Virtual item processing method and device, equipment, storage medium and program product

By introducing virtual items to enhance the skills of target characters in level-based games, the problem of users being unable to pass difficult levels is solved, improving user experience and device resource utilization.

CN120960775APending Publication Date: 2025-11-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511199826.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-25
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

In existing technologies, users may be unable to complete challenging levels in puzzle games, leading to wasted device resources and a poor user experience.

Method used

By introducing virtual items into the game, which are generated in response to attack events and used to buff the target's skills, the game character's chances of clearing more difficult levels are increased, while reducing the consumption of computing resources on the terminal device.

Benefits of technology

It increased the success rate of users in more difficult levels, reduced the waste of computing resources on terminal devices, and improved the user experience and device resource utilization.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual item processing method and device, equipment, a storage medium and a program product, and relates to the technical field of computers, the method comprises the following steps: determining a camp skill pool at least composed of object skills of camp objects in a first camp; in response to the fact that the first camp meets the skill distribution condition, at least part of object skills in the camp skill pool are distributed to the first camp, so that the first camp can control camp objects in the first camp to fight with the second camp by using the distributed object skills; in response to the attack of the first virtual object in the second camp, controlling to configure a virtual item for the first camp; and in response to a trigger operation for the virtual item, controlling the target object skill allocated to the first camp to use the virtual item, so that the target object skill obtains a specified skill gain when acting on a second virtual object in the second camp. The resource utilization rate of the terminal equipment can be improved.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of computer, and particularly relates to a virtual prop processing method and device, equipment, storage medium and program product. BACKGROUND

[0002] With the development of computer technology, a variety of different types of games have emerged. In the related art, when a pass-through game is played, the pass-through is generally performed according to the current attributes of a game character, for example, the game character launches an attack on an attacked object according to a default attack power.

[0003] If the pass-through is performed only according to the current attributes of the game character, in some high-difficulty levels, the user may not be able to pass through the game, which affects the game progress, causes waste of terminal device resources, and leads to poor user experience. SUMMARY

[0004] Therefore, the present disclosure provides a virtual prop method, device, equipment, storage medium and program product to solve the problem of affecting the game progress, causing waste of terminal device resources and poor user experience caused by only performing pass-through according to the current attributes of the game character.

[0005] In a first aspect, the present disclosure provides a virtual prop method, which provides a first graphical user interface through a terminal device, and at least part of a game scene is displayed in the first graphical user interface, the game scene includes a first army and a second army, the first army is controlled by the terminal device, and the first army includes at least one army object, the army object includes an object skill. The method comprises the following steps: determining an army skill pool composed of at least the object skills of the army objects in the first army; in response to the first army meeting a skill distribution condition, distributing at least part of the object skills in the army skill pool to the first army, so that the first army can control the army objects in the first army to fight against the second army by using the distributed object skills; in response to a first virtual object in the second army being attacked, configuring a virtual prop for the first army; in response to a trigger operation on the virtual prop, using the virtual prop on a target object skill distributed to the first army, so that the target object skill obtains a specified skill gain when acting on a second virtual object in the second army.

[0006] In a second aspect, the present disclosure provides a virtual prop processing apparatus. The virtual prop processing apparatus provides a first graphical user interface through a terminal device, and the first graphical user interface displays at least part of a game scene. The game scene includes a first army and a second army. The first army is controlled by the terminal device, and the first army includes at least one army object. The army object includes an object skill. The virtual prop processing apparatus includes a determination module configured to determine an army skill pool composed of at least the object skill of the army object in the first army. The virtual prop processing apparatus includes an allocation module configured to allocate at least part of the object skill in the army skill pool to the first army in response to the first army satisfying a skill allocation condition, so that the first army can control the army object in the first army to fight the second army by using the allocated object skill. The virtual prop processing apparatus includes a first control module configured to configure a virtual prop for the first army in response to a first virtual object in the second army being attacked. The virtual prop processing apparatus includes a second control module configured to use the virtual prop on a target object skill allocated to the first army in response to a trigger operation on the virtual prop, so that the target object skill obtains a specified skill gain when acting on a second virtual object in the second army.

[0007] In a third aspect, the present disclosure provides an electronic device. The electronic device includes a memory and a processor. The memory and the processor are communicatively connected to each other. The memory stores computer instructions. The processor executes the computer instructions, thereby executing the virtual prop processing method of the first aspect or any of the corresponding embodiments thereof.

[0008] In a fourth aspect, the present disclosure provides a computer-readable storage medium. The computer-readable storage medium stores computer instructions. The computer instructions are used to make a computer execute the virtual prop processing method of the first aspect or any of the corresponding embodiments thereof.

[0009] In a fifth aspect, the present disclosure provides a computer program product. The computer program product includes computer instructions. The computer instructions are used to make a computer execute the virtual prop processing method of the first aspect or any of the corresponding embodiments thereof.

[0010] The virtual prop processing method provided by the embodiments of the present disclosure considers that if a user only uses the current attributes of a game character to pass a level, the user may not be able to pass the level. When a first virtual object in the second army is attacked, a virtual prop that can provide a specified skill gain to a target object skill of the first army can be dropped. Because the virtual prop can provide a gain to the target object skill of the first army, when the level is difficult, the user can pass the level by using the gained object skill instead of the originally set object skill. Therefore, the possibility of passing the level is increased, the game process is improved, and the user experience is improved.

[0011] And, when a level is played, the possibility of passing some levels with high difficulty is improved under the action of the object skill after the gain, since the possibility of passing some levels with high difficulty is improved, the terminal device does not need to repeatedly calculate various data in the same level, so the terminal device will not calculate invalid data, thereby avoiding consuming a large amount of computing resources, and further improving the utilization rate of terminal device resources. BRIEF DESCRIPTION OF DRAWINGS

[0012] In order to more clearly illustrate the technical solutions in the specific embodiments or related art of the present disclosure, the drawings needed to be used in the specific embodiments or related art description will be briefly introduced. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings according to these drawings without creative labor.

[0013] Figure 1 is a schematic diagram of an application scenario according to an embodiment of the present disclosure;

[0014] Figure 2 is a first flowchart of a virtual prop processing method according to an embodiment of the present disclosure;

[0015] Figure 3 is a game scene schematic diagram of a first example according to an embodiment of the present disclosure;

[0016] Figure 4 is a game scene schematic diagram of a second example according to an embodiment of the present disclosure;

[0017] Figure 5 is a second flowchart of a virtual prop processing method according to an embodiment of the present disclosure;

[0018] Figure 6 is a game scene schematic diagram of a third example according to an embodiment of the present disclosure;

[0019] Figure 7 is a game scene schematic diagram of a fourth example according to an embodiment of the present disclosure;

[0020] Figure 8 is a game scene schematic diagram of a fifth example according to an embodiment of the present disclosure;

[0021] Figure 9 is a structural block diagram of a virtual prop processing device according to an embodiment of the present disclosure;

[0022] Figure 10 is a hardware structure schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0023] To make the purposes, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are some but not all of the embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by a person of ordinary skill in the art without creative work fall within the protection scope of the present disclosure.

[0024] It can be understood that, before using the technical solutions disclosed in the embodiments of the present disclosure, the type of personal information involved in the present disclosure, the use range, the use scenario, and the like should be informed to the user and the authorization of the user should be obtained through appropriate means according to relevant laws and regulations.

[0025] The terms “first”, “second” are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined with “first”, “second” can explicitly or implicitly include one or more of the features. In the description of the present disclosure, the meaning of “plurality” is two or more, unless otherwise explicitly and specifically limited.

[0026] As an optional application scenario of the embodiments of the present disclosure, as shown in Figure 1 The game system can include at least one terminal device and at least one server, Figure 1 The system is exemplarily shown in the figure to include a computer 101, a mobile terminal 102, and a server 103, and the terminal devices such as the computer 101 and the mobile terminal 102 are connected to the server 103 through a network 110.

[0027] The terminal device can be specifically a smart phone, a tablet computer, a notebook computer, a palm computer, and can also be a desktop computer, a game console, a smart television, a smart wearable device, a vehicle-mounted terminal, a VR (Virtual Reality, virtual reality) device, an AR (Augmented Reality, augmented reality) device, and the like. The server 103 can be an independent physical server, can also be a server cluster or a distributed system, and can also be a cloud server providing cloud services. The network 110 can be a wired network or a wireless network, and examples thereof include but are not limited to the Internet, an enterprise intranet, a local area network, a wide area network, a mobile communication network, and a combination thereof.

[0028] Taking a card game as an example, a terminal device is installed with an application program of the card game, and by running the application program of the card game, a corresponding virtual scene can be rendered and displayed to a player by using a graphical user interface of the terminal device. For example, the virtual scene can be part or all of a simulated three-dimensional (3D) virtual space; for example, the virtual scene displayed to the player can be a scene that can be observed in the perspective of a virtual object controlled by the player. The virtual scene can include environmental factors such as rivers and forests, and can also include non-player characters (NPCs), virtual objects controlled by other players, and the like.

[0029] In addition, an operation interface can also be displayed in the graphical user interface, and the operation interface includes controls for the player to operate, such as a card selection control, a card movement control, and the like. The player operates the card selection control to control the virtual object to release a skill.

[0030] In some roguelike games, the game is generally progressed according to the current attributes of the game character, for example, the game character attacks the attacked object in the game according to the default attack power, and the like.

[0031] However, if the game is progressed only according to the current attributes of the game character, in some high-difficulty levels, the user can not be able to pass the game, which affects the game progress, causes the problem of waste of terminal device resources, and leads to poor user experience.

[0032] The processing method of the virtual prop provided by the embodiments of the present disclosure considers that in some high-difficulty levels, if the game is progressed only according to the current attributes of the game character, the user can not be able to pass the game. The first virtual object in the second camp is attacked, and a virtual prop that can specify a skill gain for the target object skill of the first camp can be dropped. Since the virtual prop can gain the target object skill of the first camp, in some high-difficulty levels, the game is not progressed by the originally set object skill, but is progressed by the gained object skill, thereby increasing the possibility of passing the high-difficulty levels, improving the game progress, and further improving the user experience.

[0033] In addition, when progressing a level, the possibility of passing the high-difficulty levels is improved under the action of the gained object skill. Since the possibility of passing the high-difficulty levels is improved, the terminal device does not need to repeatedly calculate various data in the same level, so that the terminal device does not calculate invalid data, thereby avoiding consuming a large amount of computing resources, and further improving the utilization rate of terminal device resources.

[0034] According to an embodiment of the present disclosure, a virtual prop processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described herein can be executed in an order different from that shown herein.

[0035] In the present embodiment, a virtual prop processing method is provided, which can be used in the terminal device described above, such as computer 101, mobile terminal 102, etc. The terminal device provides a first graphical user interface, and at least part of a game scene is displayed in the first graphical user interface. The game scene includes a first army and a second army. The first army is controlled by the terminal device, and the first army includes at least one army object. The army object includes an object skill. Figure 2 The first flowchart shown in FIG. 1 is a virtual prop processing method according to an embodiment of the present disclosure. The flowchart includes the following steps: Figure 2

[0036] Step S201: Determine an army skill pool composed of at least object skills of army objects in the first army.

[0037] The army objects in the first army can be army objects controlled by a user. The user can control the army objects in the first army to release object skills, and can also control the army objects in the first army to move, etc. The number of army objects in the first army can be multiple. Each army object can correspond to at least one object skill, and the object skills of all army objects can form an army skill pool.

[0038] When the game level is triggered, the terminal device can match the army skill pool composed of object skills of army objects in the first army according to the army objects in the first army. The determination of the army skill pool can be random selection, or can be selected by the user in advance, which is not limited herein.

[0039] Step S202: In response to the first army satisfying a skill allocation condition, at least part of the object skills in the army skill pool are allocated to the first army, so that the first army can control the army objects in the first army to fight against the second army by using the allocated object skills.

[0040] The skill allocation condition can be a condition preset by the terminal device. When the army skill pool composed of object skills of army objects in the first army is determined, part of the object skills in the army skill pool can be allocated to the first army, or all the object skills in the army skill pool can be allocated to the first army, which is not limited herein.

[0041] ​As an example, when part of the object skills in the camp skill pool are determined to be assigned to the first camp, the object skills assigned to the first camp can be determined from the remaining object skills in the camp skill pool at preset time intervals. The preset time intervals can be 1 minute, 2 minutes, or can be set according to the game length, or can be set by the user independently, which is not limited here.

[0042] The second camp can be a camp that is in opposition to the first camp. When at least part of the object skills in the camp skill pool are assigned to the first camp, the camp objects in the first camp can be controlled to fight the second camp through the assigned object skills.

[0043] As an example, the terminal device can control the camp objects in the first camp to fight the second camp through the assigned object skills in response to an operation (such as clicking, dragging, etc.) on the object skills.

[0044] Step S203, in response to the first virtual object in the second camp being attacked, a virtual prop is configured for the first camp.

[0045] The first virtual object can be a virtual object controlled by another user, or can be a virtual object pre-set in the game. For example, an NPC in the game, a tree in the game, a monster in the game, etc.

[0046] The user can tap the keyboard, click the mouse, or touch the screen to generate an operation of manipulating the camp object, and the terminal device can control the camp object to attack the first virtual object in response to the operation of manipulating the camp object.

[0047] It should be noted that each attack on the first virtual object can generate and display a virtual prop. For example, in a round-based game, when it is the turn of the camp object of the first camp to attack the first virtual object, the camp object of the first camp attacks the first virtual object, and a virtual prop can be generated and displayed. For another example, in a duel-type game, when the user manipulates the camp object of the first camp to attack the first virtual object and the camp object of the first camp attacks the first virtual object, a virtual prop can be generated and displayed.

[0048] It is also possible that an attack on the first virtual object does not generate a virtual prop. For example, in a round-based game, when it is the turn to attack the first virtual object, the camp object of the first camp does not attack the first virtual object this time, and a virtual prop is not generated. The camp object of the first camp attacks the first virtual object in the next attack, and a virtual prop is generated.

[0049] That is, for different types of first virtual objects, the probability of generating virtual props after the camp objects of the first camp attack the first virtual objects is also different. For example, when the first virtual object is a common monster, the probability of generating virtual props after attacking the common monster can be a range value (such as 1% ~ 5%). For another example, when the first virtual object is an elite monster, the probability of generating virtual props after attacking the elite monster can be a range value (such as 1% ~ 7%).

[0050] The attack on the first virtual object can also indicate killing the first virtual object. Wherein, for different types of first virtual objects, the probability of generating virtual props after being killed is also different. For example, when the first virtual object is a common monster, the probability of generating virtual props can be a range value (such as 1% ~ 5%). For another example, when the first virtual object is an elite monster, the probability of generating virtual props can be 100%.

[0051] Please refer to Figure 3 , Figure 3 is a game scene schematic diagram of the first example provided according to the embodiments of the present disclosure.

[0052] Combined with Figure 3 It is shown that the first camp and the second camp are displayed on the first graphical user interface 301; wherein the first camp can include camp objects 3011, the camp objects 3011 can correspond to object skills 30111, and the second camp can include first virtual objects 3021 and second virtual objects 3022. In this embodiment, the first virtual object 3021 (such as an elite monster) and the second virtual object 3022 (such as a common monster). Wherein, the elite monster and the common monster are not specified, but belong to the second camp. The elite monster can be a monster with a special symbol.

[0053] Wherein, the camp objects 3011 in the first camp are controlled to fight the first virtual objects 3021 and the second virtual objects 3022 in the second camp by using the assigned object skills 30111. When the camp objects 3011 in the first camp are controlled to fight the first virtual objects 3021 in the second camp by using the assigned object skills 30111, virtual props 303 can be generated. The virtual props 303 can act on the object skills 30111, so that the object skills after the virtual props 303 gain are used to fight the second virtual objects 3022.

[0054] Step S204, in response to the trigger operation for the virtual prop, control the virtual prop to be used to the target object skill assigned to the first camp, so that the target object skill gets the specified skill gain when acting on the second virtual objects in the second camp.

[0055] The second virtual object can indicate a virtual object manipulated by another user, or a virtual object preset in the game. For example, a non-player character (NPC) in the game, a tree in the game, a monster in the game, and the like.

[0056] The trigger operation can be an operation generated by the user by tapping a keyboard, clicking a mouse, or touching a screen. When the user issues the trigger operation for the virtual prop, the terminal device can respond to the trigger operation of the user for the virtual prop, so that the virtual prop specifies a skill gain for the target object skill. The target object skill can be an object skill corresponding to the trigger operation in the plurality of object skills. The specified skill gain can be a prop effect corresponding to the virtual prop. The virtual prop can include an attack power amplification, an energy increase, and the like, which are not limited herein. For example, if the specified skill gain indicates an attack power increase of 10%, the attack power of the target object skill of the first camp can be increased by 10% when the specified skill gain is applied to the target object skill of the first camp.

[0057] The processing method of the virtual prop provided by the embodiments of the present disclosure considers that if the user only uses the current attributes of the game character to pass the level, the user can not be able to pass the level in some levels with high difficulty. The first virtual object in the second camp is attacked, and the virtual prop that specifies a skill gain for the target object skill of the first camp can be dropped. Since the virtual prop can increase the target object skill of the first camp, when the level with high difficulty is passed, the original object skill is not used, but the object skill after the increase is used, thereby increasing the possibility of passing the level with high difficulty, improving the game progress, and further improving the user experience.

[0058] Moreover, when the level is passed under the action of the object skill after the increase, the possibility of passing the level with high difficulty is improved. Since the possibility of passing the level with high difficulty is improved, the terminal device does not need to repeatedly calculate various data in the same level, so that the terminal device does not calculate invalid data, thereby avoiding consuming a large amount of computing resources, and further improving the utilization rate of terminal device resources.

[0059] In one possible implementation, the first graphical user interface includes a hand card area and a virtual prop storage area, and the virtual prop storage area is arranged above the hand card area. The hand card area is used to display the assigned object skill, and the virtual prop storage area is used to display the virtual prop.

[0060] The first graphical user interface can be an interface including a first camp and a second camp. The hand card area can be an area on the first graphical user interface. The hand card area is used to display the assigned object skills. The virtual prop storage area is used to display virtual props, that is, when the first virtual object is attacked, virtual props can be generated, and the virtual props can be displayed in the virtual prop storage area.

[0061] The virtual prop storage area can be arranged above the hand card area, and the virtual prop storage area and the hand card area do not overlap.

[0062] Please refer to Figure 4 , Figure 4 is a game scene schematic diagram of a second example provided according to an embodiment of the present disclosure.

[0063] In combination with Figure 4 , the first graphical user interface can include a camp object 3011, a first virtual object 3021, a second virtual object 3022, a hand card area 401, and a virtual prop storage area 402. The virtual prop storage area 402 is above the hand card area 401, the hand card area 401 can store object skills 30111, and the virtual prop storage area 402 can store virtual props 303.

[0064] Specifically, the camp object 3011 attacks the first virtual object 3021, and the virtual props 303 are generated and displayed in the virtual prop storage area 402.

[0065] The virtual prop processing method provided by the embodiment of the present disclosure displays the first camp, the second camp, the hand card area, and the virtual prop on the first graphical user interface at the same time, so that the user does not need to switch between different graphical user interfaces, and the game experience of the user is improved.

[0066] In addition, the virtual prop storage area is arranged on the first graphical user interface, so that the virtual props are generated in the virtual prop storage area, and the user can quickly locate the virtual props. The user does not need to search for the virtual props in a complex game scene, and the game experience of the user is further improved.

[0067] In the embodiment, a virtual prop processing method is provided, which can be used in the terminal device described above, such as a computer 101, a mobile terminal 102, and the like, Figure 5 is a second flowchart of the virtual prop processing method according to an embodiment of the present disclosure, as shown in Figure 5 , the flowchart includes the following steps:

[0068] Step S501, determining a camp skill pool composed of at least object skills of camp objects in a first camp. For details, please refer to step S201 of the embodiment shown in Figure 2 , which will not be repeated here.

[0069] Step S502, in response to the first camp satisfying the skill distribution condition, at least part of the object skills in the camp skill pool are distributed to the first camp, so that the first camp can control the camp objects in the first camp to fight with the second camp by using the distributed object skills. For details, please refer to Figure 2 Step S202 of the embodiment shown will not be described here.

[0070] Step S503, in response to the first virtual object in the second camp being attacked, a virtual prop is configured for the first camp.

[0071] Specifically, the above-mentioned step S503 includes:

[0072] Step S5031, in response to the first virtual object in the second camp being killed, a virtual prop is configured for the first camp.

[0073] Step S5032, in response to the first virtual object in the second camp being injured, a virtual prop is configured for the first camp.

[0074] For different types of first virtual objects, after the camp objects of the first camp attack the first virtual object, the probability of virtual prop generation is also different. For example, when the first virtual object is a normal monster, after the normal monster is injured, the probability of virtual prop generation can be a range value (such as 1% ~ 5%). For another example, when the first virtual object is an elite monster, after the elite monster is injured, the probability of virtual prop generation can be a range value (such as 1% ~ 7%).

[0075] The attack on the first virtual object can also indicate killing the first virtual object. Among them, for different types of first virtual objects, after being killed, the probability of virtual prop generation is also different. For example, when the first virtual object is a normal monster, the probability of virtual prop generation can be a range value (such as 1% ~ 5%). For another example, when the first virtual object is an elite monster, the probability of virtual prop generation can be 100%.

[0076] Step S504, in response to the trigger operation for the virtual prop, the virtual prop is used to control the target object skill distributed to the first camp, so that the target object skill obtains the specified skill gain when acting on the second virtual object in the second camp.

[0077] Specifically, the above-mentioned step S504 includes:

[0078] Step S5041, in response to the first drag operation for the virtual prop and acting on the target object skill distributed to the first camp, the virtual prop is used to control the target object skill distributed to the first camp, so that the target object skill obtains the specified skill gain when acting on the second virtual object in the second camp.

[0079] The first drag operation can be an operation generated by clicking and dragging a mouse or the like by a user. The first drag operation is used to issue the virtual prop, and accordingly, the terminal device can respond to the first drag operation to apply the virtual prop to the target object skill assigned to the first camp, so that the target object skill obtains the specified skill gain when acting on the second virtual object in the second camp.

[0080] As an example, the specified skill gain of the virtual prop can be an increase of 10% physical attack power, the specified skill gain of the virtual prop can also be an increase of 10% magic attack power, and the specified skill gain of the virtual prop can also be a decrease of physical attack energy value, etc.

[0081] In one possible implementation, the virtual prop can also increase or decrease the attribute value of the camp object of the first camp. For example, the virtual prop can increase the attribute value of the camp object of the first camp by 10% attack power; for another example, the virtual prop can increase the attribute value of the camp object of the first camp by 10% defense power, etc.; for another example, decrease 10% attack power, etc.

[0082] When the virtual prop is determined, the attribute value of the camp object of the first camp can be increased or decreased according to the action of the virtual prop. For example, when the action of the virtual prop is to increase 10% attack power, 10% of the attribute value representing attack power in the corresponding attribute value of the camp object of the first camp can be increased.

[0083] In one possible implementation, the first graphical user interface sets the energy slot corresponding to the first virtual object; the method further comprises:

[0084] Step Z1, obtaining the energy value corresponding to the energy slot.

[0085] The energy slot corresponding to the camp object can be set in the first graphical user interface. Among them, the energy slot corresponding to the camp object of the first camp, the hand area and the virtual prop storage area do not overlap. The energy slot corresponding to the camp object of the first camp is used to store the energy value corresponding to the energy slot. The energy value can be used to indicate whether to attack the first virtual object.

[0086] Step Z2, when the energy value corresponding to the energy slot reaches the energy threshold value and in response to the operation on the assigned object skill, attacking the first virtual object.

[0087] The energy threshold value can be a pre-set threshold value. Among them, the energy threshold value can indicate the critical value when the first virtual object needs to be attacked. That is, when the energy value corresponding to the energy slot reaches the energy threshold value, the first virtual object can be attacked.

[0088] The operation for the assigned object skill can be an operation generated by a user clicking and dragging a mouse, etc. Correspondingly, the terminal device can attack the second virtual object in response to the operation of the user for the assigned object skill when the user issues the operation for the assigned object skill.

[0089] As an example, when the first virtual object is attacked, the energy value corresponding to the energy slot can be increased, and the amount of the energy value increased can be preset.

[0090] Please refer to Figure 6 , Figure 6 is a game scene schematic diagram of a third example provided by an embodiment of the present disclosure.

[0091] As shown in Figure 6 , the preset virtual props 601 can include virtual prop Q1, virtual prop Q2, virtual prop Q3, and virtual prop Q4. It should be noted that Figure 6 the virtual prop Q1, the virtual prop Q2, the virtual prop Q3, and the virtual prop Q4 in the first graphical user interface 301 are not currently displayed, and therefore the virtual prop Q1, the virtual prop Q2, the virtual prop Q3, and the virtual prop Q4 are indicated by dashed boxes. Among them, the virtual prop Q1 is used to increase the attack power by 10%, the virtual prop Q2 is used to increase the defense power by 3 points, the virtual prop Q3 is used to reduce the energy of 1 point of magic card release, and the virtual prop Q4 is used to reduce the energy of 1 point of physical card release.

[0092] Among them, on the first graphical user interface 301, when the camp object 3011 attacks the first virtual object 3021, at least one of the virtual prop Q1, the virtual prop Q2, the virtual prop Q3, and the virtual prop Q4 can be displayed from the plurality of preset virtual props 601, and the generated virtual prop Q1, virtual prop Q2, virtual prop Q3, and virtual prop Q4 are displayed in the virtual prop storage area 402.

[0093] At least one of the virtual prop Q1, the virtual prop Q2, the virtual prop Q3, and the virtual prop Q4 can be dragged onto the object skill 30111, for example, the virtual prop Q1 is dragged onto the object skill 30111 to increase the attack power of the object skill 30111 by 10%.

[0094] The energy slot 602 is set on the first graphical user interface 301, and when the energy value 603 corresponding to the energy slot 602 reaches an energy threshold, the camp object 3011 can attack the first virtual object 3021.

[0095] The virtual prop processing method provided by the embodiment of the present disclosure can select which target object skill the virtual prop is assigned to according to the battle situation of the first graphical user interface, thereby improving the possibility of passing the level.

[0096] In a possible implementation, the virtual props include a first prop and at least one second prop, the first prop being a prop corresponding to the triggering operation; and the method further includes step a1.

[0097] In step a1, in response to the second drag operation on the first prop and acting on the target prop, the target prop is copied to obtain a third prop identical to the target prop; the target prop being any one of the at least one second prop.

[0098] The virtual props include a first prop and at least one second prop, the first prop being a prop corresponding to the first operation, and the target prop being any one of the at least one second prop.

[0099] The second drag operation can be an operation generated by the user by clicking and dragging a mouse. In this case, the user can perform the second drag operation on the first prop and act on the target prop, and then copy the current attribute information of the target prop according to the effect of the first prop to obtain a third prop with target attribute information.

[0100] For example, the virtual props can include a first prop A, a second prop B1, and a second prop B2. The target prop can be the second prop B1, and then the first prop A can be applied to the second prop B1 to generate a prop with the same attributes as the second prop B1.

[0101] The method for processing virtual props provided by the embodiments of the present disclosure can quickly generate a prop with the same ability by copying the attribute of the target prop, avoid repeated acquisition of the target prop, improve the performance of the game system, and improve the user's game experience.

[0102] In a possible implementation, the method further includes steps b1 to b3.

[0103] In step b1, in response to a third drag operation on the virtual prop, position information of a virtual obstacle is determined.

[0104] The virtual obstacle can be an obstacle on the first graphical user interface. The virtual obstacle can be a rock, a tree, a river, or the like, which is not limited herein.

[0105] The position information of the virtual obstacle can indicate the position of the virtual prop. The third drag operation can be an operation generated by the user by clicking and dragging a mouse or the like. In this case, the user issues the third drag operation on the virtual prop, and accordingly, the terminal device can determine the position information of the virtual obstacle in response to the third drag operation.

[0106] Step b2, determining the target obstacle according to the damage range information of the virtual prop and the position information of the virtual obstacle.

[0107] The target obstacle is a virtual obstacle in the damage range. The virtual prop can damage virtual obstacles in a certain range. The damage range information can be a pre-set damage range, a damage range selected by the user, etc., which is not limited here. For example, the virtual prop indicates that the virtual obstacles in the range of a circle with a radius of 20 cm are to be damaged, and the damage range information can be the range of a circle with a radius of 20 cm. For another example, the virtual prop indicates that the virtual obstacles in the range of a circle with a radius of 20 cm are to be damaged, and the user can select the obstacles in the range to be damaged within the range of a circle with a radius of 20 cm, that is, the user can select a square with a side length of 10 cm as the damage range within the range of a circle with a radius of 20 cm by clicking the mouse or other operations.

[0108] Step b3, damaging the target obstacle with the virtual prop.

[0109] When the target obstacle is determined, the target obstacle can be directly damaged by the virtual prop.

[0110] Please refer to Figure 7 , Figure 7 is a game scene schematic diagram according to the fourth example provided by the embodiments of the present disclosure.

[0111] In combination with Figure 7 , the virtual obstacle 701 is displayed on the first graphical user interface 301. The virtual prop 303 can be moved to the virtual obstacle 701 in response to the third dragging operation, and the target obstacle 702 can be determined according to the damage range information corresponding to the virtual prop 303, and then the target obstacle 702 can be damaged.

[0112] The processing method of the virtual prop provided by the embodiments of the present disclosure can directly control the virtual prop to damage the virtual obstacle by the third dragging operation of the user, without complex operation combination, thereby improving the convenience of user operation.

[0113] In one possible implementation, the above method further includes steps c1 to c2.

[0114] Step c1, obtaining the number of virtual props displayed in the virtual prop storage area.

[0115] The number of virtual props can be multiple or one. The number of virtual props displayed in the virtual prop storage area is limited. Specifically, the terminal device can directly identify the number of virtual props in the virtual prop storage area.

[0116] Step c2, when the number of virtual props reaches the number threshold, the number of virtual props displayed in the virtual prop storage area is controlled to be unchanged or reduced.

[0117] The number threshold can be a preset threshold. The number threshold can be 3, 4, or the like, which is not limited herein.

[0118] When the number of virtual props reaches the number threshold, the number of virtual props needs to be reduced before new virtual props can be displayed. Specifically, the number of virtual props displayed in the virtual prop storage area can be controlled to be unchanged or reduced. When the number of virtual props displayed in the virtual prop storage area is controlled to be unchanged, it means that the virtual props are not used. When the number of virtual props displayed in the virtual prop storage area is controlled to be reduced, it means that the virtual props are used.

[0119] The method for processing virtual props provided by the embodiments of the present disclosure sets the number of displayed virtual props in the virtual prop storage area, which can avoid the problem that the number of virtual props set in the virtual prop storage area is too large, affecting the user to view the content of the first graphical user interface, and can also avoid the problem that the number of virtual props set in the virtual prop storage area is too large, causing the game performance to decrease.

[0120] In one possible implementation, the above method further includes step d1.

[0121] Step d1, when the target object skill uses the virtual prop, the current color corresponding to the target object skill is controlled to be converted into a target color corresponding to the virtual prop.

[0122] The current color corresponding to the target object skill can represent the currently displayed color of the card corresponding to the target object skill, where the current color can be yellow, blue, or the like.

[0123] The virtual prop can also be used to convert the attribute of the target object skill, and each attribute of the target object skill corresponds to a different color, that is, each color can correspond to an attack type. For example, the attack type corresponding to yellow can be a physical attack type, and the attack type corresponding to blue can be a magic attack type. When the virtual prop is used, the physical attack type can be converted into the magic attack type, and the yellow color can be converted into the blue color.

[0124] The method for processing virtual props provided by the embodiments of the present disclosure converts the color, which is one of the most direct visual attributes perceived by the user. By converting the color, the corresponding attack type can be quickly judged by observing the color of the target skill, thereby improving the user experience.

[0125] In one possible implementation, the above method further includes steps e1 to e2.

[0126] Step e1, displaying an energy storage release control on the first graphical user interface.

[0127] The energy storage release control is used to trigger the display of the virtual prop, that is, when the energy storage release control is operated, the virtual prop can be displayed. The energy storage release control can be displayed on the first graphical user interface.

[0128] As an example, when the first virtual object is attacked and damage is caused to the first virtual object, the energy value of the energy storage release control can be increased.

[0129] Step e2, when the energy value corresponding to the energy storage release control reaches an energy threshold value and in response to a click operation on the energy storage release control, displaying the virtual prop in the second graphical user interface.

[0130] The energy threshold value can be a preset value. The energy threshold value can represent a critical point for displaying the virtual prop, and when the energy value corresponding to the energy storage release control reaches the energy threshold value, it means that the virtual prop can be displayed through the click operation.

[0131] The click operation can be an operation generated by the user by clicking a mouse, touching a screen, etc. The user issues a click operation on the energy storage release control, and accordingly, the terminal device can display the virtual prop in the second graphical user interface in response to the click operation.

[0132] In one possible implementation, in response to an operation on a target area, the second graphical user interface is closed; wherein the target area includes any one of the following: the first graphical user interface, the second graphical user interface, and the virtual prop.

[0133] The operation on the target area can be an operation generated by the user by clicking a mouse, touching a screen, etc. The user can issue an operation on the target area, and accordingly, the terminal device can close the second graphical user interface to avoid the second graphical user interface affecting the user's viewing of the content of the first graphical user interface.

[0134] Please refer to Figure 8 , Figure 8 is a game scene schematic diagram of the fifth example provided according to an embodiment of the present disclosure.

[0135] In combination with Figure 8As shown, the energy storage release control 801 can be arranged at the lower right corner of the first graphical user interface 301, when the energy value of the energy storage release control 801 reaches the energy threshold, the second graphical user interface 802 can be displayed in response to a click operation on the energy storage release control 801, and the virtual prop 303 is displayed on the second graphical user interface 802; wherein the energy value is increased when the camp object attacks the first virtual object 3021. The first graphical user interface 301 and the second graphical user interface 802 belong to different interfaces.

[0136] The processing method of the virtual prop provided by the embodiments of the present disclosure displays the first camp and the second camp and the energy storage release control on the first graphical user interface, and displays the virtual prop on the second graphical user interface, which can avoid information overload of the first graphical user interface, and enable the user to quickly locate the function on the graphical user interface on the first graphical user interface and / or the second graphical user interface.

[0137] In the embodiments, a processing device of a virtual prop is also provided, which is used to implement the above-mentioned embodiments and preferred embodiments, and will not be described again. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware, or a combination of software and hardware is also possible and contemplated.

[0138] The embodiments provide a processing device of a virtual prop, which comprises: Figure 9 As shown, the processing device comprises: a determination module 901 configured to determine a camp skill pool composed of at least object skills of camp objects in a first camp; an allocation module 902 configured to allocate at least part of the object skills in the camp skill pool to the first camp in response to the first camp satisfying a skill allocation condition, so that the first camp can control camp objects in the first camp to fight against a second camp by using the allocated object skills; a first control module 903 configured to control a virtual prop configured for the first camp in response to a first virtual object in the second camp being attacked; and a second control module 904 configured to control the virtual prop to use a target object skill allocated to the first camp in response to a trigger operation on the virtual prop, so that the target object skill obtains a specified skill gain when acting on a second virtual object in the second camp.

[0139] In one possible implementation, the first graphical user interface comprises a hand card area and a virtual prop storage area, and the virtual prop storage area is arranged above the hand card area; the hand card area is used to display the allocated object skills; and the virtual prop storage area is used to display the virtual prop.

[0140] In a possible implementation, the first control module 903 is configured to control use of the virtual prop on the target object skill assigned to the first camp in response to the first drag operation on the virtual prop and acting on the target object skill assigned to the first camp.

[0141] In a possible implementation, the virtual prop includes a first prop and at least one second prop, the first prop being a trigger operation corresponding prop; and the apparatus further includes a prop copying module configured to copy the target prop to obtain a third prop identical to the target prop in response to a second drag operation on the first prop and acting on the target prop; the target prop being any one of the at least one second prop.

[0142] In a possible implementation, the apparatus further includes a position determining module configured to determine position information of the virtual obstacle in response to a third drag operation on the virtual prop; an obstacle determining module configured to determine a target obstacle corresponding to the damage range information according to the damage range information of the virtual prop and the position information of the virtual obstacle; and a damage module configured to damage the target obstacle by using the virtual prop.

[0143] In a possible implementation, the apparatus further includes an acquisition module configured to acquire a quantity of virtual props displayed in the virtual prop storage area; and a third control module configured to control the quantity of virtual props displayed in the virtual prop storage area to be unchanged or reduced when the quantity of virtual props reaches a quantity threshold.

[0144] In a possible implementation, the apparatus further includes a fourth control module configured to control a current color corresponding to the target object skill to be converted into a target color corresponding to the virtual prop when the target object skill uses the virtual prop.

[0145] In a possible implementation, the first display module is configured to display an energy storage release control on the first graphical user interface; and the second display module is configured to display the virtual prop in the second graphical user interface when an energy value corresponding to the energy storage release control reaches an energy threshold and in response to a click operation on the energy storage release control.

[0146] In a possible implementation, the second control module 904 includes a first control unit configured to control the virtual prop configured for the first camp in response to the first virtual object in the second camp being killed; and / or a second control unit configured to control the virtual prop configured for the first camp in response to the first virtual object in the second camp being damaged.

[0147] The processing apparatus for virtual props provided in the embodiments of the present disclosure can execute the processing method for virtual props provided in any of the embodiments of the present disclosure, and has the corresponding function modules and beneficial effects of executing the method. The further function description of the above-mentioned various modules and units is the same as that of the corresponding embodiments, which will not be described here again.

[0148] Figure 10 A structural schematic diagram of an electronic device provided by an embodiment of the present disclosure.

[0149] Reference will be made in detail to Figure 10 which shows a structural schematic diagram of an electronic device suitable for implementing the embodiments of the present disclosure. The electronic device can include a processor (such as a central processor, a graphics processor, etc.) 1001, which can perform various appropriate actions and processes according to programs stored in a read-only memory (ROM) 1002 or programs loaded from a storage 1008 into a random access memory (RAM) 1003. In the RAM 1003, various programs and data required for the operation of the electronic device are also stored. The processor 1001, the ROM 1002, and the RAM 1003 are connected to each other through a bus 1004. An input / output (I / O) interface 1005 is also connected to the bus 1004.

[0150] Generally, the following devices can be connected to the I / O interface 1005: an input device 1006 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 1007 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage 1008 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1009. The communication device 1009 can allow the electronic device to communicate with other devices wirelessly or by wire to exchange data. Although Figure 9 The electronic device with various devices is shown, but it should be understood that it is not required to implement or have all the shown devices, and more or fewer devices can be alternatively implemented or had.

[0151] In particular, according to the embodiments of the present disclosure, the processes described above with reference to the flowcharts can be implemented as a computer software program. For example, the embodiments of the present disclosure include a computer program product including a computer program carried on a non-transitory computer readable medium, the computer program containing program codes for executing the method shown in the flowchart. In such embodiments, the computer program can be downloaded and installed from a network through the communication device 1009, or installed from the storage 1008, or installed from the ROM 1002. When the computer program is executed by the processor 1001, the above-mentioned functions defined in the processing method for virtual props of the embodiments of the present disclosure are executed.

[0152] Figure 9The electronic device shown is merely an example and should not impose any limitation on the functions and use range of the embodiments of the present disclosure.

[0153] The embodiments of the present disclosure also provide a computer readable storage medium, and the method according to the embodiments of the present disclosure can be implemented in hardware, firmware, or recorded in a storage medium, or be implemented by computer code originally stored in a remote storage medium or a non-transitory machine readable storage medium and downloaded to a local storage medium, so that the method described herein can be processed by such software on a storage medium using a general purpose computer, a special purpose processor, or programmable or special purpose hardware. Among them, the storage medium can be a magnetic disk, an optical disk, a read-only memory, a random access memory, a flash memory, a hard disk or a solid state disk, etc.; further, the storage medium can also include a combination of the above types of memories. It can be understood that the computer, processor, microprocessor controller or programmable hardware includes a storage component that can store or receive software or computer code, when the software or computer code is accessed and executed by the computer, processor or hardware, the processing method of the virtual prop shown in the above embodiments is implemented.

[0154] Part of the present disclosure can be applied as a computer program product, for example, computer program instructions, when executed by a computer, through the operation of the computer, the method and / or technical solutions according to the present disclosure can be called or provided. Those skilled in the art should understand that the form of computer program instructions in computer readable medium includes but is not limited to source file, executable file, installation package file, etc., and accordingly, the way of computer program instructions executed by computer includes but is not limited to: the computer directly executes the instructions, or the computer compiles the instructions and then executes the corresponding compiled program, or the computer reads and executes the instructions, or the computer reads and installs the instructions and then executes the corresponding installed program. Here, the computer readable medium can be any available computer readable storage medium or communication medium accessible to the computer.

[0155] Although the embodiments of the present disclosure are described in conjunction with the accompanying drawings, various modifications and changes can be made by those skilled in the art without departing from the spirit and scope of the present disclosure, and such modifications and changes fall within the scope defined by the appended claims.

Claims

1. A method for processing virtual props, characterized in that, A first graphical user interface is provided through a terminal device, the first graphical user interface displaying at least a portion of the game scene, the game scene including a first faction and a second faction, the first faction being controlled by the terminal device, the first faction including at least one faction object, the faction object including object skills, the method including: Determine a faction skill pool consisting of at least the object skills of faction objects in the first faction; In response to the first faction meeting the skill allocation conditions, at least a portion of the object skills in the faction skill pool are allocated to the first faction, so that the first faction can control faction objects in the first faction to fight against the second faction by using the allocated object skills; In response to an attack on the first virtual object in the second faction, control is used to configure virtual items for the first faction; In response to a triggering operation on the virtual item, control the use of the virtual item on a target skill assigned to the first faction, so that the target skill receives a specified skill buff when it acts on a second virtual object in the second faction.

2. The method for processing virtual props according to claim 1, characterized in that, The first graphical user interface includes a hand area and a virtual item storage area, with the virtual item storage area positioned above the hand area; the hand area is used to display the assigned object skill; and the virtual item storage area is used to display the virtual item.

3. The method for processing virtual props according to claim 1, characterized in that, In response to a triggering operation on the virtual item, controlling the use of the virtual item on a skill of a target object assigned to the first faction includes: In response to a first drag operation on the virtual item and applied to a target skill assigned to the first faction, control the use of the virtual item on the target skill assigned to the first faction.

4. The method for processing virtual items according to claim 1, characterized in that, The virtual item includes a first item and at least one second item, wherein the first item is the item corresponding to the triggering operation; the method further includes: In response to a second drag operation on the first item and applied to a target item, the target item is copied to obtain a third item identical to the target item; the target item is any one of at least one second item.

5. The method for processing virtual props according to claim 1, characterized in that, The method further includes: In response to a third drag operation on the virtual prop, the position information of the virtual obstacle is determined; Based on the destruction range information of the virtual prop and the location information of the virtual obstacle, determine the target obstacle corresponding to the destruction range information; Use the virtual props to destroy the target obstacle.

6. The method for processing virtual props according to claim 2, characterized in that, The method further includes: Get the quantity of the virtual items displayed in the virtual item storage area; When the number of virtual items reaches a certain threshold, the number of virtual items displayed in the virtual item storage area is controlled to remain unchanged or decrease.

7. The method for processing virtual props according to claim 1, characterized in that, The method further includes: When the target skill uses the virtual item, the current color corresponding to the target skill is changed to the target color corresponding to the virtual item.

8. The method for processing virtual items according to claim 1, characterized in that, The method further includes: Display energy storage release controls in the first graphical user interface; When the energy value corresponding to the energy storage release control reaches the energy threshold and in response to a click operation on the energy storage release control, the virtual item is displayed in the second graphical user interface.

9. The method for processing virtual props according to claim 1, characterized in that, In response to an attack on the first virtual object in the second faction, control is used to configure virtual items for the first faction, including: In response to the first virtual object in the second faction being killed, control is used to configure virtual items for the first faction; And / or, In response to the first virtual object in the second faction being damaged, control is used to configure virtual items for the first faction.

10. A processing device for virtual props, characterized in that, A first graphical user interface is provided through a terminal device, the first graphical user interface displaying at least a portion of the game scene, the game scene including a first faction and a second faction, the first faction being controlled by the terminal device, the first faction including at least one faction object, the faction object including object skills, the device comprising: The determination module is used to determine the faction skill pool, which consists of at least the object skills of faction objects in the first faction. The allocation module is configured to, in response to the first faction meeting the skill allocation conditions, allocate at least a portion of the object skills in the faction skill pool to the first faction, so that the first faction can control the faction objects in the first faction to fight against the second faction by using the allocated object skills; The first control module is used to control the configuration of virtual items for the first camp in response to an attack on the first virtual object in the second camp. The second control module is used to control the use of the virtual item on the target object skill assigned to the first faction in response to the trigger operation of the virtual item, so that the target object skill receives a specified skill bonus when it acts on the second virtual object in the second faction.

11. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory stores computer instructions, and the processor executes the computer instructions to perform the virtual item processing method according to any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to perform the processing method for virtual items according to any one of claims 1 to 9.

13. A computer program product, characterized in that, Includes computer instructions for causing a computer to perform the processing method for virtual items according to any one of claims 1 to 9.