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CN115607968A - Virtual article display method and device, storage medium and electronic equipment - Google Patents

Virtual article display method and device, storage medium and electronic equipment Download PDF

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Publication number
CN115607968A
CN115607968A CN202211184091.XA CN202211184091A CN115607968A CN 115607968 A CN115607968 A CN 115607968A CN 202211184091 A CN202211184091 A CN 202211184091A CN 115607968 A CN115607968 A CN 115607968A
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China
Prior art keywords
attribute
player character
current
target
value
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CN202211184091.XA
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Chinese (zh)
Inventor
辛一
蔡嘉勋
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202211184091.XA priority Critical patent/CN115607968A/en
Publication of CN115607968A publication Critical patent/CN115607968A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The disclosure relates to a display method, a display device, a storage medium and an electronic device of a virtual article, and relates to the technical field of human-computer interaction, wherein the method comprises the following steps: acquiring the attribute of the current player character and current breakthrough data of the current player character in a preset game scene in the breakthrough game; determining the required target player character attribute when the current player character breaks through the uncompleted barrier included in the current breaking through data from the current player character attribute according to the current player character attribute and the current breaking through data; matching a target virtual item corresponding to the attribute of the target player character from a preset virtual item database; and displaying the target virtual article on a game interface corresponding to the preset game scene. The accuracy of the matched target virtual article is improved.

Description

Virtual article display method and device, storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of human-computer interaction technologies, and in particular, to a virtual article display method, a virtual article display apparatus, a computer-readable storage medium, and an electronic device.
Background
In the existing scheme, the virtual articles corresponding to the role attributes required by the uncompleted level cannot be displayed.
It is noted that the information of the invention in the above background section is only for enhancement of understanding of the background of the present disclosure and therefore may include information that does not constitute prior art that is already known to a person of ordinary skill in the art.
Disclosure of Invention
An object of the present disclosure is to provide a virtual item display method, a virtual item display apparatus, a computer-readable storage medium, and an electronic device, which overcome, at least to some extent, a problem that a virtual item corresponding to a character attribute required for an incomplete level cannot be displayed due to limitations and disadvantages of the related art.
According to an aspect of the present disclosure, there is provided a display method of a virtual article, including:
acquiring the attribute of the current player character and current breakthrough data of the current player character in a preset game scene in the breakthrough game;
determining the required target player character attribute when the current player character breaks through the uncompleted barrier included in the current breaking through data from the current player character attribute according to the current player character attribute and the current breaking through data;
matching a target virtual item corresponding to the attribute of the target player character from a preset virtual item database;
and displaying the target virtual article on a game interface corresponding to the preset game scene.
In an exemplary embodiment of the present disclosure, the current breakthrough data includes one or more of a first number of gates of a passed gate, a second number of gates of a non-passed gate, a first non-player character attribute of a first non-player character included in the passed gate corresponding to the current player character, and a second non-player character attribute of a second non-player character included in the non-passed gate corresponding to the current player character.
In an exemplary embodiment of the present disclosure, the non-passing level comprises a first non-passing level which is currently passing but fails to pass and/or a second non-passing level which is left except for turning on the first non-passing level;
the preset game scene is a game scene which is currently in clearance but fails in clearance;
the current player character attributes include a cleared character attribute included in a cleared level and/or an cleared character attribute included in an cleared level.
In an exemplary embodiment of the present disclosure, when the current breakthrough data is a first non-player character attribute of a first non-player character corresponding to a current player character included in a cleared checkpoint, determining, according to the current player character attribute and the current breakthrough data, a target player character attribute required when the current player character performs breakthrough on an incomplete checkpoint included in the current breakthrough data from the current player character attribute, includes:
determining an attribute change value of the current player character in the passed character attribute in the passed level according to the passed character attribute in the passed level included in the current player character attribute;
when the attribute change value is determined to meet a preset value range condition, acquiring a target non-player character having a match relationship with the current player character from the first non-player character, and acquiring a first target non-player character attribute corresponding to the target non-player character from the first non-player character attribute;
and searching a current player character attribute having a restraining relationship with a first attribute type of the first target non-player character attribute in a preset attribute restraining table, wherein the current player character attribute is used as a first target player character attribute required by the current player character when the current player character breaks through an unfinished barrier included in the current break-through data.
In an exemplary embodiment of the present disclosure, the cleared customs pass includes a first cleared customs pass, a second cleared customs pass, \8230, an Nth cleared customs pass, N being the number of the first pass;
wherein determining an attribute change value of the current player character in the passed character attribute in the passed level according to the passed character attribute in the passed level included in the current player character attribute comprises:
s10, acquiring a first passed character attribute of the current player character in a first passed level included in the attributes of the current player character; wherein the first passed role attribute comprises a first start historical attribute value and a first end historical attribute value;
s20, calculating a first attribute change value between the first starting historical attribute value and the first ending historical attribute value;
and S30, sequentially circulating the S10 and the S20 to obtain a second attribute change value to an Nth attribute change value of the second passed stage to the Nth passed stage.
In an exemplary embodiment of the present disclosure, acquiring a target non-player character having a competing relationship with the current player character from the first non-player characters upon determining that the attribute change value satisfies a preset value range condition, includes:
judging whether an attribute change value meeting a first preset value range condition exists in the first attribute change value to the Nth attribute change value or not;
when any attribute change value is determined to meet the first preset value range condition, taking the passed level corresponding to the attribute change value as a target pass level;
and taking the first non-player character which has a match relationship with the current player character and is included in the target clearance barrier as a first target non-player character.
In an exemplary embodiment of the present disclosure, determining an attribute change value of the current player character in a cleared character attribute in a cleared level according to a cleared character attribute in a cleared level included in the current player character attribute includes:
s10', acquiring a first sub-character attribute of the current player character in a first preset time length in the execution of the customs task of the first customed customs clearance comprised in the attributes of the current player character; the first sub-role attribute comprises a first starting sub-attribute value and a first sub-ending attribute value within a first preset duration;
s20', calculating a first sub-variation value between the first starting sub-attribute value and the first ending sub-attribute value, and obtaining a first total variation value according to the first self-variation value;
and S30', sequentially circulating the S10' and the S20' to obtain a second total change value to an Nth total change value from a second passed stage to an Nth passed stage.
In an exemplary embodiment of the present disclosure, acquiring a target non-player character having a competing relationship with the current player character from the first non-player characters upon determining that the attribute change value satisfies a preset value range condition, includes:
judging whether a total variation value meeting a second preset value range condition exists from the first total variation value to the Nth total variation value or not;
when any total change value is determined to meet the second preset value range condition, taking the passed level corresponding to the total change value as a target pass level;
and taking the first non-player character which has a match relationship with the current player character and is included in the target clearance barrier as a second target non-player character.
In an exemplary embodiment of the present disclosure, when the current breakthrough data is the second non-player character attribute of a second non-player character corresponding to the current player character included in the non-breakthrough data, according to the current player character attribute and the current breakthrough data, determining, from the current player character attributes, a required target player character attribute when the current player character performs breakthrough on the non-completed breakthrough included in the current breakthrough data, includes:
searching candidate role attributes having a restraining relationship with a second attribute type of a second non-player role attribute of the second non-player role through an attribute restraining table;
calculating theoretical attribute values of the candidate character attributes required for defeating the second non-player character according to the second attribute values of the second non-player character attributes;
judging whether the relation between the theoretical attribute value and the current attribute value of the current player character attribute meets a third preset value range condition or not; wherein, the current attribute value is a first current attribute value required when the current player character passes through a first non-clearance gate which is currently clearance but fails to pass through clearance and/or a second current attribute value required when the current player character passes through a second non-clearance gate which is remained except for turning on the first non-clearance gate;
and when the relation between the theoretical attribute value and the current attribute value of the current player character is determined not to meet the third preset value range condition, taking the attribute of the current player character which does not meet the third preset value range condition as the attribute of a second target player character.
In an exemplary embodiment of the present disclosure, determining whether a relationship between the theoretical attribute value and the current attribute value of the current player character attribute satisfies a third preset value range condition includes:
calculating a first attribute difference value between the theoretical attribute value and a current attribute value of the current player character attribute; wherein the theoretical attribute value comprises a total blood volume value and/or a total attack value that the second non-player character has;
and judging whether the relation between the theoretical attribute value and the current player character attribute of the current player character meets a third preset value range condition or not according to whether the first difference value is smaller than a preset threshold value or not.
In an exemplary embodiment of the present disclosure, if the first attribute difference is greater than or equal to the preset threshold, it is determined that a relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy a third preset value range condition;
and if the first attribute difference value is smaller than the preset threshold value, determining that the relation between the theoretical attribute value and the current attribute value meets a third preset value range condition.
In an exemplary embodiment of the present disclosure, matching a target virtual item corresponding to the target player character attribute from a preset virtual item database includes:
and matching a first target virtual item corresponding to the first target player character attribute and/or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute.
In an exemplary embodiment of the present disclosure, matching, from the preset virtual item database, a first target virtual item corresponding to a first target player character attribute and/or a second target virtual item corresponding to a second target player character attribute according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute, includes:
acquiring historical item replacement records of virtual items of a current user corresponding to the current player character, and determining the position of the first unvalued level in all levels according to the first level quantity and the second level quantity;
determining an attribute value adjustment range according to the historical item replacement record and the position of the first unvalued level in all levels;
adjusting a first target attribute value of a first target player character attribute and/or a second target attribute value of a second target player character attribute based on the attribute value adjustment range;
and matching a first target virtual article corresponding to the character attribute of the first target player and/or a second target virtual article corresponding to the character attribute of the second target player from the preset virtual article database according to the adjusted first target attribute value and/or the adjusted second target attribute value.
In an exemplary embodiment of the present disclosure, displaying the target virtual item on a game interface corresponding to the preset game scene includes:
acquiring historical use records of a virtual article, which are possessed by a current user and correspond to the current player character;
inputting the historical use record into a preset neural network model to obtain the use preference of the virtual article corresponding to the current user;
matching virtual articles to be displayed from the target virtual articles based on the virtual article use preference, and displaying the virtual articles to be displayed on a game interface corresponding to the preset game scene.
In an exemplary embodiment of the present disclosure, the display method of the virtual article further includes:
in response to a selection operation on the target virtual item, adding a target attribute value of the target virtual item corresponding to the selection operation to a current attribute value of a current player character attribute of the current player character.
In an exemplary embodiment of the present disclosure, the display method of the virtual article further includes:
responding to touch operation of a current user corresponding to the current player character after the current user passes any non-clearance pass through the target virtual article, and generating a purchase request corresponding to the target virtual article;
and purchasing the target virtual item in response to the purchase request, and storing a purchase record corresponding to the target virtual item.
In an exemplary embodiment of the present disclosure, the display method of the virtual article further includes:
responding to a touch operation of a current user corresponding to the current player character after the target virtual article passes through the non-clearance barrier by using the target virtual article, and generating a cancellation request corresponding to the target virtual article;
canceling the target virtual article in response to the canceling request, and storing a canceling record corresponding to the target virtual article.
According to an aspect of the present disclosure, there is provided a display device of a virtual article, including:
the data acquisition module is used for acquiring the attributes of the current player character and the current breakthrough data of the current player character in a preset game scene in the breakthrough game;
a target player character attribute determining module, configured to determine, according to the current player character attribute and the current breakthrough data, a target player character attribute required by the current player character when performing breakthrough on an incomplete level included in the current breakthrough data from the current player character attribute;
the target virtual article matching module is used for matching a target virtual article corresponding to the character attribute of the target player from a preset virtual article database;
and the target virtual article display module is used for displaying the target virtual article on a game interface corresponding to the preset game scene.
According to an aspect of the present disclosure, there is provided a computer readable storage medium, having stored thereon a computer program, which when executed by a processor, implements a method of displaying a virtual article as in any one of the above.
According to an aspect of the present disclosure, there is provided an electronic device including:
one or more processors;
a storage device for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement a method of displaying a virtual item as described in any above.
On one hand, the method for displaying the virtual article includes the steps that the attribute of the current player character and the current breakthrough data of the current player character in a preset game scene in the breakthrough game are obtained; then according to the attributes of the current player character and the current breakthrough data, determining the required attributes of the target player character when the current player character performs breakthrough on the uncompleted level included in the current breakthrough data from the attributes of the current player character; matching a target virtual article corresponding to the character attribute of the target player from a preset virtual article database; finally, the target virtual item is displayed on the game interface corresponding to the preset game scene, so that the target virtual item displayed on the game interface is determined according to the character attribute of the target player, the problem that the items of the virtual item corresponding to the character attribute required by the uncompleted level cannot be displayed in the prior art is solved, and the game experience of the user is improved; on the other hand, the target virtual article is matched according to the attribute of the target player character, so that the accuracy of the matched target virtual article is improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It should be apparent that the drawings in the following description are merely examples of the disclosure and that other drawings may be derived by those of ordinary skill in the art without inventive effort.
Fig. 1 schematically illustrates a flow chart of a method of displaying a virtual article according to an example embodiment of the present disclosure.
Fig. 2 schematically illustrates an example view of an application scenario of a display method of a virtual article according to an example embodiment of the present disclosure.
Fig. 3 schematically illustrates an example diagram of a display interface of a breakthrough game according to an example embodiment of the present disclosure.
FIG. 4 schematically shows an example diagram of an interface for current player character attributes for a current player character, according to an example embodiment of the present disclosure.
Fig. 5 schematically shows a flowchart of attributes of a target player character required when the current breakthrough data is the attributes of a first non-player character corresponding to the current player character included in a cleared breakthrough, and it is determined from the attributes of the current player character that the current player character is breaking through an incomplete breakthrough included in the current breakthrough data according to the attributes of the current player character and the current breakthrough data, according to an example embodiment of the present disclosure.
FIG. 6 schematically illustrates an example interface diagram of attributes of a first target player character, according to an example embodiment of the present disclosure.
Fig. 7 schematically shows a flowchart of a method for determining, according to the current player character attributes and the current breakthrough data, the attributes of a target player character required when the current player character performs breakthrough on an incomplete breakthrough included in the current breakthrough data, when the current breakthrough data is the attributes of a second non-player character corresponding to the current player character included in the non-breakthrough data, from the attributes of the current player character.
FIG. 8 schematically illustrates an example interface diagram of attributes of a second target player character, according to an example embodiment of the present disclosure.
Fig. 9 schematically illustrates an example diagram of a game interface corresponding to a virtual item to be displayed according to an example embodiment of the present disclosure.
Fig. 10 schematically illustrates an example scenario of adding an attribute value of a target virtual article according to an example embodiment of the present disclosure.
Fig. 11 schematically illustrates an example scenario of a purchase operation performed on a selected target virtual item according to an example embodiment of the present disclosure.
Fig. 12 schematically illustrates an example scenario of performing an undo operation on a selected target virtual article according to an example embodiment of the present disclosure.
Fig. 13 schematically illustrates a block diagram of a display device of a virtual article according to an example embodiment of the present disclosure.
Fig. 14 schematically illustrates an electronic device for implementing the above-described display method of a virtual article according to an example embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and the like. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
In some clearance-type games, a user can perform clearance in a mode of controlling a player character; meanwhile, various game character fight or mission challenges exist in the game break-through process, so that some performance values of player characters are consumed. Therefore, virtual articles are needed to help player characters increase performance values of various attributes to complete the breakthrough task.
In some schemes for matching virtual items for a user, the virtual items need to be selected from a row by the user to add character attributes to the player character. However, the virtual article is selected in a self-judging mode of the user, so that the proficiency of the user is higher, the user cannot select the virtual article quickly and accurately, the human-computer interaction efficiency in the barrier running process is further reduced, and the user experience is reduced.
Based on this, the present exemplary embodiment first provides a display method of a virtual article, which may be executed on a terminal device; of course, those skilled in the art may also operate the method of the present disclosure on other platforms as needed, which is not particularly limited in the exemplary embodiment. Specifically, referring to fig. 1, the method for displaying a virtual article may include the following steps:
s110, acquiring the attribute of the current player character and current breakthrough data of the current player character in a preset game scene in the breakthrough game;
step S120, according to the attributes of the current player character and the current breakthrough data, determining the attributes of the target player character required by the current player character when the current player character performs breakthrough on the uncompleted checkpoint included in the current breakthrough data from the attributes of the current player character;
s130, matching a target virtual article corresponding to the character attribute of the target player from a preset virtual article database;
and S140, displaying the target virtual article on a game interface corresponding to the preset game scene.
In the display method of the virtual article, on one hand, the attribute of the current player character and the current breakthrough data of the current player character in the preset game scene in the breakthrough game are acquired; then according to the attributes of the current player character and the current breakthrough data, determining the required attributes of the target player character when the current player character performs breakthrough on the uncompleted level included in the current breakthrough data from the attributes of the current player character; matching a target virtual article corresponding to the character attribute of the target player from a preset virtual article database; finally, the target virtual article is displayed on the game interface corresponding to the preset game scene, so that the target virtual article displayed on the game interface is determined according to the character attribute of the target player, the problem that the article of the virtual article corresponding to the character attribute required by the uncompleted level cannot be displayed in the prior art is solved, and the game experience of a user is improved; on the other hand, the target virtual article is matched according to the attribute of the target player character, so that the accuracy of the matched target virtual article is improved.
Hereinafter, a display method of a virtual object according to an exemplary embodiment of the present disclosure will be explained and explained in detail with reference to the accompanying drawings.
First, an application scenario of the method for displaying a virtual article described in the exemplary embodiment of the present disclosure will be explained and explained. Specifically, the terminal device recited in the exemplary embodiment of the present disclosure may include one or more of 201, 202, and 203 shown in fig. 2; that is, the terminal device described herein may be various electronic devices having a display screen, including but not limited to desktop computers, portable computers, smartphones, tablet computers, and the like, and the game program may be installed and run in the terminal device; in a possible example embodiment, the display method of the virtual article described in the example embodiment of the present disclosure may also be executed on a server; when the method is operated on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and a client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the virtual article recommendation method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through the terminal device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
It should be noted that, in the exemplary embodiment of the present disclosure, the controlling of the player character to perform the breakthrough activity may be performed in a virtual scene, and the related virtual scene may be a digital scene rendered by an intelligent terminal device such as a computer, a mobile phone, and a tablet computer through a digital technology. The virtual scene can include buildings or structures such as houses, buildings, gardens, bridges, pools and the like, and can also include natural landscapes such as mountains, rivers, lakes and the like, and any virtual articles or virtual objects such as weapons, tools, creatures and the like. The virtual scene may be a simulation scene of a real world, may be a purely fictive virtual scene, or a partially fictive virtual scene, which is not particularly limited in this exemplary embodiment.
The manner in which the player character is controlled to use the virtual item may be determined based on the type of virtual item. For example, virtual items, which may be virtual drugs, virtual food items, etc., may be absorbed by the "player character", and accordingly such virtual items do not survive the virtual scene after use. For example, the virtual item may also be a virtual sword, a virtual cloak, and the model that may be affixed to the player character persists in the virtual scene, e.g., the virtual sword may be held in the player character's hand or behind the player character's back, and the virtual cloak may be worn on the player character's model. The disclosed embodiments are not limited herein as to the type of virtual item and how the player character uses the virtual item to update the character attributes of the player character.
Different virtual article usage can update different role attributes of the player role, and virtual drugs can improve life attributes or moving speed attributes of the player role; the virtual weapon may improve the attack or attack attributes of the player character, etc., without limitation. In an actual game, a user can perform control operation through a touch screen of the mobile terminal, and can also perform operation through an external device such as a mouse, a keyboard, a handle and the like. The user-controlled player character may be one or more than one.
Meanwhile, the breakthrough process in the breakthrough game described in the exemplary embodiment of the present disclosure may be a virtual level preset in a game program, and each level may have the same, similar, or different content. For example, different checkpoints are different corresponding to virtual scenes, a first checkpoint may be a virtual river scene, a second checkpoint may be a virtual desert scene, and virtual objects in the checkpoints, such as plants, animals, buildings, and the like, may also be different. The level may have its own attributes, such as temperature attributes and other specific attributes, which may have different effects on the player character. Various virtual objects, such as Non-player characters (NPCs), may be included in the level, and a Non-player Character may have an attack capability on a player Character, such as a physical attack or a magic attack, and the like, and may cause a decrease in the value of an attribute of the player Character, such as a life attribute, a movement speed attribute, or a value of an attack attribute, and the like.
Further, in a display method of a virtual article provided in an exemplary embodiment of the present disclosure:
in step S110, the attributes of the current player character and the current breakthrough data of the current player character in the preset game scene of the breakthrough game are obtained.
In this example embodiment, the attribute of the current player character and the current breakthrough data may be obtained from the server where the breakthrough game is located according to the character identifier of the current player character; the preset game scene is a scene that the current player character fails to pass a barrier when passing a barrier in the barrier-passing game; that is, the preset game scene is a game scene which is currently passing but fails to pass; the current breakthrough data can include a first level number of the cleared levels, a second level number of the cleared levels, a first non-player character attribute of a first non-player character corresponding to the current player character and included in the cleared levels, and a second non-player character attribute of a second non-player character corresponding to the current player character and included in the cleared levels; meanwhile, the non-passing gate comprises a first non-passing gate which is currently passing but fails to pass and/or a second non-passing gate which is remained except the first non-passing gate; further, the current player character attribute includes a passed character attribute included in a passed level and/or an unenclosed character attribute included in an unenclosed level.
For example, referring to FIG. 3, assume that the breakthrough game has M total gates, and the cleared gates include the first gate, the second gate, \8230, the Nth gate, and the (N + 1) th gate are gates currently being cleared but failed; the (N + 2) th pass, \8230, and the (M) th pass are the unclosed pass. Illustratively, referring to fig. 4, the current player character attributes may include character attributes of the current player character, such as a life attribute, a moving speed attribute, an attack attribute, a defense attribute, a level attribute, a character authority attribute, a dressing attribute, and the like of the player, but may also include other attributes, which is not limited in this example.
In step S120, according to the attributes of the current player character and the current breakthrough data, the attributes of the target player character required by the current player character when the current player character performs breakthrough on an incomplete checkpoint included in the current breakthrough data are determined from the attributes of the current player character.
In this example embodiment, according to the attributes of the current player character and the current breakthrough data, determining, from the attributes of the current player character, the attributes of a target player character required when the current player character performs breakthrough on an incomplete level included in the current breakthrough data may be implemented in the following manners:
the first method is as follows: referring to fig. 5, when the current breakthrough data is the first non-player character attribute of the first non-player character corresponding to the current player character included in the cleared checkpoint, determining, from the current player character attributes and the current breakthrough data, a target player character attribute required when the current player character performs breakthrough on the cleared checkpoint included in the current breakthrough data according to the current player character attribute and the current breakthrough data, may include the following steps:
step S510, according to the passed character attribute in the passed level included in the current player character attribute, determining the attribute change value of the current player character in the passed character attribute in the passed level; the cleared customs pass comprises a first cleared customs pass, a second cleared customs pass, \8230, and an Nth cleared customs pass, wherein N is the number of the first pass.
Specifically, in practical application, the attribute change value of the current player character in the passed character attribute in the passed level is determined according to the passed character attribute in the passed level included in the current player character attribute, and the determination may be implemented in the following two ways:
the first realization mode is as follows: s10, acquiring a first passed character attribute of the current player character in a first passed level included in the attributes of the current player character; wherein the first passed role attribute comprises a first start historical attribute value and a first end historical attribute value; s20, calculating a first attribute change value between the first starting historical attribute value and the first ending historical attribute value; and S30, sequentially circulating the S10 and the S20 to obtain a second attribute change value to an Nth attribute change value of the second passed stage to the Nth passed stage. That is, in the process of determining the attribute change value in the attribute of the passed character, a first start history attribute value of the current player character at the start of the level and a first end history attribute value of the current player character at the end of the level in the process of passing each passed level may be obtained, and a first attribute change value may be obtained based on the first start history attribute value and the first end history attribute value; likewise, the attribute variation values of all the passing gates can be obtained by the same method.
It should be noted that the first attribute change value described herein may be a change value of all attributes included in the passed role attribute, or may be a partial change value, and this example is not particularly limited thereto.
The second implementation manner is as follows: s10', acquiring a first sub-character attribute of the current player character in a first preset time length in the execution of the customs task of the first customed customs clearance comprised in the attributes of the current player character; the first sub-role attribute comprises a first starting sub-attribute value and a first sub-ending attribute value within a first preset duration; s20', calculating a first sub-variation value between the first starting sub-attribute value and the first ending sub-attribute value, and obtaining a first total variation value according to the first self-variation value; and S30', sequentially circulating the S10' and the S20' to obtain a second total change value to an Nth total change value from a second passed stage to an Nth passed stage. That is, in the process of determining the attribute change value in the passed role attribute, the change speed of the attribute value in a certain time period may also be calculated, for example, the consumption speed of the life attribute (drop speed of blood volume) in a certain time period, the speed of the attack attribute, and the like; by the method, the game scenes with a large amount of consumption of life attributes can be determined, the weak attributes of the current player role can be further determined, and customs clearance can be completed as soon as possible by adding the weak attributes.
Step S520, when it is determined that the attribute variation value satisfies the preset value range condition, obtaining a target non-player character having a match relationship with the current player character from the first non-player characters, and obtaining a first target non-player character attribute corresponding to the target non-player character from the first non-player character attributes.
In the present exemplary embodiment, first, when it is determined that the attribute change value satisfies a preset value range condition, a target non-player character having a play relationship with the current player character is acquired from the first non-player characters. Specifically, the method can be implemented in two ways:
the first realization mode is as follows: firstly, judging whether an attribute change value meeting a first preset value range condition exists in the first attribute change value to the Nth attribute change value; secondly, when any attribute change value is determined to meet the first preset value range condition, taking the passed gate corresponding to the attribute change value as a target pass gate; then, a first non-player character included in the target clearance gate, which has a play relationship with the current player character, is regarded as a first target non-player character. The second implementation manner is as follows: firstly, judging whether a total variation value meeting a second preset value range condition exists from the first total variation value to the Nth total variation value or not; secondly, when any total change value is determined to meet the second preset value range condition, taking the passed customs barrier corresponding to the total change value as a target pass customs barrier; then, a first non-player character included in the target clearance gate, which has a competing relationship with the current player character, is regarded as a second target non-player character. That is, a large Boss included in a level with a large variation range may be selected as the first target non-player character or the second target non-player character.
It should be noted that, in the process of practical application, the first target non-player character and the second target non-player character may be considered at the same time, and as the target non-player character, the first target non-player character or the second target non-player character may be used as the target non-player character, or an intersection of the first target non-player character and the second target non-player character may be used as the target non-player character, which is not limited in this example. According to the method, the weak attributes of the current player character can be determined from two different dimensions, and then the corresponding target virtual article is matched for the current player character on the basis of the weak attributes, so that the clearance probability of the current player character in the subsequent non-clearance is improved, and the purpose of improving the game experience of the user is achieved.
Secondly, after obtaining the target non-player character, the first target non-player character attribute corresponding to the target non-player character can be obtained from the first non-player character attribute. The obtained first target non-player character attribute may include, for example, a life attribute, a movement speed attribute, an attack attribute, a defense attribute, and the like of the target non-player. It should be added that the target non-player character attributes described herein may include all character attributes of the big Boss, and may also include character attributes used by the big Boss in the battle process, which is not limited in this example.
Step S530 is to search, in a preset attribute restriction table, a current player character attribute having a restriction relationship with a first attribute type of the first target non-player character attribute, as a first target player character attribute required by the current player character when performing a breakthrough on an incomplete checkpoint included in the current breakthrough data.
Specifically, the preset attribute restriction table described herein refers to a table that describes mapping relationships between non-player character attributes of all large bosss (that is, attack skill attributes of the large bosss) included in different levels and current player character attributes that restrict the non-player character attributes; based on the preset attribute control table, the attribute of the first target player character can be found; the obtained attributes of the first target player character may be as shown in fig. 6. By the method, the accuracy of the attribute of the first target player character can be improved.
The second method comprises the following steps: referring to fig. 7, when the current breakthrough data is the second non-player character attribute of a second non-player character corresponding to the current player character included in the non-breakthrough data, according to the current player character attribute and the current breakthrough data, determining a target player character attribute required when the current player character performs breakthrough on the non-breakthrough included in the current breakthrough data from the current player character attribute, may include the following steps:
step S710, searching candidate role attributes having a restriction relation with a second attribute type of a second non-player role attribute of the second non-player role through an attribute restriction table;
step S720, calculating theoretical attribute values of candidate character attributes required for defeating the second non-player character according to second attribute values of the second non-player character attributes;
step S730, judging whether the relation between the theoretical attribute value and the current attribute value of the current player character attribute meets a third preset value range condition or not; wherein, the current attribute value is a first current attribute value required when the current player character passes through a first non-pass level which is currently passing through the pass but fails to pass through the pass and/or a second current attribute value when the current player character passes through a second non-pass level which is remained except for the first non-pass level;
judging whether the relationship between the theoretical attribute value and the current attribute value of the current player character attribute meets a third preset value range condition or not, wherein the judgment can be realized by the following modes: firstly, calculating a first attribute difference value between the theoretical attribute value and the current attribute value of the current player character attribute; wherein the theoretical attribute value comprises a total blood volume value and/or a total attack value that the second non-player character has; secondly, judging whether the relation between the theoretical attribute value and the current player character attribute of the current player character meets a third preset value range condition or not according to whether the first difference value is smaller than a preset threshold value or not; if the first attribute difference value is larger than or equal to the preset threshold value, determining that the relation between the theoretical attribute value and the current attribute value of the current player character does not meet a third preset value range condition; and if the first attribute difference value is smaller than the preset threshold value, determining that the relationship between the theoretical attribute value and the current attribute value meets a third preset value range condition.
Step S740, when it is determined that the relationship between the theoretical attribute value and the current player character attribute does not satisfy the third preset value range condition, taking the current player character attribute that does not satisfy the third preset value range condition as a second target player character attribute.
Hereinafter, steps S710 to S740 will be explained and explained. Specifically, assuming that the value of the attribute (for example, the life attribute) of the second non-player character in the non-clearance level is 100, and the attributes having the restraining relationship with the life attribute are the attack rate, attack damage, and the like, respectively calculating, according to the values of the life attributes, the value of the attack rate, attack value, attack damage value, and the like corresponding to the theory to reduce the life attribute of the second non-player character to a preset value, for example, 0. And comparing the attribute values with the current character attributes of the current player character, including an attack value, an attack value and an attack injury value, and determining the attribute of the second target player character according to the comparison result of the attribute values. For another example, the value of the attack attribute of the second non-player character in the non-clearance gate is 100, and the attribute having a restraining relationship with the attack attribute is a life attribute, a armour attribute, and the like; respectively calculating the theoretical life attribute and armour attribute according to the value of the attack attribute as 100; and respectively comparing the life attribute and the armor attribute with the current life attribute and the armor attribute of the player character.
In the embodiment of the present disclosure, the corresponding theoretical attribute and the attribute value of the current player character are compared to calculate a difference value. By way of example, the theoretical attribute value may be a plurality of values, including a moving velocity attribute value 100, an attack attribute value 100, or a life attribute value 100. The associated current player character attribute value may be the movement speed attribute 90, the attack attribute 60, or the life attribute 40, or the like. Three difference values of 10, 40, and 60 are calculated, respectively, and thus the current player character attribute corresponding to the difference value 60, i.e., the life attribute, can be taken as the target player character attribute.
It is understood that the theoretical attribute values are not all the same or substantially similar. For example, in the design of a game, the life attribute of a player character is usually 100 at most, and in the process of controlling the player character to play the game, the floating range of the life attribute is 30 and 50, and so on; however, in the case of attack attributes of a player character, high values of several thousand are likely to be reached, the floating range of attack attributes may be within several hundreds or thousands, and so on. Then in that case, calculating the difference value does not make a substantial sense to indicate the current player character attribute that should be determined as the target player character attribute. Thus, it may be calculated based on a ratio, for example, if the current value of the vital attribute is 80, the value of the theoretical attribute may be 100, and the difference ratio is 0.2; for example, if the current value of the attack attribute is 700 and the value of the theoretical attribute may be 1000, the difference ratio is 0.3, and thus it may be determined that the attack attribute is the second target player character attribute; the obtained second target player character attribute may be a life attribute, a movement moving speed attribute, an attack attribute, and the like. The life attribute can be matched with the virtual medicine or the virtual food in the virtual article, namely the life attribute of the player character can be updated by controlling the player character to use the virtual medicine or eat the virtual food; the moving speed attribute can be matched with a virtual medicine or a virtual cloak in the virtual article, namely the moving speed attribute of the player character can be updated by controlling the player character to use the virtual medicine or wearing the virtual cloak; a specific scenario example can be seen with reference to fig. 8.
It should be added here that, when determining the final target player character attribute, the result or the union of the first target player character attribute and the second target player character attribute may be calculated based on the intersection or union of the first target player character attribute and the second target player character attribute, or the first target player character attribute may be considered separately or the second target player character attribute may be considered separately according to actual needs, which is not limited in this example. Meanwhile, through the methods shown in fig. 5 and fig. 7, the corresponding attributes in the game attribute values can be adjusted according to the weak attributes of the current player characters, so that the blood volume attribute consumption rate is consistent with the rest game scenes in the breakthrough process, and the breakthrough success probability is further improved.
In step S130, a target virtual item corresponding to the attribute of the target player character is matched from a preset virtual item database.
In this example embodiment, matching the target virtual item corresponding to the attribute of the target player character from a preset virtual item database may be implemented as follows: and matching a first target virtual item corresponding to the first target player character attribute and/or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute.
According to a first target attribute value of a first target player character attribute and/or a second target attribute value of a second target player character attribute, matching a first target virtual item corresponding to the first target player character attribute and/or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database, which can be implemented in the following manner: firstly, acquiring historical item replacement records of virtual items of a current user corresponding to the current player character, and determining the position of a first unvalued level in all levels according to the first level quantity and the second level quantity; secondly, determining an attribute value adjusting range according to the historical article replacing record and the position of the first unclosed level in all levels; then, adjusting a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute based on the attribute value adjustment range; and finally, matching a first target virtual article corresponding to the attribute of the first target player character and/or a second target virtual article corresponding to the attribute of the second target player character from the preset virtual article database according to the adjusted first target attribute value and/or the adjusted second target attribute value. That is, in the actual application process, the attribute value may be increased or decreased according to the replacement frequency of the virtual object and the historical game progress (the position of the first clearance level in all the game levels) in the breakthrough game process of the user, so that the accuracy of the matched first target virtual object and/or second target virtual object is higher.
It should be added here that the historical item replacement record may be used to represent that the user has completed replacing the corresponding target virtual item by a certain number of upgrade layers of the current player character within a period of time. For example, the target virtual object is a virtual weapon, which may be lost during clearance. Since each time the user completes a ten-step upgrade of the current player character over a period of time, the current virtual weapon will be replaced to meet subsequent higher attribute requirements. Therefore, on the basis of the required attribute values obtained continuously through the remaining checkpoints, calculating the expected attribute value required by the user for increasing the ten levels, and recommending the corresponding target virtual article according to the expected attribute value and the obtained attribute value to be supplemented; meanwhile, an expected attribute value is determined according to a change record by obtaining the change record of the virtual article of the user; and recommending corresponding virtual articles by combining with the expected attribute value on the basis of the value to be supplemented. The requirements of the user in an expected period of time can be met in advance, the operation of switching the virtual articles for many times is not needed, and the interaction efficiency is improved.
In an example embodiment, the target player character attribute of the current player character may be one or more, and the target player character attribute and the attribute of the target virtual item are associated, for example, the target player character attribute is a life attribute, and the attribute of the target virtual item may be a virtual item for recovering the life attribute. For example, when the target player character attribute is a life attribute, a virtual blood package that can reply to a character life value of 100 can be recommended; a virtual blood package capable of recovering the role life value of 50 and a virtual medicine capable of recovering the role life value of 50 can also be recommended; for another example, when the required attribute values are a life value of 100 and a speed value of 50, a virtual injection that can restore the life value of the character 100 and the speed value of 50 may be recommended; two virtual shots may also be recommended that can be replied to character life values 50 and to speed values 25, and this example is not particularly limited.
In step S140, the target virtual item is displayed on a game interface corresponding to the preset game scene.
Specifically, the target virtual item is displayed on a game interface corresponding to the preset game scene, and the display may be implemented in the following manner: firstly, acquiring a historical use record of a virtual article, which is possessed by a current user and corresponds to the current player character; secondly, inputting the historical use record into a preset neural network model to obtain the use preference of the virtual article corresponding to the current user; and then matching virtual articles to be displayed from the target virtual articles based on the virtual article use preference, and displaying the virtual articles to be displayed on a game interface corresponding to the preset game scene. That is, in practical application, the matched target virtual articles may be sorted according to the preference of the user, and then displayed on the display interface. The obtained game interface corresponding to the virtual item to be displayed may be as shown in fig. 9.
In an example embodiment, the method for displaying a virtual article may further include: in response to a selection operation on the target virtual item, adding a target attribute value of the target virtual item corresponding to the selection operation to a current attribute value of a current player character attribute of the current player character. That is, after the user selects a virtual item, the target attribute value of the selected virtual item can be added to the current attribute value of the current player character attribute; during the process of adding the target attribute value, adding the target attribute value into the current attribute value of the corresponding current player character attribute according to the type of the attribute value of the selected virtual article; of course, the addition may be made in other ways, and the present example is not limited to this. The obtained scene example diagram may specifically refer to fig. 10.
In an example embodiment, the method for displaying the virtual article may further include: responding to touch operation of a current user corresponding to the current player character after the current user passes any non-clearance pass through the target virtual article, and generating a purchase request corresponding to the target virtual article; and purchasing the target virtual item in response to the purchase request, and storing a purchase record corresponding to the target virtual item. That is, in practical applications, if a user passes a certain non-clearance gate based on a selected target virtual article, the selected target virtual article may be purchased, where a specific scenario example may be shown in fig. 11.
In an example embodiment, the method for displaying a virtual article further includes: responding to a touch operation of a current user corresponding to the current player character after the target virtual article passes through the non-clearance barrier by using the target virtual article, and generating a cancellation request corresponding to the target virtual article; canceling the target virtual article in response to the canceling request, and storing a canceling record corresponding to the target virtual article. That is, in practical applications, if a user makes a pass through for a certain non-passing pass-through card based on a selected target virtual article, but the pass-through fails, the user may not purchase the target virtual article. Fig. 12 may be referred to as a specific exemplary diagram.
The disclosed example embodiment also provides a display device of the virtual article. Specifically, referring to fig. 13, the display device of the virtual item may include a data acquisition module 1310, a target player character attribute determination module 1320, a target virtual item matching module 1330, and a target virtual item display module 1340. Wherein:
the data obtaining module 1310 may be configured to obtain attributes of a current player character and current breakthrough data of the current player character in a preset game scene in the breakthrough game;
a target player character attribute determining module 1320, configured to determine, according to the current player character attribute and the current breakthrough data, a target player character attribute required by the current player character when performing breakthrough on an incomplete level included in the current breakthrough data from the current player character attribute;
a target virtual item matching module 1330 configured to match a target virtual item corresponding to the target player character attribute from a preset virtual item database;
the target virtual item display module 1340 may be configured to display the target virtual item on a game interface corresponding to the preset game scene.
In an exemplary embodiment of the present disclosure, the current breakthrough data includes one or more of a first number of gates of a passed gate, a second number of gates of a non-passed gate, a first non-player character attribute of a first non-player character included in the passed gate corresponding to the current player character, and a second non-player character attribute of a second non-player character included in the non-passed gate corresponding to the current player character.
In an exemplary embodiment of the present disclosure, the non-passing level includes a first non-passing level that is currently passing but fails to pass and/or a remaining second non-passing level other than turning on the first non-passing level;
the preset game scene is a game scene which is currently in clearance but fails in clearance;
the current player character attributes include a cleared character attribute included in a cleared level and/or an cleared character attribute included in an cleared level.
In an exemplary embodiment of the present disclosure, when the current breakthrough data is a first non-player character attribute of a first non-player character corresponding to a current player character included in a cleared checkpoint, determining, according to the current player character attribute and the current breakthrough data, a target player character attribute required when the current player character performs breakthrough on an incomplete checkpoint included in the current breakthrough data from the current player character attribute, includes:
determining an attribute change value of the current player character in the passed character attribute in the passed level according to the passed character attribute in the passed level included in the current player character attribute;
when the attribute change value is determined to meet a preset value range condition, acquiring a target non-player character having a match relationship with the current player character from the first non-player character, and acquiring a first target non-player character attribute corresponding to the target non-player character from the first non-player character attribute;
and searching the attribute of the current player character which has a restraining relationship with the first attribute type of the attribute of the first target non-player character in a preset attribute restraining table, and taking the attribute as the attribute of the first target player character required by the current player character when the current player character breaks a barrier which is not completed and included in the current breaking data.
In an exemplary embodiment of the present disclosure, the cleared customs pass includes a first cleared customs pass, a second cleared customs pass, \8230, an Nth cleared customs pass, N being the number of the first pass;
wherein, according to the passed character attribute in the passed level included in the current player character attribute, determining the attribute change value of the current player character in the passed character attribute in the passed level comprises:
s10, acquiring a first cleared character attribute of the current player character in a first cleared level card, wherein the first cleared character attribute is included in the attributes of the current player character; wherein the first passed role attribute comprises a first start historical attribute value and a first end historical attribute value;
s20, calculating a first attribute change value between the first starting historical attribute value and the first ending historical attribute value;
and S30, sequentially circulating the S10 and the S20 to obtain a second attribute change value to an Nth attribute change value from a second passed level to an Nth passed level.
In an exemplary embodiment of the present disclosure, acquiring a target non-player character having a competing relationship with the current player character from the first non-player characters upon determining that the attribute change value satisfies a preset value range condition, includes:
judging whether an attribute change value meeting a first preset value range condition exists in the first attribute change value to the Nth attribute change value or not;
when any attribute change value is determined to meet the first preset value range condition, taking the passed gate corresponding to the attribute change value as a target pass gate;
and taking the first non-player character which has a match relationship with the current player character and is included in the target clearance barrier as a first target non-player character.
In an exemplary embodiment of the present disclosure, determining an attribute change value of the current player character in a cleared character attribute in a cleared level according to a cleared character attribute in a cleared level included in the current player character attribute includes:
s10', acquiring a first sub-character attribute of the current player character in a first preset time length in the process of executing a clearance task of the first cleared clearance barrier in the attributes of the current player character; the first sub-role attribute comprises a first starting sub-attribute value and a first sub-ending attribute value within a first preset duration;
s20', calculating a first sub-variation value between the first starting sub-attribute value and the first ending sub-attribute value, and obtaining a first total variation value according to the first self-variation value;
s30', sequentially circulating the S10' and the S20' to obtain a second total change value to an Nth total change value of the second passed level to the Nth passed level.
In an exemplary embodiment of the present disclosure, acquiring a target non-player character having a competing relationship with the current player character from the first non-player characters upon determining that the attribute change value satisfies a preset value range condition, includes:
judging whether a total variation value meeting a second preset value range condition exists from the first total variation value to the Nth total variation value or not;
when any total change value is determined to meet the second preset value range condition, taking the passed level corresponding to the total change value as a target pass level;
and taking the first non-player character which has a fight relationship with the current player character and is included in the target clearance gate as a second target non-player character.
In an exemplary embodiment of the present disclosure, when the current breakthrough data is a second non-player character attribute of a second non-player character corresponding to a current player character included in a non-breakthrough data, determining, according to the current player character attribute and the current breakthrough data, a target player character attribute required when the current player character performs breakthrough on the non-breakthrough data included in the current breakthrough data from the current player character attribute, includes:
searching candidate role attributes having a restraining relationship with a second attribute type of a second non-player role attribute of the second non-player role through an attribute restraining table;
calculating theoretical attribute values of the candidate character attributes required for defeating the second non-player character according to the second attribute values of the second non-player character attributes;
judging whether the relation between the theoretical attribute value and the current attribute value of the current player character attribute meets a third preset value range condition or not; wherein, the current attribute value is a first current attribute value required when the current player character passes through a first non-pass level which is currently passing through the pass but fails to pass through the pass and/or a second current attribute value when the current player character passes through a second non-pass level which is remained except for the first non-pass level;
and when the relation between the theoretical attribute value and the current attribute value of the current player character is determined not to meet the third preset value range condition, taking the attribute of the current player character which does not meet the third preset value range condition as the attribute of a second target player character.
In an exemplary embodiment of the present disclosure, determining whether a relationship between the theoretical attribute value and the current attribute value of the current player character attribute satisfies a third preset value range condition includes:
calculating a first attribute difference value between the theoretical attribute value and a current attribute value of the current player character attribute; wherein the theoretical attribute value comprises a total blood volume value and/or a total attack value that the second non-player character has;
and judging whether the relation between the theoretical attribute value and the current player character attribute of the current player character meets a third preset value range condition or not according to whether the first difference value is smaller than a preset threshold value or not.
In an exemplary embodiment of the present disclosure, if the first attribute difference is greater than or equal to the preset threshold, it is determined that a relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy a third preset value range condition;
and if the first attribute difference value is smaller than the preset threshold value, determining that the relation between the theoretical attribute value and the current attribute value meets a third preset value range condition.
In an exemplary embodiment of the present disclosure, matching a target virtual item corresponding to the target player character attribute from a preset virtual item database includes:
and matching a first target virtual item corresponding to the first target player character attribute and/or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute.
In an exemplary embodiment of the present disclosure, matching, from the preset virtual item database, a first target virtual item corresponding to a first target player character attribute and/or a second target virtual item corresponding to a second target player character attribute according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute, includes:
acquiring historical item replacement records of virtual items of a current user corresponding to the current player character, and determining the position of the first unvalued level in all levels according to the first level quantity and the second level quantity;
determining an attribute value adjustment range according to the historical item replacement record and the position of the first unvalued level in all levels;
adjusting a first target attribute value of a first target player character attribute and/or a second target attribute value of a second target player character attribute based on the attribute value adjustment range;
and matching a first target virtual article corresponding to the character attribute of the first target player and/or a second target virtual article corresponding to the character attribute of the second target player from the preset virtual article database according to the adjusted first target attribute value and/or the adjusted second target attribute value.
In an exemplary embodiment of the present disclosure, displaying the target virtual item on a game interface corresponding to the preset game scene includes:
acquiring historical use records of a virtual article, which are possessed by a current user and correspond to the current player character;
inputting the historical use record into a preset neural network model to obtain the use preference of the virtual article corresponding to the current user;
matching virtual articles to be displayed from the target virtual articles based on the virtual article use preference, and displaying the virtual articles to be displayed on a game interface corresponding to the preset game scene.
In an exemplary embodiment of the present disclosure, the display device of the virtual article further includes:
an attribute value adding module, configured to add, in response to a selection operation performed on the target virtual item, a target attribute value of the target virtual item corresponding to the selection operation to a current attribute value of a current player character attribute of the current player character.
In an exemplary embodiment of the present disclosure, the display device of the virtual article further includes:
a purchase request generation module, configured to generate a purchase request corresponding to the target virtual item in response to a touch operation of a current user corresponding to the current player character after the current user passes any non-passing level with the target virtual item;
and the purchase record storage module can be used for responding to the purchase request to purchase the target virtual article and storing the purchase record corresponding to the target virtual article.
In an exemplary embodiment of the present disclosure, the display device of the virtual article further includes:
a cancellation request generating module, configured to generate a cancellation request corresponding to the target virtual item in response to a touch operation of a current user corresponding to the current player character after the target virtual item fails to pass through the non-clearance barrier;
the record canceling storage module may be configured to cancel the target virtual article in response to the cancel request, and store a cancel record corresponding to the target virtual article.
The specific details of each module in the display device of the virtual article have been described in detail in the display method of the corresponding virtual article, and therefore are not described herein again.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
Moreover, although the steps of the methods of the present disclosure are depicted in the drawings in a particular order, this does not require or imply that these steps must be performed in this particular order, or that all of the depicted steps must be performed, to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step execution, and/or one step broken down into multiple step executions, etc.
In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
As will be appreciated by one skilled in the art, aspects of the present disclosure may be embodied as a system, method or program product. Accordingly, various aspects of the disclosure may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system.
An electronic device 1400 according to such an embodiment of the present disclosure is described below with reference to fig. 14. The electronic device 1400 shown in fig. 14 is only an example and should not bring any limitations to the function and scope of use of the embodiments of the present disclosure.
As shown in fig. 14, electronic device 1400 is in the form of a general purpose computing device. The components of electronic device 1400 may include, but are not limited to: the at least one processing unit 1410, the at least one memory unit 1420, the bus 1430 that connects the various system components including the memory unit 1420 and the processing unit 1410, and the display unit 1440.
Wherein the storage unit stores program code that is executable by the processing unit 1410, such that the processing unit 1410 performs the steps according to various exemplary embodiments of the present disclosure described in the above section "exemplary method" of this specification. For example, the processing unit 1410 may perform step S110 as shown in fig. 1: acquiring the attribute of the current player character and current breakthrough data of the current player character in a preset game scene in the breakthrough game; step S120: determining the required target player character attribute when the current player character breaks through the uncompleted barrier included in the current breaking through data from the current player character attribute according to the current player character attribute and the current breaking through data; step S130: matching a target virtual item corresponding to the attribute of the target player character from a preset virtual item database; step S140: and displaying the target virtual article on a game interface corresponding to the preset game scene.
The memory unit 1420 may include readable media in the form of volatile memory units, such as a random access memory unit (RAM) 14201 and/or a cache memory unit 14202, and may further include a read only memory unit (ROM) 14203.
Storage unit 1420 may also include a program/utility 14204 having a set (at least one) of program modules 14205, such program modules 14205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.
Bus 1430 may be any type of bus structure including a memory cell bus or memory cell controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 1400 may also communicate with one or more external devices 1500 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 1400, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 1400 to communicate with one or more other computing devices. Such communication can occur via an input/output (I/O) interface 1450. Also, the electronic device 1400 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the internet) via the network adapter 1460. As shown, the network adapter 1460 communicates with the other modules of the electronic device 1400 via the bus 1430. It should be appreciated that although not shown in the figures, other hardware and/or software modules may be used in conjunction with the electronic device 1400, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, and may also be implemented by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
In an exemplary embodiment of the present disclosure, there is also provided a computer-readable storage medium having stored thereon a program product capable of implementing the above-described method of the present specification. In some possible embodiments, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing a terminal device to perform the steps according to various exemplary embodiments of the disclosure described in the "exemplary methods" section above of this specification, when the program product is run on the terminal device.
According to the program product for implementing the above method of the embodiments of the present disclosure, it may employ a portable compact disc read only memory (CD-ROM) and include program codes, and may be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not so limited, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In situations involving remote computing devices, the remote computing devices may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to external computing devices (e.g., through the internet using an internet service provider).
Furthermore, the above-described drawings are merely schematic illustrations of processes involved in methods according to exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (20)

1. A method for displaying a virtual article, comprising:
acquiring the attribute of the current player character and current breakthrough data of the current player character in a preset game scene in the breakthrough game;
determining the required target player character attribute of the current player character when the current player character breaks through the incomplete barrier included in the current pass-through data from the current player character attribute according to the current player character attribute and the current pass-through data;
matching a target virtual item corresponding to the attribute of the target player character from a preset virtual item database;
and displaying the target virtual article on a game interface corresponding to the preset game scene.
2. The method of claim 1, wherein the current breach data comprises one or more of a first number of levels of cleared levels, a second number of levels of cleared levels, a first non-player character attribute of a first non-player character included in a cleared level corresponding to the current player character, and a second non-player character attribute of a second non-player character included in an cleared level corresponding to the current player character.
3. The method for displaying the virtual item according to claim 2, wherein the non-passing level comprises a first non-passing level which is currently passing but fails to pass and/or a second non-passing level which is remained except for turning on the first non-passing level;
the preset game scene is a game scene which is currently in clearance but fails in clearance;
the current player character attributes include a cleared character attribute included in a cleared level and/or an cleared character attribute included in an cleared level.
4. The method for displaying a virtual item according to claim 2 or 3, wherein when the current breakthrough data is a first non-player character attribute of a first non-player character corresponding to a current player character included in a cleared checkpoint, determining, from the current player character attributes and the current breakthrough data, a target player character attribute required for the current player character to breakthrough an incomplete checkpoint included in the current breakthrough data, according to the current player character attribute and the current breakthrough data, includes:
determining an attribute change value of the current player character in the passed character attribute in the passed level according to the passed character attribute in the passed level included in the current player character attribute;
when the attribute change value is determined to meet a preset value range condition, acquiring a target non-player character having a match relationship with the current player character from the first non-player character, and acquiring a first target non-player character attribute corresponding to the target non-player character from the first non-player character attribute;
and searching a current player character attribute having a restraining relationship with a first attribute type of the first target non-player character attribute in a preset attribute restraining table, wherein the current player character attribute is used as a first target player character attribute required by the current player character when the current player character breaks through an unfinished barrier included in the current break-through data.
5. The method for displaying a virtual article according to claim 4, wherein the cleared customs pass comprises a first cleared customs pass, a second cleared customs pass, \8230, an Nth cleared customs pass, N being the number of the first customs pass;
wherein, according to the passed character attribute in the passed level included in the current player character attribute, determining the attribute change value of the current player character in the passed character attribute in the passed level comprises:
s10, acquiring a first passed character attribute of the current player character in a first passed level included in the attributes of the current player character; wherein the first passed role attribute comprises a first start historical attribute value and a first end historical attribute value;
s20, calculating a first attribute change value between the first starting historical attribute value and the first ending historical attribute value;
and S30, sequentially circulating the S10 and the S20 to obtain a second attribute change value to an Nth attribute change value of the second passed stage to the Nth passed stage.
6. The method for displaying a virtual article according to claim 5, wherein acquiring a target non-player character having a competing relationship with the current player character from the first non-player characters when it is determined that the attribute change value satisfies a preset value range condition, comprises:
judging whether an attribute change value meeting a first preset value range condition exists from the first attribute change value to the Nth attribute change value or not;
when any attribute change value is determined to meet the first preset value range condition, taking the passed level corresponding to the attribute change value as a target pass level;
and taking the first non-player character which has a fight relationship with the current player character and is included in the target clearance gate as a first target non-player character.
7. The method for displaying a virtual item according to claim 5, wherein determining the attribute change value of the current player character in the passed character attribute in the passed level according to the passed character attribute in the passed level included in the current player character attribute comprises:
s10', acquiring a first sub-character attribute of the current player character in a first preset time length in the execution of the customs task of the first customed customs clearance comprised in the attributes of the current player character; the first sub-role attribute comprises a first starting sub-attribute value and a first sub-ending attribute value within a first preset duration;
s20', calculating a first sub-variation value between the first starting sub-attribute value and the first ending sub-attribute value, and obtaining a first total variation value according to the first self-variation value;
and S30', sequentially circulating the S10' and the S20' to obtain a second total change value to an Nth total change value from a second passed stage to an Nth passed stage.
8. The method for displaying a virtual article according to claim 7, wherein acquiring a target non-player character having a competing relationship with the current player character from the first non-player characters when it is determined that the attribute change value satisfies a preset value range condition, comprises:
judging whether a total change value meeting a second preset value range condition exists from the first total change value to the Nth total change value or not;
when any total change value is determined to meet the second preset value range condition, taking the passed level corresponding to the total change value as a target pass level;
and taking the first non-player character which has a match relationship with the current player character and is included in the target clearance barrier as a second target non-player character.
9. The method for displaying a virtual item according to claim 2, wherein when the current breakthrough data is the second non-player character attribute of a second non-player character corresponding to the current player character included in the non-breakthrough data, determining, from the current player character attributes and the current breakthrough data, a target player character attribute required when the current player character performs breakthrough on the non-completed breakthrough included in the current breakthrough data, according to the current player character attribute and the current breakthrough data, includes:
looking up candidate character attributes having a gram relationship with a second attribute type of a second non-player character attribute of the second non-player character through an attribute gram table;
calculating theoretical attribute values of the candidate character attributes required for defeating the second non-player character according to the second attribute values of the second non-player character attributes;
judging whether the relation between the theoretical attribute value and the current attribute value of the current player character attribute meets a third preset value range condition or not; wherein, the current attribute value is a first current attribute value required when the current player character passes through a first non-clearance gate which is currently clearance but fails to pass through clearance and/or a second current attribute value required when the current player character passes through a second non-clearance gate which is remained except for turning on the first non-clearance gate;
and when the relation between the theoretical attribute value and the current attribute value of the current player character is determined not to meet the third preset value range condition, taking the attribute of the current player character which does not meet the third preset value range condition as the attribute of a second target player character.
10. The method of claim 9, wherein determining whether the relationship between the theoretical attribute value and the current attribute value of the current player character attribute satisfies a third predetermined value range condition comprises:
calculating a first attribute difference value between the theoretical attribute value and a current attribute value of the current player character attribute; wherein the theoretical attribute value comprises a total blood volume value and/or a total attack value that the second non-player character has;
and judging whether the relation between the theoretical attribute value and the current player character attribute of the current player character meets a third preset value range condition or not according to whether the first difference value is smaller than a preset threshold value or not.
11. The method for displaying a virtual item according to claim 10, wherein if the first attribute difference is greater than or equal to the preset threshold, it is determined that the relationship between the theoretical attribute value and the current attribute value of the current player character does not satisfy a third preset value range condition;
and if the first attribute difference value is smaller than the preset threshold value, determining that the relationship between the theoretical attribute value and the current attribute value meets a third preset value range condition.
12. The method for displaying a virtual item according to claim 1, wherein matching a target virtual item corresponding to the attribute of the target player character from a preset virtual item database includes:
and matching a first target virtual item corresponding to the first target player character attribute and/or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute.
13. The method of claim 2, wherein matching a first target virtual item corresponding to the first target player character attribute and/or a second target virtual item corresponding to the second target player character attribute from the preset virtual item database according to a first target attribute value of the first target player character attribute and/or a second target attribute value of the second target player character attribute comprises:
acquiring historical item replacement records of virtual items of a current user corresponding to the current player character, and determining the position of the first non-passing level in all levels according to the first level quantity and the second level quantity;
determining an attribute value adjustment range according to the historical item replacement record and the position of the first unvalued level in all levels;
adjusting a first target attribute value of a first target player character attribute and/or a second target attribute value of a second target player character attribute based on the attribute value adjustment range;
and matching a first target virtual article corresponding to the character attribute of the first target player and/or a second target virtual article corresponding to the character attribute of the second target player from the preset virtual article database according to the adjusted first target attribute value and/or the adjusted second target attribute value.
14. The method for displaying the virtual article according to claim 1, wherein displaying the target virtual article on a game interface corresponding to the preset game scene comprises:
acquiring historical use records of a virtual article, which are possessed by a current user and correspond to the current player character;
inputting the historical use record into a preset neural network model to obtain the use preference of the virtual article corresponding to the current user;
matching virtual articles to be displayed from the target virtual articles based on the virtual article use preference, and displaying the virtual articles to be displayed on a game interface corresponding to the preset game scene.
15. The method for displaying a virtual object according to claim 1, further comprising:
in response to a selection operation on the target virtual item, adding a target attribute value of the target virtual item corresponding to the selection operation to a current attribute value of a current player character attribute of the current player character.
16. The method for displaying a virtual object according to claim 1, further comprising:
responding to touch operation of a current user corresponding to the current player character after the current user passes any non-clearance pass through the target virtual article, and generating a purchase request corresponding to the target virtual article;
and purchasing the target virtual item in response to the purchase request, and storing a purchase record corresponding to the target virtual item.
17. The method for displaying a virtual object according to claim 1, further comprising:
responding to a touch operation of a current user corresponding to the current player character after the target virtual article passes through the non-clearance barrier by using the target virtual article, and generating a cancellation request corresponding to the target virtual article;
and canceling the target virtual article in response to the cancellation request, and storing a cancellation record corresponding to the target virtual article.
18. A display device for a virtual article, comprising:
the data acquisition module is used for acquiring the attributes of the current player character and the current breakthrough data of the current player character in a preset game scene in the breakthrough game;
a target player character attribute determining module, configured to determine, according to the current player character attribute and the current breakthrough data, a target player character attribute required by the current player character when performing breakthrough on an incomplete checkpoint included in the current breakthrough data from the current player character attribute;
the target virtual article matching module is used for matching a target virtual article corresponding to the character attribute of the target player from a preset virtual article database;
and the target virtual article display module is used for displaying the target virtual article on a game interface corresponding to the preset game scene.
19. A computer-readable storage medium on which a computer program is stored, the program, when executed by a processor, implementing a method of displaying a virtual article according to any one of claims 1 to 17.
20. An electronic device, comprising:
one or more processors;
a storage device for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement the method of displaying a virtual article according to any one of claims 1 to 17.
CN202211184091.XA 2022-09-27 2022-09-27 Virtual article display method and device, storage medium and electronic equipment Pending CN115607968A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN119345683A (en) * 2024-12-25 2025-01-24 网易(杭州)网络有限公司 Game interaction method, device, electronic device and storage medium

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN119345683A (en) * 2024-12-25 2025-01-24 网易(杭州)网络有限公司 Game interaction method, device, electronic device and storage medium

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