Team invitation method and apparatus, terminal, storage medium, and program product
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHENZHEN TENCENT TIANYOU TECH CO LTD
- Filing Date
- 2026-06-25
- Publication Date
- 2026-08-07
AI Technical Summary
[0004]然而,采用上述方式进行组队邀请,角色选择的效率较低,且角色选择的限制时长有限,难以选择出配合度较高的角色组合
[0012]In this embodiment, the first account performs a configuration operation through the lineup pre-configuration interface displayed on the first terminal, configuring the virtual characters that different accounts in the team (such as the first account and the second account) are expected to use in the game, forming a pre-configured lineup for the team, and sending a lineup pre-configuration prompt message to the second account to prompt the second account to pre-configure the lineup. This improves the utilization of the first account's waiting time when the second account is in a team and currently in a game, avoids the account churn rate during the waiting period, and also improves the efficiency of subsequent character selection; on the other hand, the first account configures the virtual characters that different accounts in the team are expected to use. Virtual characters can be combined and matched to create character combinations that provide buffs, complement each other's functions, and offer a certain depth of strategic gameplay. When the first account shares the pre-configured lineup information to the second account, the second account can then select characters based on this information. When both the first and second accounts can select the virtual characters they wish to use in the game from the pre-configured lineup, they can then play the game using the pre-configured lineup. This solves the pain points of short communication time and low account coordination in related technologies, thus improving the efficiency of lineup configuration.
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Figure CN122516612A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and in particular to a team invitation method, device, terminal, storage medium, and program product. Background Technology
[0002] In the gaming world, players can send team-up invitations to their friends to play together.
[0003] In this technology, if a player can invite a friend to join a match, but the friend is currently in another match, the player must wait for the friend to finish. Only after the friend accepts the invitation and completes the other match can the player enter the character selection screen. The player and friend can then strategically negotiate via voice or text to choose the virtual character they will use in the match.
[0004] However, using the above method for team invitations results in low efficiency in character selection, and the limited time for character selection makes it difficult to select a combination of characters with high synergy. Summary of the Invention
[0005] This application provides a method, apparatus, terminal, storage medium, and program product for inviting others to form a team. The technical solution is as follows: On one hand, embodiments of this application provide a team invitation method, the method being used to log in to a terminal with a first account, the method comprising: The pre-configuration interface for the lineup is displayed, which is used to configure the virtual characters that different accounts in the team are expected to use in the game. In response to the configuration operation in the lineup pre-configuration interface, a pre-configured lineup is determined, the pre-configured lineup including virtual characters configured for at least two accounts in the team to be used in the game; In response to the sharing operation of the pre-configured lineup, a lineup pre-configuration prompt message is sent to the second account. The lineup pre-configuration prompt message is used to prompt the pre-configured lineup. The second account is the account that is teamed up with the first account and is currently in a game.
[0006] On the other hand, embodiments of this application provide a team invitation device, the device comprising: The display module is used to display the lineup pre-configuration interface, which is used to configure the virtual characters that different accounts in the team are expected to use in the game. A determination module is used to determine a pre-configured lineup in response to a configuration operation in the lineup pre-configuration interface. The pre-configured lineup includes virtual characters configured for at least two accounts in the team and intended to be used in the game. The sending module is used to respond to the sharing operation of the pre-configured lineup by sending a lineup pre-configuration prompt message to the second account. The lineup pre-configuration prompt message is used to prompt the pre-configured lineup. The second account is an account that is teamed up with the first account and is currently in a game.
[0007] On the other hand, this application provides a team invitation method, which is used to log in to a terminal with a second account. The method includes: While in a game, the user receives a team invitation from the first account, which is used to invite the second account to join the team of the first account. Display the lineup pre-configuration prompt information sent by the first account. The lineup pre-configuration prompt information is used to prompt the pre-configured lineup. The pre-configured lineup includes virtual characters that are expected to be used in the game for at least two accounts in the team.
[0008] On the other hand, embodiments of this application provide a team invitation device, the device comprising: The receiving module is used to display a team invitation sent by the first account when the game is in progress. The team invitation is used to invite the second account to join the team of the first account. The display module is used to display the lineup pre-configuration prompt information sent by the first account. The lineup pre-configuration prompt information is used to prompt the pre-configured lineup, which includes virtual characters that are expected to be used in the game for at least two accounts in the team.
[0009] On the other hand, embodiments of this application provide a terminal, the terminal including a processor and a memory, the memory storing at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the method as described above.
[0010] On the other hand, embodiments of this application provide a computer-readable storage medium storing at least one computer instruction, which is loaded and executed by a processor to implement the method described above.
[0011] On the other hand, embodiments of this application provide a computer program product including computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the methods provided in the various optional implementations of the above aspects.
[0012] In this embodiment, the first account performs a configuration operation through the lineup pre-configuration interface displayed on the first terminal, configuring the virtual characters that different accounts in the team (such as the first account and the second account) are expected to use in the game, forming a pre-configured lineup for the team, and sending a lineup pre-configuration prompt message to the second account to prompt the second account to pre-configure the lineup. This improves the utilization of the first account's waiting time when the second account is in a team and currently in a game, avoids the account churn rate during the waiting period, and also improves the efficiency of subsequent character selection; on the other hand, the first account configures the virtual characters that different accounts in the team are expected to use. Virtual characters can be combined and matched to create character combinations that provide buffs, complement each other's functions, and offer a certain depth of strategic gameplay. When the first account shares the pre-configured lineup information to the second account, the second account can then select characters based on this information. When both the first and second accounts can select the virtual characters they wish to use in the game from the pre-configured lineup, they can then play the game using the pre-configured lineup. This solves the pain points of short communication time and low account coordination in related technologies, thus improving the efficiency of lineup configuration. Attached Figure Description
[0013] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying 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.
[0014] Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application; Figure 2 This is a flowchart of a team invitation method provided in an exemplary embodiment of this application; Figure 3 This is a schematic diagram of a display lineup pre-configuration interface provided in an exemplary embodiment of this application; Figure 4 This is a schematic diagram illustrating the role assignment operation through drag-and-drop operation, provided in an exemplary embodiment of this application. Figure 5 This is a schematic diagram illustrating the execution of lineup configuration completion for a second account, provided by an exemplary embodiment of this application; Figure 6 This is a schematic diagram illustrating, in an exemplary embodiment of this application, a first account performing two role execution operations to specify the virtual roles that the first account and the second account are expected to use in a game. Figure 7 This is an exemplary embodiment of the present application, illustrating the virtual character that one of the accounts in the first account-designated team is expected to use in a game, with the remaining multiple accounts being automatically completed by the terminal or server; Figure 8 This is a schematic diagram of the lineup information area in the lineup pre-configuration interface provided in an exemplary embodiment of this application; Figure 9 This is a schematic diagram of an anti-collision mechanism in a collaborative editing mode provided by an exemplary embodiment of this application; Figure 10 This is a schematic diagram of a role removal operation provided in an exemplary embodiment of this application; Figure 11 This is a schematic diagram of displaying interactive controls in a lineup pre-configuration interface in collaborative editing mode, provided by an exemplary embodiment of this application; Figure 12 This is a schematic diagram illustrating a first terminal sending a lineup pre-configuration prompt message to a server in response to a triggering operation of a sharing control, provided by an exemplary embodiment of this application. Figure 13 This is a schematic diagram illustrating the display effect of a pre-configured lineup on a first terminal, provided in an exemplary embodiment of this application. Figure 14 This is a flowchart of a team invitation method executed by a second terminal, provided in an exemplary embodiment of this application; Figure 15 This is a schematic diagram illustrating a second terminal displaying a team invitation sent by a first account, provided in an exemplary embodiment of this application; Figure 16 This is a schematic diagram illustrating the display of pre-configuration prompt information for a second terminal, provided in an exemplary embodiment of this application. Figure 17 This is a schematic diagram of a second terminal displaying a role selection interface including pre-configuration prompt information and pre-configuration confirmation controls, provided in an exemplary embodiment of this application; Figure 18 This is a schematic diagram illustrating an exemplary embodiment of this application, showing the updating of a pre-configured confirmation control to an alternative recommended control; Figure 19 This is a structural block diagram of a team invitation device provided in an exemplary embodiment of this application; Figure 20 This is a structural block diagram of a team invitation device provided in another exemplary embodiment of this application; Figure 21 This is a schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0015] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0016] First, the terms used in the embodiments of this application will be introduced.
[0017] MOBA (Multiplayer Online Battle Arena) games: a core genre of multiplayer real-time online competitive games. In MOBA games, matches unfold in a two-team format, where players control corresponding virtual characters, combining skills and equipment, cooperating with teammates to clear minions, develop their characters, contest map resources, and gradually break through enemy defenses through roaming support, team fights, and strategic maneuvering. Ultimately, destroying the enemy's base crystal wins the match.
[0018] Character Selection Interface: During a game match, before entering the match scene, a virtual character selection interface is provided for players participating in the match, used to select the virtual character from the team's account that will actually participate in the match.
[0019] The Ban / Pick phase consists of two parts: banning and selecting. In the banning phase, players take turns banning specific virtual characters according to the rules in the character selection screen. Banned characters cannot be used by either side in the same match. In the selecting phase, both players select virtual characters in a fixed order to confirm their team compositions.
[0020] Character Lane Type: This type represents the lane a virtual character is assigned to on the game map. For example, each character lane type can correspond to the game's preset lanes such as the top lane, bottom lane, mid lane, jungle, and roaming. The character lane type defines the virtual character's main activity area, resource acquisition methods, and team responsibilities in the early stages of the game, serving as the basis for players' pre-selection communication, team composition, and in-game behavioral decisions.
[0021] See Figure 1 , Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application. The computer system may include: a first terminal 110, a server 120, and a second terminal 130.
[0022] The first terminal 110 runs an application 111 that supports a virtual environment. When the first terminal 110 runs the application 111, the user interface of the application 111 is displayed on the screen of the first terminal 110. The first terminal 110 is the terminal used by the first user 112, who uses the first terminal 110 to control a virtual character a located in the virtual environment. In some embodiments, the virtual character a is an actionable object controlled by the first user, such as a single character controlled by the first user, or a team controlled by the first user. Optionally, the virtual character is a three-dimensional model created based on animation skeletal technology. Each virtual character has its own shape and volume in the virtual environment and occupies a portion of the space in the virtual environment.
[0023] The second terminal 130 runs an application 131 that supports a virtual environment. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. The second terminal 130 is the terminal used by the second user 132, who uses the second terminal 130 to control the virtual character b located in the virtual environment. In some embodiments, the virtual character b is an actionable object controlled by the second user, such as a single character controlled by the second user, or a team controlled by the second user. Optionally, the virtual character is a three-dimensional model created based on animation skeletal technology. Each virtual character has its own shape and volume in the virtual environment and occupies a portion of the space in the virtual environment.
[0024] Optionally, the virtual characters controlled by the first user 112 and the second user 132 are in the same virtual environment. Optionally, the virtual characters controlled by the first user 112 and the second user 132 may belong to the same team, have a friend relationship, or have temporary communication permissions. Optionally, the virtual characters controlled by the first user 112 and the second user 132 may belong to different teams or have an adversarial relationship.
[0025] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different. The device types include at least one of the following: smartphones, tablets, smart TVs, in-vehicle terminals, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptops, and desktop computers.
[0026] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals can access the server 120. Optionally, one or more terminals may also be terminals corresponding to developers, on which a development and editing platform for applications supporting virtual environments is installed. Developers can edit and update applications on these terminals and transmit the updated application installation packages to the server 120 via wired or wireless networks. The first terminal 110 and the second terminal 130 can download the application installation packages from the server 120 to update the applications.
[0027] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.
[0028] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services for applications that support a 3D virtual environment. Optionally, server 120 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server 120 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0029] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by the first terminal 110, second terminal 130, and other terminals, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides multiple battle rooms for users to engage in battles, such as 1v1, 3v3, 5v5, and 1v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with the first terminal 110 and / or second terminal 130 via wireless or wired networks.
[0030] It should be noted that the above embodiments only illustrate the general architecture of a computer system. The system may also include more or fewer components, or combine certain components. This embodiment does not constitute a limitation in this regard.
[0031] The virtual character control method proposed in this application will be described below in conjunction with an introduction to MOBA games. However, the method proposed in this application can also be implemented in any other type of game or non-game program, such as any of the following: role-playing game (RPG) programs, first-person shooter (FPS) programs, third-person shooter (TPS) programs, 3D map programs, virtual reality (VR) programs, augmented reality (AR) programs, and simulation game (SLG) programs. This application makes no limitation in this regard.
[0032] In related technologies (such as MOBA games), after a player invites a friend to join a match, if the friend has not finished the previous round, the player can only remain on the static lobby screen waiting for the friend's match to end. When the other player finishes their match and they both enter the character selection screen, both sides usually only have a few tens of seconds to select their characters.
[0033] On the one hand, players may experience long waiting times while waiting for friends, and with nothing to do, they are prone to leaving the team, leading to player attrition. On the other hand, since the time spent actually in the character selection screen is extremely short, players usually communicate through typing, which is costly and makes it very difficult to create tactically deep character combinations.
[0034] Based on this, this application provides a team invitation method that can determine the pre-configured lineup through the lineup pre-configuration interface, thereby improving the efficiency of character selection in the actual character selection interface.
[0035] See Figure 2 , Figure 2 This is a flowchart of a team invitation method provided in an exemplary embodiment of this application. In some embodiments, the method is used to log in to a terminal (or first terminal) of a first account. The method includes the following steps.
[0036] Step 201: Display the lineup pre-configuration interface. The lineup pre-configuration interface is used to configure the virtual characters that different accounts in the team are expected to use in the game.
[0037] In some embodiments, the first terminal is logged in with a first account, which is the account corresponding to the first user; the second terminal is logged in with a second account, which is the account corresponding to the second user.
[0038] Optionally, the first and second accounts can belong to friends or have temporary communication permissions.
[0039] In some embodiments, during the pre-arranged team-up state, the first terminal displays the lineup pre-configuration interface. Here, the pre-arranged team-up state refers to the state after the first account invites a second account currently in a match to form a team.
[0040] In some embodiments, when the first account sends a team invitation to the second account and the second account is currently in a game, the first account and the second account enter the pre-arranged team-up state.
[0041] Regarding how the first account sends a team invitation to the second account, for example, the first account can click the team invitation control in the team waiting interface to invite the second account to join the team.
[0042] As an example only, the team waiting interface may include the account identifiers of each account that supports invitations (such as the account name, account avatar, or account ID of the account that is friends with the first account). When the first user selects the account identifier in the team waiting interface and clicks the team invitation control, the first account sends a team invitation to the second account.
[0043] Regarding how the first account sends a team invitation to the second account, for example, the first account can also click the team invitation control in the friend list to invite the second account to team up.
[0044] As an example only, the friend list may include account identifiers of each friend account of the first account, as well as a team invitation control. When the first user selects an account identifier in the friend list and clicks the team invitation control, the first account sends a team invitation to the second account.
[0045] Regarding the specific method of the first account inviting the second account, other possible methods can also be used, and there are no restrictions on this.
[0046] In some embodiments, the number of accounts in the same team can be 2, or any number greater than 2, for example, 5.
[0047] Therefore, in addition to inviting the second account, the first account can also invite other accounts to team up simultaneously (or sequentially). For example, the first account can invite the second and third accounts to team up at the same time, or the first account can first invite the second account to team up, and then continue to invite the fourth account to team up by clicking the team invitation control. There are no restrictions on this.
[0048] In some embodiments, when a first account sends a team-up invitation to a second account, the second account accepts the invitation, and the second account is currently in a game, the first account and the second account enter a pre-arranged team-up state. The first account can also be referred to as the inviting party, and the second account can also be referred to as the invited party.
[0049] In some embodiments, during the pre-arranged team formation state, the first terminal corresponding to the first account displays the lineup pre-configuration interface.
[0050] In other embodiments, the first terminal may also display a pre-configuration interface for the team composition before the first account sends a team invitation to the second account, thereby enabling the first account to pre-configure the team composition before inviting the second account to join the team. The pre-configuration interface is used to configure the virtual characters that different accounts in the team are expected to use during the game.
[0051] The team is the team that the first account invites the second account to join (or the team that the first account belongs to).
[0052] Optionally, the lineup pre-configuration interface can be used only to configure the virtual characters that the inviter (first account) and the invitee (such as the second account) are expected to use in the game.
[0053] Optionally, the lineup pre-configuration interface can also be used to configure the virtual characters that each account in the team (e.g., a total of 5 accounts) is expected to use in the game.
[0054] In addition to the inviter (first account) and the invitee (such as the second account), the other accounts in the team can be determined through random team formation and are accounts that do not have a friend relationship with the first account and the second account.
[0055] Step 202: In response to the configuration operation in the lineup pre-configuration interface, determine the pre-configured lineup, which includes virtual characters configured for at least two accounts in the team to be used in the game.
[0056] Regarding the specific format of the configuration operations in the team composition pre-configuration interface, in one possible scenario, the interface may display drop-down menus corresponding to accounts within the team. These drop-down menus may offer multiple selectable virtual characters for each account. The first user can configure the virtual character intended for use by that account in a match by selecting a virtual character from the drop-down menu. For example, the first user clicks the drop-down menu corresponding to the second account and selects virtual character A from the drop-down menu as the virtual character intended for use by the second account in a match.
[0057] Regarding the specific form of the configuration operation in the lineup pre-configuration interface, in another possible scenario, the lineup pre-configuration interface can display the character identifiers (such as character avatars) of candidate characters and the corresponding slots for the account. The first user can configure the first account as the virtual character B to be used in the game by dragging the character avatar of virtual character B to the slot corresponding to the first account.
[0058] Regarding the specific form of configuration operations in the lineup pre-configuration interface, in another possible scenario, the lineup pre-configuration interface can also adopt a random configuration method to configure the virtual characters that the accounts in the team are expected to use in the game. For example, the first terminal can obtain a pre-configured combination of virtual characters from the server, and randomly assign different virtual characters in the combination to the virtual characters that different accounts in the team are expected to use in the game.
[0059] It should be noted that, in some embodiments, in response to the configuration operation in the lineup pre-configuration interface, the virtual characters that different accounts are expected to use in the game are mutually compatible in the determined pre-configured lineup.
[0060] Regarding the specific form of mutual adaptation between the virtual characters that different accounts intend to use in a match, optionally, at least two accounts may have a beneficial effect on the virtual characters they intend to use in a match. For example, a 20% damage bonus against enemy virtual characters, or a 15% increase in defensive attributes for friendly virtual characters.
[0061] Regarding the specific form of mutual adaptation between virtual characters that different accounts are expected to use in a match, optionally, at least two accounts may have virtual characters that complement each other. For example, one virtual character may be a defensive virtual character, and the other may be an offensive virtual character.
[0062] Regarding the specific form of mutual adaptation between virtual characters expected to be used by different accounts in a match, optionally, at least two accounts should have skill synergy between the virtual characters expected to be used in a match. For example, at least two accounts should support the use of character synergy skills between the virtual characters expected to be used in a match (such as two virtual characters jointly releasing a synergy ultimate skill, while the synergy ultimate skill cannot be used when using only one virtual character).
[0063] Regarding the specific form of compatibility between virtual characters intended to be used by different accounts in a match, optionally, at least two accounts may have similarities in storyline or character design between the virtual characters intended to be used in a match. For example, one virtual character could be Lü Bu, and the other could be Diao Chan. Alternatively, the three virtual characters could be Liu Bei, Guan Yu, and Zhang Fei.
[0064] Step 203: In response to the sharing operation of the pre-configured lineup, send a lineup pre-configuration prompt message to the second account. The lineup pre-configuration prompt message is used to prompt the pre-configured lineup. The second account is the account that is teamed up with the first account and is currently in a game.
[0065] Optionally, the pre-configured prompt information may include the team ID, the account ID of the account in the team (such as the first account and the second account), and the character ID of the virtual character that the account is expected to use in the game.
[0066] Regarding the specific form of sharing the pre-configured lineup, in some embodiments, the lineup pre-configuration interface includes a sharing control. When the first user clicks the sharing control, the first terminal receives the sharing operation for the pre-configured lineup.
[0067] Regarding the specific form of the sharing operation of the pre-configured lineup, in some embodiments, when the display duration of the pre-configured interface reaches the display duration threshold (e.g., 30 seconds), the first terminal receives the sharing operation of the pre-configured lineup.
[0068] Regarding the specific form of sharing the pre-configured lineup, in some embodiments, the first user may also perform the sharing operation through shortcut key operation, gesture operation, voice operation, or any other possible method, without limitation.
[0069] In one possible scenario, the first account can send a team invitation to the second account in advance. If the second account agrees to the team invitation and is currently in a game, both the first and second terminals enter the pre-registration team-up state. The first terminal corresponding to the first account displays the team composition pre-configuration interface. The first account confirms the pre-configured team composition by performing configuration operations in the team composition pre-configuration interface. In response to the sharing operation of the pre-configured team composition, a team composition pre-configuration prompt message is sent to the second account. When the second account finishes the game, both the first and second terminals display the character selection interface, and perform the character selection operation in the character selection interface based on the team composition pre-configuration prompt message.
[0070] In another possible scenario, while the second account is currently engaged in a match, the first account can first determine a pre-configured lineup by performing a configuration operation in the lineup pre-configuration interface before sending a team invitation to the second account. In response to the sharing operation of the pre-configured lineup, the first account sends a team invitation to the second account containing lineup pre-configuration prompt information. If the second account accepts the team invitation and ends the match, both the first and second terminals display a character selection interface and perform a character selection operation based on the lineup pre-configuration prompt information. In some embodiments, after receiving the lineup pre-configuration prompt information sent by the first account, the second terminal corresponding to the second account can display the lineup pre-configuration prompt information.
[0071] As an example only, the second terminal can display pre-configured lineup prompts in the game environment of the second account's current game, even if the second account has not exited the current game. For example, the second terminal can display "Your friend has pre-configured a perfect lineup" or "Your friend and I have pre-configured a lineup of 'virtual character A' and 'virtual character B'" in the message bar of the second account's current game environment, so that the second user of the second account can know the lineup configurations pre-configured by the first user of the first account for both accounts.
[0072] As an example, the second terminal can also display pre-configured prompts in the character selection interface when the second account exits the current game, joins the team of the first account, and enters the team's character selection screen. For instance, when the second account exits the current game, joins the team of the first account, and enters the team's character selection screen, the second terminal displays a card for virtual character A and says, "Your friend has pre-configured virtual character A for you. Click to confirm and use virtual character A now." Thus, the second account can quickly claim the virtual character it intends to use in the game based on the pre-configured prompts. If the first account also claims the virtual character it intends to use in the game, the first and second accounts can then play a match based on the pre-configured lineup, achieving a team composition between the first and second accounts.
[0073] In addition, the second terminal corresponding to the second account can display the pre-configured team lineup information in any other possible way. For example, the second terminal can display the character names of the virtual characters expected to be used in the game for different accounts in the pre-configured team lineup information, etc., without any restrictions.
[0074] In some embodiments, the second terminal corresponding to the second account may only display the character information of the virtual character that the second account is expected to use in the game, as shown in the lineup pre-configuration prompt information; in other embodiments, the second terminal corresponding to the second account may also display the character information of the virtual characters that each account in the team is expected to use in the game, as shown in the lineup pre-configuration prompt information, without limitation.
[0075] In summary, the first account performs configuration operations through the pre-configuration interface displayed on the first terminal, configuring the virtual characters that different accounts in the team (such as the first account and the second account) are expected to use in the game, forming a pre-configured team lineup, and sending a pre-configuration prompt message to the second account to remind it to pre-configure the lineup. This improves the utilization of the first account's waiting time when the second account is in a team and currently in a game, avoiding account churn during the waiting period and improving the efficiency of subsequent character selection. Furthermore, the first account, through the pre-configuration interface displayed on the first terminal, configures the virtual characters that different accounts in the team are expected to use in the game. Virtual characters can be combined and matched to create character combinations that provide buffs, complement each other's functions, and offer a certain depth of strategic gameplay. When the first account shares the pre-configured lineup information to the second account, the second account can then select characters based on this information. When both the first and second accounts can select the virtual characters they wish to use in the actual game from the pre-configured lineup, they can then play the game using the pre-configured lineup. This solves the pain points of short communication time and low account coordination in related technologies, thus improving the efficiency of lineup configuration.
[0076] See Figure 3 , Figure 3 This is a schematic diagram of a display lineup pre-configuration interface provided in an exemplary embodiment of this application.
[0077] like Figure 3 As shown, in some embodiments, in the reservation team state, the first terminal corresponding to the first account displays the team waiting interface 310.
[0078] The team waiting interface 310 displays the account identifier 311 of player 1 (i.e., the first account) who is currently in the pre-registration team state, and the account identifier 312 of player 2 (i.e., the second account) who is currently invited by player 1.
[0079] Optionally, the team-up waiting interface 310 also includes an invitation bar 313, which includes account identifiers of accounts that the first account can invite, such as the account identifiers of the first account's friends. The first account can click on the account identifiers in the invitation bar 313 to continue inviting other accounts to join the team.
[0080] The team formation waiting interface includes a lineup pre-configuration control 314.
[0081] In some embodiments, the lineup pre-configuration interface is displayed in response to a triggering operation on the lineup pre-configuration control.
[0082] For example, when the first user of the first account clicks on the lineup pre-configuration control 314 displayed in the team waiting interface 310, the first terminal will switch the team waiting interface 310 to the lineup pre-configuration interface 320. The first user can pre-configure the virtual characters that different accounts in the team are expected to use in the game in the lineup pre-configuration interface 320.
[0083] Regarding the specific method of implementing lineup pre-configuration in the lineup pre-configuration interface, in some embodiments, in response to the role specification operation in the lineup pre-configuration interface, the virtual character specified by the role specification operation is determined as the virtual character that the account in the team is expected to use in the game.
[0084] For illustrative purposes only, the role assignment operation can be the selection of the role identifier in the drop-down menu bar corresponding to the account.
[0085] For example only, the character assignment operation can be a drag operation that moves a candidate character from the candidate character area to the slot corresponding to the account.
[0086] The following text uses drag-and-drop operation for character designation as an example to explain the specific method for pre-configuring the lineup.
[0087] See Figure 4 , Figure 4 This is a schematic diagram illustrating the role assignment operation through drag-and-drop operation, provided by an exemplary embodiment of this application.
[0088] In some embodiments, the lineup pre-configuration interface includes a slot area, which includes different slots corresponding to different accounts in the team.
[0089] like Figure 4 In the game, the slot area is the "team recommendation area" displayed in the lineup pre-configuration interface. The slot area includes the slots corresponding to the 5 accounts in the team. For example, the first account (player 1) corresponds to the first slot 411.
[0090] The first slot corresponding to the first account displays the account identifier of the first account.
[0091] Optionally, the account identifier may include at least one of the following: account name, account avatar, account ID, etc.
[0092] like Figure 4 In the middle, the first slot 411 displays the player name "Player 1", indicating that the first slot 411 corresponds to Player 1 (the first account).
[0093] Regarding the method of determining the slot corresponding to the account, in some embodiments, different slots in the slot area correspond to different role positioning types. When the role positioning type selected by the first account belongs to the first role positioning type, the first terminal determines the first slot corresponding to the first role positioning type and displays the account identifier of the first account in the first slot in the slot area of the lineup pre-configuration interface.
[0094] Optionally, the role positioning type can be the role lane type (such as different role lane types such as solo, jungle, mid lane, marksman, support, etc.).
[0095] Optionally, the role positioning type can be the role attribute type (such as witch, warrior, commoner, etc., different role attribute types).
[0096] Optionally, the role positioning type can also be the role order type (such as position 1 assist type, position 2 assist type, position 3 defense type, etc.).
[0097] Regarding the selection of role positioning type, in some embodiments, the first account can select the first role positioning type corresponding to the first account in the team invitation interface, or the first account can also use any other possible method to select the first role positioning type corresponding to the first account before entering the lineup pre-configuration interface, or when entering the lineup pre-configuration interface, without any restrictions.
[0098] For example, when the first account selects the "Marksman" role type, the first terminal determines that the first slot 411 corresponding to the "Marksman" role type is the slot corresponding to the first account, and displays the account name "Player 1" of the first account in the first slot 411.
[0099] In some embodiments, in response to the character assignment operation for the first slot in the lineup pre-configuration interface, the virtual character specified by the character assignment operation is determined as the virtual character that the first account is expected to use in the game, and the character identifier of the virtual character specified by the character assignment operation is displayed in the first slot.
[0100] In some embodiments, the lineup pre-configuration interface also includes a candidate character area.
[0101] The candidate role area includes different candidate roles.
[0102] like Figure 4 In the candidate character area, the character portraits of 20 candidate characters are displayed (namely portrait 1, portrait 2 to portrait 20). Among them, portrait 4 is the portrait of candidate character 421.
[0103] In some embodiments, in response to a drag operation that drags a first candidate character from the candidate character area to a first slot, the first terminal determines the first candidate character specified by the drag operation as the virtual character that the first account intends to use in the game.
[0104] like Figure 4 In the process, when the first user performs a drag operation and drags the character avatar 4 (i.e. the first candidate character) of candidate character 421 to the first slot 411, the first terminal determines candidate character 421 as the virtual character that the first account intends to use in the game, and displays the character identifier (such as the character avatar) of the virtual character (i.e., candidate character 421) specified by the character specification operation (i.e. drag operation) in the first slot 411.
[0105] In this embodiment, by dragging the candidate character in the candidate character area to the first slot corresponding to the first account, the virtual character that the first account is expected to use in the game can be selected, which helps to pre-configure the lineup in the future.
[0106] In some embodiments, the first terminal may perform lineup configuration completion based on at least one virtual character specified by the role-specifying operation to obtain a completed virtual character, and determine a pre-configured lineup based on at least one virtual character specified by the role-specifying operation and the completed virtual character.
[0107] For example, in the case of dragging and dropping and specifying the virtual character that the first account intends to use in the game as candidate character 421, the first terminal can automatically perform lineup configuration completion based on candidate character 421 to obtain the completed virtual character.
[0108] Optionally, the first terminal can perform lineup configuration completion based on candidate character 421 for the virtual character that the second account is expected to use in the game, and obtain the completed virtual character corresponding to the second account.
[0109] Optionally, the first terminal can also perform lineup configuration completion for the virtual characters expected to be used in the game by the remaining 4 accounts in the team (including the second account and the other 3 accounts) based on candidate character 421, and obtain the completed virtual character corresponding to the second account.
[0110] In this embodiment, the process of completing the lineup configuration is introduced by taking the example of the first terminal performing lineup configuration completion on the virtual character expected to be used by the second account in the game based on the candidate character 421, and obtaining the completed virtual character corresponding to the second account.
[0111] Regarding the method of completing the lineup configuration, in some embodiments, the first terminal determines the degree of role matching between at least one virtual character specified by the role designation operation and the commonly used virtual characters of the account in the team.
[0112] Among them, commonly used virtual characters are those whose account usage frequency in the team exceeds the frequency threshold.
[0113] As an example only, the first terminal can obtain the account information of the second account from the server, wherein the account information includes the historical frequency of use of the virtual characters used by the second account.
[0114] The first terminal identifies virtual characters whose historical usage frequency exceeds a frequency threshold (e.g., 3 times) as frequently used virtual characters for the second account.
[0115] In some embodiments, the first terminal determines the degree of role matching between at least one virtual role (such as candidate role 421) specified by the role designation operation and the commonly used virtual roles of the second account.
[0116] Regarding the calculation method for character matching degree, optionally, the first terminal can determine whether there is a beneficial effect between at least one virtual character specified by the character-specified operation (such as candidate character 421) and each virtual character in the frequently used virtual characters of the second account, and determine the benefit score according to the magnitude of the benefit. For example, if the damage bonus to the enemy virtual character is 20% between the two, the benefit score is 20 points; if the bonus is 30%, the benefit score is 30 points.
[0117] Regarding the calculation method for role matching degree, optionally, the first terminal can determine whether at least one virtual character specified by the role-specified operation (such as candidate character 421) has a complementary effect with each of the commonly used virtual characters in the second account, and determine the complementary score based on the degree of interaction. For example, if one virtual character is a defensive virtual character and the other is an offensive virtual character, the complementary score is 30 points; if both are defensive virtual characters, the complementary score is 5 points.
[0118] Regarding the calculation method for character matching degree, optionally, the first terminal can determine whether there is a skill synergy between at least one virtual character specified by the character-specified operation (such as candidate character 421) and each virtual character among the commonly used virtual characters of the second account, and determine the synergy score based on the synergy effect. For example, if at least two accounts support the use of character synergy skills between the virtual characters they intend to use in the game, the synergy score is 80 points; otherwise, the synergy score is 0 points.
[0119] Regarding the calculation method for character matching degree, optionally, the first terminal can determine the compatibility characteristics in terms of plot or character design between at least one virtual character specified by the character designation operation (such as candidate character 421) and each virtual character among the commonly used virtual characters of the second account, and determine the matching score based on the degree of compatibility. For example, if there is compatibility in terms of plot or character design, the matching score is 10 points; otherwise, it is 0 points.
[0120] In some embodiments, the first terminal calculates the sum of gain score, complementarity score, linkage score and fit score as the degree of role matching between at least one virtual character (such as candidate character 421) specified by the first terminal in the role designation operation and each virtual character in the commonly used virtual characters of the second account.
[0121] In some embodiments, the first terminal determines commonly used virtual characters whose role matching degree meets the matching requirements as supplementary virtual characters.
[0122] Regarding the specific form of the matching requirements, for example, the first terminal determines the most frequently used virtual character with the highest character matching degree as the supplementary virtual character corresponding to the second account.
[0123] Regarding the specific form of the matching requirements, for example, the first terminal randomly selects a virtual character from commonly used virtual characters whose character matching degree reaches the matching degree threshold, and uses it as the supplementary virtual character corresponding to the second account.
[0124] In some embodiments, the first terminal can automatically complete the lineup configuration for the second account after the first account completes the role assignment operation.
[0125] In other embodiments, the first terminal may also provide a completion control, and in response to a triggering operation of the completion control, the first terminal automatically performs lineup configuration completion.
[0126] In addition, the first terminal can be triggered to automatically complete the lineup configuration through shortcut keys, gesture operations, etc., without any restrictions.
[0127] See Figure 5 , Figure 5 This is a schematic diagram illustrating the execution of lineup configuration completion for a second account, provided by an exemplary embodiment of this application.
[0128] like Figure 5As shown, the slot area includes a first slot 511 corresponding to the first account (player 1) and a second slot 512 corresponding to the second account (player 2). When the first user performs a drag operation and drags a candidate character 521 from the candidate character area to the first slot 511, the first terminal identifies the candidate character 521 as the virtual character that the first account intends to use in the game, and displays the character identifier (such as a character avatar) of the candidate character 521 in the first slot 511.
[0129] Simultaneously, the first terminal automatically completes the lineup configuration for the second account. The first terminal calculates the character matching degree between the second account's frequently used virtual characters and candidate characters 521, and determines the frequently used virtual character with the highest character matching degree as the completed virtual character corresponding to the second account, displaying the character identifier (such as the character's avatar) of the completed virtual character in the second slot 512. The completed virtual character corresponding to the second account is the virtual character that the second account intends to use in the game.
[0130] like Figure 5 In the process, the first terminal will use candidate character 521 as the virtual character that the first account is expected to use in the game, and will use the complete virtual character as the virtual character that the second account is expected to use in the game, and will determine candidate character 521 and complete virtual character as the pre-configured lineup.
[0131] In this embodiment, when the first account performs a role assignment operation on the first slot to specify the virtual character that the first account intends to use in the game, the terminal automatically calculates the virtual character with the highest role matching degree with the virtual character that the first account intends to use in the game, and uses it as the supplementary virtual character for the second account. This allows the supplementary virtual character to form a high degree of synergy with the virtual character that the first account intends to use in the game, thereby improving the configuration efficiency and accuracy of the pre-configured lineup.
[0132] It should be noted that, in addition to automatic completion via the terminal, the first account (or other accounts in the team) can also assign roles to the second account to form a pre-configured lineup.
[0133] In some embodiments, the first account may perform at least two role execution operations, each for assigning a virtual role to at least two accounts to be used in a match.
[0134] In some embodiments, the first terminal determines a pre-configured lineup based on at least two virtual characters specified by the role-specification operation.
[0135] See Figure 6 , Figure 6This is a schematic diagram illustrating, in an exemplary embodiment of this application, a first account performing two role execution operations to specify the virtual roles that the first account and the second account are expected to use in a game.
[0136] like Figure 6 As shown, the slot area in the lineup pre-configuration interface includes the first slot 611 corresponding to the first account and the second slot 612 corresponding to the second account.
[0137] When the first user performs the role assignment operation for the first time, the candidate role 621 in the candidate role area is dragged to the first slot 611. Therefore, the first terminal determines the candidate role 621 as the virtual role that the first account intends to use in the game, and displays the role identifier (such as the character avatar) of the candidate role 621 in the first slot 611.
[0138] When the first user performs the role assignment operation for the second time, the candidate role 622 in the candidate role area is dragged to the second slot 612. Therefore, the first terminal determines the candidate role 622 as the virtual role that the second account is expected to use in the game, and displays the role identifier (such as the character avatar) of the candidate role 622 in the second slot 612.
[0139] After completing two second-role execution operations, the first terminal determined candidate role 621 and candidate role 622 as the pre-configured lineup.
[0140] In this embodiment, by performing two drag-and-drop operations (character designation operations) with the first account, the virtual characters to be used by the first and second accounts in the game can be configured to obtain a pre-configured lineup. This gives the player on the first account something to do while waiting, allowing them to complete tactical simulations in advance through visual drag-and-drop. This not only effectively utilizes the waiting time but also significantly reduces the player churn rate during the team formation waiting period.
[0141] In addition to configuring only the virtual characters intended for use by the first and second accounts in the game, you can also configure the virtual characters intended for use by different accounts in the team (e.g., a total of 5 accounts) in the game to form a pre-configured lineup.
[0142] The first account can perform multiple character-specific operations (such as a total of 5 drag operations) to achieve pre-configuration of different accounts in the team.
[0143] Alternatively, the first account can perform at least one role designation operation (such as specifying only the virtual character that the first account intends to use in the game), and the first terminal or server can automatically complete the virtual characters that the remaining accounts intend to use in the game.
[0144] Alternatively, the first account and other accounts in the team (such as the third account) can collaborate to determine the virtual characters that different accounts in the team are expected to use in the game.
[0145] Alternatively, the first terminal or server can specify the virtual characters that different accounts in the team are expected to use in the game.
[0146] In this embodiment, the configuration process of the pre-configured lineup is explained by taking the example of specifying one virtual character to be used by one account in the game, and the remaining multiple accounts being automatically filled in by the terminal or server.
[0147] In some embodiments, the first account performs a role assignment operation at least once in the pre-configuration interface to configure at least one account in the team, and the first terminal determines the at least one virtual character indicated by the role assignment operation as the virtual character that at least one account is expected to use in the game.
[0148] See Figure 7 , Figure 7 This is an exemplary embodiment of the present application, illustrating the virtual character that one of the accounts in a designated team is expected to use in a game, with the remaining accounts being automatically filled in by the terminal or server.
[0149] like Figure 7 As shown, the slot area in the pre-configuration interface includes the first slot 712 corresponding to the first account, and the slots corresponding to the remaining 4 accounts in the team, including slots 711, 713, 714 and 715.
[0150] In some embodiments, when the first user corresponding to the first account performs a drag operation to drag the candidate character 721 in the candidate character area to the first slot 712, the first terminal determines the candidate character 721 as the virtual character that the first account intends to use in the game, and displays the character avatar of the candidate character 721 in the first slot 712.
[0151] In some embodiments, the first terminal inputs at least one virtual character specified by the role assignment operation into the role completion model to obtain the completed virtual character output by the role completion model.
[0152] Optionally, the role completion model can be either a model deployed on the server or a model deployed on the first terminal; there are no restrictions on this.
[0153] In some embodiments, the role completion model is trained based on training samples.
[0154] The training samples include input roles and completion roles, and the role matching degree between the input roles and completion roles meets the matching requirements.
[0155] As an example only, the server can obtain the winning team's lineup information from historical match records, and determine a portion of the virtual characters in the obtained team's lineup information as sample input characters, and determine the remaining virtual characters in the obtained team's lineup information as sample completion characters.
[0156] As an example only, the server can also calculate the degree of role matching between different virtual roles, and identify virtual roles whose role matching degree meets the matching requirements (e.g., greater than the matching degree threshold) as sample input roles and sample completion roles.
[0157] After obtaining the input role and the completed role from the sample, the server can train the role completion model using the training samples.
[0158] In one possible scenario, players may frequently change the virtual character they specify in the pre-configuration interface (for example, dragging a certain archer character to the slot, then immediately removing it if they feel it's not suitable). If the character completion model is requested for each operation, it will cause excessive server pressure.
[0159] Therefore, in some embodiments, if no updated role assignment operation is received within a preset time period after the role assignment operation is completed, the first terminal sends a role completion request to the server.
[0160] The server is used to input at least one virtual character specified in the role completion request into the role completion model and obtain the completed virtual character output by the role completion model.
[0161] Optionally, the preset duration is the duration pre-set by the first terminal, such as 500 milliseconds. By setting a delay window of 500 milliseconds, the terminal will only send the character completion request to the server if the player places the character in the slot and there are no subsequent changes after 500 milliseconds.
[0162] After the virtual characters are determined, the server will return the completed virtual characters to the primary account. The primary terminal will then display the completed virtual characters for each of the remaining accounts in the slots of the team within the pre-configuration interface.
[0163] like Figure 7 In the first terminal, slots 711, 713, 714 and 715 in the pre-configuration interface display the character avatars of the remaining 4 accounts corresponding to the completed virtual characters.
[0164] The first terminal determined candidate character 721, along with the four supplementary virtual characters corresponding to the remaining four accounts, as the pre-configured lineup for the team.
[0165] In this embodiment, the role completion model can recommend virtual characters that match the virtual characters specified by the role specified by the first account, thereby achieving efficient matching of the pre-configured lineup and improving the quality of the pre-configured lineup.
[0166] In some embodiments, after the lineup configuration is completed via a terminal or server, the first terminal may also display the reason for the completion to inform the player of the reason for the lineup configuration completion, thereby helping the player understand the reason for the configuration completion.
[0167] In some embodiments, the lineup pre-configuration interface includes a lineup information area. The first terminal can display the reason for completion in the lineup information area.
[0168] The reason for the completion is to use virtual characters to complete the lineup configuration of the specified virtual characters for the specified operation.
[0169] See Figure 8 , Figure 8 This is a schematic diagram of the lineup information area in the lineup pre-configuration interface provided in an exemplary embodiment of this application.
[0170] like Figure 8 As shown, before the first account performs the role assignment operation, the lineup information area 810 in the lineup pre-configuration interface displays the text "Please select a character and drag it to the left" to prompt the first account to perform the role assignment operation.
[0171] During the process of the first account performing the character assignment operation (dragring candidate character 4 to the slot corresponding to player 1), the first terminal can update the content displayed in the lineup information area 810 of the lineup pre-configuration interface with the introduction information of candidate character 4. For example, the character name, character skills, and other information of candidate character 4, for the first account's reference.
[0172] After the first account completes the character designation operation, the first terminal performs lineup configuration completion to complete the virtual character that player 2 intends to use in the game. At the same time, the first terminal displays the completion reason "Recommended reason: A combination of marksmen with ultra-long range and accurate sniping, damage +20%" in the lineup information area 810 of the lineup pre-configuration interface, informing the user of the reason for using virtual character completion to complete the lineup configuration for the virtual character specified in the character designation operation.
[0173] In one possible scenario, the lineup information area can still be utilized even if the pre-configured lineup is not obtained by performing lineup configuration completion.
[0174] In some embodiments, the first terminal displays lineup configuration details between different virtual characters in the pre-configured lineup in the lineup information area.
[0175] The lineup configuration details include at least one of the following: details of the buffs provided by the pre-configured lineup and details of the lineup skills of the pre-configured lineup.
[0176] For example only, the buff details of a pre-configured lineup can be "Damage +20%", "Defense +50%" or "Can use combo skills", and the lineup skill details of a pre-configured lineup can be "Press A to release combo skills".
[0177] In this embodiment, by displaying the lineup information area in the pre-configuration interface, the user can be informed of the virtual character's character information, the reason for completing the lineup configuration for the specified virtual character, the details of the buffs brought by the pre-configured lineup, and the details of the lineup skills of the pre-configured lineup. This helps to inform the user of information related to pre-configuration so that the user can make decisions, thereby improving the efficiency and quality of lineup pre-configuration.
[0178] In one possible scenario, while the first account is waiting for the second account, other accounts (such as a third account) may join the team. In this case, in order to improve the efficiency of pre-configuration of the lineup, the first account and other accounts can be allowed to perform the role assignment operation to assign the virtual role that is expected to be used in the game to different accounts.
[0179] In some embodiments, when a third account joins the team, the first terminal switches the lineup pre-configuration interface to collaborative editing mode.
[0180] Among them, the lineup pre-configuration interface in collaborative editing mode supports the character specification operation to be performed by at least two accounts.
[0181] To avoid conflicts caused by at least two players editing lineups online simultaneously, this embodiment can provide an anti-conflict mechanism.
[0182] In some embodiments, in response to the character assignment operation for a specified account in the team configuration interface, in collaborative editing mode, the virtual character specified by the character assignment operation is determined as the virtual character that the specified account is expected to use in the game.
[0183] Among them, the virtual character that the designated account intends to use in the game is prohibited from being modified by other accounts during a preset period of time. Other accounts are those other than the first account in the team.
[0184] Optionally, the specified account can be the first account or an account other than the first account, such as the first account, the third account, etc.
[0185] In one possible scenario, in response to the operation of specifying the role of a specific account in the team in the lineup configuration interface, the first terminal corresponding to the first account sends a lock request to the server corresponding to the specified account.
[0186] Optionally, the lock request may include the account identifier (such as account ID), the request timestamp, and the lock duration (such as 3s).
[0187] The server is used to send a notification to other accounts that the specified account is prohibited from operation based on the lock request.
[0188] Optionally, the prohibited operation notification may include the account identifier of the specified account (such as account ID), the request timestamp, and the lock duration (such as 3 seconds).
[0189] The "Do Not Perform" notification is used to control other accounts to prevent them from performing role-specific operations on a specified account within a preset time period.
[0190] For example, the preset time period can start from the request timestamp in the lock request and continue for a duration (such as 3 seconds).
[0191] As an example, if the first account performs a role selection operation on the second account at 12:56:00, the first terminal corresponding to the first account sends a lock request to the server. The lock request includes the second account's account ID, the request timestamp 12:56:00, and the lock duration (e.g., 3 seconds). After receiving the lock request, the server sends a prohibition notification corresponding to the second account to other accounts in the team that have entered the lineup configuration interface (e.g., the third account). This prohibition notification includes the second account's account ID, the request timestamp 12:56:00, and the lock duration (e.g., 3 seconds). Therefore, the third account is prohibited from performing role-specific operations on the second account during the preset time period from 12:56:00 to 12:56:03.
[0192] For example, when a third account drags a candidate character from the candidate character area to the slot corresponding to the second account during the preset time period of 12:56:00 to 12:56:03, the slot corresponding to the second account will trigger UI vibration and prompt "teammate is operating".
[0193] See Figure 9 , Figure 9 This is a schematic diagram of an anti-collision mechanism in a collaborative editing mode provided by an exemplary embodiment of this application.
[0194] When a third account (player 3) joins the team and enters the lineup configuration interface, the lineup configuration interface displayed on the third terminal corresponding to the third account enters collaborative editing mode.
[0195] like Figure 9 As shown, the slot area of the lineup configuration interface displayed on the third terminal corresponding to the third account includes the first slot 911 corresponding to player 3 (third account), the second slot 912 corresponding to player 1 (first account), and the third slot 913 corresponding to player 2 (second account).
[0196] When the third user corresponding to the third account performs a drag operation during the preset time period of 12:56:00~12:56:03, dragging candidate character 921 from the candidate character area to the third slot 913 corresponding to player 2 (second account), the third terminal corresponding to the third account displays "teammate is operating" in the third slot 913 and prohibits the third user from performing character assignment operations on the second account during the preset time period. This ensures that the first user's character assignment operation on the second account is successfully completed, thus realizing the anti-conflict mechanism.
[0197] Outside of the preset time period (e.g., at 12:56:04 and thereafter), a third account can perform role-assigning operations on a second account.
[0198] In one possible scenario, in collaborative editing mode, if the virtual character that the first account intends to use in a match is identified as the first virtual character by another account, the first virtual character that the first account intends to use in the match is removed in response to a character removal operation.
[0199] Among them, the other accounts are those other than the first account in the team.
[0200] Optionally, the character removal operation can be a trigger operation on the removal control, or it can be a shortcut key or gesture operation, without any restrictions.
[0201] See Figure 10 , Figure 10 This is a schematic diagram of a role removal operation provided in an exemplary embodiment of this application.
[0202] like Figure 10 As shown, in the slot area of the lineup configuration interface displayed on the first terminal corresponding to the first account, there is the first slot 1011 corresponding to the first account.
[0203] In collaborative editing mode, when an account other than the primary account (such as a third account) performs a role assignment operation on the primary account, the first slot 1011 corresponding to the primary account displays the avatar of the virtual character corresponding to the role assignment operation instruction. Simultaneously, the first slot 1011 also displays the words "Teammate Selected," informing the primary user that the virtual character was assigned by a teammate. A removal control 1010 is also displayed in the first slot 1011. If the primary user is dissatisfied with the virtual character assigned by their teammate, they can remove the primary virtual character intended for use in the match by triggering the removal control 1010.
[0204] It should be noted that, in one possible scenario, the player's account has the highest editing authority over the virtual character that the player's account intends to use in the game. That is, the player's account can delete any virtual character configured by another player's account that the player's account intends to use in the game.
[0205] In one possible scenario, to further improve the efficiency of lineup pre-configuration, in some embodiments, the first terminal displays interactive controls in the lineup pre-configuration interface in collaborative editing mode.
[0206] The interactive controls are used by at least two accounts to communicate the selection of a pre-configured lineup through at least one of the following communication methods: voice communication and text communication.
[0207] For example, the interactive control can be a voice interaction control, used to enable voice communication between at least two accounts in the lineup pre-configuration interface.
[0208] For example, interactive controls can be text-based interactive controls, used to enable text communication between at least two accounts in the lineup pre-configuration interface.
[0209] See Figure 11 , Figure 11 This is a schematic diagram of the display of interactive controls in the lineup pre-configuration interface in collaborative editing mode, provided by an exemplary embodiment of this application.
[0210] like Figure 11 As shown, the lineup pre-configuration interface in the collaborative editing mode displayed on the first terminal includes a voice interaction control 1101 for enabling voice communication between at least two accounts in the lineup pre-configuration interface; a text interaction control 1102 for enabling text communication between at least two accounts in the lineup pre-configuration interface; and an emoji interaction control 1103 for enabling emoji communication between at least two accounts in the lineup pre-configuration interface.
[0211] It should be noted that the various methods of determining the pre-configured lineup provided in the above embodiments are only possible implementations. In actual applications, each account in the team can also modify or reset the determined pre-configured lineup, and there are no restrictions on this.
[0212] In some embodiments, in response to a sharing operation of a pre-configured lineup, the first terminal sends a lineup pre-configuration prompt message to the server.
[0213] The pre-configured lineup information includes the team identifier, the account identifiers of at least two accounts in the team, and the pre-configured lineup.
[0214] The server is used to send lineup pre-configuration prompts to other accounts in the team, so that other accounts can pre-configure their lineups based on the lineup pre-configuration prompts.
[0215] Optionally, the lineup configuration interface also includes a sharing control. In response to the triggering operation of the sharing control, the first terminal sends a lineup pre-configuration prompt message to the server.
[0216] See Figure 12 , Figure 12 This is a schematic diagram illustrating a first terminal sending a lineup pre-configuration prompt message to a server in response to a triggering operation of a sharing control, provided by an exemplary embodiment of this application.
[0217] like Figure 12 As shown, the lineup configuration interface of the first terminal also includes a sharing control 1201. Upon completion of lineup pre-configuration, in response to triggering the sharing control 1201, the first terminal sends a lineup pre-configuration prompt message to the server. This pre-configuration prompt message may include the team ID, the account IDs of the accounts within the team (such as the first account and the second account), and the character ID of the virtual character the account is expected to use in the match.
[0218] In response to the triggering operation of the sharing control 1201, the first terminal displays a sharing prompt 1202, which includes the text "Sent, waiting for the other party to finish the game".
[0219] Upon receiving the lineup pre-configuration prompt, the server forwards the prompt to the terminals corresponding to different accounts within the team. For example, it forwards the lineup pre-configuration prompt to the second terminal corresponding to the second account.
[0220] When a second account joins the team, the first terminal corresponding to the first account displays the character selection screen. For example, when a second account joins the team, the first terminal corresponding to the first account displays the Ban / Pick screen.
[0221] The character selection interface is used to select the virtual character that the account in the team will actually use in the game, based on the pre-configured lineup information.
[0222] In some embodiments, the first terminal can directly determine the virtual character that the first account is expected to use in the game from the pre-configured lineup as the virtual character that the first account actually uses in the game.
[0223] In other embodiments, the first user may also perform a role selection operation on the role selection interface to select the virtual character actually used by the first account in the game. In response to the role selection operation of the first account on the role selection interface, the first terminal determines the virtual character actually used by the first account in the game.
[0224] Optionally, when a second account joins the team, the first terminal corresponding to the first account displays a character selection interface containing pre-configuration prompts and a pre-configuration confirmation control. Specifically, if the virtual character the first account intends to use in the pre-configured lineup is selectable, in response to the triggering of the pre-configuration confirmation control, the first terminal will determine the virtual character the first account intends to use in the pre-configured lineup as the virtual character actually used by the second account in the match.
[0225] Among them, "virtual character selection" means that the virtual character is not currently selected by other accounts, the virtual character is a character currently owned by the account, and the account has the conditions to use the virtual character in the game (e.g., reaching a specified level, having specified resources, etc.).
[0226] In some embodiments, if the virtual characters actually used by at least two accounts in the team during the game are consistent with the virtual characters expected to be used by at least two accounts in the pre-configured lineup, the first terminal displays the pre-configured lineup display effect.
[0227] The pre-configured lineup display effect is used to show that there are beneficial effects between virtual characters actually used by at least two accounts.
[0228] Optionally, the pre-configured lineup display effect can also be called a "social easter egg". If at least two accounts in the team successfully select the preset characters in the lobby (i.e., virtual characters in the pre-configured lineup), the loading interface will trigger an exclusive "best match" highlight connection effect and a domineering name, providing strong positive emotional value.
[0229] See Figure 13 , Figure 13 This is a schematic diagram illustrating the display effect of a pre-configured lineup on a first terminal, provided in an exemplary embodiment of this application.
[0230] like Figure 13As shown, when the virtual character actually used by the first account (player 1) in the game is consistent with the virtual character expected to be used by the first account in the pre-configured lineup, and the virtual character actually used by the second account (player 2) in the game is consistent with the virtual character expected to be used by the second account in the pre-configured lineup, the terminal displays the pre-configured lineup display effect 1301 to show that the character 1 corresponding to player 1 and the character 2 corresponding to player 2 are consistent with the pre-configured lineup.
[0231] See Figure 14 , Figure 14 This is a flowchart of a team invitation method executed by a second terminal, provided in an exemplary embodiment of this application. In some embodiments, the method is used for a terminal (or second terminal) that logs in to a second account. The method includes the following steps.
[0232] Step 1401: While in a game, receive a team invitation from the first account. The team invitation is used to invite the second account to join the team of the first account.
[0233] In some embodiments, the first terminal is logged in with a first account, which is the account corresponding to the first user; the second terminal is logged in with a second account, which is the account corresponding to the second user.
[0234] Optionally, the first and second accounts can belong to friends or have temporary communication permissions.
[0235] In some embodiments, when the first account sends a team invitation to the second account and the second account is currently in a game, the first account and the second account enter the pre-arranged team-up state.
[0236] Regarding how the first account sends a team invitation to the second account, for example, the first account can click the team invitation control in the team waiting interface to invite the second account to join the team.
[0237] As an example only, the team waiting interface may include the account identifiers of each account that supports invitations (such as the account name, account avatar, or account ID of the account that is friends with the first account). When the first user selects the account identifier in the team waiting interface and clicks the team invitation control, the first account sends a team invitation to the second account.
[0238] Regarding how the first account sends a team invitation to the second account, for example, the first account can also click the team invitation control in the friend list to invite the second account to team up.
[0239] As an example only, the friend list may include account identifiers of each friend account of the first account, as well as a team invitation control. When the first user selects an account identifier in the friend list and clicks the team invitation control, the first account sends a team invitation to the second account.
[0240] Regarding the specific method of the first account inviting the second account, other possible methods can also be used, and there are no restrictions on this.
[0241] In some embodiments, the number of accounts in the same team can be 2, or any number greater than 2, for example, 5.
[0242] Therefore, in addition to inviting the second account, the first account can also invite other accounts to team up simultaneously (or sequentially). For example, the first account can invite the second and third accounts to team up at the same time, or the first account can first invite the second account to team up, and then continue to invite the fourth account to team up by clicking the team invitation control. There are no restrictions on this.
[0243] In some embodiments, when a first account sends a team-up invitation to a second account, the second account accepts the invitation, and the second account is currently in a game, the first account and the second account enter a pre-arranged team-up state. The first account can also be referred to as the inviting party, and the second account can also be referred to as the invited party.
[0244] Optionally, when the second account is in a game, the second terminal displays the team invitation sent by the first account in the game environment of the second account's current game.
[0245] See Figure 15 , Figure 15 This is a schematic diagram of a second terminal displaying a team invitation sent by a first account, provided in an exemplary embodiment of this application.
[0246] like Figure 15 As shown, if the second terminal receives a team invitation from the first account while the second account is currently in a game, the team invitation 1501 sent by the first account will be displayed in the game environment of the second account's current game: "[Reservation] Player 1 invites you to join the next team game. Please open the chat box to reply within 90 seconds." Player 2 (second account) can open the chat box in the upper right corner with Player 1 (first account) and choose to accept or decline the team invitation in the chat box.
[0247] In some embodiments, in response to receiving a team invitation, the second account enters the team reservation state.
[0248] For example, when the second user of the second account clicks the team invitation control 1512 in the chat box, the second account enters the team reservation state.
[0249] When the second user of the second account clicks the team rejection control 1511 in the chat box for the team invitation, the second account will refuse to join the team of the first account.
[0250] Step 1402: Display the lineup pre-configuration prompt message sent by the first account. The lineup pre-configuration prompt message is used to prompt the pre-configuration lineup. The pre-configured lineup includes virtual characters that are expected to be used in the game for at least two accounts in the team.
[0251] In one possible scenario, the first account can send a team invitation to the second account in advance. If the second account agrees to the team invitation and is currently in a game, both the first and second terminals enter the pre-registration team-up state. The first terminal corresponding to the first account displays the team composition pre-configuration interface. The first account confirms the pre-configured team composition by performing configuration operations in the team composition pre-configuration interface. In response to the sharing operation of the pre-configured team composition, a team composition pre-configuration prompt message is sent to the second account. When the second account finishes the game, both the first and second terminals display the character selection interface, and perform the character selection operation in the character selection interface based on the team composition pre-configuration prompt message.
[0252] In another possible scenario, with the second account currently engaged in a match, the first account can first determine a pre-configured lineup by performing a configuration operation in the lineup pre-configuration interface before sending a team invitation to the second account. In response to the sharing operation of the pre-configured lineup, the first account sends a team invitation to the second account containing lineup pre-configuration prompt information. If the second account agrees to the team invitation and the second account ends the match, the first and second terminals display a character selection interface and perform a character selection operation in the character selection interface based on the lineup pre-configuration prompt information.
[0253] In some embodiments, the first account provides configuration operations in the lineup pre-configuration interface of the first terminal to determine the pre-configured lineup, which includes virtual characters configured for at least two accounts in the team to be used in the game.
[0254] In some embodiments, in response to a sharing operation of a pre-configured lineup, the first account sends a lineup pre-configuration prompt message to the second account, the lineup pre-configuration prompt message being used to prompt for the pre-configuration of the lineup.
[0255] Regarding the specific form of the pre-configuration prompt information, optionally, the pre-configuration prompt information may include a pre-configured lineup, which may include at least one of the following: team identifier (such as team ID, team name), account identifier (such as account ID, account name) of the account in the team (such as first account and second account), and character identifier (such as character ID, character name, character avatar, character model, etc.) of the virtual character that the account is expected to use in the game.
[0256] Regarding the specific form of the pre-configuration prompt, optionally, the pre-configuration prompt may also include the role type that the account is expected to use in the game (such as role lane type, role position, or role position order, etc.).
[0257] Regarding the specific format of the pre-configuration prompt, optionally, the pre-configuration prompt may include pre-configuration effects. For example, pre-configuration effects may include buffs such as damage or defense bonuses between at least two accounts' intended virtual characters in a match. Optionally, the pre-configuration prompt may also include details of the pre-configured team composition's strategies. For example, the strategy details for the pre-configured team composition could be "Press A to release a combo skill."
[0258] Regarding the specific form of the pre-configured prompt information, optionally, the pre-configured prompt information may also include a preview of the pre-configured lineup display effect (i.e., "social easter egg"). The pre-configured lineup display effect is the display effect on the first terminal when at least two accounts in the team actually use the virtual characters in the game, which are consistent with the virtual characters expected to be used by at least two accounts in the pre-configured lineup.
[0259] In addition, the pre-configured prompts may include any other possible prompts related to the pre-configured lineup, without any restrictions.
[0260] Regarding the specific form of sharing the pre-configured lineup, in some embodiments, the lineup pre-configuration interface includes a sharing control. When the first user clicks the sharing control, the first terminal receives the sharing operation for the pre-configured lineup.
[0261] Regarding the specific form of the sharing operation of the pre-configured lineup, in some embodiments, when the display duration of the pre-configured interface reaches the display duration threshold (e.g., 30 seconds), the first terminal receives the sharing operation of the pre-configured lineup.
[0262] Regarding the specific form of sharing the pre-configured lineup, in some embodiments, the first user may also perform the sharing operation through shortcut key operation, gesture operation, voice operation, or any other possible method, without limitation.
[0263] In some embodiments, after receiving the lineup pre-configuration prompt information sent by the first account, the second terminal corresponding to the second account can display the lineup pre-configuration prompt information.
[0264] As an example only, the second terminal can display pre-configured lineup prompts in the game environment of the second account's current game, even if the second account has not exited the current game. For example, the second terminal can display "Your friend has pre-configured a perfect lineup" or "Your friend and I have pre-configured a lineup of 'virtual character A' and 'virtual character B'" in the message bar of the second account's current game environment, so that the second user of the second account can know the lineup configurations pre-configured by the first user of the first account for both accounts.
[0265] See Figure 16 , Figure 16 This is a schematic diagram illustrating the pre-configuration prompt information for the second terminal display lineup provided in an exemplary embodiment of this application.
[0266] like Figure 16 As shown, when the second terminal receives the lineup pre-configuration prompt message sent by the first terminal, the second terminal displays the lineup pre-configuration prompt message 1610 "[Reservation] Player 1's friend has preset the perfect lineup for the next game for you" in the chat box of the first account within the game environment of the current game of the second account.
[0267] Optionally, the second terminal can also display a pre-configured lineup 1621 in the chat box of the first account. For example, the pre-configured lineup 1621 includes virtual character 1 and virtual character 2.
[0268] Optionally, the second terminal can also display the pre-configured effects 1622 in the chat box of the first account, such as the buffs of the pre-configured lineup including "damage +20% and defense +50%".
[0269] When the second terminal clicks the "Agree to Configuration Control 1612," the second terminal displays "Agreement Completed." As an example, the second terminal can also display pre-configured prompts in the character selection interface when the second account exits the current game, joins the first account's team, and enters the team's character selection screen. For instance, when the second account exits the current game, joins the first account's team, and enters the team's character selection screen, the second terminal displays a card for virtual character "a" and says, "Your friend has pre-configured virtual character "a" for you. Click to confirm and use virtual character "a" immediately." Thus, the second account can quickly claim the virtual character it intends to use in the game based on the pre-configured prompts. If the first account also claims the virtual character it intends to use in the game, the first and second accounts can then play a match based on the pre-configured lineup, achieving a team composition between the first and second accounts.
[0270] In addition, the second terminal corresponding to the second account can display the pre-configured team lineup information in any other possible way. For example, the second terminal can display the character names of the virtual characters expected to be used in the game for different accounts in the pre-configured team lineup information, etc., without any restrictions.
[0271] In some embodiments, the second terminal corresponding to the second account may only display the character information of the virtual character that the second account is expected to use in the game, as shown in the lineup pre-configuration prompt information; in other embodiments, the second terminal corresponding to the second account may also display the character information of the virtual characters that each account in the team is expected to use in the game, as shown in the lineup pre-configuration prompt information, without limitation.
[0272] In summary, when the first account invites the second account to team up, and the second account is currently in a match, the first account, while waiting for the second account, configures the virtual characters that different accounts in the team (such as the first and second accounts) are expected to use in the match, forming a pre-configured lineup. This utilizes the waiting time, avoiding account churn during the team-up waiting period, and also improves the efficiency of subsequent character selection. On the other hand, by combining the virtual characters that different accounts in the team are expected to use, the first account can configure a character combination with beneficial effects, complementary functions, and a certain depth of match strategy. When the first account shares the pre-configured lineup information to the second account, the second account can subsequently select characters based on the pre-configured lineup information. When both the first and second accounts can select the virtual characters they expect to use in the match from the pre-configured lineup, they can use the pre-configured lineup to play the match. This solves the pain points of short communication time and low account coordination in pre-match character selection in related technologies, and improves the efficiency of lineup configuration.
[0273] In some embodiments, the second account can also adjust the pre-configured lineup sent by the first account.
[0274] For example, when the second user of the second account clicks the "Reject Configuration Control 1611", the second account can send a lineup adjustment prompt to the first account via text or voice.
[0275] Optionally, the lineup adjustment prompt information may include the team ID, the account ID of the account in the team (such as the first account and the second account), the character ID of the virtual character that the account was expected to use in the game before the adjustment, and the character ID of the virtual character that the account was expected to use in the game after the adjustment.
[0276] In some embodiments, the first account receives a lineup adjustment prompt from the second account, which is currently in a game.
[0277] The lineup adjustment prompt message is used to prompt the user to perform a lineup adjustment operation.
[0278] In some implementations, the first terminal corresponding to the first account responds to the lineup adjustment operation and adjusts the pre-configured lineup based on the lineup adjustment prompt information.
[0279] As an example only, Player 2 (the second account) can send a text message to the first account stating "Change my character from Character 2 to Character 3" after clicking the "Reject Configuration Control 1611". Upon receiving this message, the first account will display it. Based on this message, the first account can then perform a lineup adjustment, changing the virtual character the second account intends to use in the pre-configured lineup from Character 2 to Character 3.
[0280] In this embodiment, the second account can adjust the pre-configured lineup of the first account by sending a lineup adjustment prompt message to the first account, thereby further improving the communication efficiency between the first account and the second account, as well as the efficiency of subsequent character selection.
[0281] In some embodiments, when a second account joins the team, the second terminal corresponding to the second account displays a role selection interface.
[0282] The character selection interface is used to select the virtual character that the account in the team will actually use in the game, based on the pre-configured lineup information.
[0283] Optionally, the character selection interface is a Ban / Pick interface.
[0284] In some embodiments, in response to the character selection operation of the second account in the character selection interface, the second terminal determines the virtual character actually used by the second account in the game.
[0285] Optionally, the character selection operation for the second account can be a drag operation, such as dragging a candidate character from the character selection interface to the second slot corresponding to the second account.
[0286] Optionally, the role selection operation for the second account can also be a trigger operation for a pre-configured confirmation control.
[0287] In some embodiments, when a second account joins a team, the second terminal displays a role selection interface that includes pre-configuration prompts and pre-configuration confirmation controls.
[0288] See Figure 17 , Figure 17 This is a schematic diagram of a second terminal displaying a role selection interface including pre-configuration prompt information and pre-configuration confirmation controls, provided in an exemplary embodiment of this application.
[0289] like Figure 17 As shown, the first account sends a pre-configured lineup prompt to the second account. When the second account joins the team, the second terminal displays the character selection interface 1710.
[0290] The character selection interface 1710 includes a pre-configuration prompt message 1701 and a pre-configuration confirmation control 1711.
[0291] The pre-configuration prompt message 1701 contains the text "Player 1 recommends that you pair best with character 2. Reason for recommendation: A marksman combination with ultra-long range and accurate sniping, damage +20%".
[0292] The second virtual character (e.g., character 2) is the virtual character that the second account in the pre-configured lineup is expected to use in the game.
[0293] In some embodiments, when the second virtual character is selectable, in response to the triggering of a pre-configured confirmation control, the second terminal determines the second virtual character as the virtual character actually used by the second account in the game.
[0294] The second virtual character can be selected by the second account, which means that the second virtual character has not been selected by any other account other than the second account, the second account owns the second virtual character, and the second account has met the conditions for using the second virtual character (such as reaching a certain level, having a specified amount of resources, etc.).
[0295] For example, when the second virtual character is selectable, when the second user clicks the pre-configuration confirmation control 1711, the second terminal will identify the second virtual character as the virtual character actually used by the second account in the game.
[0296] It should be noted that the second account can also choose characters without following the pre-configured lineup of the first account. For example, the second account can drag candidate characters from the candidate character area in the character selection interface to the corresponding slot of the second account, thereby selecting characters independently.
[0297] In this embodiment, by displaying pre-configuration prompts and pre-configuration confirmation controls in the character selection interface, the second user can learn from the pre-configuration prompts which virtual character the first account has configured for the second account to be used in the game. The second user can quickly lock the virtual character configured for the second account to be used in the game through the pre-configuration confirmation controls, thereby preventing other accounts from taking the virtual character, improving the efficiency of character selection, and also facilitating the formation of a character combination consistent with the pre-configured lineup between the first account and the second account.
[0298] In some embodiments, if the second virtual character does not support selection, the second terminal will update the pre-configured confirmation control to the alternative recommended control.
[0299] In some embodiments, in response to a triggering operation on the alternative recommendation control, alternative recommendation information and an alternative confirmation control are displayed.
[0300] Among them, the alternative recommendation information is used to recommend alternative virtual characters to replace the second virtual character.
[0301] Regarding the method for determining the candidate virtual characters, in some embodiments, the first terminal determines the degree of character matching between the virtual character that the first account is expected to use in the game in the pre-configured lineup and the virtual character that the second account supports using.
[0302] Regarding the calculation method for character matching, optionally, the first terminal can determine whether there is a beneficial effect between the virtual character expected to be used by the first account in the pre-configured lineup and the virtual character supported by the second account, and determine the benefit score based on the magnitude of the benefit. For example, if the damage bonus to the enemy virtual character is 20%, the benefit score is 20 points; if the bonus is 30%, the benefit score is 30 points.
[0303] Regarding the calculation method for character matching degree, optionally, the first terminal can determine whether the virtual character expected to be used by the first account in the pre-configured lineup has a complementary effect with the virtual character supported by the second account, and determine the complementarity score based on the degree of interaction. For example, if one virtual character is a defensive virtual character and the other is an offensive virtual character, the complementarity score is 30 points; if both are defensive virtual characters, the complementarity score is 5 points.
[0304] Regarding the calculation method for character matching degree, optionally, the first terminal can determine whether there is a skill synergy between the virtual character expected to be used by the first account in the pre-configured lineup and the virtual character supported by the second account, and determine the synergy score based on the synergy effect. For example, if at least two accounts' expected virtual characters support the use of character synergy skills in the match, the synergy score is 80 points; otherwise, the synergy score is 0 points.
[0305] Regarding the calculation method for character matching, optionally, the first terminal can determine the compatibility characteristics between the virtual character expected to be used by the first account in the pre-configured lineup and the virtual character supported by the second account in terms of storyline or character design, and determine the matching score based on the degree of compatibility. For example, if there is compatibility in storyline or character design, the matching score is 10 points; otherwise, it is 0 points.
[0306] In some embodiments, the first terminal calculates the sum of gain score, complement score, linkage score and fit score as the degree of role matching between the virtual character that the first account is expected to use in the game and the virtual character that the second account supports using.
[0307] In some embodiments, the first terminal determines the virtual role that meets the matching requirements among the virtual roles supported by the second account as a candidate virtual role to replace the second virtual role.
[0308] In some embodiments, in response to a triggering operation of the alternative confirmation control, the alternative virtual character is determined as the virtual character actually used by the second account in the game.
[0309] See Figure 18 , Figure 18 This is a schematic diagram illustrating an exemplary embodiment of this application, showing the updating of a pre-configured confirmation control to an alternative recommended control.
[0310] like Figure 18 As shown, the second terminal displays a character selection interface 1810. This interface includes pre-configuration prompts. If the pre-configuration prompts that the second virtual character (character 2) is not selectable, the second terminal updates the pre-configuration confirmation control to a recommended alternative control 1801.
[0311] The second virtual character (e.g., character 2) is the virtual character that the second account in the pre-configured lineup is expected to use in the game.
[0312] In some embodiments, in response to a triggering operation of the alternative recommendation control 1801, the second terminal displays alternative recommendation information 1802 and alternative confirmation control 1803 in the role selection interface 1810.
[0313] Among them, the alternative recommendation information 1802 contains the text "The original recommendation has been taken. We have recommended the best alternative character 5 for you. Reason for recommendation: A combination of a marksman with super long range and accurate sniping, with a damage of +15%".
[0314] In some embodiments, in response to a triggering operation of the alternative confirmation control 1803, the second terminal determines the alternative virtual character (such as character 5) as the virtual character actually used by the second account in the game.
[0315] In this embodiment, a robust dynamic demotion and replacement mechanism is designed to address situations where a virtual character is stolen in a real game or a second account does not possess a virtual character from the pre-configured lineup. This ensures that the function operates smoothly in any ever-changing real game situation, without logical breaks or crashes, demonstrating extremely high practical feasibility.
[0316] In some embodiments, if the virtual characters actually used by at least two accounts in the team during the game are consistent with the virtual characters expected to be used by at least two accounts in the pre-configured lineup, the second terminal displays the pre-configured lineup display effect.
[0317] The pre-configured lineup display effect is used to show that there are beneficial effects between virtual characters actually used by at least two accounts.
[0318] Optionally, the pre-configured lineup display effect can also be called a "social easter egg". If at least two accounts in the team successfully select the preset characters in the lobby (i.e., virtual characters in the pre-configured lineup), the loading interface will trigger an exclusive "best match" highlight connection effect and a domineering name, providing strong positive emotional value.
[0319] The specific method for displaying the pre-configured lineup on the second terminal can be the same as or similar to the method for displaying the pre-configured lineup on the first terminal, and will not be elaborated here.
[0320] See Figure 19 , Figure 19 This is a structural block diagram of a team invitation device provided in an exemplary embodiment of this application. The device includes: Display module 1901 is used to display the lineup pre-configuration interface, which is used to configure the virtual characters that different accounts in the team are expected to use in the game. The determination module 1902 is used to determine the pre-configured lineup in response to the configuration operation in the lineup pre-configuration interface, the pre-configured lineup including virtual characters configured for at least two accounts in the team to be used in the game; The sending module 1903 is used to send a pre-configuration prompt message to the second account in response to the sharing operation of the pre-configured lineup. The pre-configuration prompt message is used to prompt the pre-configured lineup. The second account is an account that is teamed up with the first account and is currently in a game.
[0321] Optionally, module 1902 is used for: In response to the character designation operation in the lineup pre-configuration interface, the virtual character designated by the character designation operation is determined as the virtual character that the account in the team is expected to use in the game; The pre-configured lineup is determined based on at least two virtual characters specified by the role designation operation; or... Based on at least one virtual character specified by the role specification operation, perform lineup configuration completion to obtain a completed virtual character; based on at least one virtual character specified by the role specification operation and the completed virtual character, determine the pre-configured lineup.
[0322] Optionally, the lineup pre-configuration interface includes a slot area, which includes different slots corresponding to different accounts in the team, and the first slot corresponding to the first account displays the account identifier of the first account. Determine module 1902, used for: In response to the character assignment operation for the first slot in the lineup pre-configuration interface, the virtual character assigned by the character assignment operation is determined as the virtual character that the first account is expected to use in the game, and the character identifier of the virtual character assigned by the character assignment operation is displayed in the first slot.
[0323] Optionally, different slots in the slot area correspond to different role positioning types. The determining module 1902 is used for: If the role positioning type selected by the first account belongs to the first role positioning type, determine the first slot corresponding to the first role positioning type; The first slot in the slot area of the lineup pre-configuration interface displays the account identifier of the first account.
[0324] Optionally, the lineup pre-configuration interface may also include a candidate character area, which includes different candidate characters; Determine module 1902, used for: In response to a drag operation that drags a first candidate character from the candidate character area to the first slot, the first candidate character specified by the drag operation is determined as the virtual character that the first account intends to use in the game.
[0325] Optionally, module 1902 is used for: Determine the degree of role matching between at least one virtual character specified by the role designation operation and the commonly used virtual characters of the account in the team, wherein the commonly used virtual characters are virtual characters in the team whose historical usage frequency is higher than a frequency threshold; The commonly used virtual characters whose character matching degree meets the matching requirements are identified as the supplementary virtual characters.
[0326] The role designation operation specifies at least one virtual character, which is input into the role completion model to obtain the completed virtual character output by the role completion model. The role completion model is trained based on training samples, which include sample input characters and sample completed characters, and the role matching degree between the sample input characters and the sample completed characters meets the matching requirements.
[0327] Optionally, module 1902 is used for: If no updated role assignment operation is received within a preset time period after the role assignment operation is completed, a role completion request is sent to the server. The server is used to input at least one virtual character specified by the role assignment operation included in the role completion request into the role completion model, obtain the completed virtual character output by the role completion model, and return the completed virtual character to the first account.
[0328] Optionally, the lineup pre-configuration interface includes a lineup information area and a display module 1901, used for: The reason for the completion is displayed in the lineup information area. The reason for the completion is the reason for using the completed virtual character to complete the lineup configuration of the specified virtual character.
[0329] Optionally, module 1902 is used for: When a third account joins the team, the pre-configuration interface for the lineup is switched to collaborative editing mode. In this collaborative editing mode, the pre-configuration interface for the lineup supports character specification operations performed by at least two accounts.
[0330] Optionally, module 1902 is used for: In response to the character designation operation for a specified account in the team configuration interface, in the collaborative editing mode, the virtual character designated by the character designation operation is determined as the virtual character that the specified account is expected to use in the game. The virtual character that the specified account is expected to use in the game is prohibited from being modified by other accounts during a preset time period. The other accounts are accounts other than the first account in the team.
[0331] Optionally, module 1902 is used for: In response to the character designation operation for a specified account in the team configuration interface, a lock request corresponding to the specified account is sent to the server. The server is used to send a prohibition notification corresponding to the specified account to other accounts based on the lock request. The prohibition notification is used to control other accounts to prohibit them from performing the character designation operation on the specified account within the preset time period.
[0332] Optionally, module 1902 is used for: If the virtual character that the first account intends to use in the game is identified as the first virtual character by another account, in response to the character removal operation, the first virtual character that the first account intends to use in the game is removed, wherein the other account is an account other than the first account in the team.
[0333] Optionally, display module 1901 is used for: In the pre-configuration interface of the lineup in the collaborative editing mode, interactive controls are displayed. These interactive controls are used by at least two accounts to communicate the selection of the pre-configured lineup through at least one of the following communication methods: voice communication and text communication.
[0334] Optionally, display module 1901 is used for: The lineup information area displays lineup configuration details between different virtual characters in the pre-configured lineup. The lineup configuration details include at least one of the following: details of the buffs provided by the pre-configured lineup and details of the lineup skills of the pre-configured lineup.
[0335] Optionally, display module 1901 is used for: When the team is in the pre-arranged team-up status, a team-up waiting interface is displayed. The team-up waiting interface includes a lineup pre-configuration control. The pre-arranged team-up status refers to the status after the first account invites the second account, which is currently in a game, to team up. In response to a trigger operation on the lineup pre-configuration control, the lineup pre-configuration interface is displayed.
[0336] Optionally, the sending module 1903 is used for: In response to the sharing operation of the pre-configured lineup, the server sends a lineup pre-configuration prompt message, which includes a team identifier, account identifiers of at least two accounts in the team, and the pre-configured lineup. The server is used to send the lineup pre-configuration prompt message to other accounts in the team so that the other accounts can be prompted about the pre-configured lineup based on the lineup pre-configuration prompt message.
[0337] Optionally, the device may also include a selection module for: When the second account joins the team, a character selection interface is displayed. The character selection interface is used to select the virtual character actually used by the account in the team during the game based on the pre-configured lineup information. In response to the character selection operation of the first account in the character selection interface, determine the virtual character actually used by the first account in the game; or, The virtual character that the first account is expected to use in the game in the pre-configured lineup is determined as the virtual character that the first account actually uses in the game.
[0338] Optionally, display module 1901 is used for: If at least two accounts in the team actually use the same virtual characters in the game as the virtual characters that at least two accounts in the pre-configured lineup are expected to use, the pre-configured lineup display effect is displayed. The pre-configured lineup display effect is used to show that there is a buff effect between the virtual characters actually used by the at least two accounts.
[0339] Optionally, module 1902 is used for: Receive a lineup adjustment prompt message sent by the second account currently in a game, the lineup adjustment prompt message being used to prompt the execution of the lineup adjustment operation; In response to the lineup adjustment operation, the pre-configured lineup is adjusted based on the lineup adjustment prompt information.
[0340] See Figure 20 , Figure 20 This is a structural block diagram of a team invitation device provided in another exemplary embodiment of this application. The device includes: The receiving module 2001 is used to receive a team invitation sent by a first account when the game is in progress. The team invitation is used to invite a second account to join the team of the first account. Display module 2002 is used to display the lineup pre-configuration prompt information sent by the first account. The lineup pre-configuration prompt information is used to prompt the pre-configured lineup. The pre-configured lineup includes virtual characters that are configured for at least two accounts in the team and are expected to be used in the game.
[0341] Optionally, the device may also include a selection module for: When the second account joins the team, a character selection interface is displayed. The character selection interface is used to select the virtual character actually used by the account in the team during the game based on the pre-configured lineup information. In response to the character selection operation of the second account in the character selection interface, the virtual character actually used by the second account in the game is determined.
[0342] Optional, select the module for: When the second account joins the team, the character selection interface, which includes the pre-configuration prompt information and the pre-configuration confirmation control, is displayed; When the second virtual character is selected, in response to the triggering operation of the pre-configured confirmation control, the second virtual character is determined as the virtual character actually used by the second account in the game, and the second virtual character is the virtual character that the second account is expected to use in the game in the pre-configured lineup.
[0343] Optional, select the module for: If the second virtual character does not support selection, the pre-configured confirmation control will be updated to an alternative recommended control; In response to the triggering operation of the alternative recommendation control, alternative recommendation information and alternative confirmation control are displayed, wherein the alternative recommendation information is used to recommend alternative virtual characters to replace the second virtual character; In response to the triggering operation of the candidate confirmation control, the candidate virtual character is determined as the virtual character actually used by the second account in the game.
[0344] Optional, display module 2002, used for: If at least two accounts in the team actually use the same virtual characters in the game as the virtual characters that at least two accounts in the pre-configured lineup are expected to use, the pre-configured lineup display effect is displayed. The pre-configured lineup display effect is used to show that there is a buff effect between the virtual characters actually used by the at least two accounts.
[0345] See Figure 21 , Figure 21 This is a schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application. This computer device can be implemented as a terminal or server as described in the above embodiments.
[0346] Specifically, the computer device 2100 includes a Central Processing Unit (CPU) 2101, a system memory 2104 including random access memory 2102 and read-only memory 2103, and a system bus 2105 connecting the system memory 2104 and the CPU 2101. The computer device 2100 also includes a basic input / output system (I / O system) 2106 to facilitate information transfer between various components within the computer, and a mass storage device 2107 for storing the operating system 2113, application programs 2114, and other program modules 2115.
[0347] The basic input / output system 2106 includes a display 2108 for displaying information and an input device 2109 for user input, such as a mouse or keyboard. Both the display 2108 and the input device 2109 are connected to the central processing unit 2101 via an input / output controller 2110 connected to the system bus 2105. The basic input / output system 2106 may also include the input / output controller 2110 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 2110 also provides output to a display screen, printer, or other types of output devices.
[0348] The mass storage device 2107 is connected to the central processing unit 2101 via a mass storage controller (not shown) connected to the system bus 2105. The mass storage device 2107 and its associated computer-readable media provide non-volatile storage for the computer device 2100. That is, the mass storage device 2107 may include computer-readable media (not shown) such as a hard disk or drive.
[0349] Without loss of generality, the computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include random access memory (RAM), read-only memory (ROM), flash memory or other solid-state storage technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer storage media are not limited to the above-mentioned types. The system memory 2104 and mass storage device 2107 described above can be collectively referred to as memory.
[0350] The memory stores one or more programs, which are configured to be executed by one or more central processing units 2101. The one or more programs contain computer instructions for implementing the methods described above. The central processing unit 2101 executes the one or more programs to implement the methods provided in the various method embodiments described above.
[0351] According to various embodiments of this application, the computer device 2100 can also be connected to a remote computer on a network, such as the Internet. That is, the computer device 2100 can be connected to a network 2112 via a network interface unit 2111 connected to the system bus 2105, or the network interface unit 2111 can be used to connect to other types of networks or remote computer systems (not shown).
[0352] The memory further includes one or more programs stored in the memory, and the one or more programs include steps performed by a computer device in the methods provided in the embodiments of this application.
[0353] This application also provides a computer-readable storage medium storing at least one computer instruction, which is loaded and executed by a processor to implement the method described in the above embodiments. Optionally, the computer-readable storage medium may include ROM, RAM, solid-state drives (SSDs), or optical discs, etc. The RAM may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).
[0354] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the various optional implementations of the above aspects.
[0355] It should be noted that the collection and processing of relevant data (such as account IDs) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0356] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for inviting others to form a team, characterized in that, The method is used to log in to the terminal of the first account, and the method includes: The pre-configuration interface for the lineup is displayed, which is used to configure the virtual characters that different accounts in the team are expected to use in the game. In response to the configuration operation in the lineup pre-configuration interface, a pre-configured lineup is determined, the pre-configured lineup including virtual characters configured for at least two accounts in the team to be used in the game; In response to the sharing operation of the pre-configured lineup, a lineup pre-configuration prompt message is sent to the second account. The lineup pre-configuration prompt message is used to prompt the pre-configured lineup. The second account is the account that is teamed up with the first account and is currently in a game.
2. The method according to claim 1, characterized in that, The process of determining the pre-configured lineup in response to the configuration operation in the lineup pre-configuration interface includes: In response to the character designation operation in the lineup pre-configuration interface, the virtual character designated by the character designation operation is determined as the virtual character that the account in the team is expected to use in the game; The pre-configured lineup is determined based on at least two virtual characters specified by the role designation operation; or... Based on at least one virtual character specified by the role specification operation, perform lineup configuration completion to obtain a completed virtual character; based on at least one virtual character specified by the role specification operation and the completed virtual character, determine the pre-configured lineup.
3. The method according to claim 2, characterized in that, The lineup pre-configuration interface includes a slot area, which includes different slots corresponding to different accounts in the team. The first slot corresponding to the first account displays the account identifier of the first account. The step of responding to the character designation operation in the lineup pre-configuration interface, and determining the virtual character specified by the character designation operation as the virtual character that the account in the team is expected to use in the game, includes: In response to the character assignment operation for the first slot in the lineup pre-configuration interface, the virtual character assigned by the character assignment operation is determined as the virtual character that the first account is expected to use in the game, and the character identifier of the virtual character assigned by the character assignment operation is displayed in the first slot.
4. The method according to claim 3, characterized in that, Different slots in the slot area correspond to different role positioning types, and the method further includes: If the role positioning type selected by the first account belongs to the first role positioning type, determine the first slot corresponding to the first role positioning type; The first slot in the slot area of the lineup pre-configuration interface displays the account identifier of the first account.
5. The method according to claim 3, characterized in that, The lineup pre-configuration interface also includes a candidate character area, which includes different candidate characters; The step of responding to the character designation operation in the lineup pre-configuration interface, and determining the virtual character specified by the character designation operation as the virtual character that the account in the team is expected to use in the game, includes: In response to a drag operation that drags a first candidate character from the candidate character area to the first slot, the first candidate character specified by the drag operation is determined as the virtual character that the first account intends to use in the game.
6. The method according to claim 2, characterized in that, The process of performing lineup configuration completion on at least one virtual character specified based on the role designation operation to obtain a completed virtual character includes: Determine the character matching degree between at least one virtual character specified in the character designation operation and the frequently used virtual characters of the account in the team, wherein the frequently used virtual characters are those whose historical usage frequency in the team is higher than a frequency threshold; determine the frequently used virtual characters whose character matching degree meets the matching requirements as the supplementary virtual characters; or... The role designation operation specifies at least one virtual character, which is input into the role completion model to obtain the completed virtual character output by the role completion model. The role completion model is trained based on training samples, which include sample input characters and sample completed characters, and the role matching degree between the sample input characters and the sample completed characters meets the matching requirements.
7. The method according to claim 2, characterized in that, The pre-configuration interface for the lineup includes a lineup information area, and the method further includes: The reason for the completion is displayed in the lineup information area. The reason for the completion is the reason for using the completed virtual character to complete the lineup configuration of the specified virtual character.
8. The method according to claim 2, characterized in that, The method further includes: When a third account joins the team, the pre-configuration interface for the lineup is switched to collaborative editing mode. In this collaborative editing mode, the pre-configuration interface for the lineup supports character specification operations performed by at least two accounts.
9. The method according to claim 8, characterized in that, The step of responding to the character designation operation in the lineup pre-configuration interface, and determining the virtual character specified by the character designation operation as the virtual character that the account in the team is expected to use in the game, includes: In response to the character designation operation for a specified account in the team configuration interface, in the collaborative editing mode, the virtual character designated by the character designation operation is determined as the virtual character that the specified account is expected to use in the game. The server sends a lock request corresponding to the specified account to the server. The server then sends a prohibition notification corresponding to the specified account to other accounts based on the lock request. The prohibition notification is used to control other accounts to prohibit them from performing the role-specified operation on the specified account within the preset time period.
10. The method according to claim 8, characterized in that, The method further includes: If the virtual character that the first account intends to use in the game is identified as the first virtual character by another account, in response to the character removal operation, the first virtual character that the first account intends to use in the game is removed, wherein the other account is an account other than the first account in the team.
11. The method according to any one of claims 1 to 10, characterized in that, The pre-configured display interface includes: When the team is in the pre-arranged team-up status, a team-up waiting interface is displayed. The team-up waiting interface includes a lineup pre-configuration control. The pre-arranged team-up status refers to the status after the first account invites the second account, which is currently in a game, to team up. In response to a trigger operation on the lineup pre-configuration control, the lineup pre-configuration interface is displayed.
12. The method according to any one of claims 1 to 11, characterized in that, The step of sending a pre-configured lineup prompt message to the second account in response to the sharing operation of the pre-configured lineup includes: In response to the sharing operation of the pre-configured lineup, the server sends a lineup pre-configuration prompt message, which includes a team identifier, account identifiers of at least two accounts in the team, and the pre-configured lineup. The server is used to send the lineup pre-configuration prompt message to other accounts in the team so that the other accounts can be prompted about the pre-configured lineup based on the lineup pre-configuration prompt message.
13. The method according to any one of claims 1 to 12, characterized in that, The method further includes: When the second account joins the team, a character selection interface is displayed. The character selection interface is used to select the virtual character actually used by the account in the team during the game based on the pre-configured lineup information. In response to the character selection operation of the first account in the character selection interface, determine the virtual character actually used by the first account in the game; or, The virtual character that the first account is expected to use in the game in the pre-configured lineup is determined as the virtual character that the first account actually uses in the game.
14. The method according to claim 13, characterized in that, The method further includes: If at least two accounts in the team actually use the same virtual characters in the game as the virtual characters that at least two accounts in the pre-configured lineup are expected to use, the pre-configured lineup display effect is displayed. The pre-configured lineup display effect is used to show that there is a buff effect between the virtual characters actually used by the at least two accounts.
15. The method according to any one of claims 1 to 14, characterized in that, The method further includes: Receive a lineup adjustment prompt message sent by the second account currently in a game, the lineup adjustment prompt message being used to prompt the execution of the lineup adjustment operation; In response to the lineup adjustment operation, the pre-configured lineup is adjusted based on the lineup adjustment prompt information.
16. A method for inviting others to form a team, characterized in that, The method is used to log in to a terminal with a second account, and the method includes: While in a game, the user receives a team invitation from the first account, which is used to invite the second account to join the team of the first account. Display the lineup pre-configuration prompt information sent by the first account. The lineup pre-configuration prompt information is used to prompt the pre-configured lineup. The pre-configured lineup includes virtual characters that are expected to be used in the game for at least two accounts in the team.
17. The method according to claim 16, characterized in that, The method further includes: When the second account joins the team, a character selection interface is displayed. The character selection interface is used to select the virtual character actually used by the account in the team during the game based on the pre-configured lineup information. In response to the character selection operation of the second account in the character selection interface, the virtual character actually used by the second account in the game is determined.
18. The method according to claim 17, characterized in that, When the second account joins the team, the character selection interface is displayed, including: When the second account joins the team, the character selection interface, which includes the pre-configuration prompt information and the pre-configuration confirmation control, is displayed; The step of responding to the character selection operation of the second account in the character selection interface, and determining the virtual character actually used by the second account in the game, includes: When the second virtual character is selected, in response to the triggering operation of the pre-configured confirmation control, the second virtual character is determined as the virtual character actually used by the second account in the game, and the second virtual character is the virtual character that the second account is expected to use in the game in the pre-configured lineup.
19. The method according to claim 18, characterized in that, The method further includes: If the second virtual character does not support selection, the pre-configured confirmation control will be updated to an alternative recommended control; In response to the triggering operation of the alternative recommendation control, alternative recommendation information and alternative confirmation control are displayed, wherein the alternative recommendation information is used to recommend alternative virtual characters to replace the second virtual character; In response to the triggering operation of the candidate confirmation control, the candidate virtual character is determined as the virtual character actually used by the second account in the game.
20. The method according to any one of claims 16 to 19, characterized in that, The method further includes: If at least two accounts in the team actually use the same virtual characters in the game as the virtual characters that at least two accounts in the pre-configured lineup are expected to use, the pre-configured lineup display effect is displayed. The pre-configured lineup display effect is used to show that there is a buff effect between the virtual characters actually used by the at least two accounts.
21. A team invitation device, characterized in that, The device includes: The display module is used to display the lineup pre-configuration interface, which is used to configure the virtual characters that different accounts in the team are expected to use in the game. A determination module is used to determine a pre-configured lineup in response to a configuration operation in the lineup pre-configuration interface. The pre-configured lineup includes virtual characters configured for at least two accounts in the team and intended to be used in the game. The sending module is used to respond to the sharing operation of the pre-configured lineup by sending a lineup pre-configuration prompt message to the second account. The lineup pre-configuration prompt message is used to prompt the pre-configured lineup. The second account is an account that is teamed up with the first account and is currently in a game.
22. A team invitation device, characterized in that, The device includes: The receiving module is used to receive a team invitation sent by a first account when the game is in progress. The team invitation is used to invite a second account to join the team of the first account. The display module is used to display the lineup pre-configuration prompt information sent by the first account. The lineup pre-configuration prompt information is used to prompt the pre-configured lineup, which includes virtual characters that are expected to be used in the game for at least two accounts in the team.
23. A terminal, characterized in that, The terminal includes a processor and a memory; the memory stores at least one computer instruction, which is executed by the processor to implement the team invitation method as described in any one of claims 1 to 15, or the team invitation method as described in any one of claims 16 to 20.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer instruction, which is loaded and executed by a processor to implement the team invitation method as described in any one of claims 1 to 15, or the team invitation method as described in any one of claims 16 to 20.
25. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium; the processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, causing the terminal to perform the team invitation method as described in any one of claims 1 to 15, or the team invitation method as described in any one of claims 16 to 20.