Method and device for assembling virtual item in game, electronic equipment and storage medium

By providing virtual prop combination permissions in the game game, the problem that the target virtual character cannot combine props in the game game is solved, and the human-computer interaction efficiency and gaming experience are improved.

CN119656594AActive Publication Date: 2025-03-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510107249.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-22
Publication Date
2025-03-21
Estimated Expiration
2045-01-22

AI Technical Summary

Technical Problem

In the game, the target virtual character cannot complete the prop combination in the game game, and needs to exit the game game to combine, causing players to frequently enter and exit the game game, reducing human-computer interaction efficiency and game experience.

Method used

It provides a method of assembly of virtual props in the game, allowing the target virtual character to combine props in the game game, generate game characters by responding to the game game start command, and provide combination permissions based on the target virtual character meeting specified conditions.

Benefits of technology

It avoids the need to combine props from exiting the game, reduces the inlet and exit time of the target virtual characters in the game, allows the immediate use of picked props, and improves the human-computer interaction efficiency and the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an assembly method and device for virtual props in a game, electronic equipment and a storage medium, and the method comprises the steps: controlling a plurality of game accounts to enter a game scene corresponding to a game match in response to a game match start instruction, and generating a plurality of game roles corresponding to the plurality of game accounts in the game scene; in response to the condition that a target virtual character in the game characters meets a specified condition, providing a permission for performing prop combination in the game match for the target virtual character; and in response to a prop combination instruction triggered by the target virtual character, combining the plurality of game props meeting the prop combination requirement, and forming a target prop obtained by combining the plurality of game props in the game scene. Thus, the situation that the game match must be quitted for prop combination can be avoided, the time consumed for entering and exiting the target virtual character in the game match is shortened, the game props picked up in the game match can be immediately used, and the man-machine interaction efficiency and the game experience feeling of players are improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to an assembly method, device, electronic device and storage medium for virtual props in a game. Background Art

[0002] In the game, players can control the target virtual character to pick up different game supplies in the game to enrich the types of resources of the target virtual character in the game, and interact with other virtual characters or provide supplies and rescue for themselves based on the picked up game resources; game resources can include game props, and players can combine different game props to obtain combined props with better attack effects.

[0003] In the related art, even if the target virtual character picks up game props that meet the prop combination requirements in the game game, it cannot complete the combination of the game props in the game game, but needs to carry the picked up game props out of the game game and combine them again. This increases the number of times the player enters and exits the game. At the same time, the game props picked up in the game game cannot be used immediately, which also reduces the human-computer interaction efficiency and the player's gaming experience. Summary of the invention

[0004] In view of this, the purpose of the present disclosure is to provide a method, device, electronic device and storage medium for assembling virtual props in a game. For a target virtual character that meets specified conditions, the target virtual character can be provided with the authority to combine props within a game game, avoiding the situation where the target virtual character must exit the game game to combine props, reducing the time spent on entering and exiting the game game, and can immediately use the game props picked up in the game game, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0005] In a first aspect, an embodiment of the present disclosure provides a method for assembling a virtual prop in a game, the method comprising:

[0006] In response to a game match start instruction, controlling multiple game accounts to enter a game scene corresponding to the game match, and generating multiple game characters corresponding to the multiple game accounts in the game scene;

[0007] In response to a target virtual character among the plurality of game characters satisfying a specified condition, providing the target virtual character with permission to combine props in the game match;

[0008] In response to a prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined to form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

[0009] In a second aspect, the embodiment of the present disclosure further provides an assembly device for virtual props in a game, the assembly device comprising:

[0010] A game entry module, for controlling a plurality of game accounts to enter a game scene corresponding to the game game in response to a game game start instruction, and generating a plurality of game characters corresponding to the plurality of game accounts in the game scene;

[0011] A combination permission providing module, configured to provide the target virtual character with permission to perform prop combination in the game game in response to the target virtual character among the multiple game characters satisfying a specified condition;

[0012] The prop combination module is used to respond to the prop combination instruction triggered by the target virtual character, combine multiple game props that meet the prop combination requirements, and form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the method for assembling virtual props in a game as described in the first aspect.

[0014] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the method for assembling virtual props in a game as described in the first aspect is executed.

[0015] The assembly method, device, electronic device and storage medium of virtual props in the game provided by the embodiment of the present disclosure respond to the game match start instruction, control multiple game accounts to enter the game scene corresponding to the game match, and generate multiple game characters corresponding to the multiple game accounts in the game scene; respond to the target virtual character among the multiple game characters meeting the specified conditions, provide the target virtual character with the authority to combine props in the game match; respond to the prop combination instruction triggered by the target virtual character, combine multiple game props that meet the prop combination requirements, and form the target props obtained by combining multiple game props in the game scene. In this way, for the target virtual character that meets the specified conditions, the target virtual character can be provided with the authority to combine props in the game match, avoiding the situation where the game match must be exited to combine props, reducing the time spent by the target virtual character in entering and exiting the game match, and can immediately use the game props picked up in the game match, thereby improving the efficiency of human-computer interaction and the game experience of the player.

[0016] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0018] Figure 1 A flowchart of a method for assembling virtual props in a game provided by an embodiment of the present disclosure;

[0019] Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure;

[0020] Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0021] Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure;

[0022] Figure 5 This is one of the schematic diagrams of the prop adjustment interface provided in the embodiment of the present disclosure;

[0023] Figure 6 The second schematic diagram of the prop adjustment interface provided by the embodiment of the present disclosure;

[0024] Figure 7 The third schematic diagram of the prop adjustment interface provided in the embodiment of the present disclosure;

[0025] Figure 8 The fourth schematic diagram of the prop adjustment interface provided in the embodiment of the present disclosure;

[0026] Fig. 9 A fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0027] Fig.10 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0028] Fig.11 A schematic diagram of the structure of a device for assembling virtual props in a game provided by an embodiment of the present disclosure;

[0029] Fig.12 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0030] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.

[0031] First, the nouns involved in this disclosure are introduced:

[0032] (1) Terminal equipment

[0033] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0034] (2) Graphical User Interface

[0035] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0036] (3) Game scenes

[0037] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0038] (4) Target virtual character:

[0039] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual object may include a virtual character competing in a game scene. Optionally, the number of virtual objects in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0040] Secondly, the technical background of the present disclosure is introduced:

[0041] In the game, players can control the target virtual character to pick up different game supplies in the game to enrich the types of resources of the target virtual character in the game, and interact with other virtual characters or provide supplies and rescue for themselves based on the picked up game resources; game resources can include game props, and players can combine different game props to obtain combined props with better attack effects.

[0042] In the related art, even if the target virtual character picks up game props that meet the prop combination requirements in the game game, it cannot complete the combination of the game props in the game game, but needs to carry the picked up game props out of the game game and combine them again. This increases the number of times the player enters and exits the game. At the same time, the game props picked up in the game game cannot be used immediately, which also reduces the human-computer interaction efficiency and the player's gaming experience.

[0043] Based on this, the embodiments of the present disclosure provide a method for assembling virtual props in a game to improve the efficiency of human-computer interaction and the gaming experience of players.

[0044] See also Figure 1 , Figure 1 The following is a flow chart of a method for assembling virtual props in a game provided by an embodiment of the present disclosure. Figure 1 As shown in , the method for assembling virtual props in a game provided by an embodiment of the present disclosure includes:

[0045] S101. In response to a game match start instruction, control multiple game accounts to enter a game scene corresponding to the game match, and generate multiple game characters corresponding to the multiple game accounts in the game scene.

[0046] S102: In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with authority to combine props in the game match.

[0047] S103. In response to a prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined to form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene and / or game props prepared in advance by the multiple game accounts for the game game.

[0048] The method for assembling virtual props in a game provided by the embodiments of the present disclosure can provide the target virtual character with the authority to combine props within a game game for a target virtual character that meets specified conditions, thereby avoiding the need to exit the game game to combine props, reducing the time spent by the target virtual character in entering and exiting the game game, and allowing the target virtual character to immediately use the game props picked up in the game game, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0049] The following is a description of the exemplary steps of the embodiment of the present disclosure:

[0050] S101. In response to a game match start instruction, control multiple game accounts to enter a game scene corresponding to the game match, and generate multiple game characters corresponding to the multiple game accounts in the game scene.

[0051] In the disclosed embodiment, there may be multiple players participating in the game at the same time. Each player can use a corresponding game account. Therefore, when the game starts, the players can enter the game through their respective game accounts.

[0052] In an optional implementation, there may be multiple different game modes for a game, and the player can select the game mode on the game mode selection interface and then enter the game corresponding to the selected target game mode.

[0053] Specifically, a plurality of game modes to be selected are displayed in the game mode selection interface. Players can select the target game mode to be entered by performing touch operations on the areas where the displayed game modes to be selected are located, and then enter the corresponding game game.

[0054] In an optional implementation, in order to ensure that the game characters corresponding to different game accounts have a certain combat effectiveness when entering the game, for each game account, supplies can be brought into the game outside the game, and the game props carried can be combined outside the game to obtain more suitable game props, thereby ensuring the combat effectiveness of the game characters controlled by the players in the game and further improving the efficiency of human-computer interaction.

[0055] Specifically, the assembly method further comprises:

[0056] a1: Before the game starts, each game account is provided with permission to use a combination of props.

[0057] a2: For each game account, in response to the prop combination instruction, multiple game props that meet the prop combination requirements are combined to generate at least one out-of-game prop corresponding to the game account that can be carried into the game.

[0058] In an optional implementation, before the game starts, each game account can combine the game props it currently owns to obtain out-of-game props that can be brought into the game. These props can be freely combined when it is determined that the prop combination requirements are met.

[0059] Specifically, satisfying the prop combination requirement indicates that the game props are compatible with each other. For example, if the game prop is a virtual firearm, then the game prop that matches the virtual firearm and satisfies the prop combination condition is a virtual firearm accessory prop.

[0060] In an optional implementation, when a combination operation is performed outside a game match and props outside the game are obtained and brought into the game match, even if the player picks up game props that meet the prop combination requirements again within the game match, the player cannot complete the combination of the game props within the game match. Instead, the player needs to carry the picked up game props out of the game match and combine them again. This increases the number of times the player enters and exits the game match. At the same time, the game props picked up within the game match cannot be used immediately, which reduces the efficiency of human-computer interaction and the player's gaming experience.

[0061] In view of this, after determining that the target virtual character meets the specified conditions, the embodiment of the present disclosure can provide the target virtual character with the authority to combine props within the game game, thereby avoiding the situation where the player must exit the game game to combine props. The game props picked up in the game game can be used immediately, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0062] S102: In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with authority to combine props in the game match.

[0063] In an optional implementation, the permission to combine props in a game match is not provided to all game characters of all game accounts. Instead, props can be combined only when it is determined that the target virtual character meets specified conditions.

[0064] Specifically, the target virtual character among the multiple game characters satisfies the specified condition that:

[0065] The target game account corresponding to the target virtual character is configured with a target object, and carries the target virtual object into the game match.

[0066] In the disclosed embodiment, the target virtual character satisfies the specified condition as shown in that the game account corresponding to the target virtual character owns the target object, and the target virtual character carries the target object when entering the game.

[0067] Here, the target object may be an object to be traded outside of the game, and the player may cultivate the target object outside of the game to improve the level of the target object.

[0068] In an optional implementation, the target object corresponds to a game account, and the target object cannot be discarded or dropped during a game match, and also cannot be picked up during a game match.

[0069] Specifically, the target object is configured so that the target virtual character does not fall after being killed.

[0070] In an optional implementation, for the target virtual character that owns the target object, after the target virtual character withdraws from the game or is eliminated in the game, the target object needs to be returned to the game account that controls the target virtual character.

[0071] In an optional implementation, the target virtual character satisfies specified conditions. In addition to requiring the game account controlling the target virtual character to own the target object, the target virtual character is also required to carry the target object when entering the game. If the target virtual character does not carry the target object when entering the game, the target virtual character does not have the authority to combine props in the game.

[0072] In an optional implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

[0073] Among them, if the target object is brought into the game scene by the target virtual character, the target object will follow the target virtual character in the game scene, that is, the target object is always within the preset range of the target virtual character, and the target object is only visible to the target virtual character. Other virtual characters cannot view the target object, nor can they infer the position of the target virtual character in the game scene based on the position of the target object, which helps to improve the balance of the game.

[0074] Here, the target virtual character may carry the target object into the game by storing the target object in an object storage space in the storage space of the target virtual character.

[0075] Specifically, the step of “carrying the target object into the game” includes:

[0076] b1: Before the game starts, the target game account allocates the target object as a game prop prepared in advance for the game to the corresponding storage space, so as to generate the target virtual character with the target object in the game scene.

[0077] Exemplarily, the storage space of the target virtual character can be a virtual backpack of the target virtual character. There are multiple storage grids in the virtual backpack, and the supplies that the target virtual character carries into the game can be placed in the storage grids; there is an object storage grid of the target object in the virtual backpack, and when it is determined that the target virtual character carries the target object into the game, the target object is stored in the object storage grid; here, the object storage grid is a storage space dedicated to the target object, and other virtual supplies cannot be stored in the object storage grid.

[0078] In another optional implementation, for a virtual character that does not meet the specified conditions, the virtual character cannot adjust the out-of-game props that are brought into the game, and cannot combine props during the game.

[0079] Specifically, the assembly method further comprises:

[0080] c1: In response to a target virtual character among the multiple game characters not satisfying a specified condition, the target virtual character does not have the authority to combine props brought into the game match and the authority to combine props in the game match.

[0081] In an optional embodiment, the target virtual character does not meet the specified conditions, including: the game account controlling the target virtual character does not own the target object, the game account controlling the target virtual character does own the target object, but the target virtual character does not bring the target object into the game. For the target virtual character that does not meet the specified conditions, it does not have the prop combination authority for out-of-game props brought into the game and the authority to combine props in the game; adjustments to game props or combinations of props can only be made outside the game.

[0082] In an optional embodiment, the target virtual character is provided with the authority to combine props in the game, which is characterized by opening a prop adjustment interface through interactive operations on the target object, and displaying multiple candidate game props owned by the target virtual character in the prop adjustment interface. Players can select candidate game props that need to be adjusted by selecting candidate game props in the prop adjustment interface.

[0083] Specifically, the step of "providing the target virtual character with the authority to combine props in the game" includes:

[0084] d1: In response to a first interaction instruction directed to the target object, a prop adjustment interface is displayed; at least one candidate game prop is displayed in the prop adjustment interface.

[0085] In the disclosed embodiment, after determining that the target virtual character has the target object, the storage space of the target virtual character can be expanded through an interactive operation, and the prop adjustment interface can be displayed through the first interactive instruction of the target object stored in the storage space.

[0086] Here, taking the storage space of the target virtual character as a virtual backpack as an example, the backpack interaction control can be displayed in the graphical user interface, and when the interactive operation for the backpack interaction control is received, the storage space of the target virtual character is displayed in the graphical user interface, and the target object owned by the target virtual character is displayed in the storage space of the target virtual character, and through the first interactive instruction for the target object, the prop adjustment interface is displayed in the graphical user interface.

[0087] Furthermore, executing the first interaction instruction with the target object to open the prop adjustment interface requires consuming the object attribute value of the target object. Here, the object attribute value of the target object is set to control the number of times the target virtual character that owns the target object performs prop combinations. The target virtual character that owns the target object cannot always perform prop combinations in the game. To a certain extent, the gap between other virtual characters who do not own the target object and the target virtual character in the game is reduced to ensure the balance of the game.

[0088] Specifically, the step of “responding to the first interaction instruction for the target object and displaying the prop adjustment interface” includes:

[0089] e1: In response to a first interaction instruction for the target object, detecting whether the target virtual character can perform prop combination based on the object attribute value of the target object.

[0090] e2: If the target virtual character can perform prop combination, display the prop adjustment interface.

[0091] In the disclosed embodiment, the object attribute value of the target object may be determined according to the upgrade status of the target object outside the game match. The higher the object level of the target object, the higher the object attribute value of the target object.

[0092] In an optional embodiment, the object attribute value of the target object that needs to be consumed when opening the prop adjustment interface to combine props that meet the combination requirements can be preset. If it is determined that the object attribute value of the current target object is greater than or equal to the object attribute value of the target object that needs to be consumed, the prop adjustment interface is displayed; if it is determined that the object attribute value of the current target object is less than the object attribute value of the target object that needs to be consumed, it is determined that the prop adjustment interface cannot be opened for prop combination. At this time, a prompt message that the prop combination cannot be supported can be displayed in the graphical user interface.

[0093] Exemplarily, if the object attribute value of the target object that needs to be consumed when combining props that meet the combination requirements is 10, upon receiving the first interaction instruction for the target object, if the object attribute value of the target object is 30, the prop adjustment interface is displayed, and the object attribute value of the target object is adjusted to 20; upon receiving the first interaction instruction for the target object, if the object attribute value of the target object is 5, and the current object attribute value of the target object does not support prop combination, a prompt message indicating that prop combination cannot be supported is displayed in the graphical user interface.

[0094] In an optional embodiment, the game props include a first type of game props and a second type of game props; corresponding prop parameters are set for each type of game props; the prop parameters are one of the following: a parameter of the influence of the game props on the storage space of the target virtual character, a parameter of the influence of the game props on the weight of the target virtual character, a parameter of the influence of the game props on the physical strength of the target virtual character, and a parameter of the influence of the game props on the number of props carried by the target virtual character.

[0095] Here, the game props owned by the target virtual character can be game props that the target virtual character brings from outside the game, such as game props within the game, or game props issued by the system that the target virtual character picks up during the game; or game props that the target virtual character picks up after interacting with other virtual characters and defeating other virtual characters.

[0096] Among them, the first type of game props are virtual props that the target virtual character can use to directly interact with other virtual characters. For example, the first type of game props can be virtual guns, etc.; the first type of game props are game props equipped on the first game type, mostly accessories of the first game type game props. For the above example, if the first game type props are virtual guns, the first game type props can be virtual accessories equipped with virtual guns, such as virtual scopes, virtual bullets, etc.

[0097] In an optional implementation, each type of game prop will occupy the storage space of the target virtual character after being acquired by the target virtual character, that is, each type of game prop sets corresponding prop parameters; the prop parameters are the parameters that affect the storage space of the target virtual character.

[0098] The parameters of the effect of the game props on the storage space of the target virtual character may include the number of grids of the storage space of the target virtual character occupied by the game props, etc.

[0099] In another optional embodiment, the prop parameters corresponding to the game props also include: the weight-bearing effect parameters of the game props on the target virtual character. Specifically, the more game props the target virtual character has, the higher the weight of the target virtual character. Different types of game props have different weights on the target virtual character due to the different lengths and weights of the props. The heavier the prop length of the game props, the higher the weight of the target virtual character.

[0100] In another optional embodiment, the prop parameters corresponding to the game props also include: the physical strength impact parameters of the game props on the target virtual character. Specifically, the more game props the target virtual character has, the greater the physical strength impact on the target virtual character. Each different type of game prop has different physical strength impacts on the target virtual character due to the different lengths and weights of the props. The heavier the prop length of the game prop, the greater the physical impact on the target virtual character, and the faster the physical strength of the target virtual character is lost.

[0101] In another optional embodiment, the prop parameters corresponding to the game props also include: parameters of the influence of the game props on the prop carrying quantity of the target virtual character. Specifically, if for the target virtual character, each virtual character can only carry a preset number of props in the game, then each game prop carried will affect the prop carrying quantity of the target virtual character.

[0102] In an optional embodiment, after the first interaction instruction for the target object is passed, a prop adjustment interface is displayed, in which the first type of game props are displayed by default, and the player can choose whether to directly adjust the displayed first type of game props.

[0103] Specifically, the assembly method further comprises:

[0104] f1: responding to a first interaction instruction for the target object, displaying the first type of game props currently equipped by the target virtual character on the prop adjustment interface; or,

[0105] f2: In response to a first interaction instruction directed to the target object, displaying, on the prop adjustment interface, any game prop of the first type stored in the storage space of the target virtual character.

[0106] In an optional embodiment, after receiving the first interaction instruction for the target object, if the current target virtual character already holds any first-type game props to perform virtual interaction behavior in the game scene or is about to perform virtual interaction behavior, the first-type game props held by the target virtual character are displayed in the prop display interface; if it is determined that the current target virtual character does not hold any first-type game props, any first-type game props stored in the target virtual character's storage space are displayed in the prop display interface.

[0107] In this way, the player can directly adjust or assemble the first type of game props currently held or the first type of game props stored, reducing the time for the player to find the first type of game props that need to be adjusted, and further improving the efficiency of human-computer interaction.

[0108] In an optional embodiment, if the current target virtual character is not equipped with any first-type game props, and no first-type game props are stored in the storage space of the target virtual character, it is determined that prop adjustment cannot be performed at present, and when the first interaction instruction for the target object is received, prop combination failure information is displayed to prompt the player that prop adjustment cannot be performed at present and the corresponding first-type game props need to be picked up for adjustment.

[0109] Specifically, the assembly method further comprises:

[0110] g1: In response to the first interaction instruction for the target object, if the target virtual character does not currently have the first type of game props, display prop combination failure information.

[0111] In an optional embodiment, the prop adjustment failure information can be a preset icon prompt message or a text prompt message. For example, if it is a text prompt message, it can be displayed as "There are currently no combinable game props, please pick them up and then combine them."

[0112] Exemplarily, after determining that the first interaction instruction for the target object has been received, if the current target virtual character holds a first type of game prop A, the first type of game prop A is displayed in the prop adjustment interface; if the current target virtual character does not hold any first type of game props, any first type of game prop is selected from the storage space of the target virtual character and displayed in the prop adjustment interface; if the current target virtual character is not equipped with the first type of game prop and the first type of game prop is not stored in the storage space of the target virtual character, it is necessary to display the prop combination failure information.

[0113] In an optional implementation, in order to increase the player's freedom of choice for the first type of game props to be combined or adjusted, and further improve the human-computer interaction efficiency and the player's gaming experience, the first type of game props can be displayed in the prop adjustment interface, and then after receiving the switching instruction, the player can independently select the first type of game props to be combined or adjusted.

[0114] Specifically, the assembly method further comprises:

[0115] h1: In response to a switching instruction for the first type of game props, display a plurality of first type game props currently owned by the target virtual character.

[0116] h2: In response to a selection instruction for the plurality of first-type game props, determining the first-type game props to be adjusted.

[0117] In an optional implementation, a switching control may be displayed in the item adjustment interface, and the player may issue a switching instruction by triggering the switching control.

[0118] Furthermore, after the player issues a switching command, a prop display interface is displayed, in which multiple first-type game props stored in the storage space of the target virtual character are displayed. The player can determine the first-type game props to be adjusted by issuing selection instructions for multiple first-type game props.

[0119] For example, the first type of game prop A is currently displayed in the prop adjustment interface. If the player does not want to use the first type of game prop A, a switching command is issued to display the prop display interface, in which the first type of game prop A, the first type of game prop B and the first type of game prop C currently owned by the target virtual character are displayed; if the player selects the first type of game prop C, it is determined that the first type of game prop C is currently to be adjusted or combined. At this time, the first type of game prop A displayed in the prop adjustment interface is switched to the first type of game prop C, and the player can continue to adjust the first type of game prop C in the prop adjustment interface.

[0120] Furthermore, after determining the first type of game props that need to be adjusted, the prop combination instruction triggered by the target virtual character can be used to combine the props of multiple games that meet the prop combination requirements.

[0121] S103. In response to a prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined to form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene and / or game props prepared in advance by the multiple game accounts for the game game.

[0122] In the disclosed embodiment, corresponding interactive controls may be displayed in the prop adjustment interface, and multiple game props that meet the prop combination requirements may be combined by triggering operations on the interactive controls.

[0123] Specifically, the step of “combining multiple game props that meet the prop combination requirements in response to the prop combination instruction triggered by the target virtual character” includes:

[0124] i1: In response to the prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined according to at least one candidate game prop displayed in the prop adjustment interface.

[0125] In an embodiment of the present disclosure, after receiving a prop combination instruction triggered for a target virtual character, at least one candidate game prop is displayed in the prop adjustment interface, the candidate game props include first type game props and second type game props, and multiple game props that meet the prop combination requirements can be combined.

[0126] In an optional implementation, the second type of game props are assembly-accessory type game props, and then, multiple game props that meet the prop combination requirements are combined, that is, the second type of game props that meet the prop combination requirements are installed on the first type of game props.

[0127] Specifically, the step of “combining multiple game props that meet the prop combination requirements in response to the prop combination instruction triggered by the target virtual character” includes:

[0128] j1: In response to the prop combination instruction triggered by the target virtual character, at least one second type of game prop that meets the prop combination requirement is assembled onto the first type of game prop.

[0129] In an optional embodiment, when determining that props need to be combined, it is necessary to determine the first type of game props that need to be assembled. Here, for different first type game props, different first type game props correspond to different accessory assembly positions. At the same time, different assembly accessories (second type game props) also need to be assembled to corresponding positions. Therefore, when combining multiple game props that meet the prop combination requirements, it is necessary to first determine the first type of game props to be combined, and select the corresponding second type of game props for assembly according to the corresponding positions of the determined first type game props.

[0130] Specifically, the step of "combining multiple game props that meet the prop combination requirements to form a target prop obtained by combining the multiple game props in the game scene" includes:

[0131] k1: In response to a selection operation on the at least one candidate game prop, determining a first type of game prop to be combined.

[0132] k2: In response to the combination instruction for the first type of game props, the second type of game props that meet the prop combination requirements are arranged at the corresponding position of the first type of game props to obtain the target props.

[0133] In the disclosed embodiment, the first type of game props currently equipped by the target virtual character, or the first type of game props stored in the storage space of any target virtual character can be displayed in the prop adjustment interface. These first type of game props displayed in the prop adjustment interface can be directly used as the first type of game props to be combined; if the player is not satisfied with the displayed first type of game props, the player can select the first type of game props to be combined through the switching instruction. After confirming the selection of the first type of game props to be combined, the player needs to select the second type of game props at different assembly positions of the first type of game props to be assembled.

[0134] Specifically, the step of “assembling at least one second type of game prop that meets the prop combination requirements onto the first type of game prop in response to the prop combination instruction triggered by the target virtual character” includes:

[0135] l1: In response to the prop assembly instruction triggered by the target virtual character, at least one position to be assembled of the first type of game props is displayed.

[0136] l2: In response to a selection operation on a target assembly position, displaying at least one second type of game prop owned by the target virtual character and corresponding to the accessory type of the target assembly position.

[0137] l3: In response to a selection operation on the at least one second-type game prop, the selected target second-type game prop is configured at a target assembly position of the first-type game prop.

[0138] In an optional embodiment, after determining that a prop combination instruction triggered by the target virtual character is received, at least one position to be assembled of the first type of game props is displayed in a graphical user interface. Here, the assembly status of the accessories of the first type of game props can be displayed according to the display form of different assembly position areas.

[0139] For example, if the first type of game props contains a total of three positions to be assembled, among which the position to be assembled A has been assembled with the second type of game props, then the position of the position to be assembled A can be highlighted; if the position to be assembled B has not been assembled with the second type of game props, then the position to be assembled B can be displayed in gray.

[0140] Furthermore, a selection operation can be performed for each position to be assembled. If it is determined that the player has selected the target assembly position, at least one second-type game prop owned by the target virtual character will be displayed at a preset position of the graphical user interface according to the accessory type corresponding to the target assembly position. According to the player's selection operation for at least one second-type game prop, the selected second-type game prop will be assembled to the target assembly position of the first-type game prop.

[0141] For example, if the first type of game prop is a virtual firearm, and the player selects the scope assembly position as the target assembly position, then the second type of game prop needs to be displayed according to the scope type currently owned by the target virtual character. If the target virtual character currently owns a 2x scope, an 8x scope and a red dot scope, then the 2x scope, 8x scope and red dot scope will be displayed in the graphical user interface at the same time. If the player selects the 2x scope, the 2x scope will be assembled to the target assembly position of the virtual firearm.

[0142] Here, for the first type of game props, the second type of game props at each position to be assembled can be replaced and adjusted as long as the confirmation operation is not performed. After determining to assemble the second type of game props to the first type of game props and receiving the player's confirmation operation, the assembled target props are obtained.

[0143] Furthermore, after determining to assemble at least one second-type game prop to the first-type game prop, the prop parameters corresponding to the second-type game prop will be cancelled to save the storage space of the target virtual character, increase the probability of the target virtual character picking up other virtual props in the game, and further improve the human-computer interaction efficiency and player experience.

[0144] Specifically, after the step of "in response to the prop combination instruction triggered by the target virtual character, assembling at least one second type of game prop that meets the prop combination requirement onto the first type of game prop", the assembly method further includes:

[0145] m1: Cancel the prop parameters corresponding to each second type game prop.

[0146] In an alternative try method, again, the props parameter is one of the following:

[0147] Parameters of the influence of game props on the storage space of the target virtual character, parameters of the influence of game props on the weight of the target virtual character, parameters of the influence of game props on the physical strength of the target virtual character, and parameters of the influence of game props on the number of props carried by the target virtual character.

[0148] Here, if the second type of game props are assembled onto the second type of game props, the storage space of the target virtual character will be saved, thereby affecting the parameter of the game props affecting the prop carrying quantity of the target virtual character.

[0149] For example, if there are five storage positions corresponding to the storage space of the target virtual character, the first type of game props picked up by the target virtual character occupies one storage position, and the two second type game props occupy two storage positions. At this time, there are two storage positions remaining in the storage space of the target virtual character. If the two second type game props are both assembled on the first type game props, the second type game props are part of the first type game props and will occupy one storage position together with the first type game props. At this time, the storage position occupied by the two second type game props will be idle, and there are four storage positions remaining in the storage space of the target virtual character. This can save the storage space of the target virtual character, increase the probability of the target virtual character picking up other virtual props in the game game, and further improve the human-computer interaction efficiency and player experience.

[0150] In another optional embodiment, after the target virtual character carries the target object into the game game, in addition to combining the game props through the first interaction instruction for the target object, the target virtual character can also be allocated a preset number of storage props through the target object through the second interaction instruction with the target object. The target virtual character can store the picked up target materials in the storage props and obtain the target materials again outside the game game.

[0151] Specifically, the assembly method further comprises:

[0152] n1: In response to a second interaction instruction directed to the target object, randomly allocating a preset number of storage props to the target virtual character.

[0153] In an optional embodiment, the target object is stored in the storage space of the target virtual character. When the player opens the storage space of the target virtual character through a trigger operation, the game props and the target object stored in the storage space of the target virtual character are displayed in the graphical user interface. The second interactive instruction for scoring the target object may be a trigger operation for the storage space where the target object is located.

[0154] Furthermore, if it is determined that a second interaction instruction for the target object is received, the number of storage props allocated to the target virtual character can be determined and allocated. In the process of determining and allocating the storage props, in order to prevent the player from being bored while waiting, an animation can be played in the graphical user interface, and after the animation is finished, the storage props allocated to the target virtual character are determined, thereby reducing the boredom of the player's waiting and further enhancing the player's gaming experience.

[0155] Specifically, the assembly method further comprises:

[0156] o1: In response to the second interaction instruction for the target object, play the storage prop allocation animation.

[0157] o2: In response to the storage item allocation animation being finished, the preset allocation quantity of the storage item is displayed.

[0158] In an optional embodiment, after it is determined that a second interaction instruction for the target object has been received, a storage item allocation animation will be played in the graphical user interface. The storage item allocation animation can be displayed as a lottery animation, and after the prop allocation animation is completed, the target virtual character will be allocated to the target virtual character, and the preset allocation quantity of the storage item allocated to the target virtual character will be displayed.

[0159] The playing time of the prop allocation animation may be a preset time, or may be determined according to the time required for the allocation of the stored props, which is not specifically limited here.

[0160] In an optional implementation, the number of storage props allocated to the target virtual character is randomly allocated within a predetermined range of storage props to the target virtual character.

[0161] Exemplarily, the preset allocation quantity range can be 0-3, that is, after receiving the second interaction instruction for the target object, the number of storage props that can be allocated to the target virtual character can be 0, 1, 2, or 3. The specific preset allocation quantity for storage props is random.

[0162] In an optional embodiment, the virtual supplies of the target virtual character in the game will drop and be picked up by other virtual characters after the target virtual character is defeated. At this time, if the target virtual character stores the target supplies in the storage props, the target supplies will not drop in the game, and the target supplies will be returned to the game account of the target virtual character after the target virtual character signs out of the game.

[0163] Specifically, the assembly method further comprises:

[0164] p1: Control the target virtual character to store the target materials it carries into the storage prop.

[0165] p2: In response to the target virtual character completing the game match or being eliminated from the game match, controlling the return of the target supplies to the game account corresponding to the target virtual character.

[0166] In the disclosed example, the target virtual character can choose to store a portion of the target materials it possesses into a storage prop. Since the storage space of each storage prop is limited, the target virtual character can choose to store some of the more important target materials into the storage prop. The target props stored in the storage prop will not drop during the game.

[0167] Furthermore, in response to the target virtual character completing a game match or being eliminated from the game match, the target materials stored in the storage items will be returned to the game account controlling the target virtual character, that is, the ownership of the target materials still belongs to the game account and will not be lost in the game match.

[0168] Exemplarily, the target virtual character possesses virtual materials A, virtual materials B, and virtual materials C. After the target virtual character possesses the storage item, the virtual material A is stored in the storage item. When the target virtual character is defeated by other virtual characters in a game match, the virtual materials B and virtual materials C are dropped in the game match and picked up by other virtual characters, and no longer belong to the game account of the target virtual character. However, the virtual material A will not be dropped. At the same time, after the target virtual character exits the game match, the virtual material A will be returned to the game account of the target virtual character.

[0169] In an optional implementation, the target virtual character may also carry storage props into the game. The storage props obtained through the second interaction instruction with the target object have the same function as the storage props that the target virtual character brings into the game. The second interaction instruction with the target object can increase the possibility of obtaining additional storage props, ensuring that the target virtual character can preserve the target materials to the maximum extent, which helps to enhance the player's experience.

[0170] In another optional implementation, if the game account of the target virtual character owns the target object and the target virtual character carries the target object into the game, the target object will additionally provide the target virtual character with a distance prompt function, so that the target virtual character can more accurately and timely detect other virtual characters approaching itself, and then quickly make corresponding responses, reducing the possibility of being defeated by other virtual characters, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0171] Specifically, the assembly method further comprises:

[0172] q1: In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with permission to obtain distance prompt information in the game match.

[0173] q2: In response to the distance between the other virtual characters and the target virtual character being less than a preset distance threshold, displaying distance prompt information for the target virtual character.

[0174] In an optional implementation, if it is determined that the game account of the target virtual character owns the target object and the target virtual character carries the target object into the game, at this time, the target object follows the target virtual character to move in the game, and when it is determined that the distance between other virtual characters and the target virtual character is less than a preset distance, distance prompt information will be displayed in the graphical user interface of the terminal device controlling the target virtual character, prompting that the target virtual character may be in danger.

[0175] Among them, the preset distance threshold can be set according to the game requirements. For example, it can be set to 20 meters (game distance). When it is determined that the distance between other virtual characters and the target virtual character is less than or equal to 20 meters, the distance prompt information will be displayed.

[0176] In an optional implementation, the distance prompt information can be displayed on the ground of the game scene to display other virtual characters in the game scene, and at the same time, it can also be an auxiliary text prompt "An enemy virtual character has entered the preset range, please be careful."

[0177] Furthermore, the target virtual character can pick up target dropped materials in the game scene. The target dropped materials can be dropped by other virtual characters after the target virtual character defeats other virtual characters; or the system can drop them according to a preset time period during the game. After losing the target dropped materials, the target virtual character can open the target dropped materials to obtain additional target resources. If the game account of the target virtual character owns the target object and the target virtual character carries the target object into the game, then the probability that the target virtual character can obtain the target resources is greater than that of other virtual characters.

[0178] Specifically, the assembly method further comprises:

[0179] r1: In response to the target virtual character picking up target dropped materials in the game match, controlling the target virtual character to obtain target resources.

[0180] The probability of the target virtual character acquiring the target resource is greater than the probability of other virtual characters acquiring the target resource.

[0181] In an optional embodiment, the target dropped materials include a target voucher for obtaining the target resource. After the target voucher is taken out of the current game, it can be exchanged for high-value materials. The target voucher for the target resource is obtained randomly according to probability. For the target virtual character that meets the specified conditions, the probability of obtaining the target voucher for the target resource is higher.

[0182] In another optional implementation, the target dropped materials may also directly include the target resources. After the target virtual character obtains the target resources, he or she may directly use them in the game. Similarly, the target resources are obtained randomly according to probability. For the target virtual character that meets the specified conditions, the probability of obtaining the target certificate of the target resource is higher.

[0183] The following will use specific examples to illustrate the assembly process of virtual props in the game in the embodiment of the present disclosure:

[0184] See also Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 2 As shown, if an opening instruction for the storage space of the target virtual character is received, an opening storage space interface 210 is displayed in the graphical user interface 200 , and the storage space of the target virtual character includes a plurality of game props 211 of the target virtual character and a target object 220 owned by the target virtual character.

[0185] For further information, see Figure 3 , Figure 3 The second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 3 As shown, if a second interaction instruction targeting the target object 220 is received, the stored prop allocation animation 230 is played.

[0186] For further information, see Figure 4 , Figure 4 The third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Figure 4 As shown, after the storage prop allocation animation is played, a preset number of storage props 240 are randomly allocated to the target virtual character, such as Figure 4 As shown, there are three storage props 240 for the target virtual character. The target virtual character can store the target resources it owns in the storage props 240. When the target virtual character completes the game or is eliminated from the game, the target resources are returned to the game account corresponding to the target virtual character. Furthermore, if a trigger operation is received for the interactive control 250, it is determined that the first interactive instruction for the target object is received, and the prop adjustment interface will be opened at this time.

[0187] For further information, see Figure 5 , Figure 5 This is one of the schematic diagrams of the prop adjustment interface provided by the embodiment of the present disclosure, such as Figure 5 As shown, the prop adjustment interface 500 includes the first type of game props 510 to be combined; if the player wants to switch the first type of game props 510, the switching command is issued through the switching control 520; if the current first type of game props 510 are directly combined, the combination operation for the first type of game props 510 can be triggered by the trigger operation on the assembly control 530.

[0188] For further information, see Figure 6 , Figure 6 This is a second schematic diagram of the prop adjustment interface provided by the embodiment of the present disclosure, such as Figure 6As shown, after receiving the switching instruction, at least one first-type game prop currently owned by the target virtual character is displayed, and the first-type game prop 510 to be combined is determined for the at least one first-type game prop.

[0189] For further information, see Figure 7 , Figure 7 This is a third schematic diagram of the prop adjustment interface provided in the embodiment of the present disclosure, such as Figure 7 As shown, a first type of game prop 510 and at least one position to be assembled 540 are displayed, and a second type of game prop to be assembled to the first type of game prop 510 can be determined by selecting each position to be assembled 540 .

[0190] For further information, see Figure 8 , Figure 8 This is a fourth schematic diagram of the prop adjustment interface provided in the embodiment of the present disclosure, such as Figure 8 As shown, if a trigger operation is received for the target assembly position 541, at least one second type game prop 550 corresponding to the accessory type of the target assembly position owned by the target virtual character is displayed, and through an assembly operation for at least one second type game prop 550, the selected second type game prop is assembled to the first type game prop.

[0191] For further information, see Fig. 9 , Fig. 9 The fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure is as follows: Fig. 9 As shown, in response to the distance between the other virtual characters 260 and the target virtual character being less than a preset distance threshold, distance prompt information 270 is displayed to prompt the target virtual character that there is an approaching enemy virtual character and that early precautions are required.

[0192] For further information, see Fig.10 , Fig.10 A fifth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure is shown in FIG. Fig.10 As shown, in response to the target virtual character picking up the target dropped materials 280 in the game match, the target virtual character is controlled to obtain the target resources 290.

[0193] The method for assembling virtual props in the game provided by the embodiment of the present disclosure responds to the game match start instruction, controls multiple game accounts to enter the game scene corresponding to the game match, and generates multiple game characters corresponding to the multiple game accounts in the game scene; responds to the target virtual character among the multiple game characters meeting the specified conditions, provides the target virtual character with the authority to combine props in the game match; responds to the prop combination instruction triggered by the target virtual character, combines multiple game props that meet the prop combination requirements, and forms the target props obtained by combining multiple game props in the game scene. In this way, for the target virtual character that meets the specified conditions, the target virtual character can be provided with the authority to combine props in the game match, avoiding the situation where the game match must be exited to combine props, reducing the time spent by the target virtual character in entering and exiting the game match, and can immediately use the game props picked up in the game match, thereby improving the efficiency of human-computer interaction and the game experience of the player.

[0194] Based on the same inventive concept, the embodiments of the present disclosure also provide an assembly device for virtual props in the game corresponding to the assembly method for virtual props in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the assembly method for virtual props in the game in the above-mentioned embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0195] See also Fig.11 , Fig.11 The structure diagram of a virtual prop assembly device in a game provided by an embodiment of the present disclosure is shown in FIG. Fig.11 As shown in , the assembly device 1100 includes:

[0196] A game entry module 1110 is used to control multiple game accounts to enter a game scene corresponding to the game game in response to a game game start instruction, and generate multiple game characters corresponding to the multiple game accounts in the game scene;

[0197] A combination permission providing module 1120, configured to provide the target virtual character among the multiple game characters with permission to perform prop combination in the game match in response to the target virtual character among the multiple game characters satisfying a specified condition;

[0198] The prop combination module 1130 is used to respond to the prop combination instruction triggered by the target virtual character, combine multiple game props that meet the prop combination requirements, and form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

[0199] In an optional implementation, the target virtual character among the multiple game characters satisfies the specified condition that:

[0200] The target game account corresponding to the target virtual character is configured with a target object, and carries the target object into the game match.

[0201] In an optional implementation, bringing the target object into the game game includes:

[0202] Before the game match begins, the target game account allocates the target object as a game prop prepared in advance for the game match to the corresponding storage space, so as to generate the target virtual character with the target object in the game scene.

[0203] In an optional implementation, the target object is configured so that the target virtual character does not fall after being killed.

[0204] In an optional implementation, when the combination authority providing module 1120 is used to provide the target virtual character with the authority to combine props in the game, the combination authority providing module 1120 is used to:

[0205] In response to a first interaction instruction directed to the target object, a prop adjustment interface is displayed; at least one candidate game prop is displayed in the prop adjustment interface.

[0206] In an optional implementation, when the prop combination module 1130 is used to combine multiple game props that meet the prop combination requirements in response to the prop combination instruction triggered by the target virtual character, the prop combination module 1130 is used to:

[0207] In response to the prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined according to at least one candidate game prop displayed in the prop adjustment interface.

[0208] In an optional embodiment, the game props include a first type of game props and a second type of game props;

[0209] Set corresponding prop parameters for each type of game prop; the prop parameter is one of the following:

[0210] Parameters of the influence of game props on the storage space of the target virtual character, parameters of the influence of game props on the weight of the target virtual character, parameters of the influence of game props on the physical strength of the target virtual character, and parameters of the influence of game props on the number of props carried by the target virtual character.

[0211] In an optional implementation, when the prop combination module 1130 is used to combine multiple game props that meet the prop combination requirements in response to the prop combination instruction triggered by the target virtual character, the prop combination module 1130 is used to:

[0212] In response to the prop combination instruction triggered by the target virtual character, at least one second type game prop that meets the prop combination requirement is assembled onto the first type game prop.

[0213] In an optional implementation, the assembly device 1100 further includes a parameter cancellation module (not shown in the figure), and the parameter cancellation module is used to:

[0214] Cancel the prop parameters corresponding to each second type game prop.

[0215] In an optional implementation, the assembly device 1100 further includes an external prop generation module (not shown in the figure), and the external prop generation module is used to:

[0216] Before the game starts, each game account is provided with permission to combine items;

[0217] For each game account, in response to a prop combination instruction, multiple game props that meet the prop combination requirements are combined to generate at least one out-of-game prop corresponding to the game account that can be carried into the game game.

[0218] In an optional implementation, the assembly device 1100 further includes a combination authority restriction module (not shown in the figure), and the combination authority restriction module is used to:

[0219] In response to the target virtual character among the multiple game characters not satisfying the specified condition, the target virtual character does not have the prop combination authority for the external props brought into the game game and the authority to perform prop combination in the game game.

[0220] In an optional implementation, when the combined authority providing module 1120 is used to respond to the first interaction instruction for the target object and display the prop adjustment interface, the combined authority providing module 1120 is used to:

[0221] In response to a first interaction instruction for the target object, detecting whether the target virtual character can perform prop combination based on an object attribute value of the target object;

[0222] If the target virtual character can perform prop combination, the prop adjustment interface is displayed.

[0223] In an optional implementation, when the prop combination module 1130 is used to combine multiple game props that meet the prop combination requirements and form a target prop obtained by combining the multiple game props in the game scene, the prop combination module 1130 is used to:

[0224] In response to a selection operation on the at least one candidate game prop, determining a first type of game prop to be combined;

[0225] In response to the combination instruction for the first type of game props, the second type of game props that meet the prop combination requirements are configured at the corresponding position of the first type of game props to obtain the target props.

[0226] In an optional embodiment, the assembly device 1100 further includes a first-type game prop display module (not shown in the figure), and the first-type game prop display module is used to:

[0227] In response to a first interaction instruction for the target object, displaying the first type of game props currently equipped by the target virtual character on the prop adjustment interface; or,

[0228] In response to a first interaction instruction directed to the target object, any game prop of the first type stored in the storage space of the target virtual character is displayed on the prop adjustment interface.

[0229] In an optional implementation, the assembly device 1100 further includes a first-type game prop switching module (not shown in the figure), and the first-type game prop switching module is used to:

[0230] In response to the switching instruction for the first type of game props, displaying a plurality of first type game props currently owned by the target virtual character;

[0231] In response to a selection instruction for the plurality of first-type game props, a first-type game prop to be adjusted is determined.

[0232] In an optional implementation, when the prop combination module 1130 is used to assemble at least one second-type game prop that meets the prop combination requirements onto the first-type game prop in response to the prop combination instruction triggered by the target virtual character, the prop combination module 1130 is used to:

[0233] In response to the prop assembly instruction triggered by the target virtual character, display at least one position to be assembled of the first type of game props;

[0234] In response to a selection operation for a target assembly position, displaying at least one second type of game prop owned by the target virtual character and corresponding to the type of accessory of the target assembly position;

[0235] In response to a selection operation for the at least one second-type game prop, the selected target second-type game prop is configured at a target assembly position of the first-type game prop.

[0236] In an optional implementation, the assembly device 1100 further includes a failure information display module (not shown in the figure), and the failure information display module is used to:

[0237] In response to a first interaction instruction directed to the target object, if the target virtual character does not currently possess a first type of game prop, display prop combination failure information.

[0238] In an optional implementation, the assembly device 1100 further includes a storage prop allocation module (not shown in the figure), and the storage prop allocation module is used to:

[0239] In response to a second interaction instruction directed to the target object, a preset number of storage props are randomly allocated to the target virtual character.

[0240] In an optional implementation, the assembly device 1100 further includes a material return module (not shown in the figure), and the material return module is used to:

[0241] Controlling the target virtual character to store the target materials it carries into the storage prop;

[0242] In response to the target virtual character completing the game match or being eliminated from the game match, control is performed to return the target supplies to the game account corresponding to the target virtual character.

[0243] In an optional implementation, the assembly device 1100 further includes an animation playback module (not shown in the figure), and the animation playback module is used to:

[0244] In response to a second interaction instruction directed to the target object, playing a storage item allocation animation;

[0245] In response to the storage item allocation animation being finished playing, the preset allocation quantity of the storage item is displayed.

[0246] In an optional implementation, the assembly device 1100 further includes a distance prompt information display module (not shown in the figure), and the distance prompt information display module is used to:

[0247] In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with permission to obtain distance prompt information in the game match;

[0248] In response to the distance between the other virtual characters and the target virtual character being less than a preset distance threshold, distance prompt information is displayed for the target virtual character.

[0249] In an optional implementation, the assembly device 1100 further includes a target resource acquisition module (not shown in the figure), and the target resource acquisition module is used to:

[0250] In response to the target virtual character picking up target dropped materials in the game match, controlling the target virtual character to obtain target resources;

[0251] The probability of the target virtual character acquiring the target resource is greater than the probability of other virtual characters acquiring the target resource.

[0252] In an optional implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

[0253] The assembly device of virtual props in the game provided by the embodiment of the present disclosure responds to the game match start instruction, controls multiple game accounts to enter the game scene corresponding to the game match, and generates multiple game characters corresponding to the multiple game accounts in the game scene; responds to the target virtual character among the multiple game characters meeting the specified conditions, provides the target virtual character with the authority to combine props in the game match; responds to the prop combination instruction triggered by the target virtual character, combines multiple game props that meet the prop combination requirements, and forms the target props obtained by combining multiple game props in the game scene. In this way, for the target virtual character that meets the specified conditions, the target virtual character can be provided with the authority to combine props in the game match, avoiding the situation where the game match must be exited to combine props, reducing the time spent by the target virtual character in entering and exiting the game match, and can immediately use the game props picked up in the game match, thereby improving the efficiency of human-computer interaction and the game experience of the player.

[0254] See also Fig.12 , Fig.12 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.12 As shown in , the electronic device 1200 includes a processor 1210 , a memory 1220 and a bus 1230 .

[0255] The memory 1220 stores machine-readable instructions executable by the processor 1210. When the electronic device 1200 is running, the processor 1210 communicates with the memory 1220 via the bus 1230, so that the processor 1210 executes the following instructions when running:

[0256] In response to a game match start instruction, controlling multiple game accounts to enter a game scene corresponding to the game match, and generating multiple game characters corresponding to the multiple game accounts in the game scene;

[0257] In response to a target virtual character among the plurality of game characters satisfying a specified condition, providing the target virtual character with permission to combine props in the game match;

[0258] In response to a prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined to form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

[0259] In an optional implementation manner, the target virtual character among the multiple game characters satisfies the specified condition that:

[0260] The target game account corresponding to the target virtual character is configured with a target object, and carries the target object into the game match.

[0261] In an optional implementation manner, carrying the target object into the game game includes:

[0262] Before the game match begins, the target game account allocates the target object as a game prop prepared in advance for the game match to the corresponding storage space, so as to generate the target virtual character with the target object in the game scene.

[0263] In an optional implementation manner, the target object is configured so that the target virtual character does not fall after being killed.

[0264] In an optional implementation, in the instructions executed by the processor 1210, providing the target virtual character with the authority to combine props in the game game includes:

[0265] In response to a first interaction instruction directed to the target object, a prop adjustment interface is displayed; at least one candidate game prop is displayed in the prop adjustment interface.

[0266] In an optional implementation, in the instructions executed by the processor 1210, the multiple game props that meet the prop combination requirements are combined in response to the prop combination instruction triggered by the target virtual character, including:

[0267] In response to the prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined according to at least one candidate game prop displayed in the prop adjustment interface.

[0268] In an optional embodiment, the game props include first-type game props and second-type game props;

[0269] Set corresponding prop parameters for each type of game prop; the prop parameter is one of the following:

[0270] Parameters of the influence of game props on the storage space of the target virtual character, parameters of the influence of game props on the weight of the target virtual character, parameters of the influence of game props on the physical strength of the target virtual character, and parameters of the influence of game props on the number of props carried by the target virtual character.

[0271] In an optional implementation, in the instructions executed by the processor 1210, the multiple game props that meet the prop combination requirements are combined in response to the prop combination instruction triggered by the target virtual character, including:

[0272] In response to the prop combination instruction triggered by the target virtual character, at least one second type game prop that meets the prop combination requirement is assembled onto the first type game prop.

[0273] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0274] Cancel the prop parameters corresponding to each second type game prop.

[0275] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0276] Before the game starts, each game account is provided with permission to combine items;

[0277] For each game account, in response to a prop combination instruction, multiple game props that meet the prop combination requirements are combined to generate at least one out-of-game prop corresponding to the game account that can be carried into the game game.

[0278] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0279] In response to the target virtual character among the multiple game characters not satisfying the specified condition, the target virtual character does not have the prop combination authority for the external props brought into the game game and the authority to perform prop combination in the game game.

[0280] In an optional implementation, in the instructions executed by the processor 1210, the displaying of the prop adjustment interface in response to the first interaction instruction for the target object includes:

[0281] In response to a first interaction instruction for the target object, detecting whether the target virtual character can perform prop combination based on an object attribute value of the target object;

[0282] If the target virtual character can perform prop combination, the prop adjustment interface is displayed.

[0283] In an optional implementation, in the instructions executed by the processor 1210, the combining of multiple game props that meet the prop combination requirements to form a target prop obtained by combining the multiple game props in the game scene includes:

[0284] In response to a selection operation on the at least one candidate game prop, determining a first type of game prop to be combined;

[0285] In response to the combination instruction for the first type of game props, the second type of game props that meet the prop combination requirements are configured at the corresponding position of the first type of game props to obtain the target props.

[0286] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0287] In response to a first interaction instruction for the target object, displaying the first type of game props currently equipped by the target virtual character on the prop adjustment interface; or,

[0288] In response to a first interaction instruction directed to the target object, any game prop of the first type stored in the storage space of the target virtual character is displayed on the prop adjustment interface.

[0289] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0290] In response to the switching instruction for the first type of game props, displaying a plurality of first type game props currently owned by the target virtual character;

[0291] In response to a selection instruction for the plurality of first-type game props, a first-type game prop to be adjusted is determined.

[0292] In an optional implementation, the instructions executed by the processor 1210, in response to the prop combination instruction triggered by the target virtual character, assembling at least one second type of game prop that meets the prop combination requirements onto the first type of game prop, include:

[0293] In response to the prop assembly instruction triggered by the target virtual character, display at least one position to be assembled of the first type of game props;

[0294] In response to a selection operation for a target assembly position, displaying at least one second type of game prop owned by the target virtual character and corresponding to the type of accessory of the target assembly position;

[0295] In response to a selection operation for the at least one second-type game prop, the selected target second-type game prop is configured at a target assembly position of the first-type game prop.

[0296] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0297] In response to a first interaction instruction directed to the target object, if the target virtual character does not currently possess a first type of game prop, display prop combination failure information.

[0298] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0299] In response to a second interaction instruction directed to the target object, a preset number of storage props are randomly allocated to the target virtual character.

[0300] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0301] Controlling the target virtual character to store the target materials it carries into the storage prop;

[0302] In response to the target virtual character completing the game match or being eliminated from the game match, control is performed to return the target supplies to the game account corresponding to the target virtual character.

[0303] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0304] In response to a second interaction instruction directed to the target object, playing a storage item allocation animation;

[0305] In response to the storage item allocation animation being finished playing, the preset allocation quantity of the storage item is displayed.

[0306] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0307] In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with permission to obtain distance prompt information in the game match;

[0308] In response to the distance between the other virtual characters and the target virtual character being less than a preset distance threshold, distance prompt information is displayed for the target virtual character.

[0309] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0310] In response to the target virtual character picking up target dropped materials in the game match, controlling the target virtual character to obtain target resources;

[0311] The probability of the target virtual character acquiring the target resource is greater than the probability of other virtual characters acquiring the target resource.

[0312] In an optional implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is visible only to the target virtual character.

[0313] By the above method, for a target virtual character that meets the specified conditions, the target virtual character can be provided with the authority to combine props in the game game, avoiding the situation where it is necessary to exit the game game to combine props, reducing the time spent by the target virtual character in entering and exiting the game game, and can immediately use the game props picked up in the game game, thereby improving the human-computer interaction efficiency and the player's gaming experience; further, setting the object attribute value of the target object is to control the number of times the target virtual character that owns the target object can combine props, and the target virtual character that owns the target object cannot always combine props in the game game, which to a certain extent reduces the game. The target object is not possessed in the game game, so as to obtain the gap between other virtual characters and the target virtual character, so as to ensure the balance of the game game; further, in order to improve the player's freedom of choice for the first type of game props to be combined or adjusted, and further improve the human-computer interaction efficiency and the player's gaming experience, the first type of game props can be displayed in the prop adjustment interface, and then after receiving the switching instruction, the player can independently select the first type of game props to be combined or adjusted; further, after determining to assemble at least one second type of game prop to the first type of game prop, the prop parameters corresponding to the second type of game prop will be cancelled to save the target object. The storage space of the target virtual character is increased, and the probability of the target virtual character picking up other virtual props in the game is increased, thereby further improving the efficiency of human-computer interaction and the player experience; further, the storage props obtained through the second interaction instruction with the target object have the same function as the storage props brought into the game by the target virtual character by itself, and the possibility of obtaining additional storage props can be increased through the second interaction instruction with the target object, ensuring that the target virtual character can store the target materials to the maximum extent, which helps to improve the player experience; further, if the game account of the target virtual character owns the target object and the target virtual character carries the target object into the game , the target object will additionally provide a distance prompt function for the target virtual character, so that the target virtual character can more accurately and timely discover other virtual characters close to itself, and then quickly make corresponding responses, reducing the possibility of being defeated by other virtual characters, thereby improving the efficiency of human-computer interaction and the player's gaming experience; further, the target dropped materials may also directly include target resources. After the target virtual character obtains the target resources, it can directly use them in the game. Similarly, the acquisition of target resources is randomly obtained according to probability. For the target virtual character that meets the specified conditions, the probability of obtaining the target certificate of the target resource is higher.

[0314] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:

[0315] In response to a game match start instruction, controlling multiple game accounts to enter a game scene corresponding to the game match, and generating multiple game characters corresponding to the multiple game accounts in the game scene;

[0316] In response to a target virtual character among the plurality of game characters satisfying a specified condition, providing the target virtual character with permission to combine props in the game match;

[0317] In response to a prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined to form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

[0318] In an optional implementation manner, the target virtual character among the multiple game characters satisfies the specified condition that:

[0319] The target game account corresponding to the target virtual character is configured with a target object, and carries the target object into the game match.

[0320] In an optional implementation manner, carrying the target object into the game game includes:

[0321] Before the game match begins, the target game account allocates the target object as a game prop prepared in advance for the game match to the corresponding storage space, so as to generate the target virtual character with the target object in the game scene.

[0322] In an optional implementation manner, the target object is configured so that the target virtual character does not fall after being killed.

[0323] In an optional implementation, in the instructions executed by the computer-readable storage medium, providing the target virtual character with the authority to combine props in the game game includes:

[0324] In response to a first interaction instruction directed to the target object, a prop adjustment interface is displayed; at least one candidate game prop is displayed in the prop adjustment interface.

[0325] In an optional implementation, in the instructions executed by the computer-readable storage medium, the multiple game props that meet the prop combination requirements are combined in response to the prop combination instruction triggered by the target virtual character, including:

[0326] In response to the prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined according to at least one candidate game prop displayed in the prop adjustment interface.

[0327] In an optional embodiment, the game props include first-type game props and second-type game props;

[0328] Set corresponding prop parameters for each type of game prop; the prop parameter is one of the following:

[0329] Parameters of the influence of game props on the storage space of the target virtual character, parameters of the influence of game props on the weight of the target virtual character, parameters of the influence of game props on the physical strength of the target virtual character, and parameters of the influence of game props on the number of props carried by the target virtual character.

[0330] In an optional implementation, in the instructions executed by the computer-readable storage medium, the multiple game props that meet the prop combination requirements are combined in response to the prop combination instruction triggered by the target virtual character, including:

[0331] In response to the prop combination instruction triggered by the target virtual character, at least one second type game prop that meets the prop combination requirement is assembled onto the first type game prop.

[0332] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0333] Cancel the prop parameters corresponding to each second type game prop.

[0334] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0335] Before the game starts, each game account is provided with permission to combine items;

[0336] For each game account, in response to a prop combination instruction, multiple game props that meet the prop combination requirements are combined to generate at least one out-of-game prop corresponding to the game account that can be carried into the game game.

[0337] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0338] In response to the target virtual character among the multiple game characters not satisfying the specified condition, the target virtual character does not have the prop combination authority for the external props brought into the game game and the authority to perform prop combination in the game game.

[0339] In an optional implementation, in the instructions executed by the computer-readable storage medium, the step of displaying the prop adjustment interface in response to the first interaction instruction for the target object includes:

[0340] In response to a first interaction instruction for the target object, detecting whether the target virtual character can perform prop combination based on an object attribute value of the target object;

[0341] If the target virtual character can perform prop combination, the prop adjustment interface is displayed.

[0342] In an optional embodiment, in the instructions executed by the computer-readable storage medium, the step of combining a plurality of game props that meet the prop combination requirements to form a target prop obtained by combining the plurality of game props in the game scene includes:

[0343] In response to a selection operation on the at least one candidate game prop, determining a first type of game prop to be combined;

[0344] In response to the combination instruction for the first type of game props, the second type of game props that meet the prop combination requirements are configured at the corresponding position of the first type of game props to obtain the target props.

[0345] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0346] In response to a first interaction instruction for the target object, displaying the first type of game props currently equipped by the target virtual character on the prop adjustment interface; or,

[0347] In response to a first interaction instruction directed to the target object, any game prop of the first type stored in the storage space of the target virtual character is displayed on the prop adjustment interface.

[0348] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0349] In response to the switching instruction for the first type of game props, displaying a plurality of first type game props currently owned by the target virtual character;

[0350] In response to a selection instruction for the plurality of first-type game props, a first-type game prop to be adjusted is determined.

[0351] In an optional embodiment, the instructions executed by the computer-readable storage medium, in response to the prop combination instruction triggered by the target virtual character, assembling at least one second type of game prop that meets the prop combination requirements onto the first type of game prop, include:

[0352] In response to the prop assembly instruction triggered by the target virtual character, display at least one position to be assembled of the first type of game props;

[0353] In response to a selection operation for a target assembly position, displaying at least one second type of game prop owned by the target virtual character and corresponding to the type of accessory of the target assembly position;

[0354] In response to a selection operation for the at least one second-type game prop, the selected target second-type game prop is configured at a target assembly position of the first-type game prop.

[0355] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0356] In response to a first interaction instruction directed to the target object, if the target virtual character does not currently possess a first type of game prop, display prop combination failure information.

[0357] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0358] In response to a second interaction instruction directed to the target object, a preset number of storage props are randomly allocated to the target virtual character.

[0359] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0360] Controlling the target virtual character to store the target materials it carries into the storage prop;

[0361] In response to the target virtual character completing the game match or being eliminated from the game match, control is performed to return the target supplies to the game account corresponding to the target virtual character.

[0362] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0363] In response to a second interaction instruction directed to the target object, playing a storage item allocation animation;

[0364] In response to the storage item allocation animation being finished playing, the preset allocation quantity of the storage item is displayed.

[0365] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0366] In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with permission to obtain distance prompt information in the game match;

[0367] In response to the distance between the other virtual characters and the target virtual character being less than a preset distance threshold, distance prompt information is displayed for the target virtual character.

[0368] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0369] In response to the target virtual character picking up target dropped materials in the game match, controlling the target virtual character to obtain target resources;

[0370] The probability of the target virtual character acquiring the target resource is greater than the probability of other virtual characters acquiring the target resource.

[0371] In an optional implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is visible only to the target virtual character.

[0372] By the above method, for a target virtual character that meets the specified conditions, the target virtual character can be provided with the authority to combine props in the game game, avoiding the situation where it is necessary to exit the game game to combine props, reducing the time spent by the target virtual character in entering and exiting the game game, and can immediately use the game props picked up in the game game, thereby improving the human-computer interaction efficiency and the player's gaming experience; further, setting the object attribute value of the target object is to control the number of times the target virtual character that owns the target object can combine props, and the target virtual character that owns the target object cannot always combine props in the game game, which to a certain extent reduces the game. The target object is not possessed in the game game, so as to obtain the gap between other virtual characters and the target virtual character, so as to ensure the balance of the game game; further, in order to improve the player's freedom of choice for the first type of game props to be combined or adjusted, and further improve the human-computer interaction efficiency and the player's gaming experience, the first type of game props can be displayed in the prop adjustment interface, and then after receiving the switching instruction, the player can independently select the first type of game props to be combined or adjusted; further, after determining to assemble at least one second type of game prop to the first type of game prop, the prop parameters corresponding to the second type of game prop will be cancelled to save the target object. The storage space of the target virtual character is increased, and the probability of the target virtual character picking up other virtual props in the game is increased, thereby further improving the efficiency of human-computer interaction and the player experience; further, the storage props obtained through the second interaction instruction with the target object have the same function as the storage props brought into the game by the target virtual character by itself, and the possibility of obtaining additional storage props can be increased through the second interaction instruction with the target object, ensuring that the target virtual character can store the target materials to the maximum extent, which helps to improve the player experience; further, if the game account of the target virtual character owns the target object and the target virtual character carries the target object into the game , the target object will additionally provide a distance prompt function for the target virtual character, so that the target virtual character can more accurately and timely discover other virtual characters close to itself, and then quickly make corresponding responses, reducing the possibility of being defeated by other virtual characters, thereby improving the efficiency of human-computer interaction and the player's gaming experience; further, the target dropped materials may also directly include target resources. After the target virtual character obtains the target resources, it can directly use them in the game. Similarly, the acquisition of target resources is randomly obtained according to probability. For the target virtual character that meets the specified conditions, the probability of obtaining the target certificate of the target resource is higher.

[0373] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0374] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0375] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0376] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0377] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0378] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A method for assembling virtual props in a game, characterized in that: The assembly method comprises: In response to a game match start instruction, controlling multiple game accounts to enter a game scene corresponding to the game match, and generating multiple game characters corresponding to the multiple game accounts in the game scene; In response to a target virtual character among the plurality of game characters satisfying a specified condition, providing the target virtual character with permission to combine props in the game match; In response to a prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined to form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

2. The assembly method according to claim 1, characterized in that: The target virtual character among the multiple game characters meets the specified condition: The target game account corresponding to the target virtual character is configured with a target object, and carries the target object into the game match.

3. The assembly method according to claim 2, characterized in that: Bringing the target object into the game game includes: Before the game match begins, the target game account allocates the target object as a game prop prepared in advance for the game match to the corresponding storage space, so as to generate the target virtual character with the target object in the game scene.

4. The assembly method according to claim 2, characterized in that: The target object is configured so that the target virtual character does not fall after being killed.

5. The assembly method according to claim 2, characterized in that: Providing the target virtual character with the authority to combine props in the game game includes: In response to a first interaction instruction directed to the target object, displaying a prop adjustment interface; the prop adjustment interface displays at least one candidate game prop; The step of combining a plurality of game props that meet the prop combination requirements in response to the prop combination instruction triggered by the target virtual character comprises: In response to the prop combination instruction triggered by the target virtual character, multiple game props that meet the prop combination requirements are combined according to at least one candidate game prop displayed in the prop adjustment interface.

6. The assembly method according to claim 5, characterized in that: The game props include first-type game props and second-type game props; Set corresponding prop parameters for each type of game prop; the prop parameter is one of the following: Parameters of the influence of game props on the storage space of the target virtual character, parameters of the influence of game props on the weight of the target virtual character, parameters of the influence of game props on the physical strength of the target virtual character, and parameters of the influence of game props on the number of props carried by the target virtual character.

7. The assembly method according to claim 6, characterized in that: The step of combining a plurality of game props that meet the prop combination requirements in response to the prop combination instruction triggered by the target virtual character comprises: In response to the prop combination instruction triggered by the target virtual character, at least one second type game prop that meets the prop combination requirement is assembled onto the first type game prop.

8. The assembly method according to claim 7, characterized in that: After assembling at least one second-type game prop that meets the prop combination requirement onto the first-type game prop in response to the prop combination instruction triggered by the target virtual character, the assembly method further includes: Cancel the prop parameters corresponding to each second type game prop.

9. The assembly method according to claim 1, characterized in that: The assembly method further comprises: Before the game starts, each game account is provided with permission to combine items; For each game account, in response to a prop combination instruction, multiple game props that meet the prop combination requirements are combined to generate at least one out-of-game prop corresponding to the game account that can be carried into the game game.

10. The assembly method according to claim 9, characterized in that: The assembly method further comprises: In response to the target virtual character among the multiple game characters not satisfying the specified condition, the target virtual character does not have the prop combination authority for the external props brought into the game game and the authority to perform prop combination in the game game.

11. The assembly method according to claim 5, characterized in that: The responding to the first interaction instruction of the target object and displaying the prop adjustment interface includes: In response to a first interaction instruction for the target object, detecting whether the target virtual character can perform prop combination based on an object attribute value of the target object; If the target virtual character can perform prop combination, the prop adjustment interface is displayed.

12. The assembly method according to claim 6, characterized in that: The step of combining a plurality of game props that meet the prop combination requirements to form a target prop obtained by combining the plurality of game props in the game scene comprises: In response to a selection operation on the at least one candidate game prop, determining a first type of game prop to be combined; In response to the combination instruction for the first type of game props, the second type of game props that meet the prop combination requirements are configured at the corresponding position of the first type of game props to obtain the target props.

13. The assembly method according to claim 12, characterized in that: The assembly method further comprises: In response to a first interaction instruction for the target object, displaying the first type of game props currently equipped by the target virtual character on the prop adjustment interface; or, In response to a first interaction instruction directed to the target object, any game prop of the first type stored in the storage space of the target virtual character is displayed on the prop adjustment interface.

14. The assembly method according to claim 12, characterized in that: The assembly method further comprises: In response to the switching instruction for the first type of game props, displaying a plurality of first type game props currently owned by the target virtual character; In response to a selection instruction for the plurality of first-type game props, a first-type game prop to be adjusted is determined.

15. The assembly method according to claim 7, characterized in that: In response to the prop combination instruction triggered by the target virtual character, at least one second type of game prop that meets the prop combination requirement is assembled onto the first type of game prop, comprising: In response to the prop assembly instruction triggered by the target virtual character, display at least one position to be assembled of the first type of game props; In response to a selection operation for a target assembly position, displaying at least one second type of game prop owned by the target virtual character and corresponding to the type of accessory of the target assembly position; In response to a selection operation for the at least one second-type game prop, the selected target second-type game prop is configured at a target assembly position of the first-type game prop.

16. The assembly method according to claim 6, characterized in that: The assembly method further comprises: In response to a first interaction instruction directed to the target object, if the target virtual character does not currently possess a first type of game prop, display prop combination failure information.

17. The assembly method according to claim 2, characterized in that: The assembly method further comprises: In response to a second interaction instruction directed to the target object, a preset number of storage props are randomly allocated to the target virtual character.

18. The assembly method according to claim 17, characterized in that: The assembly method further comprises: Controlling the target virtual character to store the target materials it carries into the storage prop; In response to the target virtual character completing the game match or being eliminated from the game match, control is performed to return the target supplies to the game account corresponding to the target virtual character.

19. The assembly method according to claim 17, characterized in that: The assembly method further comprises: In response to a second interaction instruction directed to the target object, playing a storage item allocation animation; In response to the storage item allocation animation being finished playing, the preset allocation quantity of the storage item is displayed.

20. The assembly method according to claim 1, characterized in that: The assembly method further comprises: In response to a target virtual character among the multiple game characters satisfying a specified condition, providing the target virtual character with permission to obtain distance prompt information in the game match; In response to the distance between the other virtual characters and the target virtual character being less than a preset distance threshold, distance prompt information is displayed for the target virtual character.

21. The assembly method according to claim 1, characterized in that: The assembly method further comprises: In response to the target virtual character picking up target dropped materials in the game match, controlling the target virtual character to obtain target resources; The probability of the target virtual character acquiring the target resource is greater than the probability of other virtual characters acquiring the target resource.

22. The assembly method according to claim 2, characterized in that: In the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

23. A device for assembling virtual props in a game, characterized in that: The assembly device comprises: A game entry module, for controlling a plurality of game accounts to enter a game scene corresponding to the game game in response to a game game start instruction, and generating a plurality of game characters corresponding to the plurality of game accounts in the game scene; A combination permission providing module, configured to provide the target virtual character with permission to perform prop combination in the game game in response to the target virtual character among the multiple game characters satisfying a specified condition; The prop combination module is used to respond to the prop combination instruction triggered by the target virtual character, combine multiple game props that meet the prop combination requirements, and form a target prop obtained by combining the multiple game props in the game scene, wherein the multiple game props are game props obtained in the game scene, and / or game props prepared in advance by the multiple game accounts for the game game.

24. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the method for assembling virtual props in the game as described in any one of claims 1 to 22.

25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for assembling virtual props in a game as described in any one of claims 1 to 22 are executed.

Citation Information

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