Method and apparatus for acquiring virtual character, storage medium, and electronic device

By locking the virtual character in the game preparation stage and setting a prohibited refresh status in the virtual card display window, the problem of players accidentally touching due to fast refresh is solved, and the efficiency of obtaining virtual characters and gaming experience is improved.

WO2025025820A9PCT designated stage expired Publication Date: 2025-03-20TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/098370
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-07-28
Filing Date
2024-06-11
Publication Date
2025-03-20

AI Technical Summary

Technical Problem

In auto-propelled chess games, players in the game preparation stage accidentally touched because they refreshed the virtual card display window too quickly, resulting in the inability to quickly find and obtain the required virtual characters, reducing the gaming experience.

Method used

During the game preparation stage, the game account locks in the first virtual character. When the virtual card display window is refreshed, if there is a virtual card corresponding to the first virtual character, the virtual card display window is set to a prohibited refresh state to keep the displayed virtual card unchanged.

Benefits of technology

By locking virtual characters and setting a prohibited refresh status, preventing mistaken touches and improving the efficiency of players in finding the required virtual characters in the virtual card display window, thereby improving the efficiency and gaming experience of obtaining virtual characters.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided are a method and apparatus for acquiring a virtual character, a storage medium, and an electronic device. The method comprises: in a preparation stage of a current game battle, in response to a locking operation for a first virtual character, setting the state of the first virtual character to be a locked state (S202); and when a virtual card display window is refreshed, displaying a plurality of virtual cards in the virtual card display window, each virtual card corresponding to one virtual character, wherein if a first virtual card corresponding to the first virtual character is present among the plurality of virtual cards, the virtual card display window is set to be in a refresh forbidden state, so that when the virtual card display window is refreshed, the plurality of virtual cards in the virtual card display window are kept unchanged. The technical problem in the related art that the efficiency of acquiring a virtual character is low is solved.
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Description

Method and device for obtaining virtual character, storage medium and electronic device

[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on July 28, 2023, application number 202310952100.3, and application name “Method and device for obtaining virtual characters, storage medium and electronic device”, all contents of which are incorporated by reference into this application. Technical Field

[0002] The present invention relates to the field of computers, and in particular to a technology for obtaining a virtual character. Background Art

[0003] In the related gaming field, the game uses virtual characters as chess pieces, and the game is played by placing chess pieces in the battle area, which is collectively referred to as auto chess games.

[0004] During the game preparation phase, players select a virtual card from the virtual card display window to obtain the virtual character corresponding to that virtual card. They then place the virtual characters in the battle area to compete. Different virtual characters have different attributes and skills, and various combinations of virtual characters form different game lineups. The player's choice of virtual character placement is crucial to determining victory or defeat.

[0005] In the related art, the time for the game preparation phase is limited, and players need to quickly refresh the virtual cards in the virtual card display window within the specified preparation time to find the required virtual character. However, there is a problem of accidentally touching the virtual card corresponding to the required virtual character due to the too fast refresh, which reduces the gaming experience.

[0006] To address the above-mentioned problems, no effective solutions have been proposed so far.

[0007] Summary of the Invention

[0008] The embodiments of the present application provide a method and apparatus for obtaining a virtual character, a storage medium, and an electronic device, so as to at least solve the technical problem of low efficiency in obtaining a virtual character in the related art.

[0009] According to one aspect of an embodiment of the present application, a method for acquiring a virtual character is provided, the method being executed by an electronic device, comprising: in a preparation stage of a current game match, in response to a locking operation on a first virtual character, setting the state of the first virtual character to a locked state, wherein the first virtual character is a virtual character deployed by a game account in the current game match; when a virtual card display window is refreshed, displaying a plurality of virtual cards in the virtual card display window, wherein each of the virtual cards corresponds to a virtual character, and each of the plurality of virtual cards is used to determine the corresponding virtual character as the virtual character deployed by the game account in the current game match when acquired by the game account; if there is a first virtual card corresponding to the first virtual character in the locked state among the plurality of virtual cards, the virtual card display window is set to a prohibited refresh state, and the prohibited refresh state is used to keep the plurality of virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

[0010] According to another aspect of an embodiment of the present application, a device for acquiring a virtual character is further provided. The device is deployed on an electronic device and includes: a response module for setting the state of a first virtual character to a locked state in response to a locking operation on a first virtual character during the preparation stage of a current game match, wherein the first virtual character is a virtual character deployed by a game account in the current game match; and a display module for displaying a plurality of virtual cards in the virtual card display window when the virtual card display window is refreshed, wherein each of the virtual cards corresponds to a virtual character, and each of the plurality of virtual cards is used to determine the corresponding virtual character as the virtual character deployed by the game account in the current game match when acquired by the game account. If there is a first virtual card corresponding to the first virtual character in the locked state among the plurality of virtual cards, the virtual card display window is set to a prohibited refresh state, and the prohibited refresh state is used to keep the plurality of virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

[0011] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is configured to execute the above-mentioned method for obtaining a virtual character when running.

[0012] According to another aspect of the present application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the above-described method for obtaining a virtual character.

[0013] According to another aspect of the embodiments of the present application, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the above-mentioned method for obtaining a virtual character through the computer program.

[0014] In an embodiment of the present application, during the preparation phase of a game, a game account locks a first virtual character. If the virtual card display window is refreshed and the first virtual card corresponding to the first virtual character is present among the virtual cards required to be displayed, the virtual card display window is set to a refresh-disabled state. This ensures that when the virtual card display window is refreshed, the virtual cards displayed in the virtual card display window remain unchanged. This prevents the game account from accidentally swiping past the first virtual card corresponding to the first virtual character. This allows the game account to quickly find the first virtual card corresponding to the first virtual character in the virtual card display window, thereby achieving the technical effect of improving the efficiency of obtaining virtual characters and solving the technical problem of low virtual character acquisition efficiency in the related art. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0016] FIG1 is a schematic diagram of an application environment of an optional method for obtaining a virtual character according to an embodiment of the present application;

[0017] FIG2 is a flow chart of a method for obtaining a virtual character according to an embodiment of the present application;

[0018] FIG3 is a schematic diagram of an optional game screen according to an embodiment of the present application;

[0019] FIG4 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0020] FIG5 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0021] FIG6 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0022] FIG7 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0023] FIG8 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0024] FIG9 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0025] FIG10 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0026] FIG11 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0027] FIG12 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0028] FIG13 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0029] FIG14 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0030] FIG15 is a schematic diagram of another optional game screen according to an embodiment of the present application;

[0031] FIG16 is a schematic diagram of an optional process according to an embodiment of the present application;

[0032] FIG17 is a schematic diagram of another optional flow chart according to an embodiment of the present application;

[0033] FIG18 is a schematic diagram of another optional flow chart according to an embodiment of the present application;

[0034] FIG19 is a schematic structural diagram of an optional device for acquiring a virtual character according to an embodiment of the present application;

[0035] FIG20 is a block diagram of a computer system structure of an optional electronic device according to an embodiment of the present application;

[0036] FIG21 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0037] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.

[0038] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0039] First, some nouns or terms that appear in the description of the embodiments of the present application are subject to the following interpretations:

[0040] Auto Chess: It is a general term for a type of electronic strategy board game. The basic rules of the game are that players choose a combination of different types of chess pieces, and then arrange them on their own chessboard. Finally, the system automatically fights with other players until there are still chess pieces left. The winner is the winner, and the loser will have his health deducted. This process is repeated many times until only one of the multiple players survives.

[0041] The present application will be described below with reference to the following embodiments:

[0042] According to one aspect of an embodiment of the present application, a method for obtaining a virtual character is provided. Optionally, in this embodiment, the method for obtaining a virtual character can be applied to a hardware environment consisting of a server 101 and a terminal device 103 as shown in Figure 1. As shown in Figure 1, the server 101 is connected to the terminal 103 via a network and can be used to provide services for the terminal device or an application installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 may be set up on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server. The above-mentioned network may include, but is not limited to, a wired network and a wireless network, wherein the wired network includes, but is not limited to, a local area network, a metropolitan area network, and a wide area network; the wireless network includes, but is not limited to, Bluetooth, WIFI, and other networks that implement wireless communication. The terminal device 103 may be a terminal configured with a game application, and may include, but is not limited to, at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop computer, a tablet computer, a PDA, an MID (Mobile Internet Device), a PAD, a desktop computer, a smart TV, and other computer devices. The above-mentioned server may be a single server, or a server cluster consisting of multiple servers, or a cloud server, and may include, but is not limited to, a router or a gateway. The game application 107 using the above-mentioned multi-screen display method is displayed through the terminal device 103. A game may be played on the game application 107 through the entrance of the game application 107 configured on the terminal for multi-screen display. The second account may play an online game with the first account through the entrance of the game application 109.

[0043] 1 , the above-mentioned method for controlling a virtual character can be implemented on the terminal device 103 through the following steps:

[0044] S1, in a preparation phase for a current game match, in response to a lock operation on a first virtual character, setting the state of the first virtual character to a locked state, wherein the first virtual character is a virtual character deployed by a game account in the current game match;

[0045] S2. When the virtual card display window is refreshed, multiple virtual cards are displayed in the virtual card display window, wherein each virtual card corresponds to a virtual character. Each virtual card in the multiple virtual cards is used to determine the corresponding virtual character as the virtual character deployed by the game account in the current game when it is acquired by the game account. If there is a first virtual card corresponding to a first virtual character in a locked state among the multiple virtual cards, the virtual card display window is set to a prohibited refresh state. The prohibited refresh state is used to keep the multiple virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

[0046] Optionally, in this embodiment, the above-mentioned virtual character control method can also be implemented by a server, for example, implemented in the server 101 shown in FIG1 ; or implemented by the user terminal and the server together.

[0047] The above is only an example and is not specifically limited in this embodiment.

[0048] Optionally, as an optional implementation, as shown in FIG2 , the method for obtaining the virtual character includes:

[0049] S202, in a preparation phase for a current game match, in response to a lock operation on a first virtual character, setting the state of the first virtual character to a locked state, wherein the first virtual character is a virtual character deployed by a game account in the current game match;

[0050] S204, when the virtual card display window is refreshed, multiple virtual cards are displayed in the virtual card display window, wherein each virtual card corresponds to a virtual character, and each virtual card in the multiple virtual cards is used to determine the corresponding virtual character as the virtual character deployed by the game account in the current game when it is acquired by the game account; if there is a first virtual card corresponding to the first virtual character in the locked state among the multiple virtual cards, the virtual card display window is set to a prohibited refresh state, and the prohibited refresh state is used to keep the multiple virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

[0051] The following is an explanation of how to play the current game:

[0052] Players log in to the game client using their game account, and the game screen is displayed on the game client. The game screen includes a preparation area and a combat area. The preparation area is used to place virtual characters acquired by the game account. The game account can place virtual characters in the preparation area in the combat area. Virtual characters in the combat area will automatically seek out virtual characters from other accounts (opponents) to fight.

[0053] The first virtual character is a virtual character that has been acquired by the game account, and can be a virtual character in the combat zone or a virtual character in the preparation zone. The locking operation can be an operation to lock the first virtual character placed in the combat zone, so that the first virtual character placed in the combat zone is not missed due to accidental touches. The locking operation can be, for example, triggering a lock button. Taking the game screen shown in Figure 3 as an example, the first virtual character is virtual character A, and a triggering operation is performed on virtual character A. The details information panel of virtual character A is displayed on the game screen, and the attribute information and skill information of virtual character A are displayed in the details information panel of virtual character A. A lock button is also displayed on the details information panel of virtual character A. At this time, the lock button is in the unlocked state, and virtual character A is in the unlocked state. Among them, the triggering operation can be an operation to trigger the display of the details information panel of the virtual character, for example, clicking to select the first virtual character, performing a sliding operation on the first virtual character, etc.

[0054] If a lock operation is performed on virtual character A, the game account can be responded to perform a lock operation on virtual character A (for example, click the lock button) to lock virtual character A. When virtual character A is in a locked state, the lock button is displayed in a locked state, and the lock button shown in FIG4 is in a locked state.

[0055] The game account triggers the virtual resource button shown in FIG4 to display the virtual card display window shown in FIG5 . The virtual card display window can be refreshed. At the beginning of each round of the game, the game automatically refreshes the virtual cards in the virtual card display window. The game account can also refresh the virtual cards in the virtual card display window by spending a preset amount of virtual resources. For example, the game account triggers the refresh button shown in FIG5 to refresh the virtual character in the virtual card display window. In response to the game account triggering the refresh button, a preset amount of virtual resources is deducted from the game account. The preset amount of virtual resources can be set according to actual circumstances. For example, the refresh operation shown in FIG5 requires deducting two virtual resources (e.g., two gold coins) from the game account.

[0056] In the game screen of FIG5 , a virtual card display window displays multiple virtual cards: virtual card A, virtual card B, and virtual card C. Each card corresponds to a virtual character. A game account acquires a virtual card and acquires the virtual character corresponding to the virtual card. For example, in response to a game account acquiring a virtual card corresponding to virtual character A (e.g., clicking and selecting the virtual card corresponding to virtual character A), the game account acquires virtual character A and can display the acquired virtual character A in the battle preparation area.

[0057] Taking the first virtual character as virtual character A as an example, if there is a virtual card corresponding to virtual character A in the virtual card display window shown in FIG5 , the virtual card display window is set to a refresh-prohibited state.

[0058] When the virtual card display window is in a state where refresh is prohibited, in response to a refresh operation by a game account, a target prompt message is displayed. The target prompt message is used to indicate that the virtual card display window is in a state where refresh is prohibited, and the multiple virtual cards displayed in the virtual card display window remain unchanged. For example, when the virtual card display window is in a state where refresh is prohibited, a trigger operation performed by the game account on the refresh button shown in FIG. 6 (e.g., clicking the refresh button) is obtained, and the target prompt message "Refresh is locked, please unlock and continue refreshing" as shown in FIG. 6 is displayed, and the virtual cards in the virtual card display window remain unchanged. The refresh button is in a locked state, and the virtual cards in the virtual card display window cannot be refreshed.

[0059] The methods for unlocking include but are limited to the following:

[0060] Method 1: When multiple virtual cards are displayed in a virtual card display window, if a first virtual card is included in the multiple virtual cards displayed in the virtual card display window, the multiple virtual cards are displayed in the virtual card display window, and a lock mark is displayed on the first virtual card. Subsequently, if a trigger operation is performed on the lock mark, the first virtual character's locked state can be released in response to the trigger operation on the lock mark displayed on the first virtual card.

[0061] For example, taking the first virtual character as virtual character A, there is a virtual card corresponding to virtual character A in the virtual card display window as shown in Figure 7, and a lock mark is displayed on the virtual card corresponding to virtual character A. The trigger operation performed by the game account on the lock mark displayed on the virtual card corresponding to virtual character A is obtained, and the lock state of virtual character A is released in response to the trigger operation.

[0062] Method 2: In response to the acquisition operation of the first virtual card, the locked state of the first virtual character is released;

[0063] A game account acquires a virtual card acquisition operation (e.g., clicking on a virtual card) and acquires the virtual character corresponding to that virtual card. As shown in Figure 8 , a game account clicks on the virtual card corresponding to virtual character A, performing an acquisition operation on virtual character A. In response to the acquisition operation on the virtual card corresponding to virtual character A, virtual character A is displayed in the battle preparation area, and the locked state of virtual character A is unlocked. In this embodiment, if multiple virtual cards A are present in the virtual display window, the game account's acquisition operation on any one of virtual cards A will unlock virtual character A.

[0064] Method 3: When there are N first virtual cards in the virtual card display window, in response to an acquisition operation on the Nth first virtual card, the locked state of the first virtual character is released, where N is an integer greater than 1, and the Nth first virtual card is the last virtual card to be acquired among the N first virtual cards.

[0065] Method 3 is similar to Method 2 above, except that if multiple virtual cards corresponding to virtual character A exist in the virtual card display window, the game account must obtain all virtual cards corresponding to virtual character A to unlock virtual character A. For example, in Figure 9, where N = 2, two virtual cards corresponding to virtual character A exist in the virtual card display window. The game account must obtain all virtual cards corresponding to virtual character A to unlock virtual character A. When the last virtual card corresponding to virtual character A is obtained by the game account, virtual character A is unlocked.

[0066] In the game, virtual characters can be divided into different levels. The higher the level of the virtual character, the stronger the combat ability. For the same virtual character, a predetermined number (which can be set according to actual conditions) of virtual characters of the same level can be combined into a higher-level virtual character. For example, virtual characters can be divided into three star levels: 1, 2, and 3. Three 1-star virtual characters can be combined into a 2-star virtual character, and three 2-star virtual characters can be combined into a 3-star virtual character.

[0067] The present application also provides a method for locking the level of a virtual character. In the preparation stage of the current game match, in response to a locking operation on a specific level of a first virtual character, if the first virtual character has not been merged into a virtual character of a specific level, the status of the first virtual character is set to a locked state; when the virtual card display window is refreshed, multiple virtual cards are displayed in the virtual card display window; if the first virtual card exists among the multiple virtual cards displayed in the virtual card display window, the virtual card display window is set to be in a prohibited refresh state.

[0068] In this case, if it is necessary to deploy the first virtual character in the preparation area, an acquisition operation can be performed on the first virtual card, so that in response to the acquisition operation on the first virtual card, the first virtual character is displayed in the preparation area of ​​the current game match, wherein the first virtual character in the preparation area is allowed to be deployed in the combat area by the game account for combat during the combat phase of the current game match.

[0069] If the number of first virtual characters arranged in the game account in the current game match reaches a first preset number, the first preset number of first virtual characters are merged into virtual characters of a specific level, wherein the combat power of the virtual characters is greater than the combat power of the first virtual characters, and the first virtual characters arranged in the game account include the first virtual characters arranged in the preparation area and the first virtual characters arranged in the combat area; and the locked state of the first virtual characters is released.

[0070] Taking the example of virtual character A as the first virtual character in the above embodiment, in response to the game account performing a long press operation on the lock button shown in Figure 10, a lock selection panel is awakened. The lock selection panel displays different levels of trigger lock buttons, such as the 2-star lock button and the 3-star lock button shown in Figure 10. The game account can select 2 stars or 3 stars as the specific level to lock according to actual circumstances. Different levels of lock are mutually exclusive and cannot be selected simultaneously. That is, the player can only choose one of the 2-star and 3-star lock buttons shown in Figure 10 to lock.

[0071] Taking 2 stars as a specific level for locking as an example, the level of virtual character A is 1 star, and three one-star virtual characters A can be merged into a 2-star virtual character.

[0072] Obtain a lock operation performed by the game account on a 2-star lock button (eg, clicking the 2-star lock button), lock the 2 stars of the virtual character A in response to the lock operation, and set the first virtual character to a locked state.

[0073] When the virtual card display window is refreshed, virtual cards corresponding to multiple virtual characters are displayed in the virtual card display window. As shown in FIG11 , the virtual card display window displays virtual cards corresponding to virtual characters A, B, and C.

[0074] Get the game account by clicking on the virtual card to get the virtual character corresponding to the virtual card. Taking Figure 11 as an example, the game account performs the acquisition operation on the virtual card A, and the virtual character A that the game account has obtained is displayed in the game account's preparation area.

[0075] As shown in Figure 11, there is 1 virtual character A in the battle area of ​​the game account, 2 virtual characters A in the preparation area, and the game account has 3 1-star virtual characters A, reaching the first preset number 3. The 3 1-star virtual characters A are merged into a 2-star virtual character, and the locking operation of the virtual character A is released.

[0076] In the above embodiment, by locking the level of the virtual character A, the locked state of the virtual character A is unlocked until the level of the virtual character A reaches 2 stars. In this way, the player can quickly upgrade the virtual character.

[0077] In the game, each avatar has its own unique bond type. Several avatars with the same bond are placed in a combat zone, activating the corresponding bond type and improving their combat capabilities. This application also provides a method for locking bond types. Bonds are a mechanism that enhances the gaming experience, enriches character relationships, and creates emotional depth. By creating close connections between characters, they provide players with a more in-depth and engaging gaming experience. In game design, bonds can refer to the close connections between avatars formed due to certain relationships or experiences. These connections can be based on a variety of factors, such as background stories, shared goals, and adventures, and can have a significant impact on gameplay and character development. These connections can be considered a "network of relationships" between characters, providing players with a deep gaming experience. For example, if the bond between two avatars is based on a romantic relationship, when the two avatars are close together, a couple bond glow will appear, providing each other with a shield.

[0078] As an optional implementation, in the preparation stage of the current game match, in response to the locking operation of the specific bond of the first virtual character, the state of the specific bond is set to a locked state, wherein, when the number of specific bonds arranged in the game account in the current game match reaches a second preset number, the first combat attribute corresponding to the specific bond is activated; when the virtual card display window is refreshed, multiple virtual cards are displayed in the virtual card display window, wherein each virtual card corresponds to a virtual character, and each virtual character corresponds to one or more bonds; if there is a virtual card corresponding to a virtual character with a specific bond among the multiple virtual cards, the virtual card display window is set to be in a prohibited refresh state.

[0079] The lock selection panel shown in Figure 10 also displays a bond lock button, obtains the trigger operation performed by the game account on the bond lock button (for example, clicking the bond lock button), responds to the trigger operation on the bond lock button, and locks the specific bond of the virtual character A.

[0080] When the virtual card display window is refreshed, multiple virtual cards are displayed in the virtual card display window. The virtual card display window shown in Figure 13 displays virtual cards corresponding to virtual characters A, B, and C, wherein virtual character A and virtual character B have the same specific bond. A lock mark is displayed on the virtual card corresponding to virtual character A and the virtual card corresponding to virtual character B, and the lock mark is used to indicate that the specific bond shared by virtual character A and virtual character B is locked.

[0081] The locked state of a specific bond can be released in the following ways:

[0082] Method 1: When multiple virtual cards are displayed in a virtual card display window, if M virtual characters corresponding to M virtual cards in the multiple virtual cards have a specific bond, the multiple virtual cards are displayed in the virtual card display window, and lock marks are displayed on the M virtual cards, where M is an integer greater than or equal to 1. If it is necessary to unlock the M virtual cards, a trigger operation is performed on the lock marks on the M virtual cards. Then, in response to the trigger operation on the lock mark displayed on any virtual card in the M virtual cards, the lock state of the specific bond is unlocked.

[0083] For example, as shown in FIG13 , a lock mark is displayed on virtual card A and virtual card B. The game account triggers the lock mark on any virtual card to release the lock state of the specific bond.

[0084] Method 2: If a virtual card corresponding to a virtual character with a specific bond exists in the virtual card display window, in response to an operation to obtain the virtual card corresponding to the virtual character with the specific bond in the virtual card display window, the lock state of the specific bond is released;

[0085] For example, a game account acquires a virtual card (e.g., by clicking on a virtual card). In response to this acquisition, the game account acquires the virtual character corresponding to the virtual card. In the game screen shown in FIG13 , the game account acquires any virtual character with a specific bond, unlocking the specific bond. For example, in response to the game account acquiring the virtual card corresponding to virtual character A, the game account acquires virtual character A and unlocks the specific bond. Alternatively, in response to the game account acquiring the virtual card corresponding to virtual character B, the game account acquires virtual character B and unlocks the specific bond.

[0086] Method 3: If K virtual characters corresponding to K virtual cards in the virtual card display window have a specific bond, in response to an acquisition operation of the Kth virtual card among the K virtual cards, the locked state of the specific bond is released, wherein the Kth virtual card is the last virtual card to be acquired among the K virtual cards.

[0087] For example, a game account can access the corresponding virtual character by clicking on a virtual card. Once the game account has accessed all virtual characters with a specific bond, the lock on that specific bond is unlocked. In the game screen shown in Figure 13, the game account unlocks the specific bond when it has accessed all virtual cards corresponding to virtual character A and virtual character B.

[0088] As an optional embodiment, in response to an acquisition operation of a second virtual card corresponding to a second virtual character with a specific bond among multiple virtual cards, the second virtual character is displayed in the preparation area of ​​the current game match, wherein the second virtual character in the preparation area is allowed to be deployed in the battle area by the game account to fight in the battle phase of the current game match.

[0089] Taking the game screen shown in FIG14 as an example, the game account obtains the virtual card A and virtual card B, and displays virtual characters A and B in the preparation area. In response to the game account dragging the virtual characters A and B in the preparation area, as shown in FIG15, the virtual characters A and B in the preparation area are dragged to the battle area to fight.

[0090] If the S virtual characters deployed by the game account in the battle zone in the current game have specific bonds, and the number of specific bonds reaches a second preset number, the first combat attributes of the S virtual characters are activated, where S is an integer greater than or equal to 1.

[0091] The second preset number can be set based on actual circumstances, and the second preset number can be different for different types of bonds. For example, taking the second preset number of 3 as an example, in response to a game account dragging virtual character A in the preparation zone, virtual character A is displayed in the combat zone. Because virtual character A and virtual character B have specific bonds, and the number of specific bonds in the combat zone reaches the second preset threshold, the first combat attributes of virtual character A and virtual character B in the combat zone are activated. The first combat attributes may include, but are not limited to, increasing the virtual character's health or combat power.

[0092] FIG16 is a flow chart of locking the first virtual character, comprising the following steps:

[0093] S1601, obtaining a lock operation on a first virtual character by a game account, and setting the first virtual character to a locked state;

[0094] S1602, refreshing the virtual cards in the virtual card display window to display multiple virtual cards in the virtual card display window, each virtual card corresponding to a virtual character;

[0095] S1603, when refreshing the virtual card display window, determining whether there is a first virtual card corresponding to the first virtual character in the virtual card display window, if so, executing S1604, if not, executing S1607;

[0096] S1604, setting the virtual card display window to a refresh disabled state. In the refresh disabled state, the multiple virtual cards displayed in the virtual card display window remain unchanged;

[0097] S1605, unlocking the first virtual character may be performed in one of the following ways: performing a trigger operation on a lock mark on the first virtual card in the virtual card display window, such as clicking the lock mark; or performing a get operation on the first virtual card, such as clicking to select the first virtual card; or, if there are N first virtual cards in the virtual deck, performing a get operation on the N virtual cards;

[0098] S1606, unlocking the first virtual character and unlocking the virtual card display window from being prohibited from refreshing.

[0099] S1607, obtaining the game account's refresh operation on the virtual card display window;

[0100] S1608: Refresh the virtual cards in the virtual card display window.

[0101] FIG17 is a flow chart of locking a specific level of a first virtual character, comprising the following steps:

[0102] S1701, obtaining a lock operation performed by a game account on a specific level of a first virtual character, and setting the first virtual character to a locked state;

[0103] S1702, refreshing the virtual cards in the virtual card display window to display multiple virtual cards in the virtual card display window, each virtual card corresponding to a virtual character;

[0104] S1703, when refreshing the virtual card display window, determining whether there is a first virtual card corresponding to the first virtual character in the virtual card display window, if so, executing S1704, if not, executing S1710;

[0105] S1704, setting the virtual card display window to a refresh disabled state. In the refresh disabled state, the multiple virtual cards displayed in the virtual card display window remain unchanged;

[0106] S1705: The game account performs an acquisition operation on the first virtual card;

[0107] S1706, in response to the acquisition operation of the first virtual card, displaying the first virtual character in the battle preparation area;

[0108] S1707, determining whether the number of first virtual characters in the battle zone and the preparation zone of the game account reaches a first preset number, if so, executing S1708, otherwise executing S1704;

[0109] S1708, merging a first preset number of first virtual characters into a virtual character of a specific level;

[0110] S1709, releasing the lock operation on the specific level of the first virtual character, and releasing the refresh prohibition state of the virtual display window;

[0111] S1710, obtaining a refresh operation of the game account on the virtual card display window;

[0112] S1711: Refresh the virtual cards in the virtual card display window.

[0113] FIG18 is a flow chart of locking a specific bond of a first virtual character, comprising the following steps:

[0114] S1801, obtaining a lock operation performed by a game account on a specific bond of a first virtual character, and setting the specific bond to a locked state;

[0115] S1802, refreshing the virtual cards in the virtual card display window to display multiple virtual cards in the virtual card display window, each virtual card corresponding to a virtual character;

[0116] S1803, when refreshing the virtual card display window, determine whether there is a virtual card with a specific bond in the virtual card display window, if so, execute S1804, if not, execute S1807;

[0117] S1804, setting the virtual card display window to a refresh disabled state. In the refresh disabled state, the multiple virtual cards displayed in the virtual card display window remain unchanged;

[0118] S1805, releasing the lock state of a specific bond, can be done in one of the following ways: performing a trigger operation on a lock mark on a virtual card corresponding to a virtual character with a specific bond in a virtual card display window, such as clicking the lock mark; or performing a get operation on the virtual card corresponding to the virtual character with the specific bond, such as clicking and selecting the virtual card corresponding to the virtual character with the specific bond; or, if there are M virtual cards corresponding to virtual characters with the specific bond in the virtual card deck, performing a get operation on M virtual cards corresponding to the M virtual characters;

[0119] S1806, unlocking the specific bond and removing the refresh prohibition status of the virtual card display window;

[0120] S1807, obtaining the game account's refresh operation on the virtual card display window;

[0121] S1808: Refresh the virtual cards in the virtual card display window.

[0122] This application uses the locking conditions set by the game account (for example, locking the first virtual character, locking the first virtual character at a specific level, locking the first virtual character with a specific bond) to determine whether there are virtual cards in the virtual card display window that meet the locking conditions. If so, the virtual card display window is set to a prohibited refresh state, thereby solving the problem of players passing cards due to refreshing cards too quickly. This solves the problem of passing cards that may be caused by players quickly swiping cards within a limited time, and provides a more precise card locking method, which can facilitate players to lock the virtual characters with the corresponding conditions they want to obtain, improve the player's gaming experience, and reduce the negative experience caused by accidentally passing cards.

[0123] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.

[0124] According to another aspect of the embodiments of the present application, a device for obtaining a virtual character for implementing the above-mentioned method for obtaining a virtual character is also provided. As shown in FIG19 , the device includes:

[0125] A response module 1902 is configured to, in response to a lock operation on a first virtual character during a preparation phase of a current game match, set the state of the first virtual character to a locked state, wherein the first virtual character is a virtual character deployed by a game account in the current game match;

[0126] Display module 1904 is configured to display a plurality of virtual cards in the virtual card display window when the virtual card display window is refreshed, wherein each of the virtual cards corresponds to a virtual character, and each of the plurality of virtual cards is configured to, when acquired by the game account, determine the corresponding virtual character as the virtual character deployed by the game account in the current game match; if there is a first virtual card corresponding to the first virtual character in the locked state among the plurality of virtual cards, the virtual card display window is set to be in a prohibited refresh state, and the prohibited refresh state is configured to keep the plurality of virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

[0127] In a possible implementation, the apparatus further includes a setting module 1906, as shown in the dotted box in Figure 19. The setting module 1906 is configured to set the virtual card display window to a refresh-prohibited state.

[0128] In an exemplary embodiment, the display module 1904 is configured to display the plurality of virtual cards in the virtual card display window and display a lock mark on the first virtual card if the first virtual card exists among the plurality of virtual cards;

[0129] The above-mentioned device is further configured to release the locked state of the first virtual character in response to a triggering operation on the locking mark displayed on the first virtual card.

[0130] In an exemplary embodiment, the apparatus is further configured to release the locked state of the first virtual character in response to an acquisition operation of the first virtual card; or, when there are N first virtual cards in the virtual card display window, release the locked state of the first virtual character in response to an acquisition operation of the Nth first virtual card, wherein N is an integer greater than 1, and the Nth first virtual card is the last virtual card to be acquired among the N first virtual cards.

[0131] In an exemplary embodiment, the above-mentioned device is also used to, in the preparation stage of the current game match, in response to a locking operation on a specific level of the first virtual character, if the first virtual character has not been merged into a virtual character of the specific level, set the state of the first virtual character to the locked state; when the virtual card display window is refreshed, display the multiple virtual cards in the virtual card display window, and if the first virtual card exists among the multiple virtual cards displayed in the virtual card display window, the virtual card display window is set to be in the prohibited refresh state.

[0132] In an exemplary embodiment, the above-mentioned device is also used to display the first virtual character in the preparation area of ​​the current game game in response to the acquisition operation of the first virtual card, wherein the first virtual character in the preparation area is allowed to be deployed in the battle area by the game account to fight in the battle phase of the current game game.

[0133] In an exemplary embodiment, the above-mentioned device is also used to merge the first preset number of the first virtual characters in the game account layout into the virtual characters of the specific level if the number of the first virtual characters in the current game match reaches a first preset number, wherein the combat power of the virtual characters of the specific level is greater than the combat power of the first virtual characters, and the first virtual characters in the game account layout include the first virtual characters arranged in the preparation area and the first virtual characters arranged in the combat area; and release the locked state of the first virtual character.

[0134] In an exemplary embodiment, the above-mentioned device is also used to, in the preparation stage of the current game match, in response to the locking operation of the specific bond of the first virtual character, set the status of the specific bond to a locked state, wherein when the number of the specific bonds in the game account layout in the current game match reaches a second preset number, the first combat attribute corresponding to the specific bond is stimulated; when the virtual card display window is refreshed, the multiple virtual cards are displayed in the virtual card display window, wherein each of the virtual cards corresponds to a virtual character, and each virtual character corresponds to one or more bonds, and if there is a virtual card corresponding to the virtual character with the specific bond among the multiple virtual cards, the virtual card display window is set to be in the prohibited refresh state.

[0135] In an exemplary embodiment, the display module 1904 is configured to display the multiple virtual cards in the virtual card display window and display a lock mark on the M virtual cards if M virtual characters corresponding to M virtual cards in the multiple virtual cards have the specific bond, where M is an integer greater than or equal to 1;

[0136] The above-mentioned device is also used to release the locked state of the specific bond in response to a triggering operation of the lock mark displayed on any virtual card among the M virtual cards.

[0137] In an exemplary embodiment, the above-mentioned device is also used to release the locked state of the specific bond in response to an acquisition operation of the third virtual card if there is a third virtual card corresponding to the virtual character with the specific bond in the virtual card display window; or, if K virtual characters corresponding to K virtual cards in the virtual card display window have the specific bond, release the locked state of the specific bond in response to an acquisition operation of the Kth virtual card among the K virtual cards, wherein the Kth virtual card is the last virtual card to be acquired among the K virtual cards.

[0138] In an exemplary embodiment, the above-mentioned device is also used to display a second virtual character in the preparation area of ​​the current game match in response to an acquisition operation of a second virtual card among the multiple virtual cards, and the second virtual card is a virtual card corresponding to the second virtual character with the target bond, wherein, in the battle phase of the current game match, the second virtual character in the preparation area is allowed to be deployed in the battle area by the game account for battle.

[0139] In an exemplary embodiment, the above-mentioned device is also used to activate the first combat attribute of the S virtual characters arranged in the combat zone of the game account in the current game match if they have specific bonds and the number of the specific bonds reaches the second preset number, wherein S is an integer greater than or equal to 1.

[0140] According to one aspect of the present application, a computer program product is provided, comprising a computer program containing program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via the communication portion 2009 and / or installed from a removable medium 2011. When the computer program is executed by the central processing unit 2001, the various functions provided in the embodiments of the present application are performed.

[0141] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0142] FIG20 schematically shows a block diagram of a computer system structure of an electronic device for implementing an embodiment of the present application.

[0143] It should be noted that the computer system 2000 of the electronic device shown in FIG20 is merely an example and should not impose any limitations on the functions and scope of use of the embodiments of the present application.

[0144] As shown in Figure 20, the computer system 2000 includes a central processing unit (CPU) 2001, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 2002 or the program loaded from the storage part 2008 into the random access memory (RAM) 2003. Various programs and data required for system operation are also stored in the random access memory 2003. The CPU 2001, the read-only memory 2002, and the random access memory 2003 are connected to each other via a bus 2004. An input / output interface 2005 (i.e., an I / O interface) is also connected to the bus 2004.

[0145] The following components are connected to the input / output interface 2005: an input section 2006 including a keyboard, a mouse, and the like; an output section 2007 including devices such as a cathode ray tube (CRT), a liquid crystal display (LCD), and a speaker; a storage section 2008 including a hard disk; and a communication section 2009 including a network interface card such as a local area network card or a modem. The communication section 2009 performs communication processing via a network such as the Internet. A drive 2010 is also connected to the input / output interface 2005 as needed. A removable medium 2011, such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is installed in the drive 2010 as needed, so that a computer program read therefrom can be installed into the storage section 2008 as needed.

[0146] In particular, according to an embodiment of the present application, the processes described in the various method flow charts can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from a network via the communication section 2009, and / or installed from a removable medium 2011. When the computer program is executed by the central processing unit 2001, the various functions defined in the system of the present application are executed.

[0147] According to another aspect of an embodiment of the present application, an electronic device for implementing the above-mentioned method for obtaining a virtual character is also provided. The electronic device can be the terminal device or server shown in Figure 1. This embodiment is described using the electronic device as an example of a terminal device. As shown in Figure 21, the electronic device includes a memory 2102 and a processor 2104. The memory 2102 stores a computer program, and the processor 2104 is configured to execute the steps of any of the above-mentioned method embodiments through the computer program.

[0148] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0149] Alternatively, those skilled in the art will appreciate that the structure shown in FIG21 is merely illustrative, and the electronic device may also be a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile internet device (MID), a PAD, or other terminal device. FIG21 does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as a network interface, etc.) than those shown in FIG21, or may have a configuration different from that shown in FIG21.

[0150] Memory 2102 can be used to store software programs and modules, such as the program instructions / modules corresponding to the virtual character acquisition method and apparatus in the embodiments of the present application. Processor 2104 executes the software programs and modules stored in memory 2102 to perform various functional applications and data processing, thereby implementing the aforementioned virtual character acquisition method. Memory 2102 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 2102 may further include memory remotely located from processor 2104, which can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 2102 can specifically, but is not limited to, be used to store information such as game accounts, virtual characters, and virtual cards. As an example, as shown in FIG21 , memory 2102 may, but is not limited to, include the response module 1902, display module 1904, and setup module 1906 of the aforementioned virtual character acquisition apparatus. In addition, other module units in the above-mentioned virtual character acquisition device may also be included but not limited to, which will not be described in detail in this example.

[0151] Optionally, the transmission device 2106 is configured to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 2106 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 2106 is a radio frequency (RF) module, which is configured to communicate with the Internet wirelessly.

[0152] In addition, the electronic device further includes: a display 2108 for displaying the game screen in the current game match; and a connection bus 2110 for connecting the various module components in the electronic device.

[0153] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes via network communication. The nodes may form a peer-to-peer network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0154] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device executes the virtual character acquisition method provided in the various optional implementations described above.

[0155] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0156] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0157] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application.

[0158] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0159] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, and can be electrical or other forms.

[0160] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0161] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0162] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for acquiring a virtual character, the method being executed by an electronic device, comprising: In the preparation stage of the current game match, in response to a locking operation on a first virtual character, setting the state of the first virtual character to a locked state, wherein the first virtual character is a virtual character deployed by the game account in the current game match; When the virtual card display window is refreshed, multiple virtual cards are displayed in the virtual card display window, wherein each of the virtual cards corresponds to a virtual character, and each of the multiple virtual cards is used to determine the corresponding virtual character as the virtual character deployed by the game account in the current game match when it is acquired by the game account, and if there is a first virtual card corresponding to the first virtual character in the locked state among the multiple virtual cards, the virtual card display window is set to be in a prohibited refresh state, and the prohibited refresh state is used to keep the multiple virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

2. The method according to claim 1, wherein displaying a plurality of virtual cards in the virtual card display window comprises: If the first virtual card exists among the multiple virtual cards, display the multiple virtual cards in the virtual card display window, and display a lock mark on the first virtual card; The method further comprises: In response to a triggering operation on the locking mark displayed on the first virtual card, the locking state of the first virtual character is released.

3. The method according to claim 1 or 2, further comprising: In response to the acquisition operation of the first virtual card, releasing the locked state of the first virtual character; or, When there are N first virtual cards in the virtual card display window, in response to an acquisition operation of the Nth first virtual card, the locked state of the first virtual character is released, wherein N is an integer greater than 1, and the Nth first virtual card is the last virtual card to be acquired among the N first virtual cards.

4. The method according to any one of claims 1 to 3, further comprising: In the preparation stage of the current game match, in response to a locking operation on a specific level of the first virtual character, if the first virtual character has not been merged into a virtual character of the specific level, setting the state of the first virtual character to the locked state; When the virtual card display window is refreshed, the multiple virtual cards are displayed in the virtual card display window, and if the first virtual card exists among the multiple virtual cards displayed in the virtual card display window, the virtual card display window is set to be in the prohibited refresh state.

5. The method according to claim 4, further comprising: In response to the acquisition operation of the first virtual card, the first virtual character is displayed in the preparation area of ​​the current game match, wherein the first virtual character in the preparation area is allowed to be deployed by the game account in the battle area to fight during the battle phase of the current game match.

6. The method according to claim 5, further comprising: If the number of the first virtual characters in the game account layout in the current game match reaches a first preset number, the first preset number of the first virtual characters are merged into the virtual characters of the specific level, wherein the combat power of the virtual characters of the specific level is greater than the combat power of the first virtual characters, and the first virtual characters in the game account layout include the first virtual characters in the preparation area and the first virtual characters in the combat area; The locked state of the first virtual character is released.

7. The method according to any one of claims 1 to 6, further comprising: In the preparation stage of the current game match, in response to a locking operation on a specific bond of the first virtual character, the state of the specific bond is set to a locked state, wherein when the number of the specific bonds arranged in the game account in the current game match reaches a second preset number, the first combat attribute corresponding to the specific bond is activated; When the virtual card display window is refreshed, the multiple virtual cards are displayed in the virtual card display window, wherein each of the virtual cards corresponds to a virtual character, and each virtual character corresponds to one or more bonds. If there is a virtual card corresponding to a virtual character with the specific bond among the multiple virtual cards, the virtual card display window is set to be in the prohibited refresh state.

8. The method according to claim 7, wherein displaying the plurality of virtual cards in the virtual card display window comprises: If M virtual characters corresponding to M virtual cards among the multiple virtual cards have the specific bond, display the multiple virtual cards in the virtual card display window, and display a lock mark on the M virtual cards, where M is an integer greater than or equal to 1; The method further comprises: In response to a triggering operation on the lock mark displayed on any one of the M virtual cards, the lock state of the specific bond is released.

9. The method according to claim 7 or 8, further comprising: If there is a third virtual card corresponding to the virtual character with the specific bond in the virtual card display window, in response to an acquisition operation of the third virtual card, the locked state of the specific bond is released; or, If K virtual characters corresponding to K virtual cards in the virtual card display window have the specific bond, in response to an acquisition operation of the Kth virtual card among the K virtual cards, the locked state of the specific bond is released, wherein the Kth virtual card is the last virtual card to be acquired among the K virtual cards.

10. The method according to any one of claims 7 to 9, further comprising: In response to an operation of obtaining a second virtual card from among the multiple virtual cards, a second virtual character is displayed in a preparation area of ​​the current game match, wherein the second virtual card is a virtual card corresponding to the second virtual character having the target bond, wherein the second virtual character in the preparation area is allowed to be deployed in a battle area by the game account for battle during the battle phase of the current game match.

11. The method according to claim 10, further comprising: If in the current game match, the S virtual characters of the game account arranged in the battle area have specific bonds, and the number of the specific bonds reaches the second preset number, the first combat attributes of the S virtual characters are activated, where S is an integer greater than or equal to 1.

12. A device for acquiring a virtual character, the device being deployed on an electronic device, comprising: a response module, configured to set the state of a first virtual character to a locked state in response to a locking operation on the first virtual character during a preparation stage of the current game match, wherein the first virtual character is a virtual character deployed by the game account in the current game match; The display module is used to display multiple virtual cards in the virtual card display window when the virtual card display window is refreshed, wherein each of the virtual cards corresponds to a virtual character, and each of the multiple virtual cards is used to determine the corresponding virtual character as the virtual character deployed by the game account in the current game match when it is acquired by the game account, and if there is a first virtual card corresponding to the first virtual character in the locked state among the multiple virtual cards, the virtual card display window is set to be in a prohibited refresh state, and the prohibited refresh state is used to keep the multiple virtual cards displayed in the virtual card display window unchanged when the virtual card display window is refreshed.

13. A computer-readable storage medium, the computer-readable storage medium comprising a stored computer program, wherein: The computer program can be executed by a terminal device or a computer to execute the method described in any one of claims 1 to 11.

14. A computer program product, comprising a computer program, which, when executed by a processor, implements the steps of the method according to any one of claims 1 to 11.

15. An electronic device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the method according to any one of claims 1 to 11 through the computer program.