminal device when the refreshed attribute information matches at least one attribute information stored in the attribute information list.

[0181] Optionally, the method further includes: providing a secondary prompt via a terminal device in response to a re-refinement operation on items held by the player; and refreshing the attribute information again in response to a confirmation operation on the secondary prompt.

[0182] Optionally, the method further includes: in response to a viewing operation of items held by the player, displaying attribute information in a graphical user interface and identifying attribute information stored in an attribute information list, the identification including displaying a storage label or changing the display color of the attribute information.

[0183] Optionally, the method further includes: in response to a triggering operation on the attribute information displayed by the identifier, displaying a list of attribute information corresponding to the attribute information in a graphical user interface.

[0184] Optionally, the method further includes: providing a sharing method selection control in response to a sharing operation of attribute information in a graphical interface, and sharing the attribute information through the selected sharing method in response to a selection operation of the sharing method selection control.

[0185] exist Figure 10 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.

[0186] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0187] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the item attribute information management method described in the aforementioned embodiment.

[0188] This application also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the steps of the item attribute information management method. A graphical user interface is provided through a terminal device, which displays the attribute information of at least one item. In response to a storage operation on attribute information, the attribute information is stored in the attribute information list; In response to a view operation on the property information list, at least one property information stored in the property information list is displayed in the graphical user interface.

[0189] Optionally, the method further includes: providing a sharing method selection control in response to a sharing operation on at least one attribute information stored in the attribute information list; and sharing the attribute information through the selected sharing method in response to a selection operation on the sharing method selection control.

[0190] Optionally, the method further includes: adjusting or deleting attribute information in response to an editing operation on at least one attribute information stored in the attribute information list.

[0191] Optionally, the method further includes: displaying attribute information in a graphical user interface in response to a viewing operation of an item not held by the player.

[0192] Optionally, the method further includes: the prop has a prop type, and displaying at least one attribute information stored in the attribute information list in the graphical user interface, including: classifying and displaying the stored at least one attribute information in the attribute information list according to the prop type in the graphical user interface.

[0193] Optionally, the method further includes: refreshing the attribute information in response to the refinement operation on the player's own items; and providing a prompt via a terminal device when the refreshed attribute information matches at least one attribute information stored in the attribute information list.

[0194] Optionally, the method further includes: providing a secondary prompt via a terminal device in response to a re-refinement operation on items held by the player; and refreshing the attribute information again in response to a confirmation operation on the secondary prompt.

[0195] Optionally, the method further includes: in response to a viewing operation of items held by the player, displaying attribute information in a graphical user interface and identifying attribute information stored in an attribute information list, the identification including displaying a storage label or changing the display color of the attribute information.

[0196] Optionally, the method further includes: in response to a triggering operation on the attribute information displayed by the identifier, displaying a list of attribute information corresponding to the attribute information in a graphical user interface.

[0197] Optionally, the method further includes: providing a sharing method selection control in response to a sharing operation of attribute information in a graphical interface, and sharing the attribute information through the selected sharing method in response to a selection operation of the sharing method selection control.

[0198] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps described in these embodiments do not limit the scope of this application.

[0199] Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0200] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0201] Finally, it should be noted that the above embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the scope of the technology disclosed in this application, or make equivalent substitutions for some of the technical features. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application.

Claims

1. A prop attribute information management method characterized by comprising: The method comprises the following steps: displaying attribute information of at least one prop in the graphical user interface; storing the attribute information into an attribute information list in response to a storage operation for the attribute information; displaying at least one attribute information stored in the attribute information list in the graphical user interface in response to a viewing operation for the attribute information list.

2. The method of claim 1, wherein, The method further comprises: providing a sharing path selection control in response to a sharing operation for at least one attribute information stored in the attribute information list; sharing the attribute information through the selected sharing path in response to a selection operation for the sharing path selection control.

3. The method of claim 1, wherein, The method further comprises: adjusting or deleting the attribute information in response to an editing operation for at least one attribute information stored in the attribute information list.

4. The method of claim 1, wherein, The method further comprises: displaying the attribute information in the graphical user interface in response to a viewing operation for a prop not owned by the player himself.

5. The method of claim 4, wherein, The prop has a prop type, and the step of displaying at least one attribute information stored in the attribute information list in the graphical user interface comprises: displaying the attribute information list in the graphical user interface, and classifying and displaying the stored at least one attribute information according to the prop type.

6. The method of claim 1, wherein, The method further comprises: refreshing the attribute information in response to a washing operation for a prop owned by the player himself; prompting through the terminal device when the refreshed attribute information matches at least one attribute information stored in the attribute information list.

7. The method of claim 6, wherein, The method further comprises: prompting twice through the terminal device in response to a re-washing operation for the prop owned by the player himself; refreshing the attribute information again in response to a confirmation operation for the second prompt.

8. The method of claim 1, wherein, The method further comprises: displaying the attribute information in the graphical user interface in response to a viewing operation for a prop owned by the player himself, and displaying the attribute information stored in the attribute information list with an identification, which comprises displaying a storage label or changing the display color of the attribute information.

9. The method of claim 8, wherein, The method further comprises: displaying the attribute information list corresponding to the attribute information in the graphical user interface in response to a triggering operation for the attribute information displayed with the identification.

10. The method of claim 1, wherein, The method further comprises: providing a sharing path selection control in response to a sharing operation for the attribute information in the graphical user interface, sharing the attribute information through the selected sharing path in response to a selection operation for the sharing path selection control.

11. A prop attribute information management apparatus characterized by comprising: The device comprises: a display module for displaying attribute information of at least one prop in the graphical user interface; a storage module for storing the attribute information into an attribute information list in response to a storage operation for the attribute information; a viewing module for displaying at least one attribute information stored in the attribute information list in the graphical user interface in response to a viewing operation for the attribute information list.

12. An electronic device, comprising: A computer readable storage medium storing computer executable instructions that, when called and executed by a processor, cause the processor to implement the method of any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions that, when called and executed by a processor, cause the processor to implement the method of any one of claims 1 to 10.