A method, device, equipment and storage medium for processing virtual props in games
By automatically replacing props in the virtual backpack in the game, the operation fluency and efficiency problems caused by the limited storage space of the virtual backpack are solved, simplifying the player's operation process and improving the gaming experience.
Patent Information
- Application Number
- CN202111233904.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-22
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2041-10-22
AI Technical Summary
In the game, the storage space of the virtual backpack is limited. When the upper limit is reached, players need to organize virtual props, resulting in reduced operational fluency and human-computer interaction efficiency.
Simplify the player's operation process by detecting whether there are virtual props that meet the replacement conditions in the virtual backpack and automatically replace them with virtual props that need to be obtained.
It reduces the time for players to organize their virtual backpacks, improves smooth operation and human-computer interaction efficiency.
Smart Images

Figure CN113952714B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for processing virtual props in games. Background Art
[0002] In games, especially target-type games involving game characters that can move freely in the game scene, players have a certain probability of obtaining different types of virtual props from the game scene while controlling the movement of the game characters. Players control the game characters to pick up the virtual props and can store the picked-up virtual props in the virtual backpack configured for the game characters for the players to use the virtual props in subsequent game processes.
[0003] Currently, the storage space of the virtual backpack is limited. When the storage space of the virtual backpack reaches the upper limit, the player needs to sort out the virtual props stored in the virtual backpack first. After discarding some virtual props, the virtual backpack can store the currently picked up virtual props.
[0004] However, in the aforementioned virtual backpack sorting process, the player must first open the virtual backpack, select the virtual items stored in the virtual backpack, and then switch to the game scene to pick up the virtual items. This requires the player to perform multiple steps to handle different virtual items, which affects the smoothness of the player's operation and reduces the efficiency of human-computer interaction. Summary of the Invention
[0005] In view of this, the purpose of this application is to provide a method, device, equipment and storage medium for processing virtual props in games, so as to simplify the player's processing operations for different virtual props in the game, reduce the time spent by the player in organizing the virtual backpack, and effectively improve the smoothness of the player's operation and the efficiency of human-computer interaction.
[0006] In a first aspect, an embodiment of the present application provides a method for processing virtual props in a game, wherein the game includes a first game character, the first game character is equipped with a virtual backpack, and a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene. The processing method includes:
[0007] When it is detected that the first game character needs to obtain a first virtual item found in the game scene, determining whether a second virtual item exists in the virtual backpack; wherein the second virtual item satisfies a replacement condition corresponding to the first virtual item;
[0008] In response to the second virtual item existing in the virtual backpack, the second virtual item is replaced with the first virtual item.
[0009] In an optional embodiment, detecting that the first game character needs to obtain a first virtual item found in the game scene includes:
[0010] A picking operation for the first virtual item is detected; and / or, a distance between the first game character and the first virtual item is detected to be within a first preset distance range.
[0011] In an optional embodiment, in response to the second virtual item existing in the virtual backpack, the method includes:
[0012] In response to the item replacement priority of any virtual item stored in the virtual backpack being higher than the item replacement priority of the first virtual item, the virtual item is determined to be the second virtual item; wherein the item replacement priority is determined based on the assembly value of each virtual item in the current game; and the virtual item with a higher item replacement priority has a lower assembly value in the current game.
[0013] In an optional implementation, before replacing the second virtual item with the first virtual item, the processing method further includes:
[0014] When it is detected that the remaining storage space of the virtual backpack is less than or equal to a first preset threshold, and / or when a first touch operation on a prop replacement control is detected, a replacement instruction for the second virtual prop is generated; wherein, the replacement instruction is used to instruct the terminal device to replace the second virtual prop with the first virtual prop.
[0015] In an optional implementation, replacing the second virtual item with the first virtual item includes:
[0016] Determining, based on the number of the first virtual items picked up, a first storage space occupied by pre-storage of the first virtual items according to the number of items picked up in the virtual backpack;
[0017] In response to a second storage space occupied by the second virtual item in the virtual backpack being greater than or equal to the first storage space, replacing the second virtual item corresponding to the first storage space with the first virtual item in the pickup quantity in the virtual backpack;
[0018] In response to the second storage space being smaller than the first storage space, in the virtual backpack, the second virtual item corresponding to the second storage space is replaced with part of the first virtual item corresponding to the second storage space.
[0019] In an optional implementation, determining whether the second virtual item exists in the virtual backpack includes:
[0020] Determining, from the virtual backpack, a third virtual item that is of the same item type as the first virtual item;
[0021] For each of the third virtual items, in response to the item level of the first virtual item being higher than that of the third virtual item, the third virtual item is determined to be the second virtual item.
[0022] In an optional implementation, determining whether the second virtual item exists in the virtual backpack further includes:
[0023] Determining, from the virtual backpack, a fourth virtual item that is of the same item type and the same item level as the first virtual item;
[0024] For each of the fourth virtual props, in response to the first virtual prop having a higher assembly priority than the fourth virtual prop, the fourth virtual prop is determined to be the second virtual prop; wherein the assembly priority is determined based on historical assembly information of different virtual props by the first game character in the game.
[0025] In an optional implementation, determining whether the second virtual item exists in the virtual backpack further includes:
[0026] Determining, from the virtual props configured for the first game character, the number of virtual props associated with the first virtual prop as a first prop quantity;
[0027] Determining, from the virtual backpack, a fifth virtual item that is of the same item type as the first virtual item;
[0028] For each of the fifth virtual props, determining the number of virtual props associated with the fifth virtual prop from the virtual props configured for the first game character as the second prop number;
[0029] In response to the first item quantity being greater than the second item quantity, the fifth virtual item is determined to be the second virtual item.
[0030] In an optional implementation, determining whether the second virtual item exists in the virtual backpack further includes:
[0031] Obtaining a first assembly requirement of the first virtual prop by the first game character in the game scene;
[0032] For each virtual item stored in the virtual backpack, obtaining a second assembly requirement of the virtual item by the first game character in the game scene;
[0033] In response to the first assembly requirement being higher than the second assembly requirement, the virtual item is determined to be the second virtual item.
[0034] In an optional implementation, the replacing the second virtual item with the first virtual item further includes:
[0035] In response to the remaining storage space of the virtual backpack being less than or equal to a second preset threshold, determining the consumption quantity of the second virtual item under the same item usage effect according to the acquired item usage effect of the first virtual item in the game scene; wherein the item usage effect is positively correlated with the item level;
[0036] In response to the storage quantity of the second virtual item in the virtual backpack being less than or equal to the consumption quantity, deleting all the second virtual items from the virtual backpack;
[0037] In response to the storage quantity of the second virtual item in the virtual backpack being greater than the consumption quantity, the second virtual item in the consumption quantity is replaced with the obtained first virtual item from the virtual backpack.
[0038] In an optional embodiment, the processing method further includes:
[0039] In response to a second touch operation on a target control, at a target game time node corresponding to the target control and / or an end time node of the second touch operation, a target virtual item corresponding to the second touch operation is deleted from the virtual backpack.
[0040] In an optional embodiment, in response to the second touch operation on the target control, at the target game time node corresponding to the target control and / or the end time node of the second touch operation, deleting the target virtual item corresponding to the second touch operation from the virtual backpack includes:
[0041] When the target control is the first control, in response to the second touch operation on the first control, a virtual item corresponding to a target storage time node is determined from the virtual backpack as the target virtual item; wherein the target storage time node includes at least one of the following: a first storage time node with the longest storage time, or a second storage time node with the shortest storage time;
[0042] In response to the end of the second touch operation, the target virtual item is deleted from the virtual backpack at the first game time node corresponding to the first control and / or the end time node of the second touch operation; wherein, the first game time node includes at least one of the following: the current time node in the game, or the time node when the remaining storage space of the virtual backpack is less than or equal to a third preset threshold.
[0043] In an optional embodiment, in response to the second touch operation on the target control, at the target game time node corresponding to the target control and / or the end time node of the second touch operation, deleting the target virtual item corresponding to the second touch operation from the virtual backpack further includes:
[0044] In a case where the target control is a second control, in response to a second touch operation on the second control, a prop display bar is displayed on the graphical user interface; wherein the prop display bar displays all or part of the virtual props stored in the virtual backpack;
[0045] In response to the end of the second touch operation, acquiring the coordinates of an end point of the second touch operation on the graphical user interface;
[0046] In response to the end point coordinates being within the position range of the prop display column, the virtual props corresponding to the end point coordinates are deleted from the virtual backpack.
[0047] In an optional embodiment, in response to the second touch operation on the target control, at the target game time node corresponding to the target control and / or the end time node of the second touch operation, deleting the target virtual item corresponding to the second touch operation from the virtual backpack further includes:
[0048] When the target control is a third control, in response to a second touch operation on the third control, according to the item discarding priority specified by the second touch operation, determining a virtual item with the highest item discarding priority from the virtual backpack as the target virtual item;
[0049] In response to the end of the second touch operation, the target virtual item is deleted from the virtual backpack at the second game time node corresponding to the third control and / or the end time node of the second touch operation; wherein the second game time node includes at least one of the following: the time node when the first game character obtains the virtual item in the game, or the time node when the remaining storage space of the virtual backpack is less than or equal to a fourth preset threshold.
[0050] In an optional embodiment, the processing method further includes:
[0051] In response to the second virtual item not existing in the virtual backpack, determining, based on the number of picked-up items of the first virtual item, a first storage space occupied by pre-storage of the first virtual item in the virtual backpack for the number of picked-up items;
[0052] In response to the remaining storage space of the virtual backpack being greater than or equal to the first storage space, storing the first virtual item in the picked-up quantity into the virtual backpack;
[0053] In response to the remaining storage space of the virtual backpack being less than the first storage space, the acquisition of the first virtual item within the pickup quantity is canceled.
[0054] In an optional embodiment, the item replacement priority of each virtual item in the game is determined by the following method:
[0055] In the current game, in response to a third touch operation on the priority setting control, determining the item replacement priority of each virtual item in the game according to the priority configuration strategy specified by the third touch operation;
[0056] or,
[0057] Determining a prop replacement priority for each virtual prop in the game based on default configuration information of each virtual prop in the game;
[0058] or,
[0059] Determine a prop replacement priority for each virtual prop in the game based on the first game character's assembly requirements for each virtual prop in the current game.
[0060] In a second aspect, an embodiment of the present application provides a device for processing virtual props in a game, wherein the game includes a first game character, the first game character is equipped with a virtual backpack, and a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene. The processing device includes:
[0061] a first response module configured to, upon detecting that the first game character needs to obtain a first virtual item found in the game scene, determine whether a second virtual item exists in the virtual backpack; wherein the second virtual item satisfies a replacement condition corresponding to the first virtual item;
[0062] The second response module is configured to replace the second virtual item with the first virtual item in response to the second virtual item existing in the virtual backpack.
[0063] In a third aspect, an embodiment of the present application provides an electronic device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor implements the steps of the method for processing virtual props in the above-mentioned game when executing the computer program.
[0064] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the computer program executes the steps of the method for processing virtual props in the above-mentioned game.
[0065] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:
[0066] The embodiments of the present application provide a method, apparatus, device, and storage medium for processing virtual props in a game. When a first game character is detected to need to obtain a first virtual prop found in a game scene, the method determines whether a second virtual prop exists in a virtual backpack; wherein the second virtual prop satisfies the replacement condition corresponding to the first virtual prop; and in response to the presence of the second virtual prop in the virtual backpack, the second virtual prop is replaced with the first virtual prop. Through the above-mentioned processing method, the present application can simplify the player's processing operations for different virtual props in the game, reduce the time spent by the player organizing the virtual backpack, and thus effectively improve the fluency of the player's operation and the efficiency of human-computer interaction.
[0067] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0068] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0069] Figure 1 A flowchart of a method for processing virtual props in a game provided by an embodiment of the present application is shown;
[0070] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present application is shown;
[0071] Figure 3 An interactive diagram illustrating a graphical user interface that replaces virtual props according to the actual equipment requirements of a first game character during a game, provided by an embodiment of the present application;
[0072] Figure 4 A schematic flow chart of a method for determining a second virtual item under a first replacement condition provided by an embodiment of the present application is shown;
[0073] Figure 5 A schematic flow chart of a method for determining a second virtual item under a second replacement condition provided by an embodiment of the present application is shown;
[0074] Figure 6 A schematic flow chart of a method for determining a second virtual item under a third replacement condition provided by an embodiment of the present application is shown;
[0075] Figure 7 A schematic flow chart of a method for determining a second virtual item under a fourth replacement condition provided by an embodiment of the present application is shown;
[0076] Figure 8 A schematic flow chart showing a general processing method for a second virtual prop provided in an embodiment of the present application is shown;
[0077] Figure 9 A flow chart showing an optional processing method for a second virtual item under a first replacement condition provided by an embodiment of the present application is shown;
[0078] Figure 10 A schematic flow chart of a method for processing a first virtual prop provided in an embodiment of the present application is shown;
[0079] Figure 11 An interactive schematic diagram of quickly deleting a target virtual item through a target control provided by an embodiment of the present application is shown;
[0080] Figure 12 Another interactive diagram for quickly deleting a target virtual item through a target control provided by an embodiment of the present application is shown;
[0081] Figure 13 A schematic diagram showing a flow chart of a first method for quickly deleting a target virtual item provided by an embodiment of the present application is shown;
[0082] Figure 14 A schematic flow chart showing a second method for quickly deleting a target virtual item provided by an embodiment of the present application is shown;
[0083] Figure 15 An interactive schematic diagram of quickly deleting a target virtual item through a second control provided by an embodiment of the present application is shown;
[0084] Figure 16 A schematic flow chart showing a third method for quickly deleting a target virtual item provided by an embodiment of the present application is shown;
[0085] Figure 17 A schematic diagram showing the structure of a device for processing virtual props in a game provided by an embodiment of the present application is shown;
[0086] Figure 18 A schematic diagram of the structure of a computer device 1800 provided in an embodiment of the present application. DETAILED DESCRIPTION
[0087] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0088] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0089] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0090] Considering the limited storage space of a virtual backpack in existing games, when the virtual backpack reaches its upper limit, the player must first sort the virtual items in the virtual backpack and discard some virtual items before the virtual backpack can store the currently picked up virtual items. During this sorting process, the player must at least perform a series of operations similar to: opening the virtual backpack - filtering virtual items - switching the display interface - picking up the target virtual item. This affects the smoothness of the player's operation and reduces the efficiency of human-computer interaction.
[0091] Based on this, the embodiments of the present application provide a method, apparatus, device and storage medium for processing virtual props in a game. On the one hand, by responding to a touch operation on a target control, the target virtual prop corresponding to the touch operation is deleted from the virtual backpack; so that the player can quickly and easily process the target virtual prop in the game. On the other hand, by responding to a pick-up operation on a first virtual prop, it is determined whether there is a second virtual prop in the virtual backpack; wherein the second virtual prop meets the replacement condition corresponding to the first virtual prop; the first virtual prop is located in the game scene; then, in response to the presence of the second virtual prop in the virtual backpack, the second virtual prop is replaced with the first virtual prop; so that the time spent by the player to organize the virtual backpack is reduced in the game. Through the above two aspects, the present application can simplify the player's processing operations for different virtual props in the game, reduce the time spent by the player to organize the virtual backpack, thereby effectively improving the smoothness of the player's operation and the efficiency of human-computer interaction.
[0092] In one embodiment of the present application, a method for processing virtual props in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing virtual props in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).
[0093] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the processing method of the virtual props in the game are completed on the cloud gaming server. The client device is responsible for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device that performs information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0094] In another optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display and a processor, the display being used to present the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display.
[0095] To facilitate understanding of the embodiments of the present application, a method for processing virtual props in a game provided by an embodiment of the present application is described in detail below.
[0096] like Figure 1 As shown, Figure 1 A flow chart of a method for processing virtual props in a game provided by an embodiment of the present application is shown, wherein the game includes a first game character, the first game character is equipped with a virtual backpack, a graphical user interface is provided by a terminal device, and the graphical user interface displays at least a portion of a game scene. The processing method includes steps S101-S102; specifically:
[0097] S101, when it is detected that the first game character needs to obtain a first virtual prop found in the game scene, determine whether a second virtual prop exists in the virtual backpack; wherein the second virtual prop meets the replacement condition corresponding to the first virtual prop.
[0098] S102: In response to the second virtual item existing in the virtual backpack, replace the second virtual item with the first virtual item.
[0099] The method for processing virtual props in the aforementioned game provided by an embodiment of the present application, when detecting that a first game character needs to obtain a first virtual prop found in the game scene, determines whether a second virtual prop exists in the virtual backpack; wherein the second virtual prop satisfies the corresponding replacement condition of the first virtual prop; and in response to the presence of the second virtual prop in the virtual backpack, replaces the second virtual prop with the first virtual prop. Through the above-mentioned processing method, the present application can simplify the player's operation of handling different virtual props in the game, reduce the time spent by the player organizing the virtual backpack, and thus effectively improve the fluency of the player's operation and the efficiency of human-computer interaction.
[0100] The following uses a terminal device as an example to illustrate each step of the method for processing virtual props in the above game provided by the embodiment of the present application:
[0101] S101, when it is detected that the first game character needs to obtain a first virtual prop found in the game scene, determine whether a second virtual prop exists in the virtual backpack; wherein the second virtual prop meets the replacement condition corresponding to the first virtual prop.
[0102] It should be noted that the game involved in the embodiments of the present application can be a multiplayer online battle arena (MOBA) or a single-player game (SPG). The specific application type of the game can include, but is not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. The embodiments of the present application do not impose any restrictions on the specific application type of the game.
[0103] Here, in the game, the player can control the first game character to move in the game scene, and during the movement, control the first game character to search for virtual buildings that appear in the game scene. For the virtual props found, the player can choose whether to store them in the virtual backpack. The specific prop types of virtual props may include, but are not limited to, at least one of the following: attack props, such as: guns, bows and arrows and other weapon props; life supply props, such as: medical kits, bandages and other medical props; assembly props, such as: different gun props corresponding to the specific type of bullets and other ammunition props; the embodiment of the application does not impose any restrictions on the specific prop types of virtual props included in the game.
[0104] In an embodiment of the present application, for a first virtual prop that is in a pick-up state in the current game scene, when the terminal device detects the first virtual prop, it can determine multiple replacement conditions corresponding to the first virtual prop based on the prop attribute information of the first virtual prop, such as the prop type and prop level, and / or the player's operating habit information and / or the first game character's assembly requirement information for different virtual props in the current game scene, without the player having to open the virtual backpack; then, according to the determined multiple replacement conditions, the virtual props stored in the virtual backpack are judged to determine a virtual prop that meets at least one replacement condition from the virtual backpack as the second virtual prop.
[0105] In an optional implementation, whether the second virtual item exists in the virtual backpack may be determined using the following method. Specifically:
[0106] In response to the item replacement priority of any virtual item stored in the virtual backpack being higher than the item replacement priority of the first virtual item, the virtual item is determined to be the second virtual item.
[0107] Here, the prop replacement priority is determined based on the assembly value of each virtual prop in the current game, and the virtual prop with a higher prop replacement priority has a lower assembly value in the current game; that is, the second virtual prop is equivalent to the replaceable prop corresponding to the first virtual prop, wherein the replaceable prop means that: for the game state of the first game character in the current game scene, the assembly value of the first virtual prop in the current game is higher than the assembly value of the second virtual prop in the current game.
[0108] In a specific implementation, the above replacement condition includes at least one of the following:
[0109] (1) First replacement condition: the first virtual item and the second virtual item have the same item type, and the item level of the first virtual item is higher than that of the second virtual item.
[0110] Here, the same prop type means that the first virtual prop and the second virtual prop have the same prop function in the game, and the level of the prop corresponds to the level of the prop function.
[0111] For example, if the first virtual item x and the second virtual item y are both used to increase the life attribute value of the first game character, it can be determined that the item types corresponding to the first virtual item x and the second virtual item y are the same; wherein, if the first virtual item x can increase the life attribute value of the first game character by 100 points, and the second virtual item y can increase the life attribute value of the first game character by 50 points, it can be determined that the item level of the first virtual item x is higher than that of the second virtual item y.
[0112] (2) Second replacement condition: the first virtual item and the second virtual item have the same item type, and the assembly priority of the first virtual item is higher than that of the second virtual item.
[0113] Here, the order of assembly priority is determined based on the historical assembly information of different virtual items by the first game character in the game. For example, if the frequency of the first game character assembling the first virtual item x is greater than the frequency of the first game character assembling the second virtual item y, the first virtual item x can be determined to have a higher assembly priority than the second virtual item y.
[0114] (3) Third replacement condition: the first virtual item and the second virtual item have the same item type, and among the virtual items currently configured for the first game character, the number of virtual items associated with the first virtual item is greater than the number of virtual items associated with the second virtual item.
[0115] Here, the virtual props currently configured by the first game character include at least: the virtual props stored in the virtual backpack and the virtual props held by the first game character in the current game scene (i.e., the virtual props only displayed on the graphical user interface); the virtual props associated with the first virtual prop or the second virtual prop refer to: the virtual props that have a configuration relationship with the first virtual prop or the second virtual prop; for example, if the first virtual prop is bullet x, then weapon n and weapon m that can be configured with bullet x are both virtual props associated with the first virtual prop.
[0116] (4) Fourth replacement condition: The storage priority of the first virtual item is higher than that of the second virtual item.
[0117] Here, the storage priority is determined based on the assembly requirements of the first game character in the current game scene; specifically, under the fourth replacement condition:
[0118] In an optional embodiment, the first virtual prop and the second virtual prop may belong to the same prop type. For example, the first virtual prop is bullet x and the second virtual prop is bullet y. If the weapon held by the first game character in the current game scene is equipped with bullet x, then the storage priority of bullet x is determined to be higher than that of bullet y.
[0119] In another optional embodiment, the first virtual prop and the second virtual prop may also belong to different prop types. For example, the first virtual prop is a medical kit x and the second virtual prop is a weapon y. If the life attribute value of the first game character in the current game scene is lower than a preset life threshold, it can be determined that the storage priority of the medical kit x is higher than that of the weapon y.
[0120] S102: In response to the second virtual item existing in the virtual backpack, replace the second virtual item with the first virtual item.
[0121] In a specific embodiment, as can be seen from the above step S101, the second virtual item is equivalent to a replaceable item for the first virtual item. That is, for the first game character's current game state in the game scene, the first virtual item has a higher assembly value in the current game than the second virtual item. Therefore, when the second virtual item is determined to be in the virtual backpack, the second virtual item in the virtual backpack can be replaced with the first virtual item. This simplifies the player's handling of different virtual items and reduces the time spent organizing the virtual backpack, thereby effectively improving the smoothness of player operations and the efficiency of human-computer interaction.
[0122] It should be noted here that, unlike the execution time node of the above-mentioned step S101, the execution time node of step S102 is related to the storage space status of the virtual backpack. When the remaining storage space of the virtual backpack is sufficient (that is, the first virtual item can be directly stored without deleting the second virtual item), step S102 can be selectively executed or not executed according to the actual needs of the player; and when the remaining storage space of the virtual backpack is insufficient (that is, the first virtual item cannot be directly stored without deleting the second virtual item), as an optional embodiment, if the terminal device does not receive the target control information specified by the player not to execute step S102, the terminal device can default to executing step S102 immediately in this case.
[0123] In the embodiment of the present application, the following two optional determination methods are provided for the execution time node of the above step S102, specifically:
[0124] In an optional embodiment, the terminal device may generate a replacement instruction for the second virtual item when detecting that the remaining storage space of the virtual backpack is less than or equal to a first preset threshold, so as to perform a replacement operation of the second virtual item with the first virtual item according to the generated replacement instruction.
[0125] Here, the situation where the remaining storage space of the virtual backpack is less than or equal to the first preset threshold is used to characterize the situation where the remaining storage space of the virtual backpack is insufficient. At this time, the specific value of the first preset threshold can be adjusted according to the player's operating habits. The specific value of the first preset threshold is not limited in any way in the embodiment of this application.
[0126] In another optional embodiment, the terminal device may also generate a replacement instruction for the second virtual prop when detecting the first touch operation on the prop replacement control, so as to perform the replacement operation of the second virtual prop with the first virtual prop according to the generated replacement instruction.
[0127] It should be noted that the first touch operation may include but is not limited to at least one of the following: a click operation, a sliding operation, and a gesture control operation suspended on the graphical user interface by the invited player; the embodiment of the present application does not impose any limitation on the specific operation type of the first touch operation.
[0128] Here, the above-mentioned replacement instruction is only used to instruct the terminal device to replace the second virtual item with the first virtual item. The embodiment of the present application does not impose any limitation on the specific instruction format and specific instruction content of the replacement instruction.
[0129] It should be noted that the specific control type of the prop replacement control may include but is not limited to at least one of the following: an operation button on a terminal device, a virtual button on a graphical user interface, and a virtual indicator icon on a graphical user interface; the specific display position of the prop replacement control can be any position on the graphical user interface; the embodiment of this application does not impose any restrictions on the specific control type and specific display position of the prop replacement control.
[0130] The following describes in detail the specific implementation process of each of the above steps in the embodiment of this application:
[0131] Regarding the specific implementation process of the above step S101, regarding how to determine whether the first virtual prop is detected in step S101, the embodiment of the present application provides the following two optional implementation methods, specifically:
[0132] In an optional embodiment, the terminal device may determine that it is detected that the first game character needs to obtain the first virtual prop found in the game scene when detecting the player's picking up operation on the first virtual prop.
[0133] Here, the picking operation may include but is not limited to at least one of the following: a click operation, a sliding operation, or a gesture control operation suspended on the graphical user interface by the invited player; the embodiment of the present application does not impose any limitation on the specific operation type of the picking operation.
[0134] Exemplary description, Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present application is shown in FIG. Figure 2 As shown, on the graphical user interface 200, when the player's picking operation for the virtual prop a is detected, it is determined that the first game character 210 controlled by the player needs to obtain the virtual prop a found in the game scene, that is, it can be determined that the virtual prop a is the above-mentioned first virtual prop.
[0135] In another optional embodiment, the terminal device can also automatically pick up the first virtual prop in the game scene when it detects that the distance between the first game character and the first virtual prop is within a first preset distance range, and determine that the first game character needs to obtain the first virtual prop found in the game scene.
[0136] For example, the first preset distance range 201 is [0, 10] meters. Figure 2 As shown, on the graphical user interface 200, if it is detected that the distance between the first game character 210 and the virtual prop b is 6 meters, at this time, since the distance between the first game character 210 and the virtual prop b is within the first preset distance range 201, the terminal device can automatically pick up the virtual prop b in the game scene, that is, it can be determined that the virtual prop b is the above-mentioned first virtual prop.
[0137] It should be noted that the specific implementation method of detecting the above-mentioned first virtual prop can be any one of the two optional implementation methods mentioned above, and the embodiment of the present application does not impose any limitation on this; the specific value of the first preset distance range can be adjusted according to the player's operating habits, and the embodiment of the present application also does not impose any limitation on the specific value of the first preset distance range.
[0138] Regarding the specific implementation process of step S101 above, regarding how to determine the prop replacement priority of each virtual prop in the game, the embodiment of the present application provides the following three optional implementation methods, specifically:
[0139] Optional implementation method 1: In the current game, in response to a third touch operation on the priority setting control, the item replacement priority of each virtual item in the game is determined according to the priority configuration strategy specified by the third touch operation.
[0140] Here, the third touch operation may include but is not limited to at least one of the following: a click operation, a sliding operation, and a gesture control operation of the invited player on the graphical user interface; the embodiment of the present application does not impose any limitation on the specific operation type of the third touch operation.
[0141] Here, the specific control type of the priority setting control may include but is not limited to at least one of the following: an operation button on a terminal device, a virtual button on a graphical user interface, and a virtual indicator icon on a graphical user interface; the specific display position of the priority setting control can be any position on the graphical user interface; the embodiment of the present application does not impose any restrictions on the specific control type and specific display position of the priority setting control.
[0142] Specifically, as an optional embodiment, the terminal device can respond to the player's third touch operation on the priority setting control at the beginning of the current game or when it is about to start (i.e., in the game preparation stage of the current game), so that the player can pre-set the prop replacement priority of each virtual prop in the game according to the player's operating habits.
[0143] As an example, take the virtual props in the game as follows: virtual props a, b, c, d, e, f, g. In the game preparation stage of this game, in response to the player's third touch operation on the priority setting control, according to the priority configuration strategy specified by the third touch operation, the prop replacement priority of each virtual prop in the game is determined as follows: virtual prop a>virtual prop c>virtual prop b>virtual prop e>virtual prop f>virtual prop d>virtual prop g; that is, the assembly value of the virtual props in this game is: virtual prop a<virtual prop c<virtual prop b<virtual prop e<virtual prop f<virtual prop d<virtual prop g; at this time, if it is currently detected that the first virtual prop that the first game character needs to obtain is virtual prop c, it can be determined that the second virtual prop is virtual prop a.
[0144] As another optional embodiment, the terminal device can also respond to the player's third touch operation on the priority setting control at any time after the start of the current game, so that the player can modify the prop replacement priority of the pre-set virtual props.
[0145] For example, taking the virtual props a, b, c, d, e, f, and g in the above example, in this game, the player's third touch operation on the priority setting control can be responded to at any time. If the priority configuration strategy specified by the third touch operation at this time is: replace the prop replacement priority of virtual prop c with that of virtual prop b, then when it is detected that the first virtual prop that the first game character needs to obtain is virtual prop b, it can be determined that the second virtual prop is virtual prop a.
[0146] Optional implementation method 2: determining the item replacement priority of each virtual item in the game based on the default configuration information of each virtual item in the game.
[0147] Here, similar to the above-mentioned optional implementation mode 1, the default configuration information can be the automatic configuration of each virtual prop in the game by the game system server / player before the start of the current game; or it can be the target default configuration information obtained by the player after updating the initial default configuration information at any time after the start of the current game; this embodiment of the application does not impose any limitations on this.
[0148] Optional implementation manner 3: determining a prop replacement priority of each virtual prop in the game according to the assembly requirements of the first game character for each virtual prop in the current game.
[0149] Here, similar to the above-mentioned optional implementation mode 1, the assembly requirements can be the automatic configuration of each virtual prop in the game by the player before the start of the current game; or it can be the target assembly requirements obtained by the player after updating the initial assembly requirements at any time after the start of the current game; this embodiment of the application does not impose any limitations on this.
[0150] In the embodiment of the present application, based on the above optional implementations 1-3, during the game process, the following steps may be used to determine whether there is a second virtual item that can be replaced in the virtual backpack. Specifically:
[0151] Step 1: In response to the acquisition of virtual item a, a priority setting control is displayed on the graphical user interface.
[0152] Here, the specific method for acquiring virtual item a is the same as the two optional embodiments for determining detection of the first virtual item described above. That is, the response to acquiring virtual item a may include: detecting a pickup operation for virtual item a; and / or detecting that the distance between the first game character and virtual item a is within a first preset distance range. Any repetitions are omitted here.
[0153] Step 2: In response to a third touch operation on the priority setting control, determine the item replacement priority of the virtual item a as the first replacement priority according to the priority configuration strategy specified by the third touch operation.
[0154] Here, the first replacement priority is determined based on the first game character's assembly requirements for the virtual item a in the current game.
[0155] Specifically, the specific implementation of step 2 is the same as that of the above-mentioned optional implementation 1, and the repeated parts are not repeated here.
[0156] Step 3: When it is detected that the first game character needs to obtain a virtual item b having a second replacement priority, it is determined that the virtual item a meets the replacement condition corresponding to the virtual item b; wherein the first replacement priority is higher than the second replacement priority.
[0157] Here, the second replacement priority is determined based on the first game character's assembly requirement for the virtual item b in the current game; that is, the first game character's assembly requirement for the virtual item b in the current game is higher than the assembly requirement for the virtual item a.
[0158] Specifically, the method for determining the prop replacement priority of the virtual prop b can refer to the above-mentioned optional implementations 1 / 2 / 3, and the repeated parts are not repeated here.
[0159] Specifically, the specific implementation of step 3 is the same as that of step S101, and the repeated parts are not repeated here.
[0160] Step 4: In response to virtual item a satisfying a replacement condition corresponding to virtual item b, virtual item a is replaced with virtual item b from the virtual backpack.
[0161] Here, the specific implementation of step 4 is the same as that of step S102, that is, the method for generating the replacement instruction for instructing the terminal device to replace the virtual prop a with the virtual prop b is the same as the method for generating the replacement instruction for instructing the terminal device to replace the second virtual prop with the first virtual prop in step S102, and the repeated parts are not repeated here.
[0162] Specifically, combined with the contents of steps 1-4 above, Figure 3 The following is a schematic diagram showing an interactive process in which a graphical user interface replaces virtual props according to the actual equipment requirements of a first game character during a game, provided by an embodiment of the present application; Figure 3 As shown, in response to the acquisition of the virtual item a, that is, the virtual item a is stored in the virtual backpack 300 of the first game character 210; at this time, the priority setting control 301 is displayed on the graphical user interface 200, and in response to the player's third touch operation on the priority setting control 301, the item replacement priority of the virtual item a is determined to be the first replacement priority n1; as the first game character 210 moves, when it is detected that the distance between the first game character 210 and the virtual item b is within the first preset distance range 201, that is, when the virtual item b is automatically picked up, if it is determined that the item replacement priority of the virtual item b is lower than the first replacement priority, the virtual backpack 300 is determined to be the first replacement priority n1. The virtual item a stored in the bag meets the replacement conditions of the virtual item b. As the game progresses, when the remaining storage space of the virtual backpack 300 is insufficient (that is, when it is detected that the remaining storage space of the virtual backpack 300 is less than or equal to the first preset threshold) and / or when the player's first touch operation on the item replacement control is detected, a replacement instruction for the virtual item a is generated to instruct the terminal device to automatically execute the replacement operation of replacing the virtual item a in the virtual backpack 300 with the virtual item b, reducing the player's processing operations on the virtual item a and the virtual item b, saving the player's time in organizing the virtual backpack 300, and helping to improve the player's operation fluency and human-computer interaction efficiency.
[0163] Regarding the specific implementation process of step S101 above, for the four optional replacement conditions given in step S101, the embodiment of the present application also provides a method for determining the second virtual item corresponding to each replacement condition, specifically:
[0164] like Figure 4 As shown, Figure 4 A flow chart of a method for determining a second virtual item under a first replacement condition provided by an embodiment of the present application is shown, wherein the method includes steps S401-S402; specifically:
[0165] S401: Determine, from the virtual backpack, a third virtual item that is of the same item type as the first virtual item.
[0166] Here, the explanation of the prop type can refer to the description of the first replacement condition in step S101, and the repeated parts will not be repeated here.
[0167] For example, taking the first virtual item x as a life supply item, virtual items y, u, and t, which are life supply items, are determined from the virtual backpack as the third virtual item.
[0168] S402 : For each of the third virtual items, in response to the item level of the first virtual item being higher than that of the third virtual item, determining the third virtual item as the second virtual item.
[0169] Here, the explanation of the prop level can refer to the description of the first replacement condition in step S101, and the repeated parts will not be repeated here.
[0170] For example, still taking the above example, if the first virtual prop x can increase the health of the first game character by 50 points, the virtual prop y can increase the health of the first game character by 100 points, the virtual prop u can increase the health of the first game character by 150 points, and the virtual prop t can increase the health of the first game character by 20 points; then virtual prop t can be determined as the second virtual prop from the third virtual prop.
[0171] like Figure 5 As shown, Figure 5 A flow chart of a method for determining a second virtual item under a second replacement condition provided by an embodiment of the present application is shown, wherein the method includes steps S501-S502; specifically:
[0172] S501: Determine, from the virtual backpack, a fourth virtual item that is of the same item type and the same item level as the first virtual item.
[0173] Here, the explanation of the item type and item level can refer to the description of the first replacement condition in step S101, and the repeated parts will not be repeated here.
[0174] For example, if the first virtual item is bullet x, then bullet y, bullet u, and bullet t are determined to be the fourth virtual item from the virtual backpack.
[0175] S502 : For each fourth virtual prop, in response to the first virtual prop having a higher assembly priority than the fourth virtual prop, determining the fourth virtual prop as the second virtual prop.
[0176] Here, the assembly priority is determined based on the historical assembly information of different virtual props of the first game character in the game. The specific method for determining the assembly priority can refer to the description of the second replacement condition in step S101, and the repeated parts are not repeated here.
[0177] For example, still taking the above example, according to the historical assembly information of different virtual props of the first game character in the game, if the historical assembly frequency of the first game character in the game is 40 times for bullet x, 20 times for bullet y, 50 times for bullet u, and 70 times for bullet t, then from the fourth virtual prop, bullet y is determined to be the second virtual prop.
[0178] like Figure 6 As shown, Figure 6 A flow chart of a method for determining a second virtual item under a third replacement condition provided by an embodiment of the present application is shown, wherein the method includes steps S601-S604; specifically:
[0179] S601: Determine the number of virtual props associated with the first virtual prop from the virtual props configured for the first game character as a first prop number.
[0180] Here, the explanation of the virtual props associated with the first virtual prop and the explanation of the virtual props configured for the first game character can refer to the description of the third replacement condition in step S101, and the repeated parts are not repeated here.
[0181] For example, if the first virtual item is bullet x, and the virtual items associated with bullet x are weapon A and weapon M, and the first game character holds weapon A in the game scene and stores weapon A and weapon M in the virtual backpack, then the number of virtual items associated with the first virtual item is determined to be 3.
[0182] S602: Determine, from the virtual backpack, a fifth virtual item that is of the same item type as the first virtual item.
[0183] Here, the explanation of the prop type can refer to the description of the first replacement condition in step S101, and the repeated parts will not be repeated here.
[0184] For example, still taking the above example, it is determined that bullet y is the fifth virtual item in the virtual backpack.
[0185] S603: For each of the fifth virtual props, determine the number of virtual props associated with the fifth virtual prop from the virtual props configured for the first game character as the second prop number.
[0186] For example, still taking the above example, if the virtual props associated with bullet y are weapon B and weapon N, where the weapons held by the first game character in the game scene do not include weapon B and weapon N, and there is one weapon B stored in the virtual backpack; then the number of virtual props associated with the fifth virtual prop is determined to be 1.
[0187] S604: In response to the first item quantity being greater than the second item quantity, determine that the fifth virtual item is the second virtual item.
[0188] For example, still taking the above example, if the number of virtual props associated with the first virtual prop bullet x is 3, and the number of virtual props associated with the fifth virtual prop bullet y is 1, then it is determined that bullet y is the second virtual prop.
[0189] like Figure 7 As shown, Figure 7 A flow chart of a method for determining a second virtual item under a fourth replacement condition provided by an embodiment of the present application is shown, wherein the method includes steps S701-S703; specifically:
[0190] S701: Obtain a first assembly requirement of the first game character for the first virtual prop in the game scene.
[0191] Here, the first assembly requirement is determined based on the assembly requirement of the first game character for the first virtual prop in the game scene. The explanation of the assembly requirement can refer to the description of the fourth replacement condition in step S101, and the repeated parts are not repeated here.
[0192] For example, taking the first virtual item being Bullet x as an example, if the first game character holds a main weapon A, a secondary weapon B, and a secondary weapon M in the game scene, where both the main weapon A and the secondary weapon M can be equipped with Bullet x, if the main weapon A can equip 30 bullets and the secondary weapon M can equip 20 bullets, then it can be determined that the first assembly requirement of the first virtual item Bullet x is 50 rounds.
[0193] S702 : For each virtual item stored in the virtual backpack, obtain a second assembly requirement of the virtual item by the first game character in the game scene.
[0194] Here, the second assembly requirement is similar to the first assembly requirement, and the repeated parts are not repeated here.
[0195] For example, taking bullet y stored in a virtual backpack as an example, if secondary weapon B can be equipped with bullet y, where the number of bullets y that can be equipped in secondary weapon B is 20, then it can be determined that the second assembly requirement of bullet y is 20.
[0196] S703: In response to the first assembly requirement being higher than the second assembly requirement, determining that the virtual item is the second virtual item.
[0197] For example, still taking the above example, the terminal device determines that bullet y is the second virtual item in response to the first assembly requirement of 50 rounds being greater than the second assembly requirement of 20 rounds.
[0198] With respect to the specific implementation process of the above step S102, combined with the four replacement conditions given in step S101, the embodiment of the present application provides a general execution method of step S102, specifically:
[0199] like Figure 8 As shown, Figure 8 A flowchart of a general processing method for a second virtual item provided in an embodiment of the present application is shown, wherein the general processing method includes steps S801-S803; specifically:
[0200] S801: Determine, based on the number of first virtual items picked up, a first storage space occupied by pre-storage of the first virtual items under the number of items picked up in the virtual backpack.
[0201] Here, during the game process, when obtaining the first virtual props, the player can pick up all the first virtual props in the current game scene, or can pick up only a portion of the first virtual props. This embodiment of the present application does not impose any limitation on this.
[0202] For example, the virtual supply box in the current game scene includes: 5 virtual props a, 1 virtual prop b and 3 virtual props c; when the player's picking operation for virtual prop a is detected, all 5 virtual props a in the virtual supply box can be automatically picked up; or 3 virtual props a can be picked up from the virtual supply box according to the player's pre-set picking quantity of 3.
[0203] Specifically, after the first virtual item is obtained, the first storage space occupied by the virtual backpack for storing the first virtual items of the picked-up quantity is determined according to the actual number of the first virtual items obtained (ie, the picked-up quantity).
[0204] Here, since different types of virtual items may have different corresponding measurement units in the game, the storage space occupied by the virtual items in the virtual backpack is mostly based on the measurement unit. At this time, when determining the first storage space, in addition to the number of items picked up, it is also necessary to determine it based on the measurement unit corresponding to the first virtual item in the game.
[0205] For example, the in-game unit of measurement for a gun item K1 is 1, and storing one gun item K1 requires one storage cell in the virtual backpack. The in-game unit of measurement for a bullet item D1 is one clip, where each clip contains 20 bullets D1. In this case, if the first virtual item is a gun item K1 and the pickup quantity is 2, then the first storage space corresponding to that pickup quantity for the first virtual item is 2 storage cells. If the first virtual item is a bullet D1 and the pickup quantity is 20 (i.e., one clip), then the first storage space corresponding to that pickup quantity for the first virtual item is 1 storage cell, not 20.
[0206] S802: In response to the second storage space occupied by the second virtual item in the virtual backpack being greater than or equal to the first storage space, in the virtual backpack, the second virtual item corresponding to the first storage space is replaced with the first virtual item with the pickup quantity.
[0207] Here, the explanation of the second storage space occupied by the second virtual item in the virtual backpack can be found in the description of the first storage space in step S801 above, and the repeated parts will not be repeated here.
[0208] For example, if the storage space required by the virtual backpack to store the first virtual item with the current pickup quantity is 1 storage cell, and the virtual backpack stores 4 storage cells of the second virtual item, it can be determined that the first storage space is 1 storage cell and the second storage space is 4 storage cells; at this time, in response to the second storage space being larger than the first storage space, the second virtual item in 1 storage cell is replaced with the first virtual item with the current pickup quantity from the virtual backpack, and the second virtual item in the remaining 3 storage cells is retained.
[0209] S803: In response to the second storage space being smaller than the first storage space, in the virtual backpack, the second virtual items corresponding to the second storage space are replaced with part of the first virtual items corresponding to the second storage space.
[0210] For example, if the first virtual item is bullet D1, and the virtual backpack needs to store the two currently picked-up clips of bullet D1, which requires two storage cells, and the virtual backpack contains one storage cell of the second virtual item, then it can be determined that the first storage space is two storage cells and the second storage space is one storage cell. At this time, in response to the second storage space being smaller than the first storage space, the second virtual item in one storage cell in the virtual backpack is replaced with one clip of bullet D1. At this time, according to the actual needs of the player, the remaining clip of bullets D1 can be stored in a blank storage cell of the virtual backpack, or the pickup of the other clip of bullets D1 can be canceled and placed back into the game scene.
[0211] Regarding the specific implementation process of step S102, for the first replacement condition given in step S101, except Figure 8 In addition to the general processing method shown, the embodiment of the present application also provides an optional implementation of step S102 under the first replacement condition, specifically:
[0212] like Figure 9 As shown, Figure 9 A flow chart of an optional processing method for a second virtual item under a first replacement condition provided by an embodiment of the present application is shown, wherein the optional processing method includes steps S901-S903; specifically:
[0213] S901, in response to the remaining storage space of the virtual backpack being less than or equal to a second preset threshold, determining the consumption quantity of the second virtual prop under the same prop usage effect according to the acquired prop usage effect of the first virtual prop in the game scene.
[0214] Here, the effect of using the props is positively correlated with the prop level. The explanation of the prop level can refer to the description of the first replacement condition in step S101, and the repeated parts will not be repeated here.
[0215] It should be noted that the effect of using the above-mentioned props is also positively correlated with the actual number of first virtual props obtained, wherein the actual number of first virtual props obtained is the number of first virtual props picked up in the above-mentioned step S801, and the repetitions are not repeated here.
[0216] For example, if the first virtual item is a medical item P1, the effect of using one medical item P1 is to increase the first game character's health by 50 points. If the first game character acquires two medical items P1, the effect of using the acquired virtual item in the game scenario is to increase the first game character's health by 100 points. The explanation of the second preset threshold can be found in the description of the first preset threshold in step S102, and any repetitions are omitted here.
[0217] It should be noted that the situation where the remaining storage space of the virtual backpack is less than or equal to the second preset threshold is also used to represent the situation where the remaining storage space of the virtual backpack is insufficient. The embodiment of the present application does not impose any limitation on the specific value of the second preset threshold.
[0218] For example, consider a scenario where the first virtual item is a medical kit and the second virtual item is a bandage. For example, if the first virtual item is a medical kit, and the effect of using the medical kit in a game scenario is to increase the first game character's health by 50 points, and the effect of using the bandage in a game scenario is to increase the first game character's health by 10 points, then, in response to the remaining storage space in the virtual backpack being less than or equal to a second preset threshold, the consumption quantity of the second virtual item, the bandage, under the same item usage effect, is determined to be 5. In step S902, in response to the storage quantity of the second virtual item in the virtual backpack being less than or equal to the consumption quantity, all of the second virtual items are deleted from the virtual backpack.
[0219] For example, in the above example, the first virtual item is a medical kit and the second virtual item is a bandage. If the number of bandages stored in the virtual backpack is 3, all 3 bandages can be deleted from the virtual backpack.
[0220] S903: In response to the storage quantity of the second virtual item in the virtual backpack being greater than the consumption quantity, the second virtual item in the consumption quantity is replaced with the obtained first virtual item from the virtual backpack.
[0221] For example, still taking the example in step S902 above as an example, if the number of bandages stored in the virtual backpack is 6, then 5 bandages can be deleted from the 6 bandages stored in the virtual backpack.
[0222] After executing step S102, for the special case where the second virtual item that meets any of the above replacement conditions does not exist in the virtual backpack, the embodiment of the present application further provides an optional implementation method for processing the first virtual item, specifically:
[0223] like Figure 10 As shown, Figure 10 A flowchart of a method for processing a first virtual prop provided by an embodiment of the present application is shown, wherein the method includes steps S1001-S1003; specifically:
[0224] S1001: In response to the second virtual item not existing in the virtual backpack, determining, based on the number of first virtual items picked up, a first storage space occupied by pre-storage of the first virtual item at the number of items picked up in the virtual backpack.
[0225] Here, combined with the explanation of replaceable props in step S101, it can be seen that when the second virtual prop does not exist in the virtual backpack, it means that for the game state of the first game character in the current game scene, the assembly value of the first virtual prop is not higher than any virtual prop stored in the virtual backpack, that is, picking up the first virtual prop does not have critical value for the first game character.
[0226] Here, whether to pick up the first virtual item can be determined based on the remaining storage space of the virtual backpack: when the remaining storage space of the virtual backpack is sufficient, the first virtual item under the above-mentioned pickup quantity can be directly stored; when the remaining storage space of the virtual backpack is insufficient, part of the first virtual item under the above-mentioned pickup quantity can be stored, or the storage of the first virtual item under the above-mentioned pickup quantity can be canceled.
[0227] Specifically, the method for determining the first storage space can refer to the method for determining the first storage space in step S801 above, and the repeated parts are not repeated here. S1002: In response to the remaining storage space of the virtual backpack being greater than or equal to the first storage space, the first virtual item, which corresponds to the number of items picked up, is stored in the virtual backpack.
[0228] For example, taking the first virtual item being bullet D1 as an example, if the storage space required by the virtual backpack to store the two currently picked-up clips of bullet D1 is two storage cells, that is, the first storage space is two storage cells, and if the remaining storage space of the virtual backpack is 10 blank storage cells, then in response to the remaining storage space of the virtual backpack being greater than the first storage space, the two currently picked-up clips of bullet D1 are stored in any two blank storage cells.
[0229] S1003: In response to the remaining storage space of the virtual backpack being smaller than the first storage space, canceling the acquisition of the first virtual item within the pickup quantity.
[0230] For example, still taking the example in the above step S1002 as an example, as an optional embodiment, if the storage space in the virtual backpack is full, that is, there are no blank storage cells in the virtual backpack, the terminal device can cancel the picking operation of the bullets D1 of the two clips on the graphical user interface, and put all the bullets D1 of the two clips back into the game scene; as another optional embodiment, if there is at least one blank storage cell in the virtual backpack, that is, the remaining storage space of the virtual backpack can only store part of the first virtual props under the picked-up quantity, at this time, the terminal device can cancel the picking operation of the bullets D1 of the two clips on the graphical user interface, and put all the bullets D1 of the two clips back into the game scene; it can also cancel the picking operation of the bullets D1 of one clip on the graphical user interface, store the bullets D1 of one clip into the last blank storage cell of the virtual backpack, and put the bullets D1 of the other clip back into the game scene.
[0231] Regarding the specific implementation process of each of the above steps, in addition to the method for replacing virtual props in the game shown in the above steps S101-S102, the embodiment of the present application also provides a method for quickly deleting virtual props in the game without requiring the player to open the virtual backpack. Specifically:
[0232] The quick deletion step includes: responding to a second touch operation on a target control, deleting the target virtual item corresponding to the second touch operation from the virtual backpack at a target game time node corresponding to the target control and / or an end time node of the second touch operation.
[0233] Here, in an optional embodiment, the target control can be multiple different types of controls. In this case, the terminal device can respond to the second touch operation acting on different target controls and immediately delete the currently determined target virtual prop from the virtual backpack at the end time node of the second touch operation; or after the second touch operation ends, the target virtual prop may not be deleted immediately, but the previously determined target virtual prop may be deleted at the target game time node corresponding to the currently responded target control.
[0234] Exemplary description, Figure 11 FIG. 1 shows an interactive diagram of quickly deleting a target virtual item through a target control provided by an embodiment of the present application; FIG. Figure 11 As shown, on the graphical user interface 200, the target control 1100 includes: control A, control B and control C, and the virtual backpack 300 stores: virtual prop a, virtual prop b, virtual prop c, virtual prop d; if the target virtual prop corresponding to control A is virtual prop a, the target virtual prop corresponding to control B is virtual prop b, and the target virtual prop corresponding to control C is virtual prop c, then the terminal device responds to the player's second touch operation on control A, and can delete virtual prop a from the virtual backpack 300 at the target game time node A1 corresponding to control A and / or the end time node of the second touch operation.
[0235] In another optional embodiment, the target control can also be a specific type of control. In this case, the terminal device deletes the target virtual prop corresponding to the currently responded target second touch operation from the virtual props stored in the virtual backpack by responding to different types of second touch operations acting on the same target control.
[0236] Here, it should be noted that the above-mentioned different types of second touch operations can be touch operations with different touch times, touch operations with different touch positions, or touch operations with different touch directions; this embodiment of the present application does not impose any limitation on this.
[0237] Exemplary description, Figure 12Another interactive schematic diagram of quickly deleting a target virtual item through a target control provided by an embodiment of the present application is shown; if the second touch operation includes four sliding operations r1-r4 with different touch directions on the target control 1100; wherein the sliding operation r1 is a left sliding operation on the target control 1100, the sliding operation r2 is a right sliding operation on the target control 1100, the sliding operation r3 is an upward sliding operation on the target control 1100, and the sliding operation r4 is a downward sliding operation on the target control 1100, wherein the target virtual item corresponding to the sliding operation r1 is virtual item a, the target virtual item corresponding to the sliding operation r2 is virtual item b, the target virtual item corresponding to the sliding operation r3 is virtual item c, and the target virtual item corresponding to the sliding operation r4 is virtual item d; then Figure 12 As shown, the terminal device deletes the virtual item a from the virtual backpack 300 in response to the player's sliding operation r1 on the target control 1100 .
[0238] Regarding the execution of the above-mentioned quick deletion step, it should be noted that the execution of the above-mentioned quick deletion step is only used to support players to quickly delete target virtual props without opening the virtual backpack and optimize the storage space of the virtual backpack. Its execution time node is unrelated to the game process, that is, the terminal device can execute the above-mentioned quick deletion step at any time node in the game, for example: the terminal device can execute the above-mentioned quick deletion step when the storage space of the virtual backpack is full; the terminal device can also execute the above-mentioned quick deletion step when the player picks up virtual props from the game scene; the terminal device can also execute the above-mentioned quick deletion step during the movement of the first game character; the embodiment of the present application does not impose any limitation on the execution time node of the above-mentioned quick deletion step.
[0239] With respect to the above quick deletion step, for the case where the target control described in the quick deletion step is a plurality of different types of controls, the embodiment of the present application provides the following three optional implementation methods, specifically:
[0240] like Figure 13 As shown, Figure 13 A flowchart of a first method for quickly deleting a target virtual item provided by an embodiment of the present application is shown. When the target control is the first control, the method includes steps S1301-S1302. Specifically:
[0241] S1301 , in response to a second touch operation on the first control, determining, from the virtual backpack, a virtual item corresponding to a target storage time node as the target virtual item.
[0242] Here, the specific control type of the first control may include but is not limited to at least one of the following: an operation button on a terminal device, a virtual button on a graphical user interface, and a virtual indicator icon on a graphical user interface. The embodiment of this application does not impose any limitation on the specific control type of the first control.
[0243] Here, the target storage time node includes at least one of the following: a first storage time node with the longest storage time, or a second storage time node with the shortest storage time.
[0244] Specifically, the storage time refers to the storage time of the virtual props in the virtual backpack; the virtual props corresponding to the first storage time point are equivalent to the virtual props that the first game character has not used since obtaining them, that is, the virtual props corresponding to the first storage time point can represent the virtual props with the lowest value stored in the virtual backpack; the virtual props corresponding to the second storage time point are equivalent to the virtual props picked up by the first game character at the previous moment, that is, the virtual props at the second storage time point can represent the virtual props that the player regrets picking up.
[0245] It should be noted that the above-mentioned first storage time node and second storage time node are optional target storage time nodes given in the embodiment of the present application. In actual application, the specific storage time represented by the target storage time node can also be set by the player according to actual game requirements. The embodiment of the present application does not impose any restrictions on the specific storage time represented by the target storage time node.
[0246] For example, the target storage time node is the first storage time node. Figure 11 As shown, if the first control is control A, the terminal device responds to the player's second touch operation on control A and determines the virtual item a with the longest storage time from the virtual backpack 300 as the target virtual item.
[0247] S1302: In response to the end of the second touch operation, at the first game time node corresponding to the first control and / or the end time node of the second touch operation, deleting the target virtual item from the virtual backpack.
[0248] Here, the first game time node includes at least one of the following: the current time node in the game, or a time node when the remaining storage space of the virtual backpack is less than or equal to a third preset threshold.
[0249] It should be noted that, similar to the first preset threshold and the second preset threshold mentioned above, the time node when the remaining storage space of the virtual backpack is less than or equal to the third preset threshold is used to represent the time node when the storage space of the virtual backpack is insufficient. Considering that the gaming habits of different players may be different, the specific value of the third preset threshold can be set by the player himself, that is, the third preset threshold corresponding to different players can be the same or different. The embodiment of this application does not impose any limitation on the specific value of the third preset threshold.
[0250] Exemplary description, the first control is Figure 11 For example, in the control A shown in FIG. 1 , the target virtual item is virtual item a, and the first game time node is the time node when the remaining storage space of the virtual backpack is less than or equal to the third preset threshold. If the third preset threshold is 20% of the virtual backpack storage space, then Figure 11 As shown, the terminal device determines the remaining storage space of the virtual backpack 300 in response to the end of the second touch operation on the A control (i.e., the first control). If it is determined that the remaining storage space of the virtual backpack 300 is less than 20%, the virtual prop a stored in the virtual backpack 300 is immediately deleted; if it is determined that the remaining storage space of the virtual backpack 300 is higher than 20%, as the virtual props stored in the virtual backpack 300 increase, the virtual prop a stored in the virtual backpack 300 is deleted when the remaining storage space of the virtual backpack 300 is less than 20%.
[0251] like Figure 14 As shown, Figure 14 A flow chart of a second method for quickly deleting a target virtual item provided by an embodiment of the present application is shown. When the target control is the second control, the method includes steps S1401-S1403. Specifically:
[0252] S1401: In response to a second touch operation on the second control, display a tool display bar on the graphical user interface.
[0253] It should be noted that, unlike the first control, the second control can also be the above-mentioned prop display bar. In addition, other optional control types of the second control can refer to the specific control types of the above-mentioned first control, and the repetitions will not be repeated here.
[0254] Here, the prop display bar can display all or part of the virtual props stored in the virtual backpack. For example, the prop display bar includes 9 display positions. If 8 virtual props are stored in the virtual backpack, the prop display bar can display all 8 virtual props stored in the virtual backpack; if 10 virtual props are stored in the virtual backpack, the prop display bar can display part of the 9 virtual props stored in the virtual backpack. Among them, the virtual props displayed in the prop display bar can be determined according to the target sorting method of the virtual props in the virtual backpack. The target sorting method can be to sort the virtual props in the order of storage time or to sort them according to the first letter of the name of the virtual props. This embodiment of the application does not impose any limitation on this. S1402, in response to the end of the second touch operation, obtain the coordinates of the end point of the second touch operation on the graphical user interface.
[0255] Specifically, Figure 15 FIG. 1 shows an interactive diagram of quickly deleting a target virtual item through a second control provided by an embodiment of the present application. Figure 15 As shown, in response to the second touch operation on the second control 1500, a prop display bar 1501 is displayed on the graphical user interface 200; wherein, the prop display bar 1501 displays four virtual props stored in the virtual backpack 300: virtual prop a, virtual prop b, virtual prop c, and virtual prop d; in response to the end of the second touch operation, the terminal device obtains the coordinates of the end point of the second touch operation on the graphical user interface 200.
[0256] S1403: In response to the coordinates of the end point being within the position range of the prop display column, deleting the virtual prop corresponding to the coordinates of the end point from the virtual backpack.
[0257] For example, Figure 15 For example, Figure 15 As shown, according to the display area corresponding to the prop display bar 1501 on the graphical user interface 200, if it is determined that the end point coordinates of the second touch operation are located in the display area where the prop display bar 1501 is located, then from the four virtual props displayed in the prop display bar 1501, the virtual prop b with the smallest coordinate distance from the end point coordinates is determined as the target virtual prop, and the virtual prop b is deleted from the virtual backpack 300.
[0258] like Figure 16 As shown, Figure 16 A flowchart of a third method for quickly deleting a target virtual item provided by an embodiment of the present application is shown. When the target control is the third control, the method includes steps S1601-S1602. Specifically:
[0259] S1601, in response to a second touch operation on the third control, according to the prop discarding priority specified by the second touch operation, determine from the virtual backpack the virtual prop with the highest prop discarding priority as the target virtual prop.
[0260] Here, the specific control type of the third control can refer to the specific control type of the first control mentioned above, and the repeated parts will not be repeated here.
[0261] Exemplary description, the third control is Figure 11 Taking the C control shown in as an example, the terminal device responds to the player's second touch operation on the C control, wherein the prop discarding priority specified by the second touch operation is: virtual prop c>virtual prop b>virtual prop a. If the virtual backpack 300 stores the virtual prop c, the virtual prop c is determined as the target virtual prop. If the virtual backpack 300 does not include the virtual prop c but stores the virtual prop b, the virtual prop b is determined as the target virtual prop.
[0262] S1602: In response to the end of the second touch operation, at the second game time node corresponding to the third control and / or the end time node of the second touch operation, deleting the target virtual item from the virtual backpack.
[0263] Here, the second game time node includes at least one of the following: a time node when the first game character obtains a virtual prop in the game, or a time node when the remaining storage space of the virtual backpack is less than or equal to a fourth preset threshold.
[0264] Here, regarding the specific value of the fourth preset threshold, please refer to the explanation of the first preset threshold above, and the repeated parts will not be repeated here.
[0265] It should be noted that, similar to the first game time node, the second game time node can also be the current time node in the game. Combined with the description of the execution time node in the above quick deletion step, it can be seen that the terminal device can execute the above quick deletion step at any time node in the game. Therefore, the specific time nodes represented by the first game time node and the second game time node are not limited in this embodiment of the application.
[0266] For example, taking the target virtual item as virtual item c and the second game time node as the time node when the first game character obtains the virtual item in the game, when the second touch operation ends, the terminal device can immediately respond to the end of the second touch operation and delete the virtual item c from the virtual backpack; the terminal device can also temporarily not respond to the end of the second touch operation after the second touch operation ends. As the first game character moves in the game scene, when it detects that the first game character needs to obtain the virtual item d in the game scene, it responds to the acquisition of the virtual item d (i.e., reaches the above-mentioned second game time node), and then deletes the virtual item c from the virtual backpack.
[0267] The method for processing virtual props in the above-mentioned game provided by the embodiment of the present application, on the one hand, by responding to the second touch operation on the target control, at the target game time node corresponding to the target control and / or the end time node of the second touch operation, the target virtual prop corresponding to the second touch operation is deleted from the virtual backpack.
[0268] On the other hand, when it is detected that the first game character needs to obtain the first virtual prop found in the game scene, it is determined whether there is a second virtual prop in the virtual backpack; wherein the second virtual prop meets the replacement condition corresponding to the first virtual prop; in response to the existence of the second virtual prop in the virtual backpack, the second virtual prop is replaced with the first virtual prop.
[0269] Based on the above two aspects of the processing methods for virtual props in the game, in the game, this application can facilitate players to quickly and easily process target virtual props without the need for players to open the virtual backpack, simplify the player's processing operations for different virtual props, and reduce the time spent by players to organize the virtual backpack, thereby effectively improving the smoothness of player operations and the efficiency of human-computer interaction.
[0270] Based on the same inventive concept, the present application also provides a processing device corresponding to the processing method of virtual props in the above-mentioned game. Since the principle of solving the problem by the processing device in the embodiment of the present application is similar to the processing method of virtual props in the above-mentioned game in the embodiment of the present application, the implementation of the processing device can refer to the implementation of the above-mentioned processing method, and the repeated parts will not be repeated.
[0271] Reference Figure 17 As shown, Figure 17 A schematic diagram of the structure of a virtual item processing device for a game provided by an embodiment of the present application is shown. The game includes a first game character, which is equipped with a virtual backpack. A graphical user interface is provided via a terminal device, and the graphical user interface displays at least a portion of a game scene. The processing device includes:
[0272] The first response module 1701 is configured to, upon detecting that the first game character needs to obtain a first virtual item found in the game scene, determine whether a second virtual item exists in the virtual backpack; wherein the second virtual item satisfies a replacement condition corresponding to the first virtual item;
[0273] The second responding module 1702 is configured to replace the second virtual item with the first virtual item in response to the second virtual item existing in the virtual backpack.
[0274] In an optional embodiment, when it is detected that the first game character needs to obtain the first virtual prop found in the game scene, the first response module 1701 is specifically configured to:
[0275] A picking operation for the first virtual item is detected; and / or, a distance between the first game character and the first virtual item is detected to be within a first preset distance range.
[0276] In an optional implementation, in response to the presence of the second virtual item in the virtual backpack, the second response module 1702 is specifically configured to:
[0277] In response to the item replacement priority of any virtual item stored in the virtual backpack being higher than the item replacement priority of the first virtual item, the virtual item is determined to be the second virtual item; wherein the item replacement priority is determined based on the assembly value of each virtual item in the current game; and the virtual item with a higher item replacement priority has a lower assembly value in the current game.
[0278] In an optional implementation, before replacing the second virtual item with the first virtual item, the second response module 1702 is further configured to:
[0279] When it is detected that the remaining storage space of the virtual backpack is less than or equal to a first preset threshold, and / or when a first touch operation on a prop replacement control is detected, a replacement instruction for the second virtual prop is generated; wherein, the replacement instruction is used to instruct the terminal device to replace the second virtual prop with the first virtual prop.
[0280] In an optional implementation, when the second virtual item is replaced by the first virtual item, the second response module 1702 is specifically configured to:
[0281] Determining, based on the number of the first virtual items picked up, a first storage space occupied by pre-storage of the first virtual items according to the number of items picked up in the virtual backpack;
[0282] In response to a second storage space occupied by the second virtual item in the virtual backpack being greater than or equal to the first storage space, replacing the second virtual item corresponding to the first storage space with the first virtual item in the pickup quantity in the virtual backpack;
[0283] In response to the second storage space being smaller than the first storage space, in the virtual backpack, the second virtual item corresponding to the second storage space is replaced with part of the first virtual item corresponding to the second storage space.
[0284] In an optional implementation, when determining whether the second virtual item exists in the virtual backpack, the first response module 1701 is specifically configured to:
[0285] Determining, from the virtual backpack, a third virtual item that is of the same item type as the first virtual item;
[0286] For each of the third virtual items, in response to the item level of the first virtual item being higher than that of the third virtual item, the third virtual item is determined to be the second virtual item.
[0287] In an optional implementation, when determining whether the second virtual item exists in the virtual backpack, the first response module 1701 is further configured to:
[0288] Determining, from the virtual backpack, a fourth virtual item that is of the same item type and the same item level as the first virtual item;
[0289] For each of the fourth virtual props, in response to the first virtual prop having a higher assembly priority than the fourth virtual prop, the fourth virtual prop is determined to be the second virtual prop; wherein the assembly priority is determined based on historical assembly information of different virtual props by the first game character in the game.
[0290] In an optional implementation, when determining whether the second virtual item exists in the virtual backpack, the first response module 1701 is further configured to:
[0291] Determining, from the virtual props configured for the first game character, the number of virtual props associated with the first virtual prop as a first prop quantity;
[0292] Determining, from the virtual backpack, a fifth virtual item that is of the same item type as the first virtual item;
[0293] For each of the fifth virtual props, determining the number of virtual props associated with the fifth virtual prop from the virtual props configured for the first game character as the second prop number;
[0294] In response to the first item quantity being greater than the second item quantity, the fifth virtual item is determined to be the second virtual item.
[0295] In an optional implementation, when determining whether the second virtual item exists in the virtual backpack, the first response module 1701 is further configured to:
[0296] Obtaining a first assembly requirement of the first virtual prop by the first game character in the game scene;
[0297] For each virtual item stored in the virtual backpack, obtaining a second assembly requirement of the virtual item by the first game character in the game scene;
[0298] In response to the first assembly requirement being higher than the second assembly requirement, the virtual item is determined to be the second virtual item.
[0299] In an optional implementation, when the second virtual item is replaced by the first virtual item, the second response module 1702 is further configured to:
[0300] In response to the remaining storage space of the virtual backpack being less than or equal to a second preset threshold, determining the consumption quantity of the second virtual item under the same item usage effect according to the acquired item usage effect of the first virtual item in the game scene; wherein the item usage effect is positively correlated with the item level;
[0301] In response to the storage quantity of the second virtual item in the virtual backpack being less than or equal to the consumption quantity, deleting all the second virtual items from the virtual backpack;
[0302] In response to the storage quantity of the second virtual item in the virtual backpack being greater than the consumption quantity, the second virtual item in the consumption quantity is replaced with the obtained first virtual item from the virtual backpack.
[0303] In an optional embodiment, the processing device further includes:
[0304] The prop deletion module is used to respond to the second touch operation on the target control, and delete the target virtual prop corresponding to the second touch operation from the virtual backpack at the target game time node corresponding to the target control and / or the end time node of the second touch operation.
[0305] In an optional implementation, the item deletion module is specifically configured to:
[0306] When the target control is the first control, in response to the second touch operation on the first control, a virtual item corresponding to a target storage time node is determined from the virtual backpack as the target virtual item; wherein the target storage time node includes at least one of the following: a first storage time node with the longest storage time, or a second storage time node with the shortest storage time;
[0307] In response to the end of the second touch operation, the target virtual item is deleted from the virtual backpack at the first game time node corresponding to the first control and / or the end time node of the second touch operation; wherein, the first game time node includes at least one of the following: the current time node in the game, or the time node when the remaining storage space of the virtual backpack is less than or equal to a third preset threshold.
[0308] In an optional implementation, the item deletion module is specifically configured to:
[0309] In a case where the target control is a second control, in response to a second touch operation on the second control, a prop display bar is displayed on the graphical user interface; wherein the prop display bar displays all or part of the virtual props stored in the virtual backpack;
[0310] In response to the end of the second touch operation, acquiring the coordinates of an end point of the second touch operation on the graphical user interface;
[0311] In response to the end point coordinates being within the position range of the prop display column, the virtual props corresponding to the end point coordinates are deleted from the virtual backpack.
[0312] In an optional implementation, the item deletion module is specifically configured to:
[0313] When the target control is a third control, in response to a second touch operation on the third control, according to the item discarding priority specified by the second touch operation, determining a virtual item with the highest item discarding priority from the virtual backpack as the target virtual item;
[0314] In response to the end of the second touch operation, the target virtual item is deleted from the virtual backpack at the second game time node corresponding to the third control and / or the end time node of the second touch operation; wherein the second game time node includes at least one of the following: the time node when the first game character obtains the virtual item in the game, or the time node when the remaining storage space of the virtual backpack is less than or equal to a fourth preset threshold.
[0315] In an optional embodiment, the processing device further includes:
[0316] a third response module configured to, in response to the absence of the second virtual item in the virtual backpack, determine, based on the number of first virtual items picked up, a first storage space occupied by pre-storage of the first virtual item in the virtual backpack for the number of first virtual items picked up;
[0317] a fourth response module, configured to store the first virtual item within the picked-up quantity into the virtual backpack in response to the remaining storage space of the virtual backpack being greater than or equal to the first storage space;
[0318] The fifth response module is configured to cancel acquisition of the first virtual item within the pickup quantity in response to the remaining storage space of the virtual backpack being less than the first storage space.
[0319] In an optional embodiment, when determining the item replacement priority of each virtual item in the game, the second response module 1702 is specifically configured to:
[0320] In the current game, in response to a third touch operation on the priority setting control, determining the item replacement priority of each virtual item in the game according to the priority configuration strategy specified by the third touch operation;
[0321] or,
[0322] Determining a prop replacement priority for each virtual prop in the game based on default configuration information of each virtual prop in the game;
[0323] or,
[0324] Determine a prop replacement priority for each virtual prop in the game based on the first game character's assembly requirements for each virtual prop in the current game.
[0325] The processing device for virtual props in the above-mentioned game provided by the embodiment of the present application, on the one hand, responds to the second touch operation on the target control, and deletes the target virtual prop corresponding to the second touch operation from the virtual backpack at the target game time node corresponding to the target control and / or the end time node of the second touch operation.
[0326] On the other hand, when it is detected that the first game character needs to obtain the first virtual prop found in the game scene, it is determined whether there is a second virtual prop in the virtual backpack; wherein the second virtual prop meets the replacement condition corresponding to the first virtual prop; in response to the existence of the second virtual prop in the virtual backpack, the second virtual prop is replaced with the first virtual prop.
[0327] Based on the above two aspects of the processing methods for virtual props in the game, in the game, this application can facilitate players to quickly and easily process target virtual props without the need for players to open the virtual backpack, simplify the player's processing operations for different virtual props, and reduce the time spent by players to organize the virtual backpack, thereby effectively improving the smoothness of player operations and the efficiency of human-computer interaction.
[0328] like Figure 18 As shown, an embodiment of the present application provides a computer device 1800 for executing the method for processing virtual props in the game of the present application. The device includes a memory 1801, a processor 1802, and a computer program stored on the memory 1801 and executable on the processor 1802. When the processor 1802 executes the computer program, the steps of the method for processing virtual props in the game are implemented.
[0329] Specifically, the above-mentioned memory 1801 and processor 1802 can be general-purpose memory and processor, which are not specifically limited here. When the processor 1802 runs the computer program stored in the memory 1801, it can execute the processing method of virtual props in the above-mentioned game.
[0330] Corresponding to the method for processing virtual props in the game in the present application, an embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the method for processing virtual props in the above game are executed.
[0331] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above-mentioned method for processing virtual props in the game.
[0332] In the embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of the system or unit, which may be electrical, mechanical or other forms.
[0333] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0334] In addition, each functional unit in the embodiments provided in the present application 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.
[0335] 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 computer-readable storage medium. Based on this understanding, the technical solution of the present application, 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. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. 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.
[0336] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0337] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or make equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.
Claims
1. A method for processing virtual props in a game, characterized in that: The game includes a first game character, the first game character is equipped with a virtual backpack, a graphical user interface is provided through a terminal device, and the graphical user interface displays at least a portion of the game scene. The processing method includes: When it is detected that the first game character needs to obtain a first virtual item found in the game scene, determining whether a second virtual item exists in the virtual backpack; wherein the second virtual item satisfies a replacement condition corresponding to the first virtual item; and the first virtual item has a higher assembly value in the current game than the second virtual item; In response to the second virtual item existing in the virtual backpack, replacing the second virtual item with the first virtual item; Wherein, when the first virtual item and the second virtual item belong to the same item type and the item level of the first virtual item is higher than that of the second virtual item, replacing the second virtual item with the first virtual item includes: In response to the remaining storage space of the virtual backpack being less than or equal to a second preset threshold, determining the consumption quantity of the second virtual item under the same item usage effect according to the acquired item usage effect of the first virtual item in the game scene; wherein the item usage effect is positively correlated with the item level; In response to the storage quantity of the second virtual item in the virtual backpack being less than or equal to the consumption quantity, deleting all the second virtual items from the virtual backpack; In response to the storage quantity of the second virtual item in the virtual backpack being greater than the consumption quantity, the second virtual item in the consumption quantity is replaced with the obtained first virtual item from the virtual backpack.
2. The processing method according to claim 1, characterized in that The detecting that the first game character needs to obtain a first virtual prop found in the game scene includes: A picking operation for the first virtual item is detected; and / or, a distance between the first game character and the first virtual item is detected to be within a first preset distance range.
3. The processing method according to claim 1, characterized in that The step of responding to the second virtual item being in the virtual backpack includes: In response to the item replacement priority of any virtual item stored in the virtual backpack being higher than the item replacement priority of the first virtual item, the virtual item is determined to be the second virtual item; wherein the item replacement priority is determined based on the assembly value of each virtual item in the current game; and the virtual item with a higher item replacement priority has a lower assembly value in the current game.
4. The processing method according to claim 1, characterized in that Before replacing the second virtual item with the first virtual item, the processing method further includes: When it is detected that the remaining storage space of the virtual backpack is less than or equal to a first preset threshold, and / or when a first touch operation on a prop replacement control is detected, a replacement instruction for the second virtual prop is generated; wherein, the replacement instruction is used to instruct the terminal device to replace the second virtual prop with the first virtual prop.
5. The processing method according to claim 1, characterized in that The replacing the second virtual item with the first virtual item includes: Determining, based on the number of the first virtual items picked up, a first storage space occupied by pre-storage of the first virtual items according to the number of items picked up in the virtual backpack; In response to a second storage space occupied by the second virtual item in the virtual backpack being greater than or equal to the first storage space, replacing the second virtual item corresponding to the first storage space with the first virtual item in the pickup quantity in the virtual backpack; In response to the second storage space being smaller than the first storage space, in the virtual backpack, the second virtual item corresponding to the second storage space is replaced with part of the first virtual item corresponding to the second storage space.
6. The processing method according to claim 1, characterized in that The determining whether the second virtual item exists in the virtual backpack includes: Determining, from the virtual backpack, a third virtual item that is of the same item type as the first virtual item; For each of the third virtual items, in response to the item level of the first virtual item being higher than that of the third virtual item, the third virtual item is determined to be the second virtual item.
7. The processing method according to claim 1, characterized in that The determining whether the second virtual item exists in the virtual backpack further includes: Determining, from the virtual backpack, a fourth virtual item that is of the same item type and the same item level as the first virtual item; For each of the fourth virtual props, in response to the first virtual prop having a higher assembly priority than the fourth virtual prop, the fourth virtual prop is determined to be the second virtual prop; wherein the assembly priority is determined based on historical assembly information of different virtual props by the first game character in the game.
8. The processing method according to claim 1, characterized in that The determining whether the second virtual item exists in the virtual backpack further includes: Determining, from the virtual props configured for the first game character, the number of virtual props associated with the first virtual prop as a first prop quantity; Determining, from the virtual backpack, a fifth virtual item that is of the same item type as the first virtual item; For each of the fifth virtual props, determining the number of virtual props associated with the fifth virtual prop from the virtual props configured for the first game character as the second prop number; In response to the first item quantity being greater than the second item quantity, the fifth virtual item is determined to be the second virtual item.
9. The processing method according to claim 1, characterized in that: The determining whether the second virtual item exists in the virtual backpack further includes: Obtaining a first assembly requirement of the first virtual prop by the first game character in the game scene; For each virtual item stored in the virtual backpack, obtaining a second assembly requirement of the virtual item by the first game character in the game scene; In response to the first assembly requirement being higher than the second assembly requirement, the virtual item is determined to be the second virtual item.
10. The processing method according to claim 1, characterized in that: The processing method further comprises: In response to a second touch operation on a target control, at a target game time node corresponding to the target control and / or an end time node of the second touch operation, a target virtual item corresponding to the second touch operation is deleted from the virtual backpack.
11. The processing method according to claim 10, characterized in that: The step of responding to the second touch operation on the target control and deleting the target virtual item corresponding to the second touch operation from the virtual backpack at the target game time node corresponding to the target control and / or the end time node of the second touch operation includes: When the target control is the first control, in response to the second touch operation on the first control, a virtual item corresponding to a target storage time node is determined from the virtual backpack as the target virtual item; wherein the target storage time node includes at least one of the following: a first storage time node with the longest storage time, or a second storage time node with the shortest storage time; In response to the end of the second touch operation, the target virtual item is deleted from the virtual backpack at the first game time node corresponding to the first control and / or the end time node of the second touch operation; wherein, the first game time node includes at least one of the following: the current time node in the game, or the time node when the remaining storage space of the virtual backpack is less than or equal to a third preset threshold.
12. The processing method according to claim 10, characterized in that: The step of responding to a second touch operation on a target control and deleting a target virtual item corresponding to the second touch operation from the virtual backpack at a target game time node corresponding to the target control and / or an end time node of the second touch operation further includes: In a case where the target control is a second control, in response to a second touch operation on the second control, a prop display bar is displayed on the graphical user interface; wherein the prop display bar displays all or part of the virtual props stored in the virtual backpack; In response to the end of the second touch operation, acquiring the coordinates of an end point of the second touch operation on the graphical user interface; In response to the end point coordinates being within the position range of the prop display column, the virtual props corresponding to the end point coordinates are deleted from the virtual backpack.
13. The processing method according to claim 10, characterized in that: The step of responding to a second touch operation on a target control and deleting a target virtual item corresponding to the second touch operation from the virtual backpack at a target game time node corresponding to the target control and / or an end time node of the second touch operation further includes: When the target control is a third control, in response to a second touch operation on the third control, according to the item discarding priority specified by the second touch operation, determining a virtual item with the highest item discarding priority from the virtual backpack as the target virtual item; In response to the end of the second touch operation, the target virtual item is deleted from the virtual backpack at the second game time node corresponding to the third control and / or the end time node of the second touch operation; wherein the second game time node includes at least one of the following: the time node when the first game character obtains the virtual item in the game, or the time node when the remaining storage space of the virtual backpack is less than or equal to a fourth preset threshold.
14. The processing method according to claim 1, characterized in that The processing method further includes: In response to the second virtual item not existing in the virtual backpack, determining, based on the number of picked-up items of the first virtual item, a first storage space occupied by pre-storage of the first virtual item in the virtual backpack for the number of picked-up items; In response to the remaining storage space of the virtual backpack being greater than or equal to the first storage space, storing the first virtual item in the picked-up quantity into the virtual backpack; In response to the remaining storage space of the virtual backpack being less than the first storage space, the acquisition of the first virtual item within the pickup quantity is canceled.
15. The processing method according to claim 3, characterized in that: The item replacement priority of each virtual item in the game is determined by the following method: In the current game, in response to a third touch operation on the priority setting control, determining the item replacement priority of each virtual item in the game according to the priority configuration strategy specified by the third touch operation; or, Determining a prop replacement priority for each virtual prop in the game based on default configuration information of each virtual prop in the game; or, Determine a prop replacement priority for each virtual prop in the game based on the first game character's assembly requirements for each virtual prop in the current game.
16. A device for processing virtual props in a game, characterized in that: The game includes a first game character, the first game character is equipped with a virtual backpack, a graphical user interface is provided through a terminal device, and the graphical user interface displays at least a portion of the game scene, and the processing device includes: a first response module configured to, upon detecting that the first game character needs to obtain a first virtual item found in the game scene, determine whether a second virtual item exists in the virtual backpack; wherein the second virtual item satisfies a replacement condition corresponding to the first virtual item; and the first virtual item has a higher assembly value in the current game than the second virtual item; a second response module, configured to replace the second virtual item with the first virtual item in response to the presence of the second virtual item in the virtual backpack; Wherein, when the first virtual item and the second virtual item belong to the same item type and the item level of the first virtual item is higher than that of the second virtual item, when the second virtual item is replaced with the first virtual item, the second response module is configured to: In response to the remaining storage space of the virtual backpack being less than or equal to a second preset threshold, determining the consumption quantity of the second virtual item under the same item usage effect according to the acquired item usage effect of the first virtual item in the game scene; wherein the item usage effect is positively correlated with the item level; In response to the storage quantity of the second virtual item in the virtual backpack being less than or equal to the consumption quantity, deleting all the second virtual items from the virtual backpack; In response to the storage quantity of the second virtual item in the virtual backpack being greater than the consumption quantity, the second virtual item in the consumption quantity is replaced with the obtained first virtual item from the virtual backpack.
17. 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. When the electronic device is running, the processor and the memory communicate via the bus. When the machine-readable instructions are executed by the processor, the steps of the method for processing virtual props in a game as described in any one of claims 1 to 15 are performed.
18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for processing virtual props in a game as claimed in any one of claims 1 to 15.
Citation Information
Patent Citations
Prop pickup method, terminal, electronic equipment and readable storage medium
CN112791390A