Interaction method and apparatus in virtual scene, electronic device, computer-readable storage medium, and computer program product

WO2026200223A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/072494
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-01-14
Publication Date
2026-10-01

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Abstract

The present invention provides an interaction method and apparatus in a virtual scene, a device, a computer-readable storage medium, and a computer program product. The method comprises: displaying a first player-controlled character in a virtual scene, wherein the first player-controlled character wears a first virtual outfit; displaying at least one pet control, wherein each pet control corresponds to a virtual pet of the first player-controlled character; and on the basis of a first pet control among the at least one pet control, controlling a first virtual pet corresponding to the first pet control to be displayed in the virtual scene, and presenting a process in which the first virtual pet and the first player-controlled character collaboratively perform a first action combination.
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Description

Interaction methods, devices, electronic devices, computer-readable storage media, and computer program products in virtual scenarios

[0001] Cross-references to related applications

[0002] This application is based on and claims priority to Chinese Patent Application No. 2025103810579, filed on March 27, 2025, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This application relates to computer technology, and more particularly to an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene. Background Technology

[0004] In related technologies, when users dress up their player characters, they simply apply preset clothing or props to the character model, providing basic appearance selection and color adjustment functions. This results in only relatively simple visual effects, leading to insufficient interaction between users and the game during the dressing-up process. Furthermore, it leaves potential room for the utilization of hardware resources in electronic devices for processing advanced rendering and animation logic, resulting in low utilization of display resources on electronic devices. Summary of the Invention

[0005] This application provides an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity of interaction in a virtual scene and improve the resource utilization of electronic devices.

[0006] The technical solution of this application embodiment is implemented as follows:

[0007] This application provides an interaction method in a virtual scene, the method being executed by an electronic device, the method comprising:

[0008] The first player character is displayed in a virtual scene, and the first player character is wearing a first virtual outfit;

[0009] Display at least one pet control, each pet control corresponding to a virtual pet of the first player character;

[0010] Based on the first pet control in the at least one pet control, the first virtual pet corresponding to the first pet control is controlled to be displayed in the virtual scene, demonstrating the process of the first virtual pet and the first player character working together to complete the first action combination.

[0011] This application provides an interactive device in a virtual scene, the device comprising:

[0012] The first display module is configured to display a first player character in a virtual scene, the first player character wearing a first virtual outfit;

[0013] The first display module is further configured to display at least one pet control, each pet control corresponding to a virtual pet of the first player character;

[0014] The action display module is configured to control the first virtual pet corresponding to the first pet control in the at least one pet control to be displayed in the virtual scene, and to display the process of the first virtual pet and the first player character working together to complete the first action combination.

[0015] This application provides an electronic device, including:

[0016] Memory, configured to store computer-executable instructions or computer programs;

[0017] When a processor is configured to execute computer-executable instructions or computer programs stored in the memory, it implements the interaction method in the virtual scene provided in the embodiments of this application.

[0018] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, configured to implement the interaction method in the virtual scene provided in this application when executed by a processor.

[0019] This application provides a computer program product, including computer-executable instructions or a computer program, which, when executed by a processor, implements the interaction method in a virtual scene provided in this application.

[0020] The embodiments of this application have the following beneficial effects:

[0021] This application embodiment triggers a pet control, allowing the first virtual pet and the character wearing the first virtual outfit to collaboratively complete a combination of actions. This not only breaks through the limitations of traditional outfits that only provide a single static visual change, creating a visual effect of interaction between the character and the virtual pet, but also allows the character outfit to go beyond simple appearance adjustments, extending to a more scene-based and fun interactive experience, enhancing the interactivity between the user and the game. At the same time, it makes more effective use of the hardware display resources of electronic devices, thereby improving the utilization rate of the hardware display resources of electronic devices and presenting users with a richer and more dynamic virtual scene effect. Attached Figure Description

[0022] Figure 1 is a schematic diagram of the structure of the interactive system in the virtual scene provided in the embodiment of this application;

[0023] Figure 2 is a schematic diagram of the structure of the electronic device provided in an embodiment of this application;

[0024] Figure 3 is a first flowchart of the interaction method in a virtual scene provided in an embodiment of this application;

[0025] Figure 4 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0026] Figure 5 is a second schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0027] Figure 6 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0028] Figure 7 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0029] Figure 8 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0030] Figure 9 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0031] Figure 10 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0032] Figure 11 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0033] Figure 12 is a second flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application.

[0034] Figure 13 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0035] Figure 14A is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0036] Figure 14B is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0037] Figure 14C is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0038] Figure 15 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application (Figure 13).

[0039] Figure 16 is a schematic diagram fourteen of the interactive pages of the virtual scene provided in the embodiments of this application;

[0040] Figure 17 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0041] Figure 18 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application;

[0042] Figure 19 is a schematic diagram seventeen of the interactive pages of the virtual scene provided in the embodiments of this application;

[0043] Figure 20 is a schematic diagram eighteen of the interactive pages of the virtual scene provided in the embodiments of this application;

[0044] Figure 21 is a schematic diagram nineteen of the interactive pages of the virtual scene provided in the embodiments of this application;

[0045] Figure 22 is a schematic diagram of the third process of the interaction method in the virtual scene provided in the embodiment of this application. Detailed Implementation

[0046] To make the objectives, technical solutions, and advantages of this application clearer, the application will be described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0047] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0048] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0049] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0050] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.

[0051] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant 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.

[0052] Before providing a detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0053] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0054] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.

[0055] 3) Human-computer interaction interface, which provides human-computer interaction functions / displays the interface for interacting with target information in a virtual scene (i.e., information display page). The interface can also be used to display the first content option and search results.

[0056] For example, graphical user interfaces (GUIs) include augmented reality (AR) interfaces, virtual reality (VR) interfaces, voice user interfaces (VUIs), interactive projection interfaces (using projection technology to display information on a flat surface), eye-tracking interfaces (interfaces controlled by detecting the user's gaze), holographic interfaces (three-dimensional holograms formed by projecting images using holographic projection technology, allowing users to see stereoscopic images without wearing special glasses), multimodal interfaces (interfaces that combine multiple interaction methods, such as tactile, visual, and auditory interaction), and brain-machine interfaces (BMIs).

[0057] 4) A virtual scene is a scene displayed (or provided) by an application while it is running on a terminal device. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Players can control their character to move within this virtual scene.

[0058] 5) Player Controlled Character (PCC) refers to a character controlled by a player in a virtual scene. A player character can be a virtual image that represents the player in the virtual scene, such as a virtual character, virtual animal, or anime character. The player character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0059] 6) Virtual pets refer to virtual creatures or non-creatures possessed by virtual objects. Setting virtual pets for virtual objects enhances the richness of the content displayed in virtual scenes. The virtual object can be one or more of a player character or a non-player character. The relationship between virtual pets and virtual objects is explained below; virtual pets possess dependence, interactivity, functionality, and growth potential.

[0060] Dependency refers to the fact that virtual pets can depend on virtual objects, meaning there is a connection between the virtual pet and the virtual object, and they are mutually bound. Interactivity means that players can control the virtual object to interact with the virtual pet; for example, players can control the virtual object to feed, train, or command the virtual pet.

[0061] Functionality refers to the corresponding functions that virtual pets possess. These functions can include assisting virtual objects in interacting with other virtual objects in a virtual scene (i.e., combat), assisting virtual objects in interacting with other virtual pets in a virtual scene (i.e., combat), assisting virtual objects in finding items in a virtual scene, and assisting virtual objects in moving within a virtual scene. In other words, virtual pets can serve as virtual vehicles for virtual objects. Growth potential refers to the ability to improve the attributes, skills, and level of virtual pets through feeding, training, and combat.

[0062] During the research process, the inventors discovered the following technical problems in the relevant technology:

[0063] In related technologies, when users dress up their player characters, they simply apply preset clothing or props to the character model, providing basic appearance selection and color adjustment functions. This only results in relatively simple visual effects and fails to provide users with a more immersive and personalized dressing experience based on character personality, story background, or theme. It lacks deep integration with the game's world view, leading to insufficient user interaction during the dressing-up process and a lack of enjoyment in showcasing unique styles in social interactions. Furthermore, the lack of dynamic feedback mechanisms related to character stories or scenes during the player character dressing-up process makes it difficult to meet users' needs for expressing personalized emotions in social interactions. The limited settings and usage of virtual clothing for player characters result in low utilization of hardware display resources.

[0064] Based on this, embodiments of this application provide an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity of interaction in a virtual scene and improve the resource utilization of electronic devices.

[0065] The following describes the application scenarios of the interaction method in the virtual scene provided in the embodiments of this application. The embodiments of this application provide an interaction method, device, electronic device, computer-readable storage medium and computer program product in the virtual scene, which can be applied to various scenarios. Examples are given below.

[0066] In some embodiments, the above method can be applied to social platforms for virtual role-playing, that is, the interaction method in the virtual scene provided in this application embodiment can be applied to virtual character social scenes. Users can create and customize their own character appearance, including choosing different virtual outfits. Users can also choose and summon their own virtual pets, which can be associated with the character's outfits. When a user triggers the pet control, the virtual pet appears in the virtual scene and works with the character to complete a series of action combinations, such as dancing, fighting, or interactive games. These action combinations can be personalized according to the style of the outfits and pets, thereby enhancing the realism and fun of social interaction. For example, when a user wears a "magic academy robe" and summons a "magic sprite," the two can work together to perform a magic casting action, attracting the attention of other users and encouraging them to join the interaction.

[0067] In some embodiments, the above method can be applied to a virtual education platform, that is, the interaction method in the virtual scene provided in this application embodiment can be applied to a virtual education scene. In a virtual education game scene, on the learning interface of the educational game, students can play the role of an explorer, wearing specific virtual clothing, such as an "archaeologist suit." The game provides various virtual pets, such as "prehistoric creatures" or "mysterious elves," which are associated with the clothing. When a student triggers the pet control, the virtual pet appears in the virtual scene and works with the character to complete a series of educational tasks, such as solving puzzles, completing challenges, or answering knowledge questions. This collaborative action can enhance the fun and interactivity of learning, and at the same time, through the association between the pet and the clothing, guide students to better understand and remember relevant knowledge. For example, when a student wears an "ocean explorer suit" and summons a "dolphin pet," the two can work together to complete an underwater exploration mission and learn about marine life.

[0068] In some embodiments, the application scenario can be an interactive scenario of a virtual themed party, that is, the interactive method in the virtual scenario provided in this application embodiment can be applied to a virtual party scenario. In a virtual themed party scenario, users can play the role of a party host or participant, wearing virtual costumes that match the party theme. Users can choose to summon virtual pets related to the theme, such as a "ghost pet" in a "Halloween Party" theme or a "Christmas elf pet" in a "Christmas Party" theme. When the user triggers the pet control, the virtual pet will appear in the virtual scene and cooperate with the character to complete a series of party actions, such as dancing, interactive games, or party performances. This cooperative action can enhance the atmosphere and interactivity of the party, and at the same time, the association between the pet and the costume strengthens the expression of the party theme. For example, when a user wears "retro jazz" costume and summons a "jazz cat pet", the two can cooperate to complete a jazz dance performance, attracting other party participants to join.

[0069] In some embodiments, the methods described above provided in this application can be applied to virtual fashion show display platforms, that is, the interaction methods in virtual scenes provided in this application can be applied to virtual fashion show scenes. In a virtual fashion show scene, users can play the role of a designer or model, showcasing various virtual outfits. Each outfit is equipped with a corresponding virtual pet, which can form a unique theme with the outfit. When a user triggers the pet control, the virtual pet appears in the virtual scene and collaborates with the model to complete a series of fashion performance actions, such as walking the runway, posing, or interactive displays. This collaborative action not only increases the visual appeal of the fashion show but also strengthens the expression of the fashion theme through the interaction between the pet and the outfit. For example, when a model wears "futuristic" clothing, the summoned virtual pet can be a "mechanical dog," and the two collaborate to complete a high-tech action combination, bringing a brand-new visual experience to the audience.

[0070] It should be noted that, in addition to the above-mentioned application scenarios, the interaction method in the virtual scene provided in this application embodiment can also be widely applied to other scenarios to meet the diverse needs of different user groups, and this application does not impose any restrictions.

[0071] Referring to Figure 1, which is a schematic diagram of the structure of the interactive system in the virtual scene provided in the embodiment of this application, the interactive system 100 in the virtual scene shown in Figure 1 is to support the interactive application in a virtual scene. The terminal 400 is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0072] Terminal 400 is configured to display a first player character in a virtual scene. The first player character wears a first virtual outfit and displays at least one pet control, with each pet control corresponding to a virtual pet of the first player character.

[0073] Terminal 400 is also configured to send a first virtual pet display request to server 200 via network 300 in response to a user's trigger operation on the first pet control in at least one pet control.

[0074] Server 200 is configured to respond to the first virtual pet display request and control the first virtual pet corresponding to the first pet control to be displayed in the virtual scene.

[0075] Terminal 400 is also configured to demonstrate the process of the first virtual pet and the first player character working together to complete the first action combination.

[0076] In this embodiment, by implementing a function to display the collaborative actions of a player character wearing virtual clothing and a virtual pet in a virtual scene, the interactivity and correlation between the virtual character and the pet can be enhanced. When the player triggers the pet control, the system can quickly respond and display the collaborative actions between the pet and the character, which not only improves the player's visual experience and immersion but also optimizes the interaction logic of the virtual scene, making the relationship between virtual clothing and the pet more intuitive. Simultaneously, the display of collaborative actions effectively utilizes the rendering resources of the virtual scene, avoiding unnecessary resource waste, improving system operating efficiency and resource utilization, and providing players with a smoother and richer gaming experience.

[0077] In some embodiments, server 200 may be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 may be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited thereto. Terminals and servers can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0078] The electronic device implementing the interaction method in the virtual scene provided in the embodiments of this application will be described next. Referring to Figure 2, which is a schematic diagram of the structure of the electronic device provided in the embodiments of this application, in practical applications, this electronic device can be implemented as various types of terminals such as laptops, tablets, desktop computers, smartphones, smart speakers, smartwatches, smart TVs, and vehicle terminals, or as a server, or as a device cluster composed of servers and terminals. The electronic device shown in Figure 2 includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device are coupled together through a bus system 540. It can be understood that the bus system 540 is configured to realize the connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all buses are labeled as bus system 540 in Figure 2.

[0079] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0080] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including at least one of the following: one or more speakers, one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0081] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0082] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0083] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0084] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, configured to implement various basic business functions and handle hardware-based tasks.

[0085] The network communication module 552 is configured to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, WiFi, and Universal Serial Bus (USB).

[0086] The presentation module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 associated with the user interface 530 (e.g., a display screen, a speaker, etc.).

[0087] The input processing module 554 is configured to detect one or more user inputs or interactions from one or more input devices 532, and to translate the detected inputs or interactions.

[0088] In some embodiments, the interactive device in the virtual scene provided in this application can be implemented in software. Figure 2 shows the interactive device 555 in the virtual scene stored in the memory 550. It can be software in the form of programs and plug-ins, including the following software modules: a first display module 5551 and an action display module 5552. These modules are logically related, and therefore can be arbitrarily combined or separated according to the functions they implement. The functions of each module will be described below.

[0089] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the interactive device in the virtual scene provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive method in the virtual scene provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0090] In some embodiments, the terminal or server can implement the interaction method in the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a local client, which is a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plugin.

[0091] Below, based on the electronic device and system provided in the embodiments of this application, the interaction method in the virtual scene provided in the embodiments of this application will be described.

[0092] Referring to Figure 3, which is a first flowchart illustrating the interaction method in a virtual scene provided in this application embodiment, in practical applications, this method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following description, using terminal implementation as an example, will illustrate the interaction method in a virtual scene provided in this application embodiment in conjunction with the steps shown in Figure 3.

[0093] In step 101, the first player character is displayed in the virtual scene.

[0094] In practice, a client supporting virtual scenes is installed on the terminal device. For example, when the virtual scene is a game, the corresponding client can be a game application, such as a pet collecting game application, a shooting game application, or a multiplayer online role-playing game application. When a user opens the client installed on the terminal device—for example, when a user clicks the icon corresponding to a multiplayer online role-playing game application displayed on the terminal device's user interface, and the terminal device is running the client—the first player character can be displayed in the virtual scene presented in the client's human-computer interaction interface. The virtual scene can be displayed in a first-person perspective, such as the user playing the role of a player in the game from their own point of view; it can also be displayed in a third-person perspective, such as the user chasing after a player character in the game; or it can be displayed in a bird's-eye view. These different perspectives can be switched arbitrarily.

[0095] In some embodiments, for single-player offline games, in response to a triggering operation on the game application, a display page of the game application can be displayed, in which a virtual scene is shown. For multiplayer online games, in response to a triggering operation on the game application, the terminal can send a data acquisition request to the server, and the server can send data to the terminal to display the display page of the game application, thereby allowing the display page of the game application to be displayed on the terminal, and the virtual scene to be shown on the display page.

[0096] Here, the first player character wears the first virtual outfit. The first player character refers to the character directly controlled by the current player (i.e., the account logged in in the client) in the game. This character is the player's avatar in the game, and the player controls the character's actions by operating the keyboard, mouse, gamepad, or other input devices.

[0097] In some embodiments, when displaying a virtual scene, in response to a display instruction for a first player character, a first player character can be displayed. The number of first player characters can be one or more, and the first player character can have one or more virtual pets. That is, the number of virtual pets can be one or more.

[0098] It should be noted that the first virtual costume is a special type of virtual costume that not only changes the character's appearance but also possesses virtual magic. This virtual magic has at least one virtual ability, which comes with special effects. These special effects or virtual abilities can enhance the interaction between the player character and the pet. For example, it can provide three different interaction methods: target interaction operation (casual interaction), first action combination (the pet's entrance performance when it appears), and second action combination (the ending performance when the battle between players ends). Each interaction method will be explained in detail later.

[0099] The first virtual outfit can be a set, a special decoration, etc. A set refers to a complete outfit including a hat, top, bottom, and shoes. A special decoration refers to a unique hat, top, bottom, staff, ornament, wings, etc., which can have unique visual effects and functions. In some embodiments, the first virtual outfit has a one-to-one correspondence with the first virtual pet. The first virtual outfit can be a special outfit designed based on the first virtual pet, with the same style, characteristics, or theme as the first virtual pet.

[0100] For example, the first player character is displayed in the virtual scene, wearing a first virtual outfit called the "Interstellar Explorer Suit". The overall style of this outfit is futuristic and sci-fi, including a silver bodysuit with glowing lines, a helmet with a transparent visor, boots with anti-gravity devices, and a multi-functional belt.

[0101] In practical applications, the first player character can obtain the first virtual outfit through different methods. These are explained below.

[0102] In some embodiments, a first player character can acquire a first virtual outfit by performing a specific task. Different specific tasks can correspond to different first virtual outfits with virtual magic. In practical applications, before the first player character is displayed in the virtual scene, the virtual task corresponding to the first virtual outfit is displayed. In response to the control operation on the first player character, the first player character is controlled to perform the virtual task. In response to the completion of the virtual task, the first player character is controlled to possess the first virtual outfit.

[0103] Here, in a virtual setting, a virtual task refers to a series of goals or challenges that players need to complete in order to unlock new features, obtain rewards, or advance the game. Virtual tasks can include exploration tasks, combat tasks, collection tasks, construction tasks, story tasks, etc. Control operations can include moving, attacking, using skills, and interacting with the environment.

[0104] In the game's virtual environment, once players enter the game, they will be presented with virtual quests related to their first virtual outfit through interface prompts, quest boards, dialogue with non-player characters, or other guiding methods. These virtual quests can be designed to guide players to familiarize themselves with game mechanics, explore the game world, or advance the plot. For example, during the tutorial phase, the game might display a series of virtual quests through a quest board, with the reward for one of these quests being the first virtual outfit.

[0105] After selecting and accepting a virtual mission through the game interface, players control their primary character to complete the corresponding mission. Missions may include exploring a specific area, defeating specific enemies, collecting specific items, or completing a series of story events. For example, a mission might require players to go to a game scene and defeat a specific enemy, or collect a certain amount of game resources. Players gradually complete the mission objectives by controlling their character's movement, combat, and interaction with non-player characters. Upon successful completion of a virtual mission, the system automatically checks the completion status and triggers a reward mechanism. At this point, the player's character will receive their first virtual outfit, which will be visually indicated through interface prompts, animation effects, or a direct update to the character's appearance.

[0106] It should be noted that virtual tasks corresponding to the first virtual outfit can be generated and displayed based on the current state and game progress of the first player character. When the player receives and executes these tasks, the task progress needs to be updated by detecting the player's control operations. For example, an event detector can capture the player's input commands and trigger corresponding actions or events in the game based on these commands. Once the conditions for task completion are detected, an event is activated through a trigger. This event is responsible for updating the player character's state, enabling them to obtain the first virtual outfit.

[0107] As an example, in the game's virtual environment, while exploring an ancient ruin, players are prompted with a virtual quest called "Trial of the Ruins Guardian." The quest requires players to find three scattered, mysterious rune stones within the ruins and place them on the altar in the center. After accepting the quest, players control their first-person character to search every corner of the ruins, avoiding traps and solving puzzles, ultimately collecting all the rune stones and completing the altar ritual. Upon completion of the quest, the player character is automatically unlocked and equipped with the "Ruins Guardian Set," a set of first-person virtual attire adorned with ancient runes, including a rune robe, a pair of gloves, and a belt.

[0108] In this way, by displaying the virtual task corresponding to the first virtual outfit, players can be clearly guided to perform specific operations and explorations, which helps to improve player engagement and game fun. When players perform virtual tasks through control operations, the system can respond in real time and provide feedback, enhancing the player's interactive experience and the smoothness of operation. After completing the task, the player character automatically obtains the first virtual outfit, which not only satisfies the player's sense of accomplishment but also motivates them to continue exploring and participating in the game, improving the system's response speed and resource utilization efficiency. At the same time, the task guidance and reward mechanism enhance the game's playability and user stickiness.

[0109] In some embodiments, a first player character can own a first virtual outfit by purchasing it. In practical applications, an outfit purchase interface is displayed before the first player character is displayed in the virtual scene. In response to the selection of the outfit option corresponding to the first virtual outfit, a preview interface of the first virtual outfit is displayed. The preview interface includes a magic icon of the first virtual outfit and a first purchase control. Based on the first purchase control, in response to a purchase operation on the first virtual outfit, the first player character is controlled to own the first virtual outfit.

[0110] In some embodiments, the virtual tasks include a prologue tutorial task, which is the initial guidance task for players after entering the game. Its purpose is to help players familiarize themselves with the basic operations, rules, and gameplay of the game. After the user completes the prologue tutorial task, a compass entry control will be displayed on the main interface. The compass entry control is used to enter the compass interface. In response to a trigger operation on the compass entry control, the compass interface is entered and displayed. The compass interface includes an clothing purchase entry control. In response to a trigger operation on the clothing purchase entry control, the clothing purchase interface is entered and displayed.

[0111] It should be noted that the clothing purchase interface is a dedicated interactive interface in the virtual scene used to purchase clothing and props. Access to the interface is unlocked after the first player character completes a preset initial task. The clothing purchase interface updates multiple clothing options at preset intervals. The updated clothing options and the included prop combinations are all in line with the virtual scene's world view. Each clothing option corresponds to a specific virtual outfit (including the first virtual outfit). When the clothing option corresponding to the first virtual outfit is selected, a preview interface is displayed. The preview interface includes a magic icon indicating that the first virtual outfit has the ability to combine actions with a virtual pet and a first purchase control. Responding to the purchase operation for the first virtual outfit (either purchasing the first virtual outfit alone or purchasing a prop combination containing the first virtual outfit), the first player character will acquire that first virtual outfit.

[0112] Here, a trigger operation refers to the process by which a user or system performs a preset action or function to activate the corresponding response or effect. In other words, it's the operation that enables the functional space to perform its function. Trigger operations can include various interactive behaviors, such as single-click, double-click, long-press, swipe, and drag. The clothing purchase interface includes at least one (or more) clothing options, each corresponding to a clothing item and a theme concept. Similarly, each clothing item corresponds to a theme concept, and each clothing item is designed around a specific theme concept. The theme provides a consistent design direction and story background for the clothing items. The theme aligns with the overall worldview of the game, reflecting a certain sense of the times, making the content of the item combinations both story-driven and engaging for players.

[0113] It should be noted that the magic icon is a visual indicator displayed in the preview interface of the first virtual outfit. It is used to inform players that the first virtual outfit has a specific attribute. The specific attribute is that it can form a relationship with the corresponding virtual pet and complete action combinations together. The magic icon will only be displayed in the preview interface when the first virtual outfit has the specific attribute. The preview interface of virtual outfits without this specific attribute will not display the magic icon, thereby achieving visual differentiation of virtual outfits with different attributes.

[0114] In some embodiments, based on a first purchase control, controlling a first player character to possess the first virtual outfit in response to a purchase operation on the first virtual outfit can be achieved by controlling the first player character to possess the first virtual outfit in response to a trigger operation on the first purchase control.

[0115] As an example, refer to Figure 4, which is a schematic diagram of the interactive page of the virtual scene provided in this application embodiment. After the user completes the prologue novice task, a compass entry control 402 will be displayed in the main interface 401. In response to the trigger operation of the compass entry control 402, the user enters the compass interface 403. The compass interface 403 includes an adventure manual control 404, a quest control 405, a map control 406, an encyclopedia control 407, a spirit control 408, a backpack control 409, a shop control 410, a clothing purchase entry control 411, an event control 412, and an announcement control 413. Among them, the adventure manual control 404 is used to provide information on the main and side quests of the game to guide players in their game exploration; the quest control 405 is used to display the task list of the current activity, including... Daily tasks, time-limited tasks, etc.; Map control 406 is used to display the game world map to help players navigate and locate; Encyclopedia control 407 is used to display detailed information and collection progress of creatures, items, characters, etc. in the game; Sprite control 408 is used to provide a management interface for virtual pets (sprites), where players can view and raise their pets; Backpack control 409 is used for players to view and manage their items, including equipment, consumables, materials, etc.; Shop control 410 is used to quickly access the in-game shop to purchase virtual items, etc.; Clothing purchase entry control 411 is used to enter and display the clothing purchase interface; Event control 412 is used to display information on currently ongoing and upcoming events; Announcement control 413 is used to provide game help and support, such as customer service contact information, etc.

[0116] After the user clicks the clothing purchase entry control 411, they enter and display the clothing purchase interface 414. The clothing purchase interface 414 includes clothing options 415 and 416. Clothing option 415 corresponds to the first virtual clothing item. Upon entering the clothing purchase interface 414, the first virtual clothing option 415 is selected by default, and a preview interface 421 of the first virtual clothing item is displayed, corresponding to the theme concept "Reunion Waltz." The preview interface 421 of the first virtual clothing item also displays a virtual pet 417, the first virtual clothing item 418, and a virtual pet 419. The virtual costume 420, virtual pet 417, virtual costume 418, virtual pet 419, and virtual costume 420 all conform to the theme concept "Reunion Waltz". Virtual pet 417 is associated with virtual costume 418, and virtual pet 419 is associated with virtual costume 420. In the preview interface 421 of the virtual costume, the magic icon 422 of the virtual costume and the first purchase control 423 are also displayed. After the user clicks the first purchase control 423, the user controls the first player character to own virtual costume 418 and virtual costume 420.

[0117] It should be noted that one clothing option corresponds to at least one (or more) first virtual clothing items. There is a one-to-one correspondence between clothing options and the preview interface of virtual clothing items. When the clothing purchase entry control is triggered, the clothing purchase interface is displayed by default, showing that the clothing option corresponding to the first virtual clothing item is selected and displaying the preview interface of the first virtual clothing item. Alternatively, the user can click on the clothing option corresponding to the first virtual clothing item in the clothing purchase interface to select the clothing option corresponding to the first virtual clothing item and display the preview interface of the first virtual clothing item.

[0118] As an example, refer to Figure 5, which is a second schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. In the clothing purchase interface 501, there are clothing options 502 and 503. The preview interface 504 of the virtual clothing corresponding to clothing option 503 is displayed, which corresponds to the theme concept "Snow Mountain Researcher". The user can click on the clothing option 502 corresponding to the first clothing to select the clothing option 502 corresponding to the first virtual clothing and display the preview interface 505 of the first virtual clothing. At this time, the corresponding theme concept is "Reunion Waltz".

[0119] The magic icon indicates that the first virtual costume possesses virtual magic, which in turn possesses at least one virtual ability. This virtual ability includes a target virtual ability. The target virtual ability is used to control the first virtual pet to appear in the virtual scene and play a first animation when the first player character is wearing the first virtual costume, the first virtual pet is associated with the first virtual costume, and the player character is currently in combat mode. The first animation is used to demonstrate the process of the first virtual pet and the first player character cooperating to complete a first action combination. Alternatively, the target virtual ability is used to control the first virtual pet to appear in the virtual scene and play a first animation when the first virtual pet possesses a first virtual item and is currently in combat mode. The first animation is used to demonstrate the process of the first virtual pet and the first player character cooperating to complete a first action combination.

[0120] Thus, by providing clothing options and corresponding preview functions in the clothing purchase interface, players can intuitively see the appearance and magical symbols of the clothing before purchasing. This not only enhances the interactivity and transparency of the shopping experience but also helps players make more satisfactory purchasing decisions. The introduction of magical symbols clearly conveys the virtual magic and abilities attached to the clothing, increasing its attractiveness and perceived value. The simplified purchase process through the primary purchase control allows players to easily and quickly obtain the virtual clothing they want, optimizing the user experience and increasing conversion rates and the frequency of in-game purchases.

[0121] In some embodiments, a first player character can select a first virtual outfit in the viewing interface, and the viewing interface displays the wearing effect of the first player character wearing the first virtual outfit. In practical applications, the outfit prop is an item combination, which includes multiple sub-outfit props, including the first virtual outfit. The preview interface also includes a viewing control for the first virtual outfit. Accordingly, after displaying the preview interface of the first virtual outfit, in response to the triggering operation of the viewing control, the viewing interface of the first virtual outfit is displayed. In the first area of ​​the viewing interface, multiple sub-outfit props are displayed. When the first virtual outfit is selected among the multiple sub-outfit props, the wearing effect of the first player character wearing the first virtual outfit is displayed in the second area of ​​the viewing interface.

[0122] Here, the viewing interface for the first virtual outfit also includes a magic icon. The item combination includes at least one (or more) first virtual outfits, a staff, a themed bag charm, a themed name card, and other sub-outfit items. The item combination corresponds to the theme concept, and all the sub-outfit items included in the item combination conform to the theme concept and are designed based on the current theme concept. The first area is the part of the viewing interface used to display multiple sub-outfit items, displayed in the form of a list or icons. The second area is the part of the viewing interface used to display the effect of the player character wearing the selected outfit, displaying the character model or the character's virtual image.

[0123] It should be noted that sub-clothing items are independent clothing units that make up item combinations. Sub-clothing items have exclusive dressing attributes and can be selected individually. Sub-clothing items are integrated with other sub-clothing items through theme association to form a complete item combination. Each sub-clothing item can be independently displayed in the second area of ​​the viewing interface to show the wearing effect of the first player character. The item combination must contain at least one target sub-clothing item with specific functional attributes (i.e., the first virtual outfit). For example, in the "Elf Impression" theme item combination, the top, pants, headwear, and shoes are all sub-clothing items. Among them, the orange-quality top that can trigger virtual pet cooperative action combinations is the first virtual outfit. The remaining sub-clothing items are matching dressing elements and together with the first virtual outfit form an item combination with a unified theme.

[0124] As an example, refer to Figure 6, which is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. In the preview interface 601 of the first virtual costume, there is a viewing control 602 with the option to "go to view". In response to the trigger operation of the viewing control 602, the viewing interface 603 of the first virtual costume is displayed. In the first area 604 of the viewing interface 603, multiple sub-costume props are displayed, including the first virtual costume 605, the first virtual costume 606, the first virtual costume 607, the staff 608, the theme bag ornament 609, and the theme name card 610. When the first virtual costume 606 is selected, the wearing effect of the first player character wearing the first virtual costume 606 is displayed in the second area 611 of the viewing interface 603. In addition, the viewing interface 603 includes a magic icon 612 and a second purchase control "purchase prop combination" 613.

[0125] Thus, by integrating viewing controls into the preview interface and displaying sub-clothing items and their wearing effects in separate areas, players' understanding and selection experience of virtual clothing is enhanced. This also allows players to intuitively preview and evaluate the effects of different clothing combinations. This interactive approach strengthens players' confidence in purchasing, allowing them to have a clear understanding of the appearance and styling effects of clothing before buying, thus making choices that better suit their personal preferences. Furthermore, the detailed preview function increases the game's immersion and engagement, allowing players to more deeply personalize their characters and enjoy customized appearances, which helps improve player satisfaction and loyalty, and may also increase the likelihood of in-game purchases.

[0126] In some embodiments, triggering the second purchase control will display a calculation interface for the virtual resources required to purchase the item combination. In practical applications, the second area also displays a second purchase control for the item combination. After displaying the wearing effect of the first player character wearing the first virtual clothing, in response to triggering the second purchase control, the calculation interface for the virtual resources required to purchase the item combination is displayed.

[0127] Here, the calculation interface includes: the size of the virtual resources corresponding to each sub-item, the size of the virtual resources corresponding to the item combination, and the discount information for the item combination. When a player sees the effect of the first player character wearing the first virtual outfit in the second area of ​​the viewing interface, and is interested in the outfit, they can purchase it through the second purchase control. Virtual resources exist in the form of points, etc., and are the basis for players to conduct in-game transactions. They can be used to purchase virtual clothing, virtual weapons, equipment, and other virtual items, unlock new game characters or skills, and obtain special abilities or privileges. Players can obtain virtual resources by completing game tasks, participating in events, trading, or directly exchanging them in real life. Discount information includes reductions and bundled sales discounts.

[0128] The discount information for item bundles is used to clarify the cost reduction enjoyed by purchasing the entire item bundle compared to purchasing each of its individual sub-items. The discount information may include the discount percentage, discount amount, and exclusive additional benefits of the item bundle. It is presented in a quantitative comparison form to convey the cost advantage of bundle purchases to players and provide an incentive reference for players' purchasing decisions. Moreover, this discount information is directly related to the size of the virtual resources corresponding to each sub-item and the item bundle.

[0129] As an example, following Figure 6, after the user triggers the operation of the second purchase control 613, see Figure 7. Figure 7 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application, showing the calculation interface 701 for the virtual resources required to purchase the prop combination. The virtual resource calculation interface 701 includes the size of the virtual resources corresponding to each sub-clothing prop 702, the size of the virtual resources corresponding to the prop combination 703, the combination sales discount 704, the discount information of the reduction discount 705, the discount information of the reduction discount 706, the discount information of the reduction discount 707, the confirmation control "Pay" 708 for confirming the purchase, and the return control "Think Again" 709 for returning to the previous interface and not purchasing for the time being.

[0130] Thus, by integrating a second purchase control into the second area and displaying a detailed calculation interface after the action is triggered, including the virtual resource requirements for each sub-item, the total virtual resources of the entire item set, and available discount information, not only is transaction transparency improved, allowing players to clearly understand their purchasing decisions, but it also helps to increase players' willingness to buy. Furthermore, this instant feedback mechanism optimizes the user experience, reducing the time players need to spend in the decision-making process. At the same time, by highlighting discount information, it effectively promotes in-game consumption, enhances the interactivity of the user interface, and makes resource management and the transaction process more intuitive and user-friendly, thereby increasing the overall attractiveness of the game and player engagement.

[0131] In some embodiments, triggering a magic icon displays at least one virtual card. In practical applications, after displaying a preview interface of the first virtual outfit, in response to the triggering operation on the magic icon, at least one (or more) virtual cards related to the virtual magic are displayed. These virtual cards describe the virtual abilities of the virtual magic, and different virtual cards correspond to different virtual abilities.

[0132] Here, both the preview and viewing interfaces for the first virtual costume include magic icons. Each virtual card explains a specific virtual magic ability. For example, one virtual card describes the effect of casual interaction, another explains the effect of pet-switching performance, and yet another explains the effect of victory settlement. Each card provides unique information about the virtual magic ability, and players can view these cards to understand the effects of each virtual magic and how they affect the game experience.

[0133] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.

[0134] It should be noted that virtual abilities include target interaction operations (casual interaction) performed by a first virtual pet associated with a first virtual outfit or a virtual pet wearing virtual items corresponding to the first virtual outfit, a first action combination (the pet's entrance performance) and a second action combination (the ending performance at the end of a player-versus-player battle). In some embodiments, target interaction operations refer to a series of non-combat interactive activities between the player character and their virtual pet in the game, including playing with the virtual pet, performing special actions or mini-games with the virtual pet, and simple interactions with the virtual pet by touching or clicking the screen. These interactive methods enrich the player's gaming experience, making the pet not only a partner in battle but also a loyal companion to the player in the game. The first action combination refers to an animation played when the player character is in combat mode and controls the virtual pet to appear in the virtual scene. The animation is used to demonstrate the process of the virtual pet and the player character cooperating to complete the first action combination, i.e., a special entrance performance, including the virtual pet entering the battlefield with unique animations or special effects, such as dazzling light and shadow effects or special action sequences. The interaction between the pet and the current battlefield environment not only provides players with visual enjoyment but also enhances the overall gaming experience and the drama of the battle with specific sound effects or music. The second action combo refers to the special settlement performance triggered when the player character is in combat mode and the virtual pet delivers the final blow to the opponent and wins. It showcases the process of the virtual pet and the first player character working together to complete the second action combo, including a series of animation effects and visual presentations, such as the virtual pet's celebration actions, special effects flashes, score settlement animations, etc. The victory settlement not only provides players with visual feedback to confirm their success but also includes some in-game rewards or achievements, such as extra points, experience points, and possible honor badges or titles, which help to increase player engagement and the replay value of the game.

[0135] It should be noted that virtual cards are information display carriers shown in response to the trigger operation of the first virtual costume magic icon. They are used to explain the various virtual abilities corresponding to the virtual magic. Different virtual cards correspond to different virtual abilities and can be distinguished by exclusive visual identifiers (such as different colored icons or differentiated layouts). Virtual cards can be displayed in the form of pop-up windows, carousels, etc., and multiple cards can be arranged horizontally or vertically. Players can freely switch between cards by swiping or clicking the switching controls. The content displayed on the virtual card can include the name of the virtual ability, function description, trigger scenario, trigger condition, associated virtual pet type, and a brief description, diagram or video of the corresponding interactive effect (such as collaborative action combinations, exclusive visual effects).

[0136] As an example, after a user clicks the magic icon 422 in Figure 4 or the magic icon 612 in Figure 6, referring to Figure 8, which is a schematic diagram of the interactive page of the virtual scene provided in this application embodiment, a virtual card 801 is displayed in the corresponding interface floating window. The virtual card 801 corresponds to the effect of the target interactive operation. The virtual card 801 includes an area 802 displaying the animation effect corresponding to the virtual magic target interactive operation, an explanation area 803 of the virtual magic ability, and a next page switching control 804 for switching to the next virtual card and a previous page switching control 805 for switching to the previous virtual card. When the user clicks the next page switching control 804, they will switch to the virtual card 806. The virtual card 806 corresponds to the effect of the first action combination. Similarly, it includes... The system includes an area 807 displaying the animation effects corresponding to the first virtual magic action combination, an area 808 explaining the virtual magic ability, a next-page switch control 809 for switching to the next virtual card, and a previous-page switch control 810 for switching to the previous virtual card. Clicking the next-page switch control 809 will switch to virtual card 811, which corresponds to the effect of the second action combination. This virtual card 811 includes an area 812 displaying the animation effects corresponding to the second virtual magic action combination, an area 813 explaining the virtual magic ability, a next-page switch control 814 for switching to the next virtual card, and a previous-page switch control 815 for switching to the previous virtual card. Clicking the next-page switch control 814 will switch to virtual card 801. It is understood that clicking the previous-page switch control 815 in virtual card 811 will switch to virtual card 806, clicking the previous-page switch control 810 in virtual card 806 will switch to virtual card 801, and clicking the previous-page switch control 805 in virtual card 801 will switch to virtual card 811. In this embodiment, the order in which the virtual cards are displayed is not limited.

[0137] Thus, by integrating the triggering of magic icons into the preview interface and displaying at least one virtual card detailing the abilities and effects of the virtual magic upon response, the player's interactive experience and ease of information access are greatly enhanced. Players can intuitively understand the magic associated with different virtual outfits and their effects, allowing them to make purchasing decisions that better align with their personal preferences and game strategies. Furthermore, providing detailed magic descriptions increases the game's transparency, helping players better understand the game mechanics and adding to the enjoyment of exploration and discovery.

[0138] In step 102, at least one pet control is displayed.

[0139] It should be noted that pet controls are visual interactive elements set in the virtual scene interaction interface. They can be presented as icons paired with the corresponding virtual pet names, or the pet control can display the corresponding pet's pet icon. Pet controls can be placed in easily accessible areas such as the sidebar or bottom shortcut bar of the interface, and serve as the exclusive trigger entry point for the first player character to summon virtual pets. Each pet control establishes a unique mapping relationship with a virtual pet already owned by the first player character, that is, one pet control uniquely corresponds to one virtual pet. By triggering a specific pet control (such as the first pet control), the player can directly start the process of the virtual pet (such as the first virtual pet) mapped by that control appearing in the virtual scene, realizing a precise association between operation commands and virtual pet summoning results.

[0140] In step 103, based on the first pet control in at least one pet control, the first virtual pet corresponding to the first pet control is controlled to be displayed in the virtual scene, demonstrating the process of the first virtual pet and the first player character working together to complete the first action combination.

[0141] Here, each pet control corresponds to a virtual pet for the first player character. When there are no virtual pets in the scene, the first virtual pet can be summoned from scratch by triggering an action on at least one (or more) of the first pet controls. When there are other virtual pets in the scene, the current virtual pet can be switched to the first virtual pet by triggering an action on at least one of the first pet controls. Pet controls are interactive elements in the game interface used to manage and operate virtual pets. They can be presented as buttons, icons, shortcut bars, or menu options, allowing players to easily perform operations such as summoning, switching, and using skills.

[0142] The first virtual pet and the first virtual outfit are associated, meaning that the first virtual pet and the first virtual outfit correspond to each other and have a preset binding relationship. The first virtual outfit and the first virtual pet correspond to the same theme concept. The first action combination refers to a special interactive sequence, which can include a variety of activities such as the first virtual pet and the player character dancing together, the first virtual pet and the player character performing a short skit, the first virtual pet and the player character playing a mini-game, and the first virtual pet demonstrating combat skills or releasing magic.

[0143] It should be noted that when there is a relationship between the first virtual pet and the first virtual outfit, the process of the first virtual pet and the first player character working together to complete the first action combination is shown.

[0144] Here, based on a first pet control among at least one pet control, there are multiple ways to control the display of a first virtual pet corresponding to the first pet control in the virtual scene. In some embodiments, in response to a trigger operation on the first pet control among at least one pet control, the first virtual pet corresponding to the first pet control is controlled to be displayed in the virtual scene. In other embodiments, in response to a trigger operation on the first pet control among at least one pet control, a confirmation control is displayed, and in response to a trigger operation on the confirmation control, the first virtual pet corresponding to the first pet control is controlled to be displayed in the virtual scene. In other embodiments, in response to a trigger operation on the first pet control among at least one pet control, a first player character is controlled to acquire a third virtual item, and in response to the third virtual item being thrown, the first virtual pet corresponding to the first pet control is controlled to be displayed in the virtual scene, wherein the third virtual item is used to store the first virtual pet.

[0145] In practical implementation, for situations where the player character is displayed in the virtual scene but the player character's first virtual pet is not, the system responds to control commands directed at the player character by instructing the player character to perform a throwing operation on a third virtual item, including the first virtual pet, thereby displaying the first virtual pet in the virtual scene. The third virtual item can be any of the following: a virtual sphere, a virtual box, a virtual book, a virtual package, or a virtual capsule, and can be configured according to actual usage requirements.

[0146] It should be noted that the first virtual pet can be obtained in the following ways: as a reward for completing specific tasks or challenges; by purchasing it directly from the game's virtual store; by participating in in-game events or festivals; by randomly drawing it from a gacha machine or lottery system using in-game virtual resources (such as points); by unlocking it through game progress or achievements; by trading or exchanging it with other players in the game community; by participating in auctions in the game's auction house; by completing daily or consecutive login rewards; by watching in-game ads or completing ad tasks; by participating in in-game surveys or providing feedback; by receiving rewards through in-game social functions such as inviting friends to join the game; by being given away as a gift by partners in the game's cooperative promotional activities; or by being distributed to players as compensation after game updates or maintenance.

[0147] In some embodiments, in battle mode, the first virtual pet plays a first animation when it appears to demonstrate the first action combination. In practical applications, when the first virtual pet corresponding to the first pet control is displayed in the virtual scene, and when the first virtual pet and the first virtual costume are associated and the current state is battle mode, the first animation is played. The first animation is used to demonstrate the process of the first virtual pet and the first player character working together to complete the first action combination.

[0148] It should be noted that a data structure needs to be defined to store information related to the first virtual pet, the first virtual outfit, and the first action combination, including the association between the first virtual pet and the first virtual outfit and the animation resource path corresponding to the first action combination. When the player summons the first virtual pet to enter the battle mode and the first virtual pet has a preset association with the currently equipped first virtual outfit, this state is identified through condition detection and an internal event is triggered. The corresponding animation sequence is loaded from the resource library and played. At the same time, interpolation or frame synchronization technology can be used to ensure that the animation corresponding to the first action combination is synchronized with the game action.

[0149] Among them, the combat mode refers to a specific scenario mode in the virtual scene where the first player character interacts with other player characters (such as the second player character) in a competitive manner. The combat mode has exclusive combat rules, interaction logic and interface layout.

[0150] As an example, refer to Figure 9, which is a schematic diagram of the interactive page of the virtual scene provided in this embodiment of the application. A first player character 901 is displayed in the virtual scene, wearing a first virtual outfit. Pet controls 902, 903, and 904 are displayed, each corresponding to a virtual pet of the first player character 901. The virtual pet corresponding to pet control 902 is the first virtual pet associated with the first virtual outfit. When a trigger operation is performed on pet control 902, pet control 902 is selected and enlarged, and controls pet control 902 to... The corresponding virtual pet 905 appears in the virtual scene and is in battle mode. The interface displays skill release controls 906, 907, escape control 908, capture control 909, switch control 910, and skill control 911. At this time, skill control 911 is selected by default. Skill release controls 906 and 907 are used to command virtual pet 905 to attack virtual pet 912. Escape control 908 is used to exit battle mode. Capture control 909 is used to capture virtual pet 912. Switch control 910 is used to switch the virtual pet of the first player character in battle mode.

[0151] When the user clicks the change control 910, a list of virtual pets 913 is displayed. The virtual pet corresponding to the pet control 914 is the first virtual pet that is associated with the first virtual outfit. When the pet control 914 is triggered, the first animation is played in the interface 915. The first animation is used to show the process of the first virtual pet and the first player character working together to complete the first action combination, and a prompt message 916 is displayed to indicate that the first player character has summoned the first virtual pet.

[0152] In some embodiments, when the attack operation of the first virtual pet causes the second virtual pet to be defeated, the process of cooperating with the first player character to complete the second action combination is displayed. In practical applications, after the first virtual pet corresponding to the first pet control is displayed in the virtual scene, during the battle between the first player character and the second player character, in response to the first control command for the first virtual pet, the first virtual pet is controlled to perform an attack operation against the second virtual pet of the second player character. If the attack operation causes the second virtual pet of the second player character to be defeated, the process of the first virtual pet cooperating with the first player character to complete the second action combination is displayed.

[0153] Here, the second action combination performed by the first virtual pet and the first player character can be the same as or different from the first action combination. The player can trigger operations on the skill controls in the interface, displaying at least one (or more) skill release controls that allow the first virtual pet to attack the second virtual pet. By triggering one of the skill release controls, a first control command is issued to the first virtual pet, controlling the first virtual pet to perform an attack operation against the second virtual pet of the second player character.

[0154] The second action combination can include a series of actions after victory, such as the first virtual pet displaying its signature victory pose, performing a showy flight or jump around the defeated opponent, having a settlement performance with the first player character, interacting with the first player character, such as touching each other or simulating a high-five, and triggering environmental effects, such as kicking up dust, splashing water, or activating lighting effects on the battlefield.

[0155] It should be noted that during the battle, when a player's control commands to the first virtual pet are detected to execute an attack operation, such as clicking or pressing a button, attack parameters including damage value and hit rate are calculated, and the second player's pet's health is updated. If the second virtual pet's health drops to zero or other failure conditions are met, it will be considered defeated. A preset animation sequence is activated, displaying the coordinated actions of the first virtual pet and the first player's character (a second action combination), such as a victory dance or celebration animation, while the user interface is updated to reflect the battle result.

[0156] In actual implementation, during the process of demonstrating the first virtual pet and the first player character working together to complete the second action combination, a skip control is displayed. In response to the trigger operation of the skip control, the process of the first virtual pet and the first player character working together to complete the second action combination is skipped, that is, the process of demonstrating the first virtual pet and the first player character working together to complete the second action combination is canceled.

[0157] As an example, referring to Figure 10, which is a schematic diagram of the interactive page of the virtual scene provided in this application embodiment, during the battle between the first player character 1001 and the second player character 1002, the player triggers the skill control 1003 in the interface 1009, displaying the skill release controls "Needle Storm" 1006 and "Thorn Whirlwind" 1007 of the first virtual pet 1004, which can attack the second virtual pet 1005. Triggering the skill release control "Needle Storm" 1006 triggers the first control command for the first virtual pet 1004. The first virtual pet 1004 is controlled to perform an attack operation against the second virtual pet 1005 of the second player character 1002. The attack operation defeats the second virtual pet 1005 of the second player character 1002. A prompt message 1008 is displayed on the interface, which is used to instruct the first virtual pet to defeat the second virtual pet. The process of the first virtual pet 1004 and the first player character 1001 working together to complete the second action combination is displayed on the interface 1011, and a battle prompt message 1010 is displayed to record and display the number of times the first player character wearing the first virtual costume wins the battle against the first virtual pet.

[0158] In this way, by responding to the player's control commands to the first virtual pet during battles and displaying a coordinated second action combo after the pet successfully defeats the opponent's pet, the game not only enhances its interactivity and strategy, encouraging players to participate more actively in battles and pet training, but also strengthens the game's immersion and visual appeal. At the same time, the victory animations increase the sense of accomplishment and satisfaction, thereby increasing player engagement and encouraging players to explore and utilize the unique abilities and fighting styles of different pets, adding depth and complexity to the game.

[0159] In some embodiments, during the process of displaying the first virtual pet and the first player character working together to complete the first action combination, a skip control is displayed. In response to the triggering operation of the skip control, the process of the first virtual pet and the first player character working together to complete the first action combination is skipped, that is, the process of displaying the first virtual pet and the first player character working together to complete the first action combination is canceled.

[0160] In some embodiments, during a battle between a first player character and a second player character, if the first virtual pet possesses a first virtual item, an attack effect corresponding to the attack operation is displayed during the first virtual pet's attack operation. The attack effect is used to identify that the first virtual pet possesses the first virtual item.

[0161] Here, the first virtual item is a special virtual item. When a player equips the first virtual item on the first virtual pet that is associated with the first virtual outfit, even if the first player character is not wearing the first virtual outfit, the first virtual pet can retain and display at least one virtual ability corresponding to the first virtual outfit, including casual interaction, pet-switching performance, victory settlement, etc.

[0162] In this scenario, when a first player character battles a second player character, if the first player character's first virtual pet is equipped with a special virtual item (i.e., a first virtual item), then visual effects will be displayed when the first virtual pet performs an attack. In some embodiments, when the first virtual pet attacks the second player character's second virtual pet, the game interface will display specific attack effects, including flashes, flames, freezing effects, or other visual elements consistent with the characteristics of the first virtual item, thus clearly demonstrating to the player that the pet has gained enhanced attack power or special abilities due to being equipped with a special item.

[0163] As an example, see Figure 11. Figure 11 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. The first virtual pet 1103 has a first virtual item. During the battle between the first player character 1101 and the second player character 1102, when the first virtual pet 1103 attacks the second virtual pet 1104 of the second player character 1102, the attack effect 1105 corresponding to the attack operation is displayed.

[0164] Thus, when the first virtual pet equips the first virtual item and performs an attack, the corresponding attack effects are displayed. This not only enriches the game's visual presentation and enhances the dynamism and appeal of the battle scenes, but also directly conveys the pet's special abilities and the effects of the virtual item through the effects, thereby enhancing players' understanding of their pet's capabilities and the strategic depth of combat. Furthermore, this instant visual feedback increases player immersion, making them feel that their investment in pet training and virtual items has a substantial impact on combat, increasing game interactivity and player satisfaction. Simultaneously, the effects design can also serve as an effective form of communication within the game, allowing other players to quickly identify pets equipped with special items, increasing the game's social elements and competitiveness.

[0165] In some embodiments, referring to Figure 12, which is a second flowchart of the interaction method in a virtual scene provided in this application embodiment, after the first virtual pet corresponding to the first pet control is displayed in the virtual scene, the player can switch the virtual clothing of the first player character. When the first virtual pet is equipped with the first virtual item, the player can perform a target interaction operation with the first virtual pet. In practical applications, this can be achieved through steps 104 to 105, which will be explained below.

[0166] In step 104, in response to the clothing switching command for the first player character, the clothing of the first player character is switched from the first virtual clothing to the second virtual clothing.

[0167] In actual implementation, in response to the display command for the clothing switching interface, the clothing switching interface is displayed, showing multiple virtual outfits owned by the first player character. In response to the selection operation of the second virtual outfit among the multiple virtual outfits, the clothing switching command for the first player character is triggered.

[0168] Here, the second virtual outfit is not related to the first virtual pet, including virtual outfits that are related to other virtual pets of the first player character, as well as ordinary virtual outfits that do not have virtual magic.

[0169] For example, in the game, a player's first virtual pet is equipped with a "Magic Badge," a first virtual item that grants it a special ability: retaining and displaying at least one virtual ability corresponding to the first virtual outfit. When a player wants to change their character's appearance, they can switch to a second virtual outfit. This could be a "Snow Queen Set" designed specifically for another virtual pet, or simply ordinary virtual clothing without virtual magic, such as freely combinable pieces like an "Adventurer's Cloak" and an "Explorer's Hat." These new outfits may not activate the special interactive effects with the first virtual pet—that is, retaining and displaying at least one virtual ability corresponding to the first virtual outfit—however, the player can still perform specific interactive actions with the first virtual pet.

[0170] As an example, taking the second virtual outfit as a freely combinable set as an example, see Figure 13. Figure 13 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. When the player controls the first virtual player to walk to the vicinity of the virtual wardrobe 1302 in the virtual scene through the virtual joystick 1301, the wardrobe entrance control "Enter Wardrobe" 1303 is displayed. The player triggers the operation of the wardrobe entrance control 1303, and the wardrobe interface 1304 is displayed. The wardrobe interface 1304 includes a set selection control 1305, which allows the player to browse and select different sets. Sets usually include a complete outfit from head to toe. The player can choose a complete theme appearance; a staff selection control 1306, which allows the player to select the staff or other handheld items held by the character. These items may have different appearances and attributes, affecting the character's combat ability; and a clothing piece selection control 1307, which is used to select clothing pieces such as tops. Players can select tops individually and combine them with other individual pieces or sets to create unique looks; the shoe and hat selection control 1308 allows players to choose shoes, hats, and other accessories independently of other clothing, increasing the diversity of character appearance; the hairstyle selection control 1309 allows players to choose their character's hairstyle, with different hairstyles changing the character's overall appearance and providing personalized options; the makeup selection control 1310 allows players to choose their character's facial makeup, such as eyeshadow and lipstick; and the save outfit control "Selected" 1313 saves the player's choices when they have completed the character's appearance outfit.

[0171] When a player selects the shoe and hat selection control 1308, multiple headbands are displayed in the first area 1314 of the wardrobe interface 1304. When the user selects headband 1311, the effect of the first player character wearing headband 1311 is displayed in the second area 1315 of the wardrobe interface 1304. At this time, headband 1311 and skirt 1312 worn by the first player character do not belong to the same theme concept.

[0172] In step 105, if the first virtual pet has the first virtual item, in response to the target interaction command between the first player character and the first virtual pet, the first player character is controlled to perform the target interaction operation with the first virtual pet.

[0173] In actual implementation, interactive controls are displayed, and in response to a trigger operation on the interactive controls, at least one interactive operation is displayed. In response to a selection operation on the target interactive operation in the at least one interactive operation, a target interactive command between the first player character and the first virtual pet is triggered.

[0174] Here, the target interactive operation refers to a series of preset interactions between the first virtual player and the first virtual pet through specific instructions. These interactive operations can include playing with the first virtual pet, training, performing skills, participating in mini-games, or cooperating in battles, etc., with the aim of enhancing the connection between the first virtual player and the first virtual pet.

[0175] It should be noted that the first virtual item is a digital item belonging to the first player character and having preset functional attributes. It is used to transfer to the first virtual pet through the gifting control and corresponding gifting command to form an exclusive binding relationship, thereby triggering the first player character and the first virtual pet to perform the target interaction operation.

[0176] In some embodiments, a first virtual item can be gifted to a first virtual pet based on a gift control, so that the first virtual pet possesses the first virtual item. In practical applications, before controlling the first player character to perform a target interaction operation with the first virtual pet, at least one virtual item of the first player character is displayed, a gift control is displayed, and based on the gift control, in response to a gift command to gift the first virtual item to the first virtual pet, the first virtual pet is controlled to possess the first virtual item.

[0177] Among them, at least one virtual item includes a first virtual item, and the gifting control is used to gift the virtual item to the virtual pet of the first player character.

[0178] In some embodiments, displaying the gift control can be accomplished by: in response to a selection operation on a first virtual item, controlling the first virtual item to be selected and displaying a use control for the first virtual item; in response to a trigger operation on the use control, displaying at least one pet of the first player character; and in response to a selection operation on a first virtual pet, displaying a gift control for the first virtual pet.

[0179] Here, at least one pet includes a first virtual pet, and displaying at least one pet of the first player character includes all virtual pets of the first player character. Virtual pets belonging to a specific category are identified, or only virtual pets belonging to a specific category are displayed, or all virtual pets of the first player character are displayed. When the user selects a virtual pet, a prompt message is displayed to indicate whether the currently selected virtual pet belongs to a specific category. The specific category refers to the fact that pets belonging to that category have the right to possess the first virtual item.

[0180] Accordingly, based on the gifting control, in response to the gifting instruction to gift the first virtual item to the first virtual pet, before the first virtual pet possesses the first virtual item, in response to the triggering operation of the gifting control, the gifting instruction to gift the first virtual item to the first virtual pet is triggered.

[0181] As an example, referring to Figure 4, when the user clicks the backpack control 409 in the compass interface 403, as shown in Figure 14A (Figure 14A is a schematic diagram of the interactive page of the virtual scene provided in this embodiment), the user enters the backpack interface 1401. The backpack interface 1401 displays multiple virtual items 1402 of the first player character. Among the multiple virtual items 1402 is a first virtual item 1403. When the first virtual item 1403 is selected, a control 1404 for using the first virtual item 1403 is displayed, along with the first virtual item itself. The introduction information 1405 corresponding to 1403 refers to the trigger operation using control 1404. See Figure 14B. Figure 14B is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application, showing the virtual pets 1406 and 1407 of the first player character. Both virtual pets 1406 and 1407 belong to a specific category of virtual pets and are the first virtual pets. When the user selects the first virtual pet 1406, the gift control 1408 is displayed to confirm the gift, and the cancellation control 1409 is displayed to cancel the gift.

[0182] As another example, following Figure 14A, when a trigger operation is performed using control 1404, see Figure 14C. Figure 14C is a schematic diagram of the interactive page of the virtual scene provided in this application embodiment, showing the virtual pet 1409 and virtual pet 1410 of the first player character. Virtual pet 1409 belongs to a specific category of virtual pets and is the first virtual pet, while virtual pet 1410 does not belong to a specific category of virtual pets and does not have the authority to possess the first virtual item. Therefore, an identifier 1411 indicating that virtual pet 1409 belongs to a specific category of virtual pets is displayed at the corresponding position of virtual pet 1409, prompting the user to choose to give the first virtual item to virtual pet 1409, but not to virtual pet 1410.

[0183] This allows players a clear and intuitive process for selecting and gifting virtual items to their virtual pets before engaging in any interaction, thus enhancing player participation in in-game item management and pet raising. By displaying virtual items and corresponding gifting controls, players can more easily understand how to operate them and how their actions will affect the pet's abilities or appearance.

[0184] In some embodiments, before displaying at least one virtual item of the first player character, an upgrade control for the first virtual outfit and upgrade conditions for the first virtual outfit are displayed. In response to a trigger operation on the upgrade control, the first virtual outfit is upgraded when the upgrade conditions are met. In response to the first virtual outfit reaching a target level, the first player character is controlled to obtain the first virtual item.

[0185] Here, upgrade conditions refer to the requirements players need to meet in order to upgrade their first virtual outfit. These conditions may include accumulating a certain amount of experience points (obtained through participating in game activities or battles); collecting specific materials or resources (obtained through exploration or trading in the game world); completing related tasks or achievements, requiring players to meet certain in-game objectives; consuming a certain amount of virtual resources to pay for the upgrade; and requiring the player's character or virtual pet to reach a predetermined level so that the upgraded outfit matches the character's abilities. Upgrade conditions can be presented through text descriptions, icons, or progress bars, indicating the required experience points, materials, etc., for the upgrade.

[0186] The target level refers to the specific level that virtual clothing needs to reach in order to unlock or obtain the corresponding first virtual item or costume item. The target level can be a preset level, such as the highest level, or it can be dynamically adjusted according to the player's progress. The first virtual clothing reaching the target level means that the level of the first virtual clothing after upgrading reaches the target level.

[0187] It should be noted that when players interact with the game, such as gaining enough experience or resources by completing quests or engaging in battles, the upgrade controls become interactive. Players trigger the upgrade controls, which check if all preset upgrade conditions are met. If the conditions are met, the upgrade logic is executed, including updating clothing attributes, changing its appearance, or unlocking new equipment items. As the clothing level increases, when a preset target level is reached, an event is triggered, causing the first player character to automatically obtain the corresponding first virtual item.

[0188] For example, the interface for the first virtual outfit displays upgrade controls and upgrade conditions (consuming 500 virtual coins and 4 upgrade fragments), with the target level set to level 4. After the player triggers the upgrade controls, the upgrade conditions are verified, and the first virtual outfit is upgraded. When the outfit's level reaches the target level 4, the first player character is automatically controlled to obtain the first virtual item. The first virtual item can be subsequently given to the first virtual pet to trigger the target interaction operation.

[0189] In some embodiments, when the first virtual outfit is selected, an upgrade interface for the first virtual outfit is displayed. In practical applications, the upgrade conditions include the virtual resources required, the display of upgrade controls for the first virtual outfit, and the upgrade conditions for the first virtual outfit. This can be accomplished by: displaying at least one outfit owned by the first player character, where the at least one outfit includes the first virtual outfit; and displaying the upgrade interface for the first virtual outfit in response to a selection operation for the first virtual outfit. The upgrade interface includes upgrade controls and the virtual resources required to upgrade the first virtual outfit.

[0190] As an example, refer to Figure 15, which is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. When the user enters the wardrobe interface 1501, multiple sets of clothing 1502 owned by the first player character are displayed. Among the multiple sets of clothing 1502, there is a first virtual clothing 1503. When the user selects the first virtual clothing, the corresponding first upgrade control 1504 and upgrade information 1505 are displayed. The upgrade information 1505 includes virtual props and dressing props corresponding to each level. At this time, only the first virtual prop of the fourth level (the highest level) has not been upgraded. When the user triggers the first upgrade control 1504, the upgrade interface 1506 of the first virtual clothing is displayed. The upgrade interface 1506 includes a second upgrade control 1507, the virtual resource "20 points" 1508 required to upgrade the first virtual clothing, and a return control 1509 for exiting the upgrade interface 1506. After the user triggers the upgrade control 1507, the user's points of 100 are greater than the 20 points required for the upgrade, thus meeting the upgrade conditions. The first virtual outfit is then upgraded to level four (corresponding to the target level), and the unlock interface 1510 is displayed to notify the first player character that they have obtained the first virtual item, "Magic Badge".

[0191] Thus, by providing clear upgrade controls and conditions within the game, players can clearly understand how to upgrade their initial virtual outfits. This not only enhances player engagement and a sense of purpose but also motivates them to actively participate in the game to meet the upgrade requirements. The mechanism of awarding players their first virtual item upon upgrading their outfit and reaching the target level increases the game's reward and sense of accomplishment. It also potentially provides players with new game strategies and customization options, improving the overall gaming experience and increasing player loyalty and long-term engagement. Furthermore, this upgrade system provides an effective monetization avenue for the game, encouraging players to make in-game purchases to quickly acquire the resources or items needed for upgrades.

[0192] In some embodiments, after upgrading the first virtual outfit, in response to the first virtual outfit's level not reaching the target level, the first player character's dressing-up items are unlocked so that the first player character can use the dressing-up items to dress up, wherein the category of the dressing-up items corresponds to the level of the first virtual outfit.

[0193] It should be noted that the first virtual outfit corresponds to multiple levels. Among the multiple levels of the first virtual outfit, only the target level first virtual outfit corresponds to the first virtual item. The other levels of the first virtual outfit correspond to the dressing props. The correspondence between the category of dressing props and the level of the first virtual outfit means that the category of dressing props corresponds to the level after the first virtual outfit is upgraded.

[0194] Cosmetic items are special items provided to players in the game. They can be used to customize and decorate the appearance of player characters, regardless of character level or equipment restrictions. These cosmetic items can be unlocked when a player's first virtual clothing level has not reached a specific target level, allowing them to personalize their character. The categories of cosmetic items usually match the clothing level, with different levels offering different cosmetic items, ensuring players can enjoy dressing up at any stage of the game, enhancing character personalization and the game's visual appeal.

[0195] It should be noted that the multiple preset levels corresponding to the first virtual outfit each correspond to at least one cosmetic item. When the level of the first virtual outfit reaches the corresponding preset level, the cosmetic item corresponding to that level can be unlocked. The target level is the highest of the multiple preset levels corresponding to the first virtual outfit.

[0196] For example, the first virtual outfit can correspond to four levels, from low to high: Level 1, Level 2, Level 3, and Level 4. Level 1 corresponds to the "Hairstyle and Color" cosmetic item, Level 2 corresponds to the "Face Component" cosmetic item, Level 3 corresponds to the "Bag Charm" cosmetic item, and Level 4 corresponds to the "Magic Badge" first virtual item. When the first virtual outfit reaches Level 1, the "Hairstyle and Color" cosmetic item is unlocked, allowing players to change the hairstyle and hair color of their first player character, such as unlocking "Ash Gold Wavy Hair," giving the character a completely new look. When the first virtual outfit reaches Level 2, the "Face Component" cosmetic item is unlocked, which provides various face decorations, such as eye masks or face masks, which can be used to increase the character's personality and recognizability. When the first virtual outfit reaches Level 3, the "Bag Charm" cosmetic item is unlocked, allowing players to add charms to their first player character's backpack, such as a cute "puppy charm."

[0197] In this way, when players do not reach the target level for their first virtual clothing level, they can continue to personalize and customize their character's appearance by unlocking outfit items corresponding to the clothing level. This maintains player engagement and interest, providing an immediate sense of accomplishment and satisfaction even if they fail to reach a specific level immediately.

[0198] In some embodiments, based on the removal control, the first virtual item owned by the first virtual pet is removed and returned to the first player character. In practical applications, after the first virtual pet is controlled to own the first virtual item, the item interface of the first virtual pet is displayed. In response to the selection operation of the first virtual item, the details of the first virtual pet acquiring the first virtual item are displayed, and the removal control corresponding to the first virtual item is displayed. In response to the trigger operation of the removal control, the first virtual item is controlled to return to the first player character.

[0199] Here, the item interface includes a first virtual item. Controlling the first virtual item to belong to the first player character means placing the first virtual item into the first player character's virtual inventory. This can be accessed via the compass entry control on the main interface. Triggering the inventory control within the compass interface leads to the inventory interface, where the removed first virtual item is displayed. Selecting the first virtual item puts it in a selected state and displays a use control for it. Responding to a triggering action on the use control, at least one pet belonging to the first player character is displayed. Responding to a selection action on the first virtual pet, a gift control for the first virtual pet is displayed. Based on the gift control, responding to a gift command to gift the first virtual item to the first virtual pet, the first virtual pet acquires the first virtual item.

[0200] It should be noted that the selection operation refers to the standardized interactive behavior initiated by the player in the first virtual pet's item interface for the first virtual item displayed, such as single click, tap, long press, or double click. This operation is used to transmit a trigger signal to the electronic device to display the details of the first virtual item and the corresponding picking control. It is a key preliminary step connecting the display of the item interface with the execution of the picking operation.

[0201] The details of obtaining the first virtual item can include basic attributes, such as the item's name, type, level and rarity; acquisition method, such as how to obtain the first virtual item, such as completing tasks, participating in activities, purchasing, trading or drawing prizes; effect description, such as the attribute bonuses, skill enhancements or other special effects provided by the first virtual item to the virtual pet; tradability; timeliness; story background; durability; usage conditions; acquisition time, etc.

[0202] In actual implementation, the item interface includes multiple virtual items. In response to the selection of at least two of the multiple virtual items, a pick-up control is displayed. In response to the triggering operation of the pick-up control, at least two virtual items are reassigned to the first player character.

[0203] As an example, referring to Figure 4, when a user triggers an operation on the sprite control 408 in the compass interface 403, referring to Figure 16, Figure 16 is a schematic diagram of the interactive page of the virtual scene provided in this application embodiment. Entering the sprite interface 1601, in response to the trigger operation on the pet control 1602, where the pet control 1602 corresponds to the first virtual pet, the detailed information 1603 of the first virtual pet is displayed. In response to the trigger operation on the query control 1604, the item interface 1605 of the first virtual pet is displayed, which includes the first virtual item 1606. In response to the selection operation on the first virtual item 1606, the detailed information 1607 of the first virtual pet obtaining the first virtual item 1606 is displayed, and the picking control 1608 corresponding to the first virtual item 1606 is displayed. In response to the trigger operation on the picking control 1608, the first virtual item 1606 is controlled to be returned to the first player character.

[0204] This enhances the game's interactivity and player control, allowing players to easily manage their virtual pets' items and quickly access detailed information about them, enabling more personalized decision-making. Furthermore, this design allows players to flexibly adjust resource allocation, optimizing the gaming experience, while also adding depth and complexity to the game. This contributes to increased player engagement and satisfaction, creating more space for personalization and customization.

[0205] In some embodiments, after controlling the first virtual pet to possess the first virtual item, the item interface of the first virtual pet is displayed, and the item interface includes the first virtual item; in response to a selection operation for the first virtual item, at least one target virtual pet is displayed; in response to a selection operation for at least one target virtual pet, the selected target virtual pet is controlled to possess the first virtual item.

[0206] In some embodiments, when the first player character's clothing is a second virtual outfit, the first player character can perform a target interaction operation with a virtual pet that has a first virtual item. In practical applications, after controlling the first player character's clothing to switch from the first virtual outfit to the second virtual outfit, in response to a touch operation on the first player character, an interaction control is displayed. In response to a trigger operation on the interaction control, at least one candidate virtual pet, including the first virtual pet, is displayed. The candidate virtual pet has the first virtual item. In response to a selection operation on the first virtual pet, a target interaction command is triggered.

[0207] Here, after triggering the interactive control, a list containing at least one (or more) candidate virtual pets and regular virtual pets will be displayed. Candidate virtual pets are those that the first player character can currently interact with, and they are all equipped with the first virtual item. Regular virtual pets are those that are not equipped with the first virtual item. The number of virtual pets displayed in the list can be a pre-set fixed number. For example, when the number of virtual pets that can be displayed in the list is less than the number of first virtual pets equipped with the first virtual item owned by the first player character, the first virtual pets to be displayed can be filtered according to the virtual pet's level, skills, player preferences, combat performance, or specific attributes. The virtual pets displayed in the list can also include all first virtual pets equipped with the first virtual item currently owned by the first virtual character.

[0208] Among them, target interactive operation refers to the behavior of the first player character to actively initiate casual interaction with the first virtual pet in the game. This can include playing with the first virtual pet, performing specific actions, participating in mini-games, or showing skills. The aim is to enhance the emotional connection between the player and the pet, while providing the player with a relaxing and entertaining gaming experience.

[0209] In some embodiments, long-pressing the first player character displays a virtual wheel including interactive controls. In practical applications, the touch operation includes a long-press operation. In response to the touch operation on the first player character, the interactive controls are displayed, which can be achieved by displaying a virtual wheel in response to the long-press operation on the first player character, wherein the virtual wheel includes interactive controls.

[0210] It should be noted that the virtual roulette is an integrated visual interactive interface that appears after a long press operation on the first player character. It is presented in the form of a circular roulette. The preset layout of the virtual roulette contains interactive controls that trigger subsequent target interaction processes. Players can quickly initiate operations by clicking on the corresponding controls on the roulette. It provides a centralized display and trigger entry point for interactive controls, taking into account both ease of operation and interface cleanliness. It is a key interactive carrier connecting the long press operation and the subsequent selection process of candidate virtual pets.

[0211] As an example, refer to Figure 17, which is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. In response to a long press operation on the first player character 1701, a virtual wheel is displayed. The virtual wheel includes an expression control 1702, which is used to control the first player character to perform corresponding actions and expressions, such as bowing or greeting; a clothing control 1703, which is used to display at least one (one or more) clothing sets pre-defined by the first player character and to quickly change them; and an interaction control 1704, which, in response to a trigger operation on the interaction control 1704, displays candidate virtual pets 1705, 1706, and 1707. Among them, candidate virtual pet 1705 has a corresponding interaction identifier 1708, candidate virtual pet 1706 has a corresponding interaction identifier 1709, and candidate virtual pet 1707 has a corresponding interaction identifier 1710. The interaction identifier is used to indicate that the current virtual pet is equipped with a first virtual item. Candidate virtual pet 1705 is the first virtual pet. In response to the selection operation for the first virtual pet, i.e. candidate virtual pet 1705, the first player character 1701 is triggered to perform a target interaction operation with the first virtual pet.

[0212] Thus, by allowing players to interact with their primary player character via touch after changing outfits to display a virtual wheel with interactive controls, an intuitive and user-friendly interface is provided. This allows players to easily access and manage casual interactions with their primary virtual pet. This not only enhances the interactive experience between the primary player character and the primary virtual pet but also, by providing a list of candidate pets with primary virtual items, allows players to more conveniently select virtual pets for specific interactive actions, thereby increasing game immersion and engagement. Furthermore, this touch interaction method supports rapid decision-making and actions, helping to maintain the smoothness of the game's pace while increasing accessibility and adapting to different players' operating habits and preferences.

[0213] In some embodiments, if the first virtual pet does not have the first virtual item, a first prompt message is displayed in response to a target interaction command, wherein the first prompt message is used to indicate that the first virtual pet has not acquired the first virtual item.

[0214] Here, the first prompt can be presented to the player in a variety of intuitive and easy-to-understand forms, such as a pop-up dialog box displayed in a prominent position on the game interface, a floating text prompt in the center or corner of the screen, a voice or text bubble conveyed by the virtual character, or a status indicating a lack of items highlighted on the user interface. The first prompt aims to ensure that the player can notice the prompt immediately and take corresponding actions, such as acquiring or equipping the required virtual items.

[0215] It should be noted that "the first virtual pet has not acquired the first virtual item" means that the first player character owns the first virtual item but has not equipped it to the first virtual pet. In this case, the first prompt message is used to prompt the user to equip the first virtual item to the first virtual pet, or to guide the user to the backpack interface to equip the first virtual item to the first virtual pet.

[0216] The first virtual pet not acquiring the first virtual item can also include the first player character not owning the first virtual item. In this case, the first prompt message is used to inform the user that they do not own the first virtual item, or to guide the user to the wardrobe interface and prompt the user to upgrade the first virtual clothing to the target level to obtain the first virtual item.

[0217] As an example, refer to Figure 18, which is a schematic diagram of the interactive page of the virtual scene provided in this application embodiment. In response to a long press operation on the first player character 1801, a virtual wheel is displayed. In response to a trigger operation on the interactive control 1802, candidate virtual pets 1803, 1804, and ordinary virtual pets 1805 are displayed. Among them, candidate virtual pet 1803 has a corresponding interactive identifier 1806, and candidate virtual pet 1804 has a corresponding interactive identifier 1807. The interactive identifier is used to indicate that the current virtual pet is equipped with the first virtual item. Ordinary virtual pet 1805 does not have the corresponding interactive identifier, that is, it is not equipped with the first virtual item. In response to the selection operation on ordinary virtual pet 1805, a first prompt message 1808 is displayed in the form of a floating window: "The current virtual pet is not equipped with a virtual item. Please equip it before interacting." This prompt message is used to indicate that the current virtual pet has not acquired the first virtual item.

[0218] Thus, when the first virtual pet is not equipped with the first virtual item, displaying the first prompt message in response to the target interaction command can immediately notify the player that the pet is missing a key item. This prevents players from making ineffective interaction attempts without their knowledge, reducing potential confusion and frustration. Simultaneously, it guides players on how to acquire or equip the required virtual item, encouraging more active participation in the game and increasing interactivity and engagement. Furthermore, clear prompts can stimulate players' curiosity and desire to explore, encouraging them to explore the game world, complete related tasks or challenges to unlock and acquire virtual items, thereby advancing the game's progress and increasing its fun and stickiness.

[0219] In some embodiments, the first action combination corresponding to different levels of the first virtual costume is different. Accordingly, the process of the first virtual pet and the first player character working together to complete the first action combination can be achieved by: showing the process of the first virtual pet and the first player character working together to complete the first action combination corresponding to the level of the first virtual costume.

[0220] In some embodiments, when the first player character is wearing the first virtual outfit, he / she can perform a target interaction operation with the first virtual pet. In practical applications, after the first virtual pet corresponding to the first pet control is displayed in the virtual scene, when the first player character is wearing the first virtual outfit, in response to the target interaction command between the first player character and the first virtual pet, the first player character is controlled to perform a target interaction operation with the first virtual pet.

[0221] Here, the first virtual outfit and the first virtual pet are associated. In response to the target interaction command between the first player character and the first virtual pet, the interaction command is displayed in response to the touch operation on the first player character, and in response to the trigger operation on the interaction control, at least one (or more) candidate virtual pets including the first virtual pet are displayed. The candidate virtual pets have the first virtual item. In response to the selection operation on the first virtual pet, the target interaction command is triggered.

[0222] It should be noted that when the first player character is wearing the first virtual outfit, they can interact with the first virtual pet that has a relationship with them. The first virtual pet can be equipped with the first virtual item or not.

[0223] As an example, refer to Figure 19, which is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. The first player character 1901 wears a first virtual outfit, which is associated with the first virtual pet "Bumblebee". In response to the touch operation of the first player character 1901, a virtual wheel is displayed. The virtual wheel includes an interactive control 1902. In response to the trigger operation of the interactive control 1902, candidate virtual pets "Bumblebee" 1903 and "Bumblebee" 1904 are displayed. Among them, virtual pet "Bumblebee" 1903 has an interactive identifier 1905, indicating that virtual pet "Bumblebee" 1903 is equipped with a first virtual item, while virtual pet "Bumblebee" 1904 does not have an interactive identifier, indicating that virtual pet "Bumblebee" 1904 is not equipped with a first virtual item. Players can choose the virtual pet "Bumblebee" 1903 and control the first player character 1901 to perform target interaction operations with the virtual pet "Bumblebee" 1903. Alternatively, players can choose the virtual pet "Bumblebee" 1904 and control the first player character 1901 to perform target interaction operations with the virtual pet "Bumblebee" 1904.

[0224] Thus, by allowing the first player character to interact with the first virtual pet while wearing the first virtual outfit, player immersion and engagement can be enhanced. This directly links the player's outfit choices with pet interaction, providing a personalized and contextualized gaming experience. It not only enriches the ways players interact with their pets but may also unlock special interactive effects or animations, increasing the game's fun and visual appeal. Furthermore, it may encourage players to more actively explore and collect various virtual outfits and items to experience different interactive effects, thereby improving the game's playability and long-term player engagement.

[0225] In some embodiments, a first player character has a second virtual item associated with a first virtual outfit, displays a skill control corresponding to the second virtual item, and controls the first player character to use the second virtual item to release visual effects based on the skill control and in response to a skill release command for the second virtual item. The visual effects are different when the virtual outfits associated with the second virtual item are different.

[0226] Here, the second virtual prop associated with the first virtual outfit refers to the second virtual prop having a relationship with the first virtual outfit, sharing the same theme concept, and both the second virtual prop and the first virtual outfit being designed around the same specific theme concept, and belonging to the same prop set.

[0227] It should be noted that the different visual effects refer to the fact that each virtual outfit associated with the second virtual prop has its own preset exclusive visual effects. The visual effects corresponding to different outfits have different designs in terms of color parameters, shape presentation (such as ray shape, range explosion shape, continuous surround shape), and dynamic display logic. In addition, the style of each visual effect is compatible with the theme attributes of the corresponding outfit (such as fire theme, ice and snow theme) to ensure the visual unity of the outfit and the effects.

[0228] The second virtual item can be a variety of equipment or items, such as staves, weapons, or other special tools. These items are associated with the first virtual outfit worn by the first player character and can activate or enhance specific skills. When a player character equips a second virtual item, the corresponding skill controls will be displayed on the interface. Players can use the skills of the second virtual item through these controls, such as releasing visual effects or triggering special attacks. Different second virtual items, even those of the same type, may exhibit unique visual effects due to their association with different virtual outfits, thus enriching the player's gaming experience and providing strategic options. This allows players to customize their character's appearance and abilities based on different combat situations or personal preferences.

[0229] Skill controls are interactive elements in the game interface, such as buttons or icons. They allow players to activate or use special skills or abilities associated with a secondary virtual item. When a player equips a specific virtual item, such as a staff or other items, skill controls will appear on the interface. When the player clicks or triggers these controls, the character will perform corresponding actions, such as casting spells or casting special effects.

[0230] In actual implementation, in response to a click operation on the skill control, a skill release command for the second virtual item is triggered; or, in response to a long press operation on the skill control, the skill of the second virtual item is controlled to be in a releaseable state, and based on the releaseable state, in response to a release operation on the skill control, a skill release command for the second virtual item is triggered.

[0231] As an example, taking the second virtual prop as a staff as an example, see Figure 20. Figure 20 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. When the first player character 2004 is equipped with a staff corresponding to ordinary virtual clothing without virtual magic, the game interface in Figure A of Figure 20 displays a skill control 2001 corresponding to the staff, a jump control 2002 for controlling the first player character to jump, and a dash control 2003 for controlling the player to dash. When the player clicks the skill control 2001, the first player character 2004 uses the staff to release a projectile 2005.

[0232] When the first player character 2004 is equipped with a staff associated with the first virtual outfit, the skill control 2006 corresponding to the second virtual item is displayed in the game interface of Figure B in Figure 20. When the player clicks the skill control 2006, the first player character 2004 uses the magic staff to release a flower-shaped projectile 2007 with dazzling special effects.

[0233] In this way, by designing specific skill controls for the second virtual item associated with the first player character, and triggering unique visual effects based on the player's skill release commands, the game's visual appeal and player interaction are enriched. Furthermore, the differences in visual effects strengthen the connection between clothing and items, enhancing the depth of personalization. In addition, this design adds a strategic dimension to the game; different visual effects may signify different skill effects or attribute bonuses, encouraging players to explore and experiment with different combinations of clothing and items. This not only increases the game's replay value but also provides players with a way to showcase their personal style and achievements, strengthening interaction and competition within the community.

[0234] In actual implementation, when the virtual costumes associated with the second virtual prop are different, the skill of the second virtual prop is released in response to the skill release command. The sound effects played in sync during the release of the skill of the second virtual prop are also different. The sound effect differences include timbre type, rhythm speed, volume strength and sound effect feedback corresponding to the special effect trigger node. Moreover, each sound effect is coordinated with the theme style and exclusive visual effects of the corresponding associated costume.

[0235] In some embodiments, a first player character is controlled to move in the scene while holding a second virtual item based on a virtual joystick, and a skill release command is triggered when the drag operation is released. In practical applications, the skill control includes a virtual joystick. After displaying the skill control corresponding to the second virtual item, in response to the drag operation on the virtual joystick, the first player character is controlled to move synchronously in the virtual scene while holding the second virtual item. During the movement of the second virtual item, in response to the release of the drag operation, a skill release command is triggered.

[0236] In this context, controlling the movement of the first player character holding a second virtual item within the virtual scene means that the direction of movement of the first player character holding the second virtual item in the virtual scene is synchronized with the direction dragged when using a virtual joystick. When the skill control is designed as a virtual joystick, players can control the direction of the second virtual item and release skills with a simple one-button operation. An interactive joystick icon can be displayed on the game interface, allowing players to control the direction of the second virtual item held by their character by touching and dragging this virtual joystick. For example, if the second virtual item is a staff, players can drag the joystick to make their character point in different directions, simulating the swinging or aiming of the staff. Players can release the joystick to perform corresponding skill actions, such as casting spells, throwing items, or activating special effects.

[0237] Here, when a player drags a virtual joystick on the screen, the first player character will move accordingly while holding a second virtual item, based on the direction and distance of the joystick's movement. This can be used for aiming, positioning, or navigation within the virtual environment. If the player releases the drag on the virtual joystick while the second virtual item is moving, the game will recognize this action as a trigger for a skill, thus executing the corresponding skill or action. For example, if the second virtual item is a magic staff, the player might need to drag the virtual joystick to aim at a target and then release it at the appropriate time to cast a spell.

[0238] As an example, taking the second virtual prop as a staff as an example, Figure 21 is a schematic diagram of the interactive page of the virtual scene provided in the embodiment of this application. In Figure 21A, the virtual joystick 2101 is dragged to the left to control the first player character to move to the left with the staff. The skill release preview effect 2102 is displayed on the left side of the interface. In Figure 21B, the virtual joystick 2101 is dragged to the right to control the first player character to move to the right with the staff. The skill release preview effect 2102 is displayed on the right side of the interface.

[0239] Thus, by introducing a virtual joystick as part of the skill controls, an intuitive and flexible way is provided to control the primary player character using secondary virtual items, enhancing player immersion and engagement. Players can precisely control item movement and skill release by directly manipulating the virtual joystick, thus experiencing a more realistic sense of control over the game. Furthermore, it improves the precision and responsiveness of controls, allowing players to flexibly adjust item movement trajectories and skill release timing according to the needs of combat or interaction, increasing the game's strategic depth and complexity.

[0240] In some embodiments, the first virtual outfit is acquired by completing a virtual task. Before the first player character is displayed in the virtual scene, in response to a control operation on the first player character, the first player character is controlled to perform the virtual task. When the virtual task is completed, the first player character is controlled to possess the first virtual outfit.

[0241] By applying the embodiments described above, a rich and highly interactive virtual environment is provided, allowing players to deeply engage in character and pet customization, item management, and combat interactions. This not only enhances player immersion and personalized experience but also improves the user interface's friendliness through intuitive controls and feedback mechanisms. Furthermore, by tightly integrating virtual clothing, virtual items, and virtual pet interactions, players are encouraged to explore and experiment with different combinations, increasing the game's playability and strategic depth. Simultaneously, it promotes social interaction among players, thereby enhancing community vitality and contributing to increased player satisfaction and loyalty, ultimately leading to long-term success and profitability potential for the game.

[0242] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0243] In pet collecting games, the relevant technologies mainly focus on implementing basic appearance-related item design and interactive functions. These technologies use simple visual elements to echo the appearance or characteristics of the virtual pets and provide basic appearance customization features. For example, players can adjust the color of clothing (virtual outfits) or choose different clothing parts (virtual clothing items) to create combinations. Furthermore, they include basic responses to player actions, such as adjusting the display effects of clothing based on the player's in-game behavior, such as the character's movement speed or actions.

[0244] During implementation, the applicant discovered the following problems with the relevant technology for interaction in virtual scenes:

[0245] In terms of the design and interaction of appearance items in pet collection games, although basic visual echoes and simple customization functions such as color adjustment or part matching, as well as simple interactions such as adjusting the display effect of clothing according to player operation, the overall functions are relatively basic and lack depth and innovation. However, it fails to deeply integrate the concept of elves with the protagonist's fashion and translate it into actual gameplay. It cannot provide players with a more immersive and diverse interactive experience, nor does it fully explore commercial potential. It lacks a mechanism to incentivize players to pursue long-term goals and express themselves differently, making it difficult to meet players' needs for personalization, deep interaction, and unique gaming experiences.

[0246] Based on this, this application provides an interaction method in a virtual scene. By designing an elf-themed outfit (first virtual costume) that deeply resonates with the elf concept (theme concept), and introducing innovative mechanisms such as gorgeous magic (virtual magic), outfit upgrades, and magic badges (first virtual items), it achieves deep interaction and personalized expression between players and elves. Players can purchase outfits in the form of themed bundles (item bundles). After wearing the outfit, they can engage in gorgeous magic interactions with specific elves (first virtual pets), including casual interactions (target interaction operations), pet-swapping performances (first action combinations), and victory settlement performances (second action combinations), greatly enhancing the game's fun and immersion. In addition, the outfit upgrade function allows players to gradually improve the quality (level) of the outfit and eventually obtain magic badges. These badges can be worn on specific elves, triggering gorgeous magic effects even without wearing the outfit, increasing the player's freedom and long-term pursuit goals.

[0247] In this way, the Elf Impression Set deeply resonates with the elf concept, enhancing the game's visual appeal and creating a warm atmosphere of companionship with elves. This allows players to more naturally feel the close connection between the elves and the protagonist during gameplay, thereby increasing immersion. Through various interactive methods, the game greatly enriches the interaction experience between players and elves, allowing players to experience unique fun at every stage of the game, enhancing the elves' personality and presence, and making the game more magical and engaging. The set upgrade mechanism provides players with continuous goals to pursue, and the differentiated expression and high degree of freedom greatly satisfy players' pursuit of individuality and uniqueness, extending their interest and engagement time. By combining cosmetic items with unique interactive functions, the game avoids the balance issues that may arise from traditional numerical payment models, achieving a win-win situation for both player experience and commercial value.

[0248] Next, we will continue to describe the interaction methods in the virtual scene provided in the embodiments of this application from the product side.

[0249] In practical implementation, the embodiments of this application can be applied to pet collection games. The following description uses an application to a third-party game, such as a pet collection game, as an example. In some embodiments, players can obtain cosmetic items through the in-game clothing purchase interface. The clothing purchase interface is the main paid purchase interface in the game. After completing the prologue tutorial, players can find the entry control for the clothing purchase interface in the compass interface.

[0250] It's worth noting that the clothing purchase interface is updated regularly, each period lasting one month, with a clear theme. The bundles are designed around this theme, and the fairies and outfits within are closely related to it. In the bundle preview interface, players can view the contents of all bundles and see how they look on the model. Bundles are divided into two quality levels: "Orange-Quality Bundles" and "Purple-Quality Handcrafted Bundles." The Orange-Quality Bundles contain three pieces of Fairy Impression Outfits with dazzling magic, a staff, a themed bag charm, and a themed name card. The Handcrafted Quality Bundles contain four pieces of Fairy Impression Outfits without dazzling magic, a themed bag charm, and a themed name card. After obtaining an outfit, players can go to the "Wardrobe" to change clothes. The Wardrobe interface offers a free customization option for the player's character. Players can wear outfits directly or mix and match individual pieces. This highly customizable system not only satisfies players' individual needs but also supports the game's long-term replayability. Players can adjust their character's appearance at any time according to their preferences and the game's context.

[0251] Here, while wearing outfits imbued with dazzling magic, players can engage in three spectacular interactions with spirits: casual interactions, spirit-swapping performances, and victory celebrations. During the adventure, long-pressing the protagonist brings up an interactive wheel (virtual wheel); clicking on a specific spirit's icon (interactive control) triggers a casual interaction with that spirit. Switching to a specific spirit during battle triggers a spirit-swapping performance effect; and if a specific spirit delivers the final blow to the opponent's spirit in battle, a victory celebration effect is triggered. These interactive methods greatly enhance the game's fun and immersion.

[0252] In addition, players can upgrade their outfits in the "Magic Wardrobe" (wardrobe interface). Each upgrade rewards players with cosmetic items. When an outfit reaches its highest level, players will receive a special reward: a Magic Badge. After selecting the outfit to upgrade, players can click the "Upgrade" button at the bottom of the screen. This will open a detailed interface displaying the outfit's current level and available upgradeable pieces. Players can view the level of each piece and the number of points required to upgrade to the next level. When players have enough points, they can click the "Upgrade" button to consume those points (resources) and upgrade the outfit pieces. As the outfit level increases, players will eventually unlock Magic Badges. After upgrading, players can click the "Back" button to return to the wardrobe interface, view the upgraded outfit's effects, or continue upgrading other outfits.

[0253] Among them, the Magic Badge serves as a commemorative token for upgrading a set, possessing the dazzling magical effects of the set it belongs to. Players can equip the Magic Badge to specific spirits in the inventory interface. Even without wearing a set with dazzling magic, players can still interact with specific spirits in a spectacular way while wearing freely combinable cosmetic items. This not only provides players with more freedom but also provides a strong incentive for set upgrades, encouraging players to continuously invest time and resources. The high-quality bundle also includes a theme-designed staff (a second virtual item). When players use the staff to cast spells, it will release projectiles with dazzling effects based on the theme-matched spell. For example, using the Ballroom Staff from the Ballroom Bundle to cast Star Spell will release blue-purple flower-shaped projectiles instead of the default golden stars.

[0254] In some embodiments, after a player obtains a magic badge, they can equip it on a specific sprite through the backpack interface. In other embodiments, the player can trigger the operation through the sprite control in the compass interface, enter the sprite interface, select a specific sprite, and equip or remove the magic badge in the sprite interface corresponding to that specific sprite.

[0255] In this way, through themed bundles and regularly updated clothing purchase interfaces, players can continuously experience fresh and rich game content, satisfying their pursuit of diversity and enhancing the game's appeal and long-term playability. The gorgeous magical interactions add more fun and depth to the relationship between players and elves, making the gameplay more vivid and emotionally resonant. Furthermore, the set upgrades and magic badge system not only provide players with clear growth goals but also grant them greater freedom and individual expression, extending their interest and engagement time and improving the overall gaming experience.

[0256] The following section will continue to describe the interaction methods in the virtual scene provided in the embodiments of this application from a technical perspective.

[0257] Referring to Figure 22, which is a schematic diagram of the third process of the interaction method in a virtual scene provided in the embodiments of this application, the method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following description, using terminal implementation as an example, will illustrate the interaction method in a virtual scene provided in the embodiments of this application in conjunction with the steps shown in Figure 22.

[0258] In step 2201, it is determined whether the player is wearing a set with gorgeous magic. If not, that is, the player is not wearing a set with gorgeous magic, proceed to step 2202. It is determined whether the player has a shining badge. If not, that is, the player does not have a magic badge, proceed to step 2203 or step 2204. In step 2203, individual pieces are used to create a combination. In step 2204, the set with gorgeous magic is upgraded. When the set with gorgeous magic is upgraded to the highest level, proceed to step 2205 to obtain a magic badge. The magic badge has the gorgeous magic effect of the set. Proceed to step 2206.

[0259] In step 2206, the player controls the designated spirit to equip a magic badge. Here, players can equip the magic badge on a specific spirit in the inventory interface. Even without wearing a set with elaborate magic, players can still interact with the specific spirit in a stylish way while wearing freely customizable cosmetic items. After executing step 2202, if the player has a magic badge, they can also execute step 2206 to control the designated spirit to equip the magic badge. After executing step 2206, execute step 2207 to check if the designated spirit is in the team and trigger elaborate magic. Similarly, after executing step 2201, if the player is wearing a set with elaborate magic, execute step 2207 to interact with the specific spirit in three ways: deeper interaction and play between the virtual character in the game and the specific spirit in the team; a special entrance animation when the specific spirit enters the battle; and a special victory animation if the specific spirit delivers the final blow in battles against other virtual characters.

[0260] By applying the embodiments described above, the game's fun and immersion are greatly enhanced by providing diverse outfits and dazzling magical interactions, satisfying players' needs for personalized and differentiated expression. Regularly updated interfaces and themed bundles keep the game content fresh, increasing long-term player engagement and overall appeal. Furthermore, outfit upgrades and magic badges provide players with clear growth goals and incentives, encouraging them to continuously invest time and resources, thereby extending their interest and engagement with the game, improving the overall gaming experience. This not only enriches the game's monetization avenues but also promotes the formation and development of a player community by enhancing player interaction with the game content, bringing broader social influence to the game.

[0261] The following description further illustrates the exemplary structure of the interactive device 555 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2, the software module of the interactive device 555 in the virtual scene may include: a first display module 5551 and an action display module 5552.

[0262] The first display module 5551 is configured to display a first player character in a virtual scene, the first player character wearing a first virtual outfit;

[0263] The first display module 5551 is further configured to display at least one pet control, each pet control corresponding to a virtual pet of the first player character;

[0264] The action display module 5552 is configured to control the first virtual pet corresponding to the first pet control in the at least one pet control to be displayed in the virtual scene, and to display the process of the first virtual pet and the first player character working together to complete the first action combination.

[0265] In some embodiments, the interactive device in the virtual scene further includes: a display module, configured to, after controlling the first virtual pet corresponding to the first pet control to be displayed in the virtual scene, during the battle between the first player character and the second player character, respond to a first control command for the first virtual pet to control the first virtual pet to perform an attack operation against the second player character's second virtual pet; if the attack operation results in the second player character's second virtual pet being defeated, display the process of the first virtual pet and the first player character cooperating to complete a second action combination.

[0266] In some embodiments, the interactive device in the virtual scene further includes: a second display module, configured to display an attack effect corresponding to the attack operation when the first virtual pet has a first virtual item during the battle between the first player character and the second player character; wherein the attack effect is used to identify that the first virtual pet has the first virtual item.

[0267] In some embodiments, the interactive device in the virtual scene further includes: a first interactive module, configured to, after controlling the first virtual pet corresponding to the first pet control to be displayed in the virtual scene, in response to a clothing switching command for the first player character, control the clothing of the first player character to be switched from the first virtual clothing to a second virtual clothing, wherein the second virtual clothing has no association with the first virtual pet; and, when the first virtual pet has a first virtual item, in response to a target interaction command between the first player character and the first virtual pet, control the first player character to perform a target interaction operation with the first virtual pet.

[0268] In some embodiments, the interactive device in the virtual scene further includes: a prompting module configured to display a first prompting message in response to the target interaction command when the first virtual pet does not possess the first virtual item; wherein the first prompting message is used to prompt the first virtual pet that it has not acquired the first virtual item.

[0269] In some embodiments, the interactive device in the virtual scene further includes: a gifting module configured to display at least one virtual item of the first player character, including the first virtual item, before controlling the first player character to perform a target interactive operation with the first virtual pet; a gifting control configured to gift the virtual item to the first player character's virtual pet; and, based on the gifting control, to control the first virtual pet to possess the first virtual item in response to a gifting instruction to gift the first virtual item to the first virtual pet.

[0270] In some embodiments, the gifting module is further configured to, in response to a selection operation on the first virtual item, control the first virtual item to be in a selected state and display a usage control for the first virtual item; in response to a trigger operation on the usage control, display at least one pet of the first player character, the at least one pet including the first virtual pet; and in response to a selection operation on the first virtual pet, display a gifting control for the first virtual pet.

[0271] In some embodiments, the interactive device in the virtual scene further includes: an upgrade module configured to display an upgrade control for the first virtual outfit and upgrade conditions for the first virtual outfit before displaying at least one virtual item of the first player character; in response to a trigger operation on the upgrade control, upgrade the first virtual outfit when the upgrade conditions are met; and in response to the first virtual outfit reaching a target level, control the first player character to obtain the first virtual item.

[0272] In some embodiments, the interactive device in the virtual scene further includes: an unlocking module configured to unlock the dressing props of the first player character in response to the first virtual clothing level not reaching the target level, so that the first player character can use the dressing props to dress up; wherein the category of the dressing props corresponds to the level of the first virtual clothing.

[0273] In some embodiments, the upgrade conditions include the virtual resources required, and the upgrade module is further configured to display at least one set of clothing owned by the first player character, the at least one set of clothing including the first virtual clothing; in response to a selection operation for the first virtual clothing, an upgrade interface for the first virtual clothing is displayed, the upgrade interface including the upgrade controls and the virtual resources required to upgrade the first virtual clothing.

[0274] In some embodiments, the interactive device in the virtual scene further includes: a picking module, configured to, after controlling the first virtual pet to possess the first virtual item, display the item interface of the first virtual pet, the item interface including the first virtual item; in response to a selection operation on the first virtual item, display detailed information of the first virtual pet acquiring the first virtual item, and display the picking control corresponding to the first virtual item; in response to a trigger operation on the picking control, control the first virtual item to re-belong to the first player character.

[0275] In some embodiments, the interactive device in the virtual scene further includes: a trigger module configured to, after the control of the first player character's clothing is switched from the first virtual clothing to the second virtual clothing, display interactive controls in response to a touch operation on the first player character; display at least one candidate virtual pet including the first virtual pet in response to a trigger operation on the interactive controls, the candidate virtual pet having the first virtual item; and trigger the target interactive command in response to a selection operation on the first virtual pet.

[0276] In some embodiments, the touch operation includes a long press operation, and the triggering module is further configured to display a virtual roulette wheel in response to a long press operation on the first player character, the virtual roulette wheel including the interactive controls.

[0277] In some embodiments, the interactive device in the virtual scene further includes: a second triggering module, configured to, after the first virtual pet corresponding to the first pet control is displayed in the virtual scene, and when the first player character is wearing the first virtual clothing, control the first player character to perform a target interaction operation with the first virtual pet in response to a target interaction command between the first player character and the first virtual pet.

[0278] In some embodiments, the first player character has a second virtual item associated with the first virtual outfit, and the interactive device in the virtual scene further includes: an effect release module configured to display a skill control corresponding to the second virtual item; based on the skill control, in response to a skill release command for the second virtual item, controlling the first player character to use the second virtual item to release visual effects; wherein, when the virtual outfits associated with the second virtual item are different, the corresponding visual effects are different.

[0279] In some embodiments, the interactive device in the virtual scene further includes: a movement module, configured such that the skill control includes a virtual joystick, and after the skill control corresponding to the second virtual item is displayed, in response to a drag operation on the virtual joystick, the first player character is controlled to move synchronously in the virtual scene while holding the second virtual item; during the movement of the second virtual item, in response to the release of the drag operation, the skill release command is triggered.

[0280] In some embodiments, the interactive device in the virtual scene further includes: a purchase module configured to display a clothing purchase interface, the clothing purchase interface including at least one clothing option, each clothing option corresponding to a clothing item; in response to the selection of the clothing option corresponding to the first virtual clothing, displaying a preview interface of the first virtual clothing, the preview interface including a magic icon of the first virtual clothing and a first purchase control; wherein, the magic icon is used to indicate that the first virtual clothing has virtual magic, the virtual magic has at least one virtual ability, the at least one virtual ability including a target virtual ability; the target virtual ability is used to demonstrate the process of the first virtual pet and the first player character cooperating to complete the first action combination; based on the first purchase control, in response to the purchase operation for the first virtual clothing, controlling the first player character to possess the first virtual clothing.

[0281] In some embodiments, the clothing props are a prop set, which includes multiple sub-clothing props, including the first virtual clothing prop. The preview interface also includes a viewing control for the first virtual clothing prop. The interactive device in the virtual scene further includes a viewing module configured to, after displaying the preview interface of the first virtual clothing prop, display a viewing interface for the first virtual clothing prop in response to a trigger operation on the viewing control. The multiple sub-clothing props are displayed in a first area of ​​the viewing interface. When the first virtual clothing prop is selected among the multiple sub-clothing props, the wearing effect of the first player character wearing the first virtual clothing prop is displayed in a second area of ​​the viewing interface.

[0282] In some embodiments, the second area further displays a second purchase control for the item combination, and the interactive device in the virtual scene further includes: a calculation module configured to, after displaying the wearing effect of the first player character wearing the first virtual clothing, display a calculation interface for purchasing the virtual resources required for the item combination in response to a trigger operation on the second purchase control; wherein, the calculation interface includes: the size of the virtual resources corresponding to each of the sub-clothing items, the size of the virtual resources corresponding to the item combination, and the discount information of the item combination.

[0283] In some embodiments, the interactive device in the virtual scene further includes: a third display module, configured to, after displaying the preview interface of the first virtual clothing, display at least one virtual card for the virtual magic in response to a trigger operation for the magic identifier; wherein the virtual card is used to describe the virtual ability of the virtual magic, and different virtual cards correspond to different virtual abilities.

[0284] In some embodiments, the interactive device in the virtual scene further includes: a task execution module, configured to display a virtual task corresponding to the first virtual outfit before displaying the first player character in the virtual scene; control the first player character to execute the virtual task in response to a control operation on the first player character; and control the first player character to possess the first virtual outfit in response to the completion of the virtual task.

[0285] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the interaction method in the virtual scene described above in this application embodiment.

[0286] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application, such as the method shown in Figure 3.

[0287] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories. In some embodiments, the computer-executable instructions may be in the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0288] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file containing other programs or data, for example, in one or more scripts within a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files storing one or more modules, subroutines, or code sections). As an example, computer-executable instructions may be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0289] In summary, this application provides a rich and highly interactive virtual environment where players can deeply engage in character and pet customization, item management, and combat interactions. This not only enhances player immersion and personalization but also improves the user interface's user-friendliness through intuitive controls and feedback mechanisms. Furthermore, by tightly integrating virtual clothing, virtual items, and virtual pet interactions, players are encouraged to explore and experiment with different combinations, increasing the game's playability and strategic depth. Simultaneously, it promotes social interaction among players, thereby enhancing community vitality and contributing to increased player satisfaction and loyalty, leading to long-term success and profitability potential for the game. The above descriptions are merely embodiments of this application and are not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. An interaction method in a virtual scene, the method being executed by an electronic device, the method comprising: The first player character is displayed in a virtual scene, and the first player character is wearing a first virtual outfit; Display at least one pet control, each pet control corresponding to a virtual pet of the first player character; Based on the first pet control in the at least one pet control, the first virtual pet corresponding to the first pet control is controlled to be displayed in the virtual scene, demonstrating the process of the first virtual pet and the first player character working together to complete the first action combination.

2. The method according to claim 1, wherein, After the first virtual pet corresponding to the first pet control is displayed in the virtual scene, the method further includes: During the battle between the first player character and the second player character, in response to the first control command for the first virtual pet, the first virtual pet is controlled to perform an attack operation against the second virtual pet of the second player character; If the attack operation results in the defeat of the second virtual pet of the second player character, the process of the first virtual pet and the first player character working together to complete the second action combination is displayed.

3. The method according to claim 2, wherein, During the battle between the first player character and the second player character, the method further includes: If the first virtual pet has a first virtual item, during the process of the first virtual pet performing the attack operation, the attack effect corresponding to the attack operation is displayed; The attack effect is used to identify that the first virtual pet has the first virtual item.

4. The method according to any one of claims 1 to 3, wherein, After the first virtual pet corresponding to the first pet control is displayed in the virtual scene, the method further includes: In response to the clothing switching command for the first player character, the clothing of the first player character is switched from the first virtual clothing to the second virtual clothing, and the second virtual clothing has no association with the first virtual pet; When the first virtual pet has the first virtual item, in response to the target interaction command between the first player character and the first virtual pet, the first player character is controlled to perform the target interaction operation with the first virtual pet.

5. The method according to claim 4, wherein, The method further includes: If the first virtual pet does not have the first virtual item, a first prompt message is displayed in response to the target interaction command; The first prompt message is used to indicate that the first virtual pet has not acquired the first virtual item.

6. The method according to claim 4 or 5, wherein, Before controlling the first player character to perform a target interaction operation with the first virtual pet, the method further includes: Display at least one virtual item of the first player character, the at least one virtual item including the first virtual item; Display gift control, the gift control is used to gift the virtual item to the virtual pet of the first player character; Based on the gifting control, in response to the gifting instruction to gift the first virtual item to the first virtual pet, the first virtual pet is controlled to possess the first virtual item.

7. The method according to claim 6, wherein, The display gift control includes: In response to the selection operation for the first virtual item, the first virtual item is controlled to be selected, and the usage control for the first virtual item is displayed; In response to a trigger operation on the control, at least one pet of the first player character is displayed, the at least one pet including the first virtual pet; In response to a selection operation for the first virtual pet, a gift control for the first virtual pet is displayed.

8. The method according to claim 6 or 7, wherein, Before displaying at least one virtual item of the first player character, the method further includes: Display the upgrade controls for the first virtual outfit, as well as the upgrade conditions for the first virtual outfit; In response to a trigger operation on the upgrade control, the first virtual outfit is upgraded when the upgrade conditions are met; In response to the first virtual outfit reaching the target level, the player controls the first player character to obtain the first virtual item.

9. The method according to claim 8, wherein, After upgrading the first virtual outfit, the method further includes: In response to the first virtual outfit not reaching the target level, the first player character's costume items are unlocked, and the unlocked costume items are used by the first player character to dress up. The category of the costume props corresponds to the level of the first virtual outfit.

10. The method according to claim 8 or 9, wherein, The upgrade conditions include the virtual resources required, the display of the upgrade control for the first virtual outfit, and the upgrade conditions for the first virtual outfit, including: Display at least one set of clothing owned by the first player character, wherein the at least one set of clothing includes the first virtual clothing; In response to a selection operation on the first virtual outfit, an upgrade interface for the first virtual outfit is displayed. The upgrade interface includes the upgrade controls and the virtual resources required to upgrade the first virtual outfit.

11. The method according to any one of claims 6 to 10, wherein, After controlling the first virtual pet to possess the first virtual item, the method further includes: The item interface of the first virtual pet is displayed, and the item interface includes the first virtual item; In response to the selection operation of the first virtual item, the detailed information of the first virtual pet acquiring the first virtual item is displayed, and the corresponding picking control of the first virtual item is displayed; In response to a trigger operation on the detach control, the first virtual item is reassigned to the first player character.

12. The method according to any one of claims 6 to 10, wherein, After controlling the first virtual pet to possess the first virtual item, the method further includes: The item interface of the first virtual pet is displayed, and the item interface includes the first virtual item; In response to a selection operation on the first virtual item, at least one target virtual pet is displayed; In response to a selection operation for the at least one target virtual pet, control the selected target virtual pet to possess the first virtual item.

13. The method according to any one of claims 4 to 12, wherein, After the method controls the first player character's clothing to switch from the first virtual clothing to the second virtual clothing, the method further includes: In response to a touch operation on the first player character, interactive controls are displayed; In response to a trigger operation on the interactive control, at least one candidate virtual pet including the first virtual pet is displayed, the candidate virtual pet having the first virtual item; In response to the selection operation for the first virtual pet, the target interaction command is triggered.

14. The method according to claim 13, wherein, The touch operation includes a long press operation, and the interactive controls displayed in response to the touch operation on the first player character include: In response to a long press operation on the first player character, a virtual roulette wheel is displayed, the virtual roulette wheel including the interactive controls.

15. The method according to any one of claims 1 to 14, wherein, After the first virtual pet corresponding to the first pet control is displayed in the virtual scene, the method further includes: When the first player character is wearing the first virtual outfit, in response to the target interaction command between the first player character and the first virtual pet, the first player character is controlled to perform the target interaction operation with the first virtual pet.

16. The method according to any one of claims 1 to 15, wherein, The first action combination corresponds to different levels of the first virtual costume. The process of demonstrating the first virtual pet and the first player character cooperating to complete the first action combination includes: This demonstrates the process of the first virtual pet and the first player character working together to complete the first action combination corresponding to the level of the first virtual outfit.

17. The method according to any one of claims 1 to 16, wherein, The first player character has a second virtual item associated with the first virtual outfit, and the method further includes: Display the skill controls corresponding to the second virtual item; Based on the skill controls, in response to a skill release command for the second virtual item, the first player character is controlled to use the second virtual item to release visual effects; Specifically, the visual effects differ depending on the virtual clothing associated with the second virtual prop.

18. The method according to claim 17, wherein, The skill control includes a virtual joystick. After displaying the skill control corresponding to the second virtual item, the method further includes: In response to a drag operation on the virtual joystick, the first player character is controlled to move synchronously in the virtual scene while holding the second virtual item; During the movement of the second virtual prop, the skill release command is triggered in response to the release of the drag operation.

19. The method according to any one of claims 1 to 18, wherein, The first virtual outfit is obtained by completing a virtual task. Before displaying the first player character in the virtual scene, the method further includes: In response to a control operation targeting the first player character, control the first player character to perform the virtual task; When the virtual task is completed, the first player character will have the first virtual outfit.

20. The method according to any one of claims 1 to 19, wherein, Before displaying the first player character in the virtual scene, the method further includes: The display shows an apparel purchase interface, which includes at least one apparel option, and each apparel option corresponds to an apparel item. In response to the selection of the clothing option corresponding to the first virtual clothing, a preview interface of the first virtual clothing is displayed, the preview interface including the magic icon of the first virtual clothing and a first purchase control; The magic identifier is used to indicate that the first virtual garment has virtual magic, the virtual magic has at least one virtual ability, and the at least one virtual ability includes a target virtual ability; The target virtual ability is used to demonstrate the process of the first virtual pet and the first player character working together to complete the first action combination; Based on the first purchase control, in response to a purchase operation for the first virtual outfit, the system controls the first player character to possess the first virtual outfit.

21. The method according to claim 20, wherein, The costume props are a prop combination, which includes multiple sub-costume props, including the first virtual costume. The preview interface also includes a viewing control for the first virtual costume. After displaying the preview interface of the first virtual outfit, the method further includes: In response to a trigger operation on the viewing control, a viewing interface for the first virtual garment is displayed; The plurality of sub-clothing props are displayed in the first area of ​​the viewing interface; When the first virtual outfit is selected among multiple sub-outfit props, the wearing effect of the first player character wearing the first virtual outfit is displayed in the second area of ​​the viewing interface.

22. The method according to claim 21, wherein, The second area also displays a second purchase control for the item combination. After displaying the wearing effect of the first player character wearing the first virtual outfit, the method further includes: In response to a triggering operation on the second purchase control, a calculation interface for the virtual resources required to purchase the item combination is displayed; The calculation interface includes: the size of the virtual resources corresponding to each of the sub-clothing props, the size of the virtual resources corresponding to the prop combination, and the discount information of the prop combination.

23. The method according to any one of claims 20 to 22, wherein, After displaying the preview interface of the first virtual outfit, the method further includes: In response to a trigger operation on the magic icon, at least one virtual card for the virtual magic is displayed; The virtual cards are used to describe the virtual abilities of the virtual magic, and different virtual cards correspond to different virtual abilities.

24. The method according to any one of claims 1 to 23, wherein, Before displaying the first player character in the virtual scene, the method further includes: Display the virtual task corresponding to the first virtual outfit; In response to a control operation targeting the first player character, control the first player character to perform the virtual task; In response to the completion of the virtual task, the first player character is controlled to possess the first virtual outfit.

25. An interactive device in a virtual scene, the device comprising: The first display module is configured to display a first player character in a virtual scene, the first player character wearing a first virtual outfit; The first display module is further configured to display at least one pet control, each pet control corresponding to a virtual pet of the first player character; The action display module is configured to control the first virtual pet corresponding to the first pet control in the at least one pet control to be displayed in the virtual scene, and to display the process of the first virtual pet and the first player character working together to complete the first action combination.

26. An electronic device, the electronic device comprising: Memory, configured to store computer-executable instructions or computer programs; When a processor is configured to execute computer-executable instructions or computer programs stored in the memory, it implements the interaction method in a virtual scene as described in any one of claims 1 to 24.

27. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein when executed by a processor, the computer-executable instructions or the computer program implement the interaction method in a virtual scene as described in any one of claims 1 to 24.

28. A computer program product comprising computer-executable instructions or a computer program, wherein when executed by a processor, the computer-executable instructions or the computer program implement the interaction method in a virtual scene as described in any one of claims 1 to 24.