Information display method and apparatus for virtual character, device, and readable storage medium

WO2026200421A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/080880
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-03-02
Publication Date
2026-10-01

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Abstract

An information display method and apparatus for a virtual character, a device, and a readable storage medium, relating to the technical field of information display. The method comprises: in response to an information viewing operation for a virtual character, displaying first character information of a first virtual character (201); in response to a trigger operation for the first character information, displaying second character information of the first virtual character (202); and in response to a recommendation operation, displaying deployment probabilities of the first virtual character comprising character features in a first interaction scenario, the character features including any one of character personality, character bloodline, character skill, and an individual value of a character attribute, and the first interaction scenario being a player-versus-environment interaction scenario or a player-versus-player interaction scenario (203). The method, apparatus, device, and medium enable information of the virtual character to be displayed more completely, thereby enhancing the understanding of the virtual character and improving the utilization rate of the virtual character.
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Description

Methods, devices, equipment and readable storage media for displaying information of virtual characters

[0001] This application claims priority to Chinese Patent Application No. 202510378003.7, filed on March 27, 2025, entitled "Information Display Method, Apparatus, Device and Readable Storage Medium for Virtual Characters", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of information display technology, and in particular to a method, apparatus, device, and readable storage medium for displaying information about virtual characters. Background Technology

[0003] With the continuous development of computer technology, game technology is also constantly evolving. Some games offer virtual characters, which can be various animal or anime characters. Players can capture virtual characters in the game, and once captured, their information will be displayed. Summary of the Invention

[0004] This application provides a method, apparatus, device, and readable storage medium for displaying information about virtual characters, which can be used to solve the problem of low usage rates of virtual characters due to players' limited understanding of them. The technical solution is as follows:

[0005] On one hand, embodiments of this application provide a method for displaying information about a virtual character, the method being executed by a computer device, the method comprising:

[0006] In response to an information viewing operation for a virtual character, the first character information of the first virtual character is displayed, wherein the first virtual character is a virtual character that has been captured or perceived by the main virtual object.

[0007] In response to a trigger operation on the first character information, the second character information of the first virtual character is displayed, wherein the second character information is more detailed than the first character information;

[0008] In response to the recommended action, the probability of equipping a first virtual character, including various character features, in a first interactive scenario is displayed. The probability of equipping a first virtual character, including any character feature, in the first interactive scenario is the ratio of the number of game objects equipped with the first virtual character including the aforementioned character feature to the total number of game objects equipped with the first virtual character. The first interactive scenario is either a player-versus-environment interaction scenario or a player-versus-player interaction scenario.

[0009] On the other hand, embodiments of this application provide an information display device for virtual characters, the device comprising:

[0010] The display module is used to respond to the information viewing operation for the virtual character and display the first character information of the first virtual character, wherein the first virtual character is a virtual character that has been captured or perceived by the main virtual object.

[0011] The display module is further configured to, in response to a trigger operation on the first character information, display second character information of the first virtual character, wherein the second character information is more detailed than the first character information;

[0012] The display module is further configured to respond to a recommendation operation by displaying the equipment probability of a first virtual character in a first interactive scenario, including various character characteristics. The character characteristics include any one of the individual values ​​of character personality, character lineage, character skills, and character attributes. The equipment probability of a first virtual character including any character characteristic in the first interactive scenario refers to the ratio of the number of game objects equipped with the first virtual character including the first virtual character in the first interactive scenario to the total number of game objects equipped with the first virtual character. The first interactive scenario is a player-versus-environment interaction scenario or a player-versus-player interaction scenario.

[0013] On the other hand, embodiments of this application provide a terminal device, which includes a processor and a memory. The memory stores at least one piece of program code, which is loaded and executed by the processor to enable the terminal device to implement any of the above-described methods for displaying information about virtual characters.

[0014] On the other hand, a non-volatile computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the non-volatile computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement any of the above-described methods for displaying information about virtual characters.

[0015] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned methods for displaying information of virtual characters.

[0016] The technical solution provided in this application embodiment can not only view the information of the captured or perceived first virtual character, but also view the equipment probability of the first virtual character in the first interactive scene, including the characteristics of each character, so as to deepen the player's understanding of the first virtual character, improve the player's interactive experience, and thus improve the human-computer interaction rate.

[0017] The information of the first virtual character includes information about the first character and more detailed information about the second character. The information of the first virtual character is more comprehensive, and players can more accurately judge whether to view the equipment probability of the first virtual character in the first interactive scene, including the characteristics of each character, based on the more comprehensive information. This is conducive to improving the player's interactive experience and thus increasing the human-computer interaction rate.

[0018] Furthermore, players can choose which type of virtual character to equip in the first interactive scene based on the probability of equipping the first virtual character in the first interactive scene, which includes various character characteristics. This can help players equip the first virtual character more effectively and improve its utilization rate.

[0019] In addition, players can view not only captured virtual characters but also perceived virtual characters, which encourages them to capture perceived virtual characters, thereby increasing the game's playability and interactivity. Attached Figure Description

[0020] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application;

[0021] Figure 2 is a flowchart of a method for displaying information of a virtual character according to an embodiment of this application;

[0022] Figure 3 is a schematic diagram of a game interface provided in an embodiment of this application;

[0023] Figure 4 is a schematic diagram of an information interface for a virtual character provided in an embodiment of this application;

[0024] Figure 5 is a schematic diagram of another information interface of a virtual character provided in an embodiment of this application;

[0025] Figure 6 is a schematic diagram of a data statistics interface provided in an embodiment of this application;

[0026] Figure 7 is a schematic diagram of another data statistics interface provided in an embodiment of this application;

[0027] Figure 8 is a schematic diagram of another data statistics interface provided in an embodiment of this application;

[0028] Figure 9 is a schematic diagram of a character's bloodline and bloodline skills provided in an embodiment of this application;

[0029] Figure 10 is a schematic diagram of another data statistics interface provided in an embodiment of this application;

[0030] Figure 11 is a schematic diagram of a skill pool for a virtual character provided in an embodiment of this application;

[0031] Figure 12 is a schematic diagram of a role skill provided in an embodiment of this application;

[0032] Figure 13 is a schematic diagram of another data statistics interface provided in an embodiment of this application;

[0033] Figure 14 is a schematic diagram of the character attributes of a virtual character provided in an embodiment of this application;

[0034] Figure 15 is a schematic diagram of the structure of a virtual character information display device provided in an embodiment of this application;

[0035] Figure 16 is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;

[0036] Figure 17 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0037] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0038] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0039] In related technologies, players can capture virtual characters in games. Once a player captures a virtual character, a details interface for that virtual character is triggered, displaying information such as the character's name, class, and description.

[0040] However, the limited information displayed on the details page of the aforementioned virtual characters results in players having little understanding of them, leading to a low usage rate.

[0041] First, let me explain some of the terms used in this application:

[0042] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal device. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit this. The following embodiments use a three-dimensional virtual scene as an example, but this is not a limitation. In some embodiments, a virtual scene can also be called a virtual environment, a virtual world, etc. In some embodiments, the application can also be called a client.

[0043] The main virtual object refers to the movable object that the player plays as in the virtual scene. The main virtual object can be a virtual character, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual scene. Optionally, the main virtual object is a 3D model created based on animation skeletal technology. Each main virtual object has its own shape and volume in the 3D virtual scene and occupies a portion of the space within the 3D virtual scene.

[0044] Virtual characters: These are movable objects controlled by artificial intelligence (AI) or players within a virtual environment. Virtual characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pets, etc. For example, they are movable objects displayed in a 3D virtual environment in the form of animals or other shapes. Virtual characters can be subjected to at least one of the following interactive operations by the controlling virtual object: capture, raising, and leveling up. Virtual characters can also assist the controlling virtual object in at least one of the following interactive operations: gathering resources, combat, and altering terrain.

[0045] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application. As shown in Figure 1, the computer system includes a terminal device 101 and a server 102. The terminal device 101 has a client that supports virtual scenes installed and running. The method for displaying virtual character information provided in this embodiment of the application can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102. This embodiment of the application does not limit this.

[0046] Server 102 provides background services for the client supporting virtual scenarios installed on terminal device 101. In one possible implementation, server 102 undertakes the main computing work, and terminal device 101 undertakes the secondary computing work. Alternatively, server 102 undertakes the secondary computing work, and terminal device 101 undertakes the main computing work. Or, terminal device 101 and server 102 collaborate on computing using a distributed computing architecture.

[0047] For example, a client supporting virtual scenes can be a game client. A game client can be a third-person shooter (TPS) game client, a first-person shooter (FPS) game client, a multiplayer online battle arena (MOBA) game client, a multiplayer shooting survival game client, a massively multiplayer online role-playing game (MMORPG) client, or an action role-playing game (ARPG) client. For example, a client supporting virtual scenes can also be other types of clients besides game clients, such as virtual reality (VR) clients, augmented reality (AR) clients, 3D mapping programs, map simulation programs, social clients, interactive entertainment clients, etc.

[0048] This application does not limit the type of client that supports virtual scenes. For example, a client that supports virtual scenes can be an application that needs to be downloaded and installed, a mini-program that does not need to be downloaded, a web application, etc.

[0049] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.

[0050] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0051] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.

[0052] In the virtual character information display method provided in this application, in response to an information viewing operation for a virtual character, an information interface 103 for the virtual character is displayed. The information interface 103 displays first character information for a first virtual character, including the character avatar 104 and the character name "Virtual Character 1". In response to a trigger operation for the first character information, second character information and a recommendation control 105 for the first virtual character are displayed. The second character information is more detailed than the first character information and includes at least one of a character name, character type, and character description. In response to a trigger operation for the recommendation control 105, a data statistics interface 106 for the first virtual character is displayed. The data statistics interface 106 displays the equipment probability of the first virtual character in a first interactive scenario, including various character characteristics. For example, character traits include any one of character personality, character lineage, character skills, and individual values ​​of character attributes. The probability of equipping a first virtual character including any character trait in a first interactive scenario refers to the ratio of the number of game objects equipped with the first virtual character including any character trait in the first interactive scenario to the total number of game objects equipped with the first virtual character. The first interactive scenario is a player-versus-environment interaction scenario or a player-versus-player interaction scenario.

[0053] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0054] This application provides a method for displaying information about a virtual character, which can be applied to the computer system shown in FIG1. ​​This method can be executed by a computer device, which may include a terminal device (terminal device 101 in FIG1) or a server (server 102 in FIG1). In other words, the method for displaying information about a virtual character provided in this application can be executed by a terminal device or jointly by a terminal device and a server. Taking the flowchart of a method for displaying information about a virtual character provided in this application, shown in FIG2, as an example, this method can be executed by a terminal device (terminal device 101 in FIG1). As shown in FIG2, the method includes the following steps 201 to 203.

[0055] In step 201, in response to the information viewing operation for the virtual character, the first character information of the first virtual character is displayed. The first virtual character is a virtual character that has been captured or perceived by the main virtual object.

[0056] In the exemplary embodiments of this application, a client capable of providing virtual scenes is installed and runs on the terminal device. This client can be a game client, or a virtual reality client, an augmented reality client, a 3D map program, a map simulation program, a social client, an interactive entertainment client, etc. This embodiment uses a game client as an example for illustration; the game client can be any type of game client, and this embodiment does not limit its scope. Multiple virtual objects can be displayed in the virtual scene. Exemplarily, different virtual objects can be controlled by different terminal devices or servers. In addition to displaying virtual objects, virtual elements can also be displayed in the virtual scene. Exemplarily, virtual elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, sky, plants, buildings, etc. The description of virtual scenes in this application is merely illustrative and does not limit the scope of virtual scenes.

[0057] Optionally, the terminal device's display interface shows information related to the game client. This information may be the game client's name, icon, or other information that represents the game client; this embodiment does not limit this. When the game object wants to run the game client, it triggers the game client's information. The terminal device responds to this triggering operation by running the game client's information, displaying the game interface, which includes a virtual character information viewing control. This control displays the virtual character's information interface. In some embodiments, the game object may also be referred to as a player, user, etc.

[0058] For example, triggering operations for information related to the game client include at least one of touch operations, gamepad triggering operations, voice command triggering operations, or gesture triggering operations. Triggering operations for other content are similar to those for information related to the game client, and will not be described in detail here.

[0059] It should be noted that the game interface is one interface during the game process, and other information may also be displayed in the game interface. This application embodiment does not limit this. Figure 3 is a schematic diagram of a game interface provided by this application embodiment. The game interface shown in Figure 3 displays a virtual character information viewing control 301.

[0060] The information viewing operation for a virtual character is an operation used to view information about a virtual character. Optionally, in response to a trigger operation of the information viewing control for a virtual character, an information viewing operation for a virtual character is received, and in response to the information viewing operation for a virtual character, an information interface for the virtual character is displayed. The information interface for the virtual character displays the first character information of a first virtual character. The first virtual character is a virtual character that has been captured or perceived by the main virtual object. The first character information includes at least one of a character name or a character avatar. The main virtual object is a virtual object controlled by a game object on a terminal device. Virtual characters captured by the main virtual object refer to virtual characters that the main virtual object can directly use or operate; virtual characters perceived by the main virtual object refer to virtual characters that the main virtual object can observe but has not captured, and the main virtual object cannot directly use or operate the perceived virtual characters.

[0061] Optionally, the method of acquiring information viewing operations for a virtual character may also include any of the following: acquiring information viewing operations for a virtual character in response to detecting information viewing voice; acquiring information viewing operations for a virtual character in response to detecting information viewing gesture; acquiring information viewing operations for a virtual character in response to detecting a first operation in the controller. The information viewing voice is the voice used to view information about the virtual character, the information viewing gesture is the gesture used to view information about the virtual character, and the first operation is an operation generated in the controller for viewing information about the virtual character. The information viewing voice, information viewing gesture, and first operation can be set based on experience or flexibly adjusted according to needs; this embodiment does not limit these aspects.

[0062] In one possible implementation, if the first virtual character is a virtual character captured by the controlling virtual object, the first character information of the first virtual character is displayed according to a first display method; if the first virtual character is a virtual character perceived by the controlling virtual object, the first character information of the first virtual character is displayed according to a second display method. The second display method is different from the first display method.

[0063] This application does not limit the first display mode and the second display mode, as long as the first display mode and the second display mode are two different display modes. In some embodiments, the display mode may include display color, display font, display transparency, display border style, or display background, etc. For example, the first display mode and the second display mode may be two different display colors, two different display fonts, two different display transparency, two different display border styles, two different display backgrounds, etc.

[0064] For example, the first display method is a first color, and the second display method is a second color, where the first color and the second color are different. For instance, the first color is black, and the second color is gray. Optionally, if the first virtual character is a virtual character captured by the master virtual object, then the first character information of the first virtual character is displayed according to the first color (that is, the first character information of the first virtual character is displayed in the first color); if the first virtual character is a virtual character perceived by the master virtual object, then the first character information of the first virtual character is displayed according to the second color (that is, the first character information of the first virtual character is displayed in the second color).

[0065] In this implementation, when the first virtual character is a virtual character captured by the main virtual object, its first character information is displayed according to a first display method; when the first virtual character is a virtual character perceived by the main virtual object, its first character information is displayed according to a second display method. By displaying the first character information of the first virtual character in different ways, the game object can immediately tell whether the first virtual character has been captured or perceived by the main virtual object based on the display method of the first character information. This allows the game object to distinguish between captured and perceived virtual characters at a glance, without the need for additional textual explanations, reducing cognitive costs, improving the interactive experience of the game object, and thus increasing the human-computer interaction rate.

[0066] It should also be noted that the information interface of the virtual character can also display the first-person character information of other virtual characters. These other virtual characters are also those that the main virtual object has captured or perceived. The display method of the first-person character information of other virtual characters is similar to that of the first-person character, and will not be elaborated further here.

[0067] Figure 4 is a schematic diagram of an information interface for a virtual character provided in an embodiment of this application. The information interface of the virtual character shown in Figure 4 displays the first character information of a first virtual character, which includes the character name "Virtual Character 1" and the character avatar 401. The first character information of the first virtual character is displayed in black, indicating that the first virtual character is a virtual character captured by the main virtual object.

[0068] Figure 4 shows the information interface of the virtual characters. It displays not only the first character information of the first virtual character, but also the first character information of the second through sixth virtual characters. The second virtual character's name is "Virtual Character 2," its avatar is 402, and its first character information is displayed in black, indicating that the second virtual character is a virtual character captured by the main virtual object. The third virtual character's name is "Virtual Character 3," its avatar is 403, and its first character information is displayed in gray, indicating that the third virtual character is a virtual character perceived by the main virtual object. The fourth virtual character's name is "Virtual Character 4," its avatar is 404, and its first character information is displayed in gray, indicating that the fourth virtual character is a virtual character perceived by the main virtual object. The fifth virtual character's name is "Virtual Character 5," its avatar is 405, and its first character information is displayed in gray, indicating that the fifth virtual character is a virtual character perceived by the main virtual object. The sixth virtual character's name is "Virtual Character 6", its avatar is 406, and its first character information is displayed in gray, indicating that the sixth virtual character is a virtual character that has been perceived by the main virtual object.

[0069] In one possible implementation, the virtual character's information interface also displays a first value and a second value. The first value is the number of virtual characters captured by the main virtual object, and the second value is the number of virtual characters perceived by the main virtual object. As shown in Figure 4, 407 represents the first value, and 408 represents the second value. The first value of 2 indicates that the main virtual object has captured 2 virtual characters, and the second value of 10 indicates that the main virtual object has perceived 10 virtual characters. The virtual characters perceived by the main virtual object refer to the virtual characters encountered by the main virtual object.

[0070] In this implementation, the first and second values ​​are displayed in the information interface of the virtual character, so that the player can clearly see the number of virtual characters captured and perceived by the main virtual object. The number of virtual characters captured and perceived by the main virtual object can be clearly determined without complicated calculations, which helps to improve the player's interactive experience and thus improve the human-computer interaction rate.

[0071] In one possible implementation, when the first virtual character is a virtual character captured by the main virtual object, the first virtual character can be a virtual character captured by the main virtual object in a player versus environment (PVE) interaction scenario, or a virtual character captured by the main virtual object in a player versus player (PVP) interaction scenario. This application embodiment does not limit the method by which the main virtual object captures the first virtual character. When the first virtual character is a virtual character perceived by the main virtual object, the first virtual character can be a virtual character perceived by the main virtual object in a player versus environment interaction scenario, or a virtual character perceived by the main virtual object in a player versus player interaction scenario. This application embodiment also does not limit the method by which the main virtual object perceives the first virtual character. A player versus environment interaction scenario refers to a game scenario where the player-controlled main virtual object interacts with environmental objects such as non-player virtual characters, virtual scenes, and game mechanics. A player versus player interaction scenario refers to a game scenario where the player-controlled main virtual object interacts with virtual objects controlled by other players.

[0072] In step 202, in response to a trigger operation on the first character information, the second character information of the first virtual character is displayed, and the second character information is more detailed than the first character information.

[0073] In one possible implementation, in response to a trigger operation on the first character information, second character information of the first virtual character is displayed in the virtual character's information interface. The second character information is more detailed than the first character information. This greater detail includes, but is not limited to, the second character information containing more content than the first character information, or the second character information containing content of the same type as the first character information, but with more detailed content. Optionally, the second character information includes at least one of character name, character avatar, character class, and character description. For example, the first character information includes the character name, and the second character information includes both the character name and character class; that is, the second character information contains more content than the first character information.

[0074] The character description information of the first virtual character is used to describe the first virtual character. The game provides multiple character types; for example, the game offers 18 character types: Ice, Demon, Ghost, Earth, Water, Rock, Normal, Dragon, Fire, Poison, Electric, Insect, Grass, Fighting, Mechanical, Cute, Winged, and Light. The character type of the first virtual character refers to the character type possessed by the first virtual character. The first virtual character can have one, two, or more character types; this application embodiment does not limit this. The game may also provide other character types; this application embodiment only uses the 18 character types provided in the game as an example for illustration and does not limit the number of character types provided in the game.

[0075] In an exemplary embodiment, in response to a triggering operation on the first character information, in addition to displaying the second character information of the first virtual character, a recommendation control is also displayed. That is, in response to a triggering operation on the first character information, the second character information of the first virtual character and the recommendation control are displayed. In some embodiments, the recommendation control is also displayed in the virtual character's information interface. The recommendation control is a control used to view the equipment probability of the first virtual character, including various character characteristics, in the first interactive scenario.

[0076] Figure 5 is a schematic diagram of another information interface of a virtual character provided in an embodiment of this application. In the information interface of the virtual character shown in Figure 5, the second role information of the first virtual character (virtual character 1) and the recommendation control 507 are displayed. The second role information includes the role name 501 of the first virtual character, the role category 502 of the first virtual character, and the role description information 503 of the first virtual character.

[0077] Optionally, the second role information may also include the first virtual role. For example, 504 in Figure 5 represents the first virtual role.

[0078] Optionally, the second character information may also include the character image of the first virtual character. For example, 505 in Figure 5 represents the character image of the first virtual character.

[0079] In this implementation, the appearance of the first virtual character is shown to the player by displaying the first virtual character and its image.

[0080] Optionally, the second character information may also include the height and weight range of the first virtual character. As shown in Figure 5, 0.53–0.63 represents the height range of the first virtual character, and 143.23–265.56 represents its weight range. By displaying the height and weight ranges of the first virtual character, the player can know the height and weight of the first virtual character.

[0081] Optionally, the second character information may also include a height scale of the first virtual character, which indicates the height of the first virtual character relative to the controlling virtual object. As shown in Figure 5, 506 represents the height scale of the first virtual character. By viewing the height scale of the first virtual character, one can determine its position relative to the neck of the controlling virtual object.

[0082] In step 203, in response to the recommendation operation, the equipment probability of the first virtual character, including various character characteristics, is displayed in the first interactive scenario, which is either a player versus environment interactive scenario or a player versus player interactive scenario.

[0083] The recommended operation is used to display the equipment probability of the first virtual character in the first interactive scene, including various character characteristics.

[0084] In one possible implementation, the method of obtaining the recommendation action includes: obtaining the recommendation action in response to a trigger action on the recommendation control. In other words, in response to a trigger action on the recommendation control, displaying the equipment probability of a first virtual character, including various character characteristics, in the first interactive scene.

[0085] In another possible implementation, the method of obtaining the recommended operation may further include any of the following: obtaining the recommended operation in response to detecting a recommended voice; obtaining the recommended operation in response to detecting a recommended gesture; obtaining the recommended operation in response to detecting a second operation in the controller. The recommended voice is a voice used to view the equipment probability of a first virtual character, including various character characteristics, in the first interactive scene; the recommended gesture is a gesture used to view the equipment probability of a first virtual character, including various character characteristics, in the first interactive scene; and the second operation is an operation generated in the controller used to view the equipment probability of a first virtual character, including various character characteristics, in the first interactive scene. The recommended voice, recommended gesture, and second operation can be set based on experience or flexibly adjusted according to needs; this embodiment does not limit this.

[0086] In one possible implementation, in response to a recommendation action (e.g., a trigger action on a recommendation control), the probability of equipping a first virtual character, including various character traits, in a first interactive scenario is displayed. These character traits include, but are not limited to, any one of character personality, character lineage, character skills, and individual values ​​of character attributes. The probability of equipping a first virtual character, including any character trait, in a first interactive scenario refers to the ratio of the number of game objects equipped with the first virtual character, including any character trait, to the total number of game objects equipped with the first virtual character in the first interactive scenario. The first interactive scenario is either a player-versus-environment interaction scenario or a player-versus-player interaction scenario.

[0087] Optionally, in response to a recommendation action (e.g., a trigger action on a recommendation control), an interactive animation can also be displayed. In response to a trigger action on the interactive animation, the equipment probability of a first virtual character, including various character characteristics, in the first interactive scene can be displayed. The interactive animation can be any type of animation, and this embodiment of the application does not limit it. For example, the interactive animation is an animation of a book slowly growing larger.

[0088] For example, if the character trait is a character personality, then in response to a recommendation operation (e.g., a trigger operation on a recommendation control), the equipment probability of the first virtual character in the first interactive scene, including each character personality, is displayed. If the character trait is a character lineage, then in response to a recommendation operation (e.g., a trigger operation on a recommendation control), the equipment probability of the first virtual character in the first interactive scene, including each character lineage, is displayed. If the character trait is a character skill, then in response to a recommendation operation (e.g., a trigger operation on a recommendation control), the equipment probability of the first virtual character in the first interactive scene, including each character skill, is displayed. If the character trait is an individual value of a character attribute, then in response to a recommendation operation (e.g., a trigger operation on a recommendation control), the equipment probability of the first virtual character in the first interactive scene, including each individual value of a character attribute, is displayed.

[0089] Optionally, the equipment probability of a first virtual character, including various character traits, in the first interactive scene refers to the probability that the first virtual character, including various character traits, is equipped into the game inventory in the first interactive scene. For example, if the character trait is a character personality, then the equipment probability of a first virtual character, including various character traits, in the first interactive scene refers to the probability that the first virtual character, including various character personalities, is equipped into the game inventory in the first interactive scene.

[0090] In this implementation, the probability of equipping a first virtual character with various character traits in the first interactive scene is displayed for players to reference. When a player wants to equip a first virtual character in the first interactive scene, they can see which character traits of the first virtual character have a higher probability of being equipped, thus helping the player decide which character traits to equip. Alternatively, when a player wants to capture a first virtual character, they can see which character traits of the first virtual character have a higher probability of being equipped, so that the player knows which character traits of the first virtual character to capture.

[0091] In one possible implementation, in response to a recommendation action (e.g., a trigger action on a recommendation control), a data statistics interface for the first virtual character is displayed, showing the equipment probability of the first virtual character in the first interactive scene, including various character characteristics.

[0092] The equipment probability of the first virtual character, including its various character characteristics, in the first interactive scene is determined by the server using game data over a reference time period. For example, the end time of the reference time period may be the current time, or it may be any time prior to the current time. The duration of the reference time period can be arbitrary, and this embodiment does not limit this. After determining the equipment probability of the first virtual character, including its various character characteristics, in the first interactive scene, the server sends it to the terminal device for display.

[0093] This application embodiment does not limit the method by which the server determines the equipment probability of a first virtual character including various role characteristics in the first interactive scene. Optionally, for any role characteristic, a third value and a fourth value are determined; the quotient between the third value and the fourth value is taken as the equipment probability of the first virtual character including any role characteristic in the first interactive scene. Wherein, the third value is the number of game objects equipped with the first virtual character in the first interactive scene during the reference time period, and the fourth value is the number of game objects equipped with the first virtual character including any role characteristic in the first interactive scene during the reference time period. The process of taking the quotient between the third value and the fourth value as the equipment probability of the first virtual character including any role characteristic in the first interactive scene is as follows: divide the fourth value by the third value to obtain the equipment probability of the first virtual character including any role characteristic in the first interactive scene.

[0094] For example, if any character trait is Personality 1, and the third value of a game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of a game object equipped with the first virtual character including Personality 1 in the first interactive scene during the reference time period is 153, then the probability of the first virtual character including Personality 1 being equipped in the first interactive scene is...

[0095] For example, if any character has the Grass-type bloodline, and the third value of a game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of a game object equipped with the first virtual character including the Grass-type bloodline in the first interactive scene during the reference time period is 252, then the probability of the first virtual character including the Grass-type bloodline being equipped in the first interactive scene is...

[0096] For example, if any character has skill 1, and the third value of a game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of a game object equipped with the first virtual character including skill 1 in the first interactive scene during the reference time period is 667, then the probability of the first virtual character including skill 1 being equipped in the first interactive scene is...

[0097] For example, if any character's individual value is a life attribute, and the third value of a game object equipped with the first virtual character in the first interactive scene during the reference time period is 1000, and the fourth value of a game object equipped with the first virtual character including the life attribute individual value in the first interactive scene during the reference time period is 507, then the probability of the first virtual character including the life attribute individual value being equipped in the first interactive scene is...

[0098] It should be noted that the process for determining the equipment probability of other virtual characters, including those with various character characteristics, in the first interactive scenario is similar to the process for determining the equipment probability of the first virtual character, including those with various character characteristics, in the first interactive scenario, and will not be repeated here. Furthermore, the equipment probability of virtual characters, including those with various character characteristics, in the first interactive scenario is determined on a per-virtual-character basis. Determination is only made when the sample size of the virtual characters exceeds a certain value. This way, when a virtual character is popular, has a large user base, and a large sample size, the equipment probability of that virtual character, including those with various character characteristics, in the first interactive scenario can be updated promptly to reflect changes in player preferences and strategies. When a virtual character is less popular, has fewer users, and a smaller sample size, the sample size can be accumulated, and determination is only made when the sample size exceeds a certain value. Although the update of the equipment probability of that virtual character, including those with various character characteristics, in the first interactive scenario is slower, it ensures the basic sample size requirement and guarantees the accuracy of the determined equipment probability.

[0099] Optionally, in response to a recommendation action (e.g., a trigger action of a recommendation control), scene information for both the first and second interactive scenarios can be displayed. The first interactive scenario is displayed as selected, while the second interactive scenario is displayed as unselected. The second interactive scenario is either a player-versus-environment interaction scenario or a player-versus-player interaction scenario, and it differs from the first interactive scenario. In response to a trigger action on the second interactive scenario's scene information, the equipment probability of the first virtual character, including various character characteristics, is displayed in the second interactive scenario.

[0100] The process for determining the equipment probability of the first virtual character, including its various character characteristics, in the second interactive scene is similar to the process described above for determining the equipment probability of the first virtual character, including its various character characteristics, in the first interactive scene. Therefore, this embodiment will not repeat the details here. Displaying the scene information of the first interactive scene as selected means that the currently displayed information is the equipment probability of the first virtual character, including its various character characteristics, in the first interactive scene. For example, being selected can be displayed in bold, and being unselected can be displayed in non-bold form. Of course, being selected and unselected can also take other forms; this embodiment does not limit the selection and unselection states.

[0101] Optionally, the data statistics interface displays scene information for both the first and second interactive scenarios, with the first interactive scenario's scene information displayed as selected and the second interactive scenario's scene information displayed as unselected. In response to a triggering operation of the second interactive scenario's scene information, the data statistics interface displays the equipment probability of the first virtual character in the second interactive scenario, including various character characteristics.

[0102] In this implementation, interactive scenes can be switched. By displaying the equipment probability of the first virtual character, including various character traits, in the second interactive scene, players can refer to this information. When a player wants to equip the first virtual character in the second interactive scene, they can see which character traits of the first virtual character have a higher equipment probability, thus helping the player decide which character traits to equip. Alternatively, when a player wants to capture the first virtual character, they can see which character traits of the first virtual character have a higher equipment probability in the second interactive scene, so that the player knows which character traits of the first virtual character to capture.

[0103] In one possible implementation, in response to a trigger operation on scene information for the second interaction scenario, the scene information for the second interaction scenario is displayed as selected, while the scene information for the first interaction scenario is displayed as unselected. Here, displaying the scene information for the second interaction scenario as selected means that the currently displayed information is the equipment probability of the first virtual character, including various character characteristics, within the second interaction scenario.

[0104] In this implementation, by displaying the scene information of the second interactive scene as selected and the scene information of the first interactive scene as unselected, the player is informed that what is currently displayed is the equipment probability of the first virtual character in the second interactive scene, which includes various character characteristics.

[0105] In one possible implementation, after displaying the equipment probability of a first virtual character including various character characteristics in a first interactive scene, if the game object wants to capture a first virtual character including any character characteristics, the game object can also capture a first virtual character including any character characteristics. The process of capturing a first virtual character including any character characteristics includes: in response to an acquisition operation for a first virtual character including any character characteristics, displaying a master virtual object located in the first virtual scene, the master virtual object being able to capture the first virtual character including any character characteristics in the first virtual scene.

[0106] In this implementation, when a player wants to capture a first virtual character that includes any character characteristics, they can trigger an acquisition operation for the first virtual character that includes any character characteristics. This will then display the main virtual object located in the first virtual scene, allowing the player to control the main virtual object to capture the first virtual character that includes any character characteristics in the first virtual scene. This increases the number of ways for the player to capture the first virtual character that includes any character characteristics, thereby increasing the probability of the player capturing the first virtual character that includes any character characteristics.

[0107] Optionally, the process of triggering an acquisition operation for a first virtual character including any role characteristics includes: displaying an acquisition control for the first virtual character including any role characteristics; triggering an acquisition operation for the first virtual character including any role characteristics in response to a triggering operation for the acquisition control for the first virtual character including any role characteristics; or, triggering an acquisition operation for the first virtual character including any role characteristics in response to a triggering operation for any role characteristics.

[0108] This implementation provides two triggering methods for acquiring a first virtual character that includes any role characteristics, making the triggering methods for acquiring a first virtual character that includes any role characteristics more diverse and flexible.

[0109] In one possible implementation, the method provided in this application embodiment further includes a process of acquiring modification items for any character characteristic. For example, after displaying the equipment probabilities of a first virtual character including various character characteristics in a first interactive scene, the player can also acquire modification items for any character characteristic. Optionally, the process of acquiring modification items for any character characteristic includes: in response to an acquisition operation for a modification item for any character characteristic, displaying a master virtual object located in a second virtual scene, wherein the master virtual object can acquire modification items for any character characteristic in the second virtual scene, and the modification items for any character characteristic are used to modify any character characteristic of the virtual character captured by the master virtual object.

[0110] In this implementation, when a player wants to modify any characteristic of a captured virtual character, they can trigger an operation to acquire a modification item for that characteristic. This then displays a controlling virtual object in a second virtual scene, allowing the player to control the controlling virtual object to acquire the modification item for that characteristic within the second virtual scene. The player can then use this modification item to alter any characteristic of the captured virtual character. Thus, if the player is dissatisfied with the characteristics of the captured virtual character, they can use the modification item to change them to a more satisfactory version.

[0111] Optionally, display the acquisition control corresponding to the modification item for any character trait; in response to the triggering operation of the acquisition control corresponding to the modification item for any character trait, trigger the acquisition operation of the modification item for any character trait.

[0112] In one possible implementation, character traits are defined as character personalities. In response to a recommendation action (e.g., a triggered action on a recommendation control), the equipment probabilities of a first virtual character, including each character personality, are displayed in the first interactive scene.

[0113] In this implementation, the probability of equipping a first virtual character with various personality traits in the first interactive scene is displayed, allowing the game player to understand the equipment status of the first virtual character with each personality trait in the first interactive scene, providing some reference for the game player. When the game player wants to equip a first virtual character in the first interactive scene, they can check which personality trait has a higher equipment probability, thus determining which personality trait to equip. Alternatively, when the game player wants to capture a first virtual character, they can check which personality trait has a higher equipment probability in the first interactive scene, allowing the game player to determine which personality trait to capture.

[0114] Optionally, in response to a recommendation action (e.g., a trigger action on a recommendation control), a data statistics interface for the first virtual character is displayed, which shows the equipment probability of the first virtual character in the first interactive scene, including each character's personality.

[0115] Optionally, the data statistics interface of the first virtual character can be overlaid on the virtual character interface, or the data statistics interface of the first virtual character can be displayed separately. This application embodiment does not limit the display method of the data statistics interface of the first virtual character.

[0116] Figure 6 is a schematic diagram of a data statistics interface provided in an embodiment of this application. It displays the equipment probability of a first virtual character with various character personalities in a PVE interaction scenario. Optionally, the equipment probability of a first virtual character with personality 1 in a PVE interaction scenario is 15.3%, meaning that 15.3% of players equip a first virtual character with personality 1 in a PVE interaction scenario. The equipment probability of a first virtual character with personality 2 in a PVE interaction scenario is 14.8%, meaning that 14.8% of players equip a first virtual character with personality 2 in a PVE interaction scenario. The equipment probability of a first virtual character with personality 3 in a PVE interaction scenario is 13.2%, meaning that 13.2% of players equip a first virtual character with personality 3 in a PVE interaction scenario. The equipment probability of a first virtual character with personality 4 in a PVE interaction scenario is 12.5%, meaning that 12.5% ​​of players equip a first virtual character with personality 4 in a PVE interaction scenario. The probability of equipping a first virtual character with personality 5 in a PVE interactive scenario is 11.1%, meaning that 11.1% of players will equip a first virtual character with personality 5 in a PVE interactive scenario. The probability of equipping a first virtual character with personality 6 in a PVE interactive scenario is 10.4%, meaning that 10.4% of players will equip a first virtual character with personality 6 in a PVE interactive scenario.

[0117] It should be noted that the sum of the equipment probabilities of the first virtual character, including each character's personality, in the first interactive scene is 100%.

[0118] In one possible implementation, a character personality can enhance one character attribute and diminish another, so that one attribute of a first virtual character with that personality is higher than that of a first virtual character without that personality, and the other attribute is lower than that of a first virtual character without that personality, thus reflecting the differences between the different first virtual characters. The data statistics interface shown in Figure 6 also displays attribute icons for the enhanced and diminished character attributes corresponding to each character personality. The enhanced and diminished character attributes corresponding to different character personalities can be the same or different; this embodiment does not limit this. In Figure 6, 601 is the attribute icon for the enhanced character attribute (health attribute) corresponding to personality 1, and 602 is the attribute icon for the diminished character attribute (physical attack attribute) corresponding to personality 1. The attribute icons for the enhanced and diminished character attributes corresponding to other character personalities are shown in Figure 6 and will not be described further here.

[0119] It should be noted that the game offers multiple (e.g., 30) character personalities. Due to the large number of personalities, the data statistics interface cannot display the equipment probabilities of the first virtual character in the first interactive scene for all personalities. Only the equipment probabilities of the top reference number of personalities with higher equipment probabilities are displayed. Game players can view the equipment probabilities of the first virtual character in the first interactive scene, including other personalities, by scrolling through the data statistics interface. The reference number is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the reference number is 6. Of course, it is also possible to display only the equipment probabilities of the top reference number of personalities with higher equipment probabilities in the data statistics interface.

[0120] Optionally, the data statistics interface shown in Figure 6 also displays scene information for the first interactive scene (PVE) and the second interactive scene (PVP), with the scene information for the first interactive scene displayed as selected (bold) and the scene information for the second interactive scene displayed as unselected (non-bold). In response to a trigger operation on the scene information of the second interactive scene, the data statistics interface displays the equipment probability of the first virtual character in the second interactive scene, including each character's personality, with the scene information for the second interactive scene displayed as selected and the scene information for the first interactive scene displayed as unselected. Figure 7 is a schematic diagram of another data statistics interface provided in this embodiment, showing the equipment probability of the first virtual character in the second interactive scene, including each character's personality. The equipment probability of the first virtual character in the second interactive scene, including each character's personality, is shown in Figure 7 and will not be described further in this embodiment.

[0121] It should also be noted that the sum of the equipment probabilities of the first virtual character, including each character's personality, in the second interactive scene is 100%.

[0122] In one possible implementation, each character's personality also corresponds to a capture control. The capture control for any character's personality is used to capture the first virtual character that includes that personality. For example, 607 in Figure 6 is the capture control for personality 1. The capture controls for other character personalities are also shown in Figure 6 and will not be described further here. In response to a trigger operation on the capture control for any character's personality, the main virtual object located in the first virtual scene is displayed. The main virtual object can capture the first virtual character that includes any personality in the first virtual scene.

[0123] Optionally, the data statistics interface shown in Figure 6 also displays a control for obtaining character personality modification items. This control is used to obtain character personality modification items, which are used to modify the character personality of the virtual character captured by the main virtual object. As shown in Figure 6, 608 represents the control for obtaining character personality modification items. In response to a trigger operation on the control for obtaining character personality modification items, the main virtual object located in the second virtual scene is displayed. The main virtual object can obtain character personality modification items in the second virtual scene.

[0124] In one possible implementation, a character personality control is also displayed, and the character personality control is shown in a selected state. Optionally, the data statistics interface also displays a character personality control, and the character personality control is shown in a selected state. The character personality control being shown in a selected state can be displayed using a reference color, which can be any color, for example, black. As shown in Figure 6, 603 is a character personality control, and character personality control 603 is shown in a selected state.

[0125] In this implementation, by displaying the character personality control as selected, the game object knows that what is currently displayed is the equipment probability of the first virtual object in the first interactive scene, which includes the personalities of each character.

[0126] In one possible implementation, a character bloodline control is also displayed, and the character bloodline control is shown in an unselected state. Optionally, the character bloodline control is also displayed in the data statistics interface, and the character bloodline control is shown in an unselected state, as shown in Figure 6, where 604 represents the character bloodline control. When the game object wants to know the equipment probability of the first virtual character, including each character bloodline, in the first interactive scene, the game object selects the character bloodline control. In response to the trigger operation on the character bloodline control, the equipment probability of the first virtual character, including each character bloodline, in the first interactive scene is displayed. Optionally, in response to the trigger operation on the character bloodline control, the equipment probability of the first virtual character, including each character bloodline, in the first interactive scene is displayed in the data statistics interface.

[0127] In this implementation, when a game object wants to know the equipment probabilities of the first virtual character, including those from various character bloodlines, in the first interactive scene, it can select the character bloodline control. This displays the equipment probabilities of the first virtual character from each character bloodline in the first interactive scene, providing the game object with some information and reference. When a game object wants to equip the first virtual character in the first interactive scene, it can check which character bloodline's first virtual character has a higher equipment probability, thus determining which bloodline's first virtual character to equip. Alternatively, when a game object wants to capture the first virtual character, it can check which character bloodline's first virtual character has a higher equipment probability in the first interactive scene, thus determining which bloodline's first virtual character to capture.

[0128] Figure 8 is a schematic diagram of another data statistics interface provided in an embodiment of this application. It displays the equipment probability of a first virtual character with various character bloodlines in a PVE interaction scenario. Optionally, the equipment probability of a first virtual character with a Grass bloodline in a PVE interaction scenario is 25.2%, meaning that 25.2% of players equip a first virtual character with a Grass bloodline in a PVE interaction scenario. The equipment probability of a first virtual character with a Water bloodline in a PVE interaction scenario is 14.3%, meaning that 14.3% of players equip a first virtual character with a Water bloodline in a PVE interaction scenario. The equipment probability of a first virtual character with a Fire bloodline in a PVE interaction scenario is 10.6%, meaning that 10.6% of players equip a first virtual character with a Fire bloodline in a PVE interaction scenario. The probability of equipping a character with the Electric bloodline in PVE interactive scenarios is 9.8%, meaning 9.8% of players will have an Electric bloodline as their first character in PVE interactive scenarios. The probability of equipping a character with the Ice bloodline in PVE interactive scenarios is 7.5%, meaning 7.5% of players will have an Ice bloodline as their first character in PVE interactive scenarios. The probability of equipping a character with the Light bloodline in PVE interactive scenarios is 5.4%, meaning 5.4% of players will have a Light bloodline as their first character in PVE interactive scenarios.

[0129] It should be noted that the sum of the equipment probabilities of the first virtual character, including each character's bloodline, in PVE interactive scenarios is 100%.

[0130] It should also be noted that the game offers multiple (e.g., 18) character bloodlines. Due to the large number of bloodlines, the data statistics interface cannot display the complete equipment probabilities of the first virtual character in PVE interaction scenarios, including all bloodlines. It only displays the equipment probabilities of the top reference number of bloodlines with higher equipment probabilities. Game players can view the equipment probabilities of the first virtual character in PVE interaction scenarios, including other bloodlines, by scrolling through the data statistics interface. The reference number is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the reference number is 6. Of course, it is also possible to display only the equipment probabilities of the top reference number of bloodlines with higher equipment probabilities in the data statistics interface.

[0131] In one possible implementation, in response to a trigger operation on the character bloodline control, the character bloodline control is displayed as selected, and the character personality control is displayed as unselected. As shown in Figure 8, the character bloodline control 801 is displayed as selected, and the character personality control 802 is displayed as unselected.

[0132] In this implementation, the character bloodline control is displayed as selected so that the game object knows that what is currently displayed is the equipment probability of the first virtual object, which includes the bloodlines of each character, in the PVE interaction scene.

[0133] In one possible implementation, the scene information of the first interactive scene shown in Figure 8 is displayed as selected, while the scene information of the second interactive scene is displayed as unselected. When the game object wants to know the equipment probability of the first virtual object, including the bloodlines of various characters, in the second interactive scene, the game object can select the scene information of the second interactive scene, and then display the equipment probability of the first virtual character, including the bloodlines of various characters, in the second interactive scene in the data statistics interface, while simultaneously displaying the scene information of the second interactive scene as selected and the scene information of the first interactive scene as unselected.

[0134] In one possible implementation, each virtual character possesses a bloodline inherited from their ancestors. Most virtual characters share the same bloodline type as their character, but a small number have a different bloodline. Each character's bloodline corresponds to a bloodline skill. Virtual characters can acquire these bloodline skills, which can be used to compensate for weaknesses or even reverse type matchups. For example, a virtual character with a Grass type and a Water bloodline can learn Water skills, allowing them to counter Fire-type characters.

[0135] Figure 9 is a schematic diagram of a character bloodline and bloodline skills provided in an embodiment of this application. The virtual character "Meow Meow" shown in Figure 9 (1) is of the Grass type and has the Dragon bloodline, meaning that the virtual character "Meow Meow" can acquire the bloodline skills corresponding to the Dragon bloodline. Figure 9 (2) is a bloodline skill corresponding to the Dragon bloodline provided in an embodiment of this application. The name of the bloodline skill is "XXXX", 901 is the icon of the bloodline skill, and the description of the bloodline skill is "Charge up to deal magic damage to the enemy". The power of the bloodline skill is 280, and it takes 5 mana points to use the bloodline skill once (mana points are the resources used to release skills in the game).

[0136] The game object can also capture a first virtual character that includes any character's bloodline. The process of capturing a first virtual character that includes any character's bloodline includes, but is not limited to: each character's bloodline has a corresponding acquisition control; the acquisition control corresponding to any character's bloodline is used to acquire the first virtual character that includes that character's bloodline. For example, 803 in Figure 8 is the acquisition control corresponding to the Grass-type bloodline. Acquisition controls corresponding to other character bloodlines are shown in Figure 8 and will not be elaborated upon here. In response to a trigger operation on the acquisition control corresponding to any character's bloodline, the main virtual object located in the first virtual scene is displayed. The main virtual object can capture the first virtual character that includes any character's bloodline in the first virtual scene.

[0137] Game objects can also acquire items that modify a character's bloodline. The process of acquiring these items includes, but is not limited to: displaying a control for acquiring the character's bloodline modification item, as shown in Figure 8 (804). In response to a triggering operation on the control for acquiring the character's bloodline modification item, a master virtual object located in the second virtual scene is displayed. This master virtual object can acquire the character's bloodline modification item in the second virtual scene. These bloodline modification items are used to modify the bloodline of the virtual character already captured by the master virtual object.

[0138] In one possible implementation, a character skill control can also be displayed, with the character skill control shown as unselected. Optionally, the data statistics interface also displays a character skill control, with the character skill control shown as unselected. As shown in Figure 6, 605 represents the character skill control. When the game object wants to know the equipment probability of the first virtual object, including each character's skill, in the first interactive scene, the game object selects the character skill control. In response to a trigger operation on the character skill control, the equipment probability of the first virtual character, including each character's skill, in the first interactive scene is displayed. Optionally, in response to a trigger operation on the character skill control, the equipment probability of the first virtual character, including each character's skill, in the first interactive scene is displayed in the data statistics interface.

[0139] In this implementation, when a game object wants to know the equipment probability of the first virtual character, including various character skills, in the first interactive scene, it can select the character skill control. This displays the equipment probability of the first virtual character, including various character skills, in the first interactive scene, providing the game object with some information and reference. When the game object wants to equip the first virtual character in the first interactive scene, it can check which character skill has a higher equipment probability to determine which character to equip. Alternatively, it helps the game object determine which character skill the first virtual character captured by the main virtual object should learn.

[0140] Figure 10 is a schematic diagram of another data statistics interface provided in an embodiment of this application. It displays the equipment probability of a first virtual character, including various character skills, in a PVE interaction scenario. Optionally, the equipment probability of a first virtual character including skill 1 in a PVE interaction scenario is 66.7%, meaning that 66.7% of players equip a first virtual character with skill 1 in a PVE interaction scenario. The equipment probability of a first virtual character including skill 2 in a PVE interaction scenario is 58.6%, meaning that 58.6% of players equip a first virtual character with skill 2 in a PVE interaction scenario. The equipment probability of a first virtual character including skill 3 in a PVE interaction scenario is 43.2%, meaning that 43.2% of players equip a first virtual character with skill 3 in a PVE interaction scenario. The equipment probability of a first virtual character including skill 4 in a PVE interaction scenario is 35.1%, meaning that 35.1% of players equip a first virtual character with skill 4 in a PVE interaction scenario. The probability of a first virtual character equipped with skill 5 in a PVE interactive scenario is 32.6%, meaning that 32.6% of players will have a first virtual character equipped with skill 5 in a PVE interactive scenario. The probability of a first virtual character equipped with skill 6 in a PVE interactive scenario is 28.4%, meaning that 28.4% of players will have a first virtual character equipped with skill 6 in a PVE interactive scenario.

[0141] It should be noted that "the first virtual character including any character skill" means that the first virtual character possesses any character skill. The sum of the probabilities of the first virtual character equipping all character skills in the first interactive scenario is greater than 100%.

[0142] It should also be noted that the game provides multiple character skills. Due to the large number of character skills, the data statistics interface cannot display the complete equipment probability of the first virtual character in the first interactive scene, including all character skills. Only the equipment probabilities of the top reference number of character skills with higher equipment probabilities are displayed. Game players can view the equipment probabilities of the first virtual character in the first interactive scene, including other character skills, by scrolling through the data statistics interface. The reference number is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the reference number is 6. Of course, it is also possible to only display the equipment probabilities of the top reference number of character skills with higher equipment probabilities in the data statistics interface.

[0143] In one possible implementation, in response to a trigger operation on the character skill control, the character skill control is displayed as selected, and the character personality control is displayed as unselected. As shown in Figure 10, the character skill control 1001 is displayed as selected, and the character personality control 1002 is displayed as unselected.

[0144] In this implementation, the game object is made aware that the currently displayed virtual object includes the equipment probability of each character's skills in the first interactive scene by displaying the character skill control as selected.

[0145] In one possible implementation, the scene information of the first interactive scene shown in Figure 10 is displayed as selected, while the scene information of the second interactive scene is displayed as unselected. When the game object wants to know the equipment probability of the first virtual character, including various character skills, in the second interactive scene, the game object can select the scene information of the second interactive scene. This will then display the equipment probability of the first virtual character, including various character skills, in the second interactive scene in the data statistics interface, while simultaneously displaying the scene information of the second interactive scene as selected and the scene information of the first interactive scene as unselected.

[0146] In one possible implementation, each virtual character has a corresponding skill pool, which includes multiple character skills. These skills can be skills the virtual character has already learned or skills that the virtual character can learn. Virtual characters can learn skills by leveling up or by using virtual items. Each character skill corresponds to a skill category. The skill category of the skills in the virtual character's skill pool can be the same as or different from the virtual character's category; this embodiment does not limit this. For example, if the virtual character's category is water, the skill pool will primarily contain water-based skills; however, it can also include skills from other categories.

[0147] Figure 11 is a schematic diagram of a skill pool for a virtual character provided in an embodiment of this application. This skill pool is for a virtual character of the Grass type, where most of the displayed character skills are Grass-type, but also include skills from other types.

[0148] Each virtual character can carry a certain number of character skills (e.g., 4). These skills do not necessarily have to be related to the character's elemental type. During combat, the elemental type of the attacking virtual character's skill is compared to the elemental type of the attacked virtual character to determine the elemental advantage / disadvantage. For example, if the attacking virtual character's skill is of element one and the attacked virtual character is of element two, and element one is advantageous against element two, the attacking virtual character's attack power will increase. If element two is advantageous against element one, the attacking virtual character's attack power will decrease. If element one and element two are the same, the attacking virtual character's attack power will remain unchanged.

[0149] Figure 12 is a schematic diagram of a character skill provided in an embodiment of this application. The name of the character skill is "AAA", the icon of the character skill is 1201, the skill type of the character skill is fire, the power value of the character skill is 110, and it costs 2 mana points to use the character skill once.

[0150] The game object can also capture a first virtual character that includes any character's skills. The process of capturing a first virtual character that includes any character's skills includes, but is not limited to: each character skill has a corresponding acquisition control; the acquisition control corresponding to any character skill is used to acquire the first virtual character that includes any character's skills. For example, 1003 in Figure 10 is the acquisition control corresponding to skill 1. Acquisition controls corresponding to other character skills are shown in Figure 10 and will not be elaborated upon here. In response to a trigger operation on the acquisition control corresponding to any character skill, the main virtual object located in the first virtual scene is displayed. The main virtual object can capture the first virtual character that includes any character's skills in the first virtual scene.

[0151] Game objects can also acquire items that modify character skills. The process of acquiring these items includes, but is not limited to: displaying a control for acquiring the character skill modification item, as shown in Figure 10 (1004). In response to a trigger operation on the control for acquiring the character skill modification item, the main virtual object located in the second virtual scene is displayed. This main virtual object can acquire the character skill modification item in the second virtual scene. These items are used to modify the character's bloodline of the virtual character already captured by the main virtual object.

[0152] In one possible implementation, a character attribute control can also be displayed, in an unselected state. Optionally, the data statistics interface also displays a character attribute control, in an unselected state, as shown in Figure 6, where 606 is the character attribute control. When the game object wants to know the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, the game object selects the character attribute control. In response to a trigger operation on the character attribute control, the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, is displayed. Optionally, in response to a trigger operation on the character attribute control, the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, is displayed in the data statistics interface.

[0153] In this implementation, when a game object wants to know the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, it can select the character attribute control. This displays the equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, allowing the game object to understand the equipment situation of the first virtual character in the first interactive scene and providing some reference. When the game object wants to equip the first virtual character in the first interactive scene, it can check which character attribute's individual value has a higher equipment probability in the first interactive scene, thereby determining which character attribute's individual value to equip in the first interactive scene.

[0154] Figure 13 is a schematic diagram of another data statistics interface provided in an embodiment of this application. It displays the equipment probability of a first virtual character in a PVE interaction scenario, including individual values ​​of various character attributes. Optionally, the equipment probability of a first virtual character with individual values ​​including the health attribute in a PVE interaction scenario is 50.7%, meaning that 50.7% of players equip first virtual characters with individual values ​​including the health attribute in a PVE interaction scenario. The equipment probability of a first virtual character with individual values ​​including the magic attack attribute in a PVE interaction scenario is 48.6%, meaning that 48.6% of players equip first virtual characters with individual values ​​including the magic attack attribute in a PVE interaction scenario. The equipment probability of a first virtual character with individual values ​​including the physical attack attribute in a PVE interaction scenario is 33.2%, meaning that 33.2% of players equip first virtual characters with individual values ​​including the physical attack attribute in a PVE interaction scenario. The probability of a first virtual character with individual values ​​including physical defense in a PVE interactive scenario is 25.1%, meaning 25.1% of players will have a first virtual character with individual values ​​including physical defense in a PVE interactive scenario. The probability of a first virtual character with individual values ​​including magic defense in a PVE interactive scenario is 22.6%, meaning 22.6% of players will have a first virtual character with individual values ​​including magic defense in a PVE interactive scenario. The probability of a first virtual character with individual values ​​including movement speed in a PVE interactive scenario is 18.4%, meaning 18.4% of players will have a first virtual character with individual values ​​including movement speed in a PVE interactive scenario.

[0155] It should be noted that the sum of the equipment probabilities of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute, is greater than 100%.

[0156] It should also be noted that when there are many character attributes, the data statistics interface cannot display the complete equipment probability of the first virtual character in the first interactive scene, including the individual values ​​of each character attribute. It only displays the equipment probabilities of the top reference number of character attributes with higher equipment probabilities. The game object can view the equipment probabilities of the first virtual character in the first interactive scene, including the individual values ​​of other character attributes, by sliding the data statistics interface. The reference number is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the reference number is 6. Of course, it is also possible to only display the equipment probabilities of the top reference number of character attributes with higher equipment probabilities in the data statistics interface.

[0157] In one possible implementation, in response to a trigger operation on the character attribute control, the character attribute control is displayed as selected, and the character personality control is displayed as unselected. As shown in Figure 13, the character attribute control 1301 is displayed as selected, and the character personality control 1302 is displayed as unselected.

[0158] In this implementation, by displaying the character attribute control as selected, the game object knows that what is currently displayed is the equipment probability of the first virtual object in the first interactive scene, which includes the individual values ​​of each character attribute.

[0159] In one possible implementation, the scene information of the first interactive scene shown in Figure 13 is displayed as selected, while the scene information of the second interactive scene is displayed as unselected. When the game object wants to know the equipment probability of the first virtual object in the second interactive scene, including the individual values ​​of each character attribute, the game object can select the scene information of the second interactive scene. This will then display the equipment probability of the first virtual character in the second interactive scene in the data statistics interface, while simultaneously displaying the scene information of the second interactive scene as selected and the scene information of the first interactive scene as unselected.

[0160] In one possible implementation, each virtual character possesses character attributes, including health, physical attack, physical defense, magical attack, magical defense, and movement speed. The numerical value of each attribute represents the virtual character's strength within that attribute. A higher attribute value indicates a stronger character in that attribute, and vice versa. When a game object captures a virtual character, it randomly selects 1-3 attributes from the captured character's six attributes and assigns individual values. These individual values ​​reflect the captured virtual character's higher ability in certain attributes compared to other virtual characters of the same type. The individual value for each attribute is randomly determined between 7 and 10.

[0161] Figure 14 is a schematic diagram of the character attributes of a virtual character provided in an embodiment of this application. It shows the values ​​corresponding to each character attribute of the virtual character, and the virtual character's health attribute, physical attack attribute, and physical defense attribute have individual values.

[0162] The game object can also capture a first virtual character including individual values ​​of any character attribute. The process of capturing a first virtual character including individual values ​​of any character attribute includes, but is not limited to: each character attribute has a corresponding acquisition control; the acquisition control corresponding to any character attribute is used to acquire the first virtual character including individual values ​​of any character attribute. For example, 1303 in Figure 13 is the acquisition control corresponding to the health attribute; acquisition controls corresponding to other character attributes are shown in Figure 13 and will not be elaborated further here. In response to a trigger operation on the acquisition control corresponding to any character attribute, the master virtual object located in the first virtual scene is displayed. The master virtual object can capture the first virtual character including individual values ​​of any character attribute in the first virtual scene.

[0163] Game objects can also acquire items that modify character attributes. The process of acquiring these items includes, but is not limited to: displaying a control for acquiring the character attribute modification item, as shown in Figure 13 (1304). In response to a trigger operation on the control for acquiring the character attribute modification item, the main virtual object located in the second virtual scene is displayed. This main virtual object can acquire character attribute modification items in the second virtual scene. These items are used to modify character attributes, including individual values, in the virtual characters captured by the main virtual object.

[0164] The above method can not only view the information of the first virtual character that has been captured or perceived, but also view the equipment probability of the first virtual character in the first interactive scene, including the characteristics of each character, so as to deepen the player's understanding of the first virtual character, improve the player's interactive experience, and thus improve the human-computer interaction rate.

[0165] The information of the first virtual character includes information about the first character and more detailed information about the second character. The information of the first virtual character is more comprehensive, and players can more accurately judge whether to view the equipment probability of the first virtual character in the first interactive scene, including the characteristics of each character, based on the more comprehensive information. This is conducive to improving the player's interactive experience and thus increasing the human-computer interaction rate.

[0166] Furthermore, players can choose which type of virtual character to equip in the first interactive scene based on the probability of equipping the first virtual character in the first interactive scene, which includes various character characteristics. This can help players equip the first virtual character more effectively and improve its utilization rate.

[0167] In addition, players can view not only captured virtual characters but also perceived virtual characters, which encourages them to capture perceived virtual characters, thereby increasing the game's playability and interactivity.

[0168] Figure 15 is a schematic diagram of the structure of a virtual character information display device provided in an embodiment of this application. As shown in Figure 15, the device includes:

[0169] Display module 1501 is used to respond to information viewing operations for virtual characters and display the first character information of the first virtual character, wherein the first virtual character is a virtual character that has been captured or perceived by the main virtual object.

[0170] The display module 1501 is also used to respond to a trigger operation on the first role information to display the second role information and recommendation controls of the first virtual role, wherein the second role information is more detailed than the first role information;

[0171] The display module 1501 is also used to respond to the recommendation operation and display the equipment probability of the first virtual character including various character features in the first interactive scene. The equipment probability of the first virtual character including any character feature in the first interactive scene refers to the ratio of the number of game objects equipped with the first virtual character including any character feature in the first interactive scene to the total number of game objects equipped with the first virtual character. The first interactive scene is a player versus environment interactive scene or a player versus player interactive scene.

[0172] In one possible implementation, the display module 1501 is further configured to respond to a recommendation operation by displaying scene information of a first interactive scene and scene information of a second interactive scene. The scene information of the first interactive scene is displayed as selected, and the scene information of the second interactive scene is displayed as unselected. The second interactive scene is either a player-versus-environment interaction scene or a player-versus-player interaction scene. The second interactive scene is different from the first interactive scene.

[0173] In response to a trigger operation on scene information for the second interactive scene, the equipment probability of the first virtual character in the second interactive scene, including various character characteristics, is displayed.

[0174] In one possible implementation, the display module 1501 is further configured to, in response to a trigger operation on scene information of the second interactive scene, display the scene information of the second interactive scene as selected and display the scene information of the first interactive scene as unselected.

[0175] In one possible implementation, the display module 1501 is further configured to display a master virtual object located in a first virtual scene in response to an acquisition operation for a first virtual character including any role characteristics. The master virtual object can capture the first virtual character including any role characteristics in the first virtual scene.

[0176] In one possible implementation, the display module 1501 is also used to display an acquisition control for the first virtual character, which includes any character features;

[0177] The device also includes:

[0178] Trigger module 1502 is configured to, in response to a trigger operation on a first virtual character including any character characteristics, trigger an acquisition operation on the first virtual character including any character characteristics; or,

[0179] In response to a trigger operation for any character trait, trigger an acquisition operation for a first virtual character that includes any character trait.

[0180] In one possible implementation, the display module 1501 is further configured to display a master virtual object located in a second virtual scene in response to an operation of acquiring a modification item for any character feature. The master virtual object can acquire a modification item for any character feature in the second virtual scene, and the modification item for any character feature is used to modify any character feature of the virtual character captured by the master virtual object.

[0181] In one possible implementation, the character trait is the character's personality.

[0182] Display module 1501 is used to respond to the recommendation operation and display the equipment probability of the first virtual character in the first interactive scene, including each character's personality.

[0183] In one possible implementation, the display module 1501 is also used to display a character personality control, which is displayed as selected.

[0184] In one possible implementation, the display module 1501 is also used to display the character bloodline control, which is displayed in an unselected state;

[0185] In response to a trigger operation on the character's bloodline control, the equipment probability of the first virtual character, including each character's bloodline, is displayed in the first interactive scene.

[0186] In one possible implementation, the display module 1501 is further configured to, in response to a trigger operation on the character bloodline control, display the character bloodline control as selected and the character personality control as unselected.

[0187] In one possible implementation, the display module 1501 is also used to display a character skill control, which is displayed in an unselected state;

[0188] In response to a triggered operation on a character skill control, the equipment probability of the first virtual character in the first interactive scene, including each character's skills, is displayed.

[0189] In one possible implementation, the display module 1501 is further configured to, in response to a trigger operation on the character skill control, display the character skill control as selected and the character personality control as unselected.

[0190] In one possible implementation, the display module 1501 is also used to display a character attribute control, which is displayed in an unselected state;

[0191] In response to a triggered operation on the character attribute control, the equipment probability of the first virtual character in the first interactive scene is displayed, including the individual values ​​of each character attribute.

[0192] In one possible implementation, the display module 1501 is further configured to, in response to a trigger operation on the character attribute control, display the character attribute control as selected and the character personality control as unselected.

[0193] In one possible implementation, the display module 1501 is also used to display a first value and a second value, the first value being the number of virtual characters captured by the main control virtual object, and the second value being the number of virtual characters perceived by the main control virtual object.

[0194] In one possible implementation, the display module 1501 is used to display the first character information of the first virtual character in a first display manner when the first virtual character is a virtual character captured by the master virtual object.

[0195] When the first virtual character is a virtual character that has been perceived by the main virtual object, the first character information of the first virtual character is displayed in a second display method, which is different from the first display method.

[0196] In one possible implementation, the display module 1501 is also used to display a recommendation control; and to obtain a recommendation operation in response to a trigger operation on the recommendation control.

[0197] The aforementioned device can not only view the information of the first virtual character that has been captured or perceived, but also view the equipment probability of the first virtual character in the first interactive scene, including the characteristics of each character, so as to deepen the player's understanding of the first virtual character, improve the player's interactive experience, and thus improve the human-computer interaction rate.

[0198] The information of the first virtual character includes information about the first character and more detailed information about the second character. The information of the first virtual character is more comprehensive, and players can more accurately judge whether to view the equipment probability of the first virtual character in the first interactive scene, including the characteristics of each character, based on the more comprehensive information. This is conducive to improving the player's interactive experience and thus increasing the human-computer interaction rate.

[0199] Furthermore, players can choose which type of virtual character to equip in the first interactive scene based on the probability of equipping the first virtual character in the first interactive scene, which includes various character characteristics. This can help players equip the first virtual character more effectively and improve its utilization rate.

[0200] In addition, players can view not only captured virtual characters but also perceived virtual characters, which encourages them to capture perceived virtual characters, thereby increasing the game's playability and interactivity.

[0201] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0202] Figure 16 shows a structural block diagram of a terminal device 1600 provided in an exemplary embodiment of this application. The terminal device 1600 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.

[0203] Typically, terminal device 1600 includes a processor 1601 and a memory 1602.

[0204] Processor 1601 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1601 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1601 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1601 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1601 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0205] The memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 is used to store at least one instruction, which is executed by the processor 1601 to implement the virtual character information display method provided in the method embodiments of this application. In some embodiments, the non-transitory computer-readable storage medium may also be referred to as a non-volatile computer-readable storage medium.

[0206] In some embodiments, the terminal device 1600 may also optionally include a display screen 1605.

[0207] Display screen 1605 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1605 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1601 for processing. In this case, display screen 1605 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1605, disposed on the front panel of terminal device 1600; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 1600 or in a folded design; in still other embodiments, display screen 1605 may be a flexible display screen, disposed on a curved or folded surface of terminal device 1600. Furthermore, display screen 1605 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1605 can be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode). In some embodiments, the first role information and the second role information of the first virtual character involved in the method embodiments of this application are displayed on the display screen 1605.

[0208] Those skilled in the art will understand that the structure shown in FIG16 does not constitute a limitation on the terminal device 1600, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0209] Figure 17 is a schematic diagram of the server structure provided in an embodiment of this application. The server 1700 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1701 and one or more memories 1702. Each memory 1702 stores at least one line of program code, which is loaded and executed by the one or more processors 1701 to implement the virtual character information display method provided in the various method embodiments described above. Of course, the server 1700 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1700 may also include other components for implementing device functions, which will not be elaborated here.

[0210] In an exemplary embodiment, a non-volatile computer-readable storage medium is also provided, wherein a computer program is stored in the non-volatile computer-readable storage medium, and the computer program, when executed by a processor, implements the aforementioned method for displaying information about a virtual character. Optionally, the non-volatile computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0211] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned method for displaying information about a virtual character.

[0212] It should be noted that the collection and processing of relevant data (such as role information) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0213] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0214] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for displaying information about a virtual character, wherein, The method is performed by a computer device, and the method includes: In response to an information viewing operation for a virtual character, the first character information of the first virtual character is displayed, wherein the first virtual character is a virtual character that has been captured or perceived by the main virtual object. In response to a trigger operation on the first character information, the second character information of the first virtual character is displayed, wherein the second character information is more detailed than the first character information; In response to the recommended action, the probability of equipping a first virtual character, including various character features, in a first interactive scenario is displayed. The probability of equipping a first virtual character, including any character feature, in the first interactive scenario is the ratio of the number of game objects equipped with the first virtual character including the aforementioned character feature to the total number of game objects equipped with the first virtual character. The first interactive scenario is either a player-versus-environment interaction scenario or a player-versus-player interaction scenario.

2. The method according to claim 1, wherein, The method further includes: In response to the recommended operation, scene information of the first interaction scene and scene information of the second interaction scene are displayed. The scene information of the first interaction scene is displayed as selected, and the scene information of the second interaction scene is displayed as unselected. The second interaction scene is the player-versus-environment interaction scene or the player-versus-player interaction scene. The second interaction scene is different from the first interaction scene. In response to a trigger operation on scene information for the second interactive scene, the equipment probability of the first virtual character, including various character characteristics, in the second interactive scene is displayed.

3. The method according to claim 2, wherein, The method further includes: In response to a trigger operation on scene information for the second interactive scenario, the scene information of the second interactive scenario is displayed in the selected state, and the scene information of the first interactive scenario is displayed in the unselected state.

4. The method according to any one of claims 1 to 3, wherein, The method further includes: In response to an operation to acquire a first virtual character including any character features, the master virtual object located in a first virtual scene is displayed, the master virtual object being capable of capturing the first virtual character including any character features in the first virtual scene.

5. The method according to claim 4, wherein, The method further includes: Display a control for acquiring a first virtual character that includes any of the aforementioned character characteristics; in response to a triggering operation on the control for acquiring the first virtual character that includes any of the aforementioned character characteristics, trigger an acquisition operation on the first virtual character that includes any of the aforementioned character characteristics; or, In response to a trigger operation for any of the character features, an acquisition operation for a first virtual character including any of the character features is triggered.

6. The method according to any one of claims 1 to 5, wherein, The method further includes: In response to the acquisition operation of modification items for any character feature, the master virtual object located in the second virtual scene is displayed. The master virtual object can acquire modification items for any character feature in the second virtual scene. The modification items for any character feature are used to modify any character feature of the virtual character captured by the master virtual object.

7. The method according to any one of claims 1 to 6, wherein, The character traits described are the character's personality. The response to the recommendation operation, displaying the equipment probability of a first virtual character in a first interactive scenario, including various character characteristics, includes: In response to the recommended action, the equipment probability of the first virtual character, including each character's personality, is displayed in the first interactive scene.

8. The method according to claim 7, wherein, The method further includes: The character personality control is displayed, and the character personality control is shown in a selected state.

9. The method according to claim 7 or 8, wherein, The method further includes: The character bloodline control is displayed in an unselected state; In response to a trigger operation on the character bloodline control, the equipment probability of the first virtual character, including each character's bloodline, is displayed in the first interactive scene.

10. The method according to claim 9, wherein, The method further includes: In response to a trigger operation on the character bloodline control, the character bloodline control is displayed as selected, and the character personality control is displayed as unselected.

11. The method according to any one of claims 7 to 10, wherein, The method further includes: The character skill controls are displayed in an unselected state. In response to a trigger operation on the character skill control, the equipment probability of the first virtual character, including each character skill, is displayed in the first interactive scene.

12. The method according to claim 11, wherein, The method further includes: In response to a trigger operation on the character skill control, the character skill control is displayed as selected, and the character personality control is displayed as unselected.

13. The method according to any one of claims 7 to 12, wherein, The method further includes: The character attribute control is displayed in an unselected state. In response to a trigger operation on the character attribute control, the equipment probability of the first virtual character in the first interactive scene is displayed, including the individual values ​​of each character attribute.

14. The method according to claim 13, wherein, The method further includes: In response to a trigger operation on the character attribute control, the character attribute control is displayed as selected, and the character personality control is displayed as unselected.

15. The method according to any one of claims 1 to 14, wherein, The method further includes: The display shows a first value and a second value. The first value is the number of virtual characters that the master virtual object has captured, and the second value is the number of virtual characters that the master virtual object has perceived.

16. The method according to any one of claims 1 to 15, wherein, The first character information displayed for the first virtual character includes: If the first virtual character is a virtual character captured by the main virtual object, the first character information of the first virtual character is displayed in the first display mode; When the first virtual character is a virtual character that the main virtual object has already perceived, the first character information of the first virtual character is displayed in a second display mode, which is different from the first display mode.

17. The method according to any one of claims 1 to 16, wherein, The method further includes: Display recommended controls; In response to a trigger operation on the recommended control, the recommended operation is obtained.

18. An information display device for a virtual character, wherein, The device includes: The display module is used to respond to the information viewing operation for the virtual character and display the first character information of the first virtual character, wherein the first virtual character is a virtual character that has been captured or perceived by the main virtual object. The display module is also configured to, in response to a trigger operation on the first character information, display second character information of the first virtual character, wherein the second character information is more detailed than the first character information; The display module is further configured to respond to a recommendation operation by displaying the equipment probability of a first virtual character, including various character features, in a first interactive scenario. The equipment probability of a first virtual character, including any character feature, in the first interactive scenario refers to the ratio of the number of game objects equipped with the first virtual character, including the first virtual character, in the first interactive scenario to the total number of game objects equipped with the first virtual character. The first interactive scenario is a player-versus-environment interaction scenario or a player-versus-player interaction scenario.

19. A terminal device, wherein, The terminal device includes a processor and a memory, wherein the memory stores at least one piece of program code, which is loaded and executed by the processor to enable the terminal device to implement the information display method for virtual characters as described in any one of claims 1 to 17.

20. A non-volatile computer-readable storage medium, wherein, The non-volatile computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the information display method for virtual characters as described in any one of claims 1 to 17.

21. A computer program product, wherein, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the information display method for virtual characters as described in any one of claims 1 to 17.