Method, device, terminal, storage medium and program product for using virtual props

By deploying supply items in the virtual environment and automatically controlling ammunition replenishment based on remaining ammunition and buff items, the problem of untimely ammunition replenishment for virtual items is solved, thus improving ammunition replenishment efficiency.

CN114225415BActive Publication Date: 2026-01-20TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111626818.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-11-18
Filing Date
2021-12-28
Publication Date
2026-01-20
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

In existing technologies, when virtual props replenish virtual ammunition in a virtual environment, there is a problem that they cannot be replenished in a timely manner within a short period of time, which affects the efficiency of ammunition replenishment.

Method used

A supply item is provided that, by deploying a first supply item and responding to an activation operation, the virtual object is automatically controlled to replenish virtual ammunition based on the remaining ammunition quantity of a second virtual object and the target buff item equipped, thereby improving the flexibility and efficiency of ammunition replenishment.

Benefits of technology

It enables flexible replenishment of virtual ammunition, improves ammunition replenishment efficiency, and solves the problem of untimely ammunition replenishment in the virtual environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the application disclose a virtual prop use method and device, a terminal, a storage medium and a program product, and belong to the technical field of computers. The method comprises the following steps: displaying a first supply prop, the first supply prop being put into a virtual environment by a first virtual object; in response to an opening operation on the first supply prop, controlling a second virtual object to open the first supply prop; and based on the remaining ammunition quantity of the second virtual object and a target gain prop equipped by the second virtual object, controlling the second virtual object to supplement virtual ammunition, wherein the target gain prop is used to increase the upper limit of the quantity of target virtual ammunition carried by the virtual object. In the embodiments of the application, a kind of supply prop is set to supplement the virtual ammunition of the virtual object, the flexibility of supplementing virtual ammunition can be improved, and the supplement efficiency of virtual ammunition can be improved.
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Description

[0001] The application claims priority to the Chinese Patent Application No. 202111367566.4, filed on November 18, 2021, and entitled "Method, Device, Terminal, Storage Medium and Program Product for Use of Virtual Props", the entire content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] Embodiments of the present application relate to the technical field of computer technology, in particular to a method, device, terminal, storage medium and program product for use of virtual props. BACKGROUND

[0003] A battle game is a game in which multiple user accounts compete in the same scene. Players can control virtual objects in a virtual environment to perform actions such as walking, running, climbing, and shooting. Multiple players can form a team online and work together to complete a task in the same virtual environment.

[0004] In related technologies, when a game is played, a player can use a virtual prop to attack or interfere with other virtual objects. When the virtual ammunition corresponding to the virtual prop is exhausted, it needs to be replenished. Usually, the virtual ammunition is replenished by picking up the ammunition in the virtual environment.

[0005] However, when the ammunition is replenished in this way, it may not be possible to pick up the required virtual ammunition in a short period of time, and the virtual ammunition cannot be replenished in time, affecting the efficiency of ammunition replenishment. SUMMARY

[0006] Embodiments of the present application provide a method, device, terminal, storage medium and program product for use of virtual props, which can improve the flexibility of replenishing virtual ammunition and help improve the efficiency of replenishing virtual ammunition. The technical solution is as follows:

[0007] In one aspect, the present application provides a method for using virtual props, the method comprising:

[0008] displaying a first supply prop, the first supply prop being dropped into a virtual environment by a first virtual object;

[0009] in response to an opening operation on the first supply prop, controlling a second virtual object to open the first supply prop;

[0010] based on the remaining ammunition quantity of the second virtual object and a target gain prop equipped, controlling the second virtual object to replenish virtual ammunition, wherein the target gain prop is used to increase the upper limit of the quantity of target virtual ammunition carried by a virtual object.

[0011] In another aspect, the present application provides a device for using virtual props, the device comprising:

[0012] The first display module is configured to display a first supply prop, the first supply prop being dropped into the virtual environment by a first virtual object.

[0013] The first control module is configured to control a second virtual object to open the first supply prop in response to an opening operation on the first supply prop.

[0014] The second control module is configured to control the second virtual object to replenish virtual ammunition based on a remaining ammunition quantity of the second virtual object and an equipped target gain prop, the target gain prop being used to increase an upper limit of a target virtual ammunition quantity carried by the virtual object.

[0015] In another aspect, an embodiment of the present application provides a terminal, the terminal comprising a processor and a memory, the memory storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, the code set or the instruction set being loaded and executed by the processor to implement the virtual prop use method according to the above aspect.

[0016] In another aspect, an embodiment of the present application provides a computer readable storage medium, the computer readable storage medium storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, the code set or the instruction set being loaded and executed by a processor to implement the virtual prop use method according to the above aspect.

[0017] In another aspect, an embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program comprising computer instructions stored in a computer readable storage medium. A processor of a terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the terminal to perform the virtual prop use method provided in various optional implementation manners of the above aspect.

[0018] The technical scheme provided by the embodiments of the present application has at least the following beneficial effects:

[0019] In the embodiments of the present application, a supply prop is provided, which can be used to supplement virtual ammunition of a virtual object. When a first virtual object drops a first supply prop in a virtual environment, a second virtual object can supplement virtual ammunition through the first supply prop. Compared with the related art, the supplement timing of the virtual ammunition can be controlled, and in the process of supplementing the virtual ammunition, the virtual object can automatically supplement the virtual ammunition according to the remaining ammunition quantity and the target gain prop equipped by the virtual object, which can improve the flexibility of supplementing the virtual ammunition and help to improve the supplement efficiency of the virtual ammunition. BRIEF DESCRIPTION OF DRAWINGS

[0020] Figure 1 A schematic diagram of an implementation environment provided by an embodiment of the present application is shown;

[0021] Figure 2 A flowchart of a virtual prop use method provided by an example embodiment of the present application is shown;

[0022] Figure 3 An interface schematic diagram of a first supply prop use process shown by an example embodiment of the present application is shown;

[0023] Figure 4 A flowchart of a virtual prop use method provided by another example embodiment of the present application is shown;

[0024] Figure 5 An interface schematic diagram of a first supply prop after being attacked shown by an example embodiment of the present application is shown;

[0025] Figure 6 A flowchart of a virtual prop use method provided by another example embodiment of the present application is shown;

[0026] Figure 7 An interface schematic diagram of a display prop identification provided by an example embodiment of the present application is shown;

[0027] Figure 8 An interface schematic diagram of a display prompt information provided by an example embodiment of the present application is shown;

[0028] Figure 9 A flowchart of a first supply prop dropping method provided by an example embodiment of the present application is shown;

[0029] Figure 10 An interface schematic diagram of a first supply prop dropping process provided by an example embodiment of the present application is shown;

[0030] Figure 11A flow chart of a method for using a virtual prop according to another example embodiment of the present application is shown;

[0031] Figure 12 A structural block diagram of a device for using a virtual prop according to an example embodiment of the present application is shown;

[0032] Figure 13 A structural block diagram of a terminal according to an example embodiment of the present application is shown. DETAILED DESCRIPTION

[0033] For the purpose, technical solutions and advantages of the present application to be clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.

[0034] “Multiple” mentioned herein refers to two or more. “And / or” describes the association relationship of associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character “ / ” generally represents that the associated objects before and after it are in an “or” relationship.

[0035] First, the terms involved in the embodiments of the present application are introduced:

[0036] Virtual environment: a virtual environment displayed (or provided) by an application when running on a terminal. The virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, which is not limited by the present application. The following embodiments are described by taking a three-dimensional virtual environment as an example.

[0037] Virtual object: a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as a character or an animal displayed in a three-dimensional virtual environment. Alternatively, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.

[0038] Virtual prop: a prop that can be used by a virtual object in a virtual environment, including a virtual prop that can change the attribute value of another virtual object, a supply prop, a defense prop, a virtual prop used to display a hand when a virtual object releases a skill, and part of the body of a virtual object, such as a hand and a leg. Among them, the virtual prop that can change the attribute value of another virtual object includes a long-distance virtual prop, a short-distance virtual prop, a throwing type virtual prop, etc. The embodiments of the present application provide a virtual prop for supplying virtual ammunition.

[0039] Please refer to Figure 1 which shows a schematic diagram of an implementation environment provided by an embodiment of the present application. The implementation environment can include a first terminal 110, a server 120 and a second terminal 130.

[0040] The first terminal 110 runs an application 111 supporting a virtual environment, which can be a multiplayer online battle program. When the first terminal runs the application 111, a user interface of the application 111 is displayed on a screen of the first terminal 110. The application 111 can be any one of a Multiplayer Online Battle Arena (MOBA) game, a battle royale shooting game, a Simulation Game (SLG). In the present embodiment, the application 111 is taken as an example of a First-Person Shooting (FPS) game. The first terminal 110 is a terminal used by a first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object in a virtual environment for activities, which can be referred to as a master virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of adjusting a body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing a skill. Illustratively, the first virtual object is a first virtual character, such as a simulated character or an animation character.

[0041] The second terminal 130 runs an application 131 supporting a virtual environment, which can be a multiplayer online battle program. When the second terminal 130 runs the application 131, a user interface of the application 131 is displayed on a screen of the second terminal 130. The client can be any one of a MOBA game, a battle royale shooting game, and a SLG, and in the present embodiment, the application 131 is taken as an example of an FPS game. The second terminal 130 is a terminal used by a second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object in a virtual environment for activities, which can be referred to as a master virtual character of the second user 132. Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animation character.

[0042] Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friendship relationship, or have a temporary communication authority. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations, or have an enemy relationship.

[0043] Optionally, the application programs running on the first terminal 110 and the second terminal 130 are the same, or the application programs running on the two terminals are the same type of application programs on different operating system platforms (Android or IOS). The first terminal 110 can be referred to as one of a plurality of terminals, and the second terminal 130 can be referred to as another of the plurality of terminals. The present embodiment is only exemplified by the first terminal 110 and the second terminal 130. The first terminal 110 and the second terminal 130 can be the same or different in device type, which includes at least one of a smart phone, a tablet computer, an electronic book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.

[0044] Figure 1 Only two terminals are shown in the figure, but there are a plurality of other terminals that can access the server 120 in different embodiments. Optionally, there is also one or more terminals that are developer corresponding terminals, on which a development and editing platform supporting development and editing of the application program in the virtual environment is installed. The developer can edit and update the application program on the terminal, and transmit the updated application program package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application program package from the server 120 to update the application program.

[0045] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.

[0046] The server 120 includes at least one of a server, a server cluster composed of a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the application program supporting the virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.

[0047] In an illustrative example, the server 120 comprises a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas in which the user accounts are located. The battle service module 124 is configured to provide a plurality of battle rooms for users to perform battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and the like. The user-oriented I / O interface 125 is configured to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network and exchange data.

[0048] Please refer to Figure 2 which shows a flowchart of a method for using virtual props according to an example embodiment of the present application. In this embodiment, the method is used for Figure 1 The method is described below by taking the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example. The method comprises the following steps.

[0049] In step 201, a first supply prop is displayed. The first supply prop is dropped into the virtual environment by a first virtual object.

[0050] The method according to the embodiments of the present application is applied in a virtual environment. In a possible implementation, the terminal displays the virtual environment through a virtual environment picture. Optionally, the virtual environment picture is a picture observed in the virtual environment from the perspective of a virtual object. The perspective refers to an observation angle when the virtual object is observed in the virtual environment from the first person perspective or the third person perspective. Optionally, in the embodiments of the present application, the perspective is an angle when the virtual object is observed in the virtual environment through a camera model.

[0051] Optionally, the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the position of the camera model in the virtual environment changes simultaneously, and the camera model is always within the preset distance range of the virtual object in the virtual environment. Optionally, during the automatic following process, the relative position of the camera model and the virtual object does not change. The camera model refers to a three-dimensional model located around the virtual object in the virtual environment. When the first-person perspective is adopted, the camera model is located near the head of the virtual object or on the head of the virtual object. When the third-person perspective is adopted, the camera model can be located behind the virtual object and bound to the virtual object, or can be located at any position at a preset distance from the virtual object. Through the camera model, the virtual object in the virtual environment can be observed from different angles. Optionally, when the third-person perspective is the first-person over-the-shoulder perspective, the camera model is located behind the virtual object (such as the head and shoulder of the virtual character). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as the overhead perspective. When the overhead perspective is adopted, the camera model can be located above the head of the virtual object. The overhead perspective is a perspective for observing the virtual environment from the air. Optionally, the camera model will not be actually displayed in the virtual environment, that is, the camera model will not be displayed in the virtual environment displayed on the user interface.

[0052] In the embodiments of the present application, a supply prop is provided, which can be used to supplement the virtual ammunition of the virtual object. Optionally, there is a first virtual object in the virtual environment. When the first virtual object drops a first supply prop in the virtual environment, the first supply prop can be displayed at the dropping position of the first supply prop in the virtual environment picture. The first supply prop is displayed not only in the virtual environment picture of the client corresponding to the first virtual object, but also in the virtual environment pictures of all the clients corresponding to the virtual objects in the virtual environment.

[0053] As shown in Figure 3 , the first supply prop 301 is displayed in the virtual environment picture.

[0054] In step 202, in response to the opening operation of the first supply prop, the second virtual object opens the first supply prop.

[0055] Optionally, the second virtual object is the first virtual object, or belongs to the same camp as the first virtual object, or belongs to a different camp from the first virtual object.

[0056] That is, when the first virtual object drops the first supply prop in the virtual environment, the virtual object that the first supply prop can supply includes at least one of the first virtual object, a virtual object belonging to the same camp as the first virtual object, or a virtual object belonging to a different camp from the first virtual object.

[0057] The terminal can respond to the opening operation of the first supply prop only when the second virtual object is a virtual object that the first supply prop can supply.

[0058] For example, when the virtual object that the first supply prop can supply is the first virtual object and a virtual object belonging to the same camp as the first virtual object, if the first supply prop dropped by the first virtual object is displayed in the virtual environment screen, the terminal can control the second virtual object to open the first supply prop in response to the opening operation of the first supply prop when the second virtual object controlled by the user is the first virtual object or belongs to the same camp as the first virtual object. When the second virtual object controlled by the user belongs to a different camp from the first virtual object, the terminal does not respond to the opening operation of the first supply prop, that is, cannot control the second virtual object to open the supply prop. For example, when the second virtual object moves into the trigger range of the first supply prop, the terminal does not display the prop opening control.

[0059] When the first supply prop dropped by the first virtual object is displayed in the virtual environment screen and the second virtual object is a supply object of the first supply prop, if the terminal receives an opening operation of the first supply prop, the terminal can control the second virtual object to open the first supply prop. When it is determined that the second virtual object is in the trigger range of the first supply prop, the terminal determines that the opening operation of the first supply prop is received, or when it is determined that the second virtual object is in the trigger range of the first supply prop, the terminal displays a prop opening control, and when a trigger operation of the prop opening control is received, it is determined that the opening operation of the first supply prop is received, and the second virtual object is controlled to open the first supply prop. Optionally, the first supply prop and the second virtual object are each provided with a collision detection box, and the size and shape of the collision detection box can be the same as the corresponding virtual object or virtual object. For example, the size and shape of the collision detection box corresponding to the first supply prop can be the same as the size and shape of the first supply prop.

[0060] Alternatively, the collision detection box can be larger than the corresponding virtual object or virtual object, and can be one of a square, a sphere, a cylinder, etc. For example, the collision detection box of the first supply prop can be spherical, and the size of the sphere is larger than the size of the first supply prop.

[0061] When the terminal detects that the collision detection box corresponding to the second virtual object contacts the collision detection box corresponding to the first supply prop, it is determined that the second virtual object is in the trigger range of the first supply prop.

[0062] Optionally, the control of the second virtual object to open the first supply prop can be performed by the terminal, or the terminal can send an opening instruction to the server after receiving the opening operation on the first supply prop, and the server controls the second virtual object to open the first supply prop.

[0063] As shown in Figure 3 When it is detected that the second virtual object is in the triggering range of the first supply prop 301, a prop opening control 302 is displayed around the display position of the first supply prop 301, and when a triggering operation on the prop opening control 302 is received, the second virtual object is controlled to open the first supply prop 301.

[0064] In step 203, the second virtual object is controlled to replenish virtual ammunition based on the remaining ammunition quantity of the second virtual object and a target gain prop equipped by the second virtual object, wherein the target gain prop is used to increase the upper limit of the quantity of target virtual ammunition carried by the virtual object.

[0065] After the second virtual object is controlled to open the first supply prop, the second virtual object is controlled to replenish virtual ammunition. In a possible implementation, when the virtual ammunition is replenished, the ammunition quantity after replenishment for each type of virtual ammunition cannot exceed the ammunition carrying upper limit corresponding to the virtual ammunition, and therefore, when the second virtual object is controlled to replenish virtual ammunition, the remaining ammunition quantity of the second virtual object needs to be obtained to ensure that the ammunition quantity is within the ammunition carrying upper limit after replenishment.

[0066] Optionally, the second virtual object can be equipped with a gain prop, and the gain prop can increase the upper limit of the quantity of a specific type of virtual ammunition carried by the virtual object, and therefore, when the second virtual object is controlled to replenish virtual ammunition, the target gain prop equipped by the second virtual object also needs to be obtained. The target gain prop can be equipped before entering the game or obtained and equipped in the virtual environment after entering the game.

[0067] Optionally, after the second virtual object is controlled to replenish virtual ammunition, a replenishment success identifier can be displayed in the virtual environment picture to remind the user, wherein the replenishment success identifier can be displayed in the virtual environment picture in the form of text, pattern, animation, and the like, and the present embodiment is not limited in this regard.

[0068] As shown in Figure 3 When the second virtual object is controlled to replenish virtual ammunition, a replenishment success identifier 303 can be displayed near the virtual prop held by the second virtual object.

[0069] The control of the second virtual object to supplement the virtual ammunition can also be performed by the terminal or the server. After the first supply prop is opened by the second virtual object, the terminal can acquire the remaining ammunition quantity and the target gain prop equipped by the second virtual object, and control the second virtual object to supplement the virtual ammunition, or the terminal forwards the remaining ammunition quantity and the target gain prop equipped by the second virtual object to the server, and the server controls the second virtual object to supplement the virtual ammunition according to the information sent by the terminal.

[0070] In the embodiment of the present application, the supply prop can be used to supplement the virtual ammunition of the virtual object. When the first virtual object drops the first supply prop in the virtual environment, the second virtual object can supplement the virtual ammunition through the first supply prop. Compared with the way of picking up the virtual ammunition in the virtual environment to supplement the ammunition in the related art, the supplement time of the virtual ammunition can be controlled, and in the process of supplementing the virtual ammunition, the virtual object can be automatically controlled to supplement the virtual ammunition according to the remaining ammunition quantity and the target gain prop equipped by the virtual object, so that the flexibility of supplementing the virtual ammunition can be improved, and the supplement efficiency of the virtual ammunition can be improved.

[0071] In the embodiment of the present application, in the process of controlling the second virtual object to supplement the virtual ammunition according to the remaining ammunition quantity and the target gain prop, the ammunition supplement quantity of each virtual ammunition to be supplemented is first determined, so that different virtual ammunition can be supplemented. The following will be described by taking an exemplary embodiment.

[0072] Please refer to Figure 4 , a flowchart of a method for using the virtual prop provided by another exemplary embodiment of the present application is shown. The embodiment takes the method used in the first terminal 110 or the second terminal 130 in the implementation environment shown in Figure 1 as an example for description, and the method includes the following steps.

[0073] Step 401, display the first supply prop.

[0074] Step 402, in response to the opening operation of the first supply prop, control the second virtual object to open the first supply prop.

[0075] The implementation manners of step 401 and step 402 can refer to the above-mentioned step 201 and step 202, and will not be described herein.

[0076] Step 403, determine the ammunition supplement quantity of different virtual ammunition based on the remaining ammunition quantity of different virtual ammunition and the target gain prop equipped by the virtual object.

[0077] In a possible implementation, when the second virtual object is controlled to replenish the virtual ammunition, the virtual ammunition corresponding to the virtual props currently equipped by the second virtual object and different types of throwing objects can be replenished. The throwing objects can include attack-type throwing objects for reducing the attribute values of the virtual object, and can also include tactical-type throwing objects for causing interference in the field of vision or sound of the virtual object, etc. The virtual props equipped by the virtual object can include light virtual props and heavy virtual props, etc.

[0078] The ammunition replenishment quantity of different virtual ammunition refers to the ammunition replenishment quantity of different types of virtual ammunition corresponding to the second virtual object. The ammunition replenishment quantity can be controlled according to the ammunition replenishment upper limit of the virtual ammunition, that is, when the ammunition is replenished, there is an ammunition replenishment upper limit, which is the upper limit of the quantity of the first supply props replenishing the virtual ammunition of the second virtual object. The ammunition replenishment upper limit can be determined according to the difference between the ammunition carrying upper limit and the remaining ammunition quantity of the virtual ammunition, so as to determine the ammunition replenishment quantity according to the ammunition replenishment upper limit, and avoid the ammunition replenishment quantity exceeding the ammunition replenishment upper limit.

[0079] Optionally, different types of virtual ammunition correspond to different ammunition carrying upper limits, and the remaining ammunition quantities of the virtual ammunition carried by the second virtual object are not the same, so the ammunition replenishment upper limits corresponding to different virtual ammunition are different.

[0080] When the second virtual object is equipped with a target gain prop, the upper limit of the target virtual ammunition carried by the second virtual object will increase, so when determining the ammunition replenishment upper limit, the type of the equipped target gain prop also needs to be determined. In a possible implementation, the step can be replaced by the following step:

[0081] Step 403a, determining the ammunition replenishment upper limit of the virtual ammunition according to the remaining ammunition quantity of the virtual ammunition and the target gain prop.

[0082] In a possible implementation, the ammunition replenishment upper limit corresponding to different virtual ammunition is determined according to the remaining ammunition quantity of the virtual ammunition and the target gain prop equipped by the second virtual object, and the determination manner is as follows:

[0083] Step one, in response to the virtual ammunition belonging to the target virtual ammunition, the first ammunition carrying upper limit is determined as the ammunition carrying upper limit of the virtual ammunition, and the first ammunition carrying upper limit is greater than the original ammunition carrying upper limit corresponding to the virtual ammunition.

[0084] Optionally, the terminal first determines the prop type of the target gain prop equipped by the second virtual object, and different gain props correspond to different virtual ammunition. Illustratively, when the target gain prop is "heavy +1", the corresponding target virtual ammunition can be the virtual ammunition corresponding to the heavy virtual prop; when the target gain prop is "double damage", the corresponding target virtual ammunition can be the attack-type projectile; and when the target gain prop is "tactical +1", the corresponding target virtual ammunition can be the tactical projectile.

[0085] In a possible implementation, since the second virtual object can carry multiple gain props, the target virtual ammunition can include multiple virtual ammunition. When determining the ammunition carrying upper limit corresponding to each virtual ammunition, different virtual ammunition is pre-configured with different original ammunition carrying upper limits, and when the virtual ammunition belongs to one of the target virtual ammunition, the corresponding ammunition carrying upper limit is increased, that is, the ammunition carrying upper limit corresponding to the virtual ammunition is increased on the basis of the original ammunition carrying upper limit, and therefore, when the virtual ammunition belongs to one of the target virtual ammunition, the first ammunition carrying upper limit can be determined as the ammunition carrying upper limit corresponding to the virtual ammunition, which is greater than the original ammunition carrying upper limit corresponding to the virtual ammunition. Optionally, the first ammunition carrying upper limit can be the sum of the original ammunition carrying upper limit and the ammunition gain amount of the corresponding target gain prop. The ammunition gain amount of the target gain prop refers to the increased upper limit amount of the target virtual ammunition.

[0086] Illustratively, different virtual ammunition corresponds to different original ammunition carrying upper limits, which can be shown in Table 1:

[0087] Table 1

[0088]

[0089] And the ammunition gain amount corresponding to different gain props can be shown in Table 2:

[0090] Table 2

[0091]

[0092] That is, when the gain prop is "double damage", the carrying quantity upper limit of the attack-type projectile can be increased by 1, and when the gain prop is "tactical +1", the carrying quantity upper limit of the tactical projectile can be increased by 1.

[0093] In combination with the examples in Table 1 and Table 2, when the target gain prop equipped by the second virtual object is "heavy +1", the ammunition carrying upper limit of the corresponding heavy ammunition is the sum of the original ammunition carrying upper limit 1 and the ammunition gain amount 1, that is, 2; and when the target gain prop is "tactical +1", the ammunition carrying upper limit of the corresponding tactical projectile is the sum of the original ammunition carrying upper limit 3 and the ammunition gain amount 1.

[0094] When it is determined that the virtual ammunition belongs to the target virtual ammunition, it is necessary to determine the ammunition gain amount of the target gain prop to the virtual ammunition, so as to determine the corresponding first ammunition carrying upper limit according to the original ammunition carrying upper limit of the virtual ammunition and the ammunition gain amount, and determine the first ammunition carrying upper limit as the ammunition carrying upper limit corresponding to the virtual ammunition.

[0095] Step two, in response to the virtual ammunition not belonging to the target virtual ammunition, the second ammunition carrying upper limit is determined as the ammunition carrying upper limit of the virtual ammunition, and the second ammunition carrying upper limit is the original ammunition carrying upper limit corresponding to the virtual ammunition.

[0096] When the virtual ammunition does not belong to the target virtual ammunition, that is, the second virtual object does not equip the gain prop corresponding to the virtual ammunition, the original ammunition carrying upper limit corresponding to the virtual ammunition can be determined as the corresponding ammunition carrying upper limit.

[0097] Illustratively, when the virtual ammunition is light ammunition, since the light ammunition does not belong to the target virtual ammunition, it is determined that the ammunition carrying upper limit of the light ammunition is 300.

[0098] Step three, based on the ammunition carrying upper limit and the remaining ammunition quantity of various virtual ammunition, the ammunition replenishment upper limit of various virtual ammunition is determined.

[0099] After determining the ammunition carrying upper limit of various virtual ammunition and obtaining the corresponding remaining ammunition quantity, the ammunition replenishment upper limit of various virtual ammunition can be determined, wherein the ammunition replenishment upper limit is the difference between the ammunition carrying upper limit and the remaining ammunition quantity.

[0100] Illustratively, it is determined that the remaining ammunition quantity of the light ammunition currently carried by the second virtual object is 120, and the ammunition carrying upper limit is 300, so the corresponding ammunition replenishment upper limit is 180.

[0101] Step 403b, in response to the ammunition replenishment upper limit of the virtual ammunition being less than the expected replenishment quantity of the virtual ammunition, the ammunition replenishment upper limit of the virtual ammunition is determined as the ammunition replenishment quantity of the virtual ammunition.

[0102] In one possible implementation, different virtual ammunition is pre-set with different expected replenishment quantities, wherein the expected replenishment quantity refers to the maximum replenishment quantity of the first supply prop to the virtual ammunition, and the actual replenishment quantity of the virtual ammunition is less than or equal to the expected replenishment quantity of the virtual ammunition. For example, the maximum replenishment quantity of the first supply prop to light ammunition is 200, and the maximum replenishment quantity of the first supply prop to throwing object is 1.

[0103] If the virtual ammunition is replenished according to the expected replenishment quantity, the ammunition replenishment upper limit may be exceeded, i.e., the virtual ammunition quantity after replenishment exceeds the ammunition carrying upper limit. Therefore, when determining the ammunition replenishment quantity of the virtual ammunition by the first supply prop, the ammunition replenishment upper limit and the expected replenishment quantity are jointly determined. When the ammunition replenishment upper limit of the virtual ammunition is less than the expected replenishment quantity corresponding to the virtual ammunition, it is indicated that the expected replenishment quantity is too large, and the ammunition replenishment upper limit is used for replenishment.

[0104] In combination with the above example, according to the remaining ammunition quantity 120 of the light ammunition carried by the second virtual object and the ammunition carrying upper limit 300, it is determined that the ammunition replenishment upper limit of the light ammunition is 180, and the expected replenishment quantity of the light ammunition is 200, which exceeds the ammunition replenishment upper limit of the light ammunition. At this time, the ammunition replenishment upper limit 180 is determined as the ammunition replenishment quantity, i.e., the light ammunition is replenished by 180.

[0105] In response to the ammunition replenishment upper limit of the virtual ammunition being greater than the expected replenishment quantity of the virtual ammunition, the expected replenishment quantity of the virtual ammunition is determined as the ammunition replenishment quantity of the virtual ammunition.

[0106] When the ammunition replenishment upper limit of the virtual ammunition is greater than the expected replenishment quantity of the virtual ammunition, it is indicated that the expected replenishment quantity is within the threshold range, and the expected replenishment quantity is determined as the ammunition replenishment quantity corresponding to the virtual ammunition.

[0107] For example, when the ammunition replenishment upper limit of the attack-type projectile corresponding to the second virtual object is 2, and the expected replenishment quantity is 1, the expected replenishment quantity 1 is determined as the ammunition replenishment quantity of the attack-type projectile.

[0108] In step 404, the second virtual object is controlled to replenish the virtual ammunition based on the ammunition replenishment quantity.

[0109] After determining the ammunition replenishment quantity corresponding to various virtual ammunition, the second virtual object can be controlled to replenish the corresponding virtual ammunition.

[0110] In a possible implementation, the second virtual object is equipped with a virtual backpack, which has a certain capacity limit. Since the first supply prop can replenish multiple virtual ammunition, and in the replenishment process, there may be a case that the virtual backpack cannot accommodate all the ammunition replenishment quantity. In this case, the ammunition replenishment order of various virtual ammunition can be determined, and various virtual ammunition can be replenished according to the ammunition replenishment order. Alternatively, the step can be replaced by the following step:

[0111] In step 404a, in response to the total ammunition replenishment quantity being greater than the remaining capacity of the virtual backpack, the replenishment priority corresponding to various virtual ammunition is determined, and the total ammunition replenishment quantity is the sum of the ammunition replenishment quantities of various virtual ammunition.

[0112] After the terminal determines the ammunition replenishment quantity of each virtual ammunition, the terminal can determine a total ammunition replenishment quantity according to the ammunition replenishment quantity of each virtual ammunition. When the total ammunition replenishment quantity exceeds the remaining capacity of the virtual backpack, it indicates that the current virtual ammunition cannot be replenished in total, and therefore, in a possible implementation, the replenishment priorities of the virtual ammunition corresponding to each virtual ammunition can be determined, and the virtual ammunition can be replenished according to the replenishment priorities.

[0113] Optionally, the replenishment priority of the target virtual ammunition is higher than the replenishment priority of other virtual ammunition. When the second virtual object equips the target gain prop, it indicates that the user can need to carry the corresponding target virtual ammunition, and therefore, the replenishment priority of the target virtual ammunition can be determined to be higher than the priority of other virtual ammunition in the virtual ammunition that needs to be replenished.

[0114] Optionally, since the target virtual ammunition can include more than one type, to further determine the replenishment priority of each virtual ammunition in the target virtual ammunition, the replenishment priority of each virtual ammunition in the target virtual ammunition can be determined according to at least one of the usage rate, attack strength, or rarity of the virtual ammunition. The usage rate, attack strength, and rarity of the virtual ammunition are positively correlated with the replenishment priority of the virtual ammunition.

[0115] Correspondingly, if the virtual ammunition that does not belong to the target virtual ammunition includes multiple types, the replenishment priority can also be determined according to at least one of the usage rate, attack strength, or rarity of the virtual ammunition.

[0116] Illustratively, when the target virtual ammunition is heavy ammunition, the priority of the heavy ammunition is determined to be higher than that of other types of virtual ammunition.

[0117] Alternatively, in another possible implementation, the replenishment priority corresponding to each virtual ammunition can also be set by the user.

[0118] Step 404b, based on the replenishment priority corresponding to each virtual ammunition, a virtual ammunition replenishment sequence corresponding to each virtual ammunition is determined, wherein the replenishment priority is positively correlated with the virtual ammunition replenishment sequence.

[0119] In a possible implementation, the virtual ammunition replenishment sequence corresponding to each virtual ammunition is determined according to the replenishment priority corresponding to the virtual ammunition, and the higher the replenishment priority, the higher the corresponding virtual ammunition replenishment sequence. Illustratively, when the replenishment priority of each virtual ammunition is heavy ammunition > light ammunition > tactical projectile > attack projectile, the virtual ammunition replenishment sequence is determined to be heavy ammunition, light ammunition, tactical projectile, and attack projectile.

[0120] Step 404c, the second virtual object is controlled to replenish the virtual ammunition according to the virtual ammunition replenishment sequence.

[0121] The terminal controls the second virtual object to sequentially supplement the virtual ammunition according to the ammunition supplement quantity corresponding to the various virtual ammunition according to the ammunition supplement order indicated by the supplementary priority.

[0122] At step 404d, in response to the remaining capacity of the virtual backpack being insufficient, the second virtual object is controlled to stop supplementing the virtual ammunition.

[0123] During the process of controlling the second virtual object to supplement the virtual ammunition, since the total ammunition supplement quantity is greater than the remaining capacity of the virtual backpack, there will be a situation in which the remaining capacity of the virtual backpack is insufficient. In this case, the second virtual object can be controlled to stop supplementing the virtual ammunition.

[0124] Optionally, when the remaining capacity of the virtual backpack is insufficient, the ammunition supplement quantity of the current virtual prop can be reduced so that the current remaining capacity of the virtual backpack can accommodate the ammunition supplement quantity of the current virtual prop after the reduction.

[0125] By way of illustration, in combination with the above example, the ammunition is supplemented in the order of heavy ammunition, light ammunition, tactical throwing objects, and attack throwing objects. When the heavy ammunition and the light ammunition are supplemented, and the ammunition supplement quantity of the tactical throwing objects is 2, the remaining capacity of the virtual backpack cannot accommodate 2 tactical throwing objects, and can only accommodate 1 tactical throwing object. Therefore, the ammunition supplement quantity of the tactical throwing objects can be reduced, and only 1 tactical throwing object is supplemented. After the supplement, the second virtual object is controlled to stop supplementing the virtual ammunition.

[0126] At step 405, in response to the first supply prop being attacked, a target prop effect is displayed at the first supply prop drop position, wherein the attribute value of the virtual object within the effect range of the target prop effect is reduced.

[0127] Optionally, in addition to supplementing the virtual ammunition of the virtual object, the first supply prop can also be used to reduce the attribute value of the virtual object, wherein the attribute value can be the life value, the physical value, or the attack / defense power, etc.

[0128] When the first supply prop is attacked, a target prop effect is displayed at the first supply prop drop position, wherein the target prop effect can be an explosion effect, and the effect range of the target prop effect is in a negative correlation with the supplemented ammunition quantity of the first supply prop, which is the ammunition quantity supplemented by the virtual object through the first supply prop. That is, the smaller the ammunition quantity supplemented by the virtual object through the first supply prop, the larger the effect range of the corresponding target prop effect after the first supply prop is attacked.

[0129] Alternatively, the effect strength of the target prop effect is negatively correlated with the replenished ammunition amount of the first replenishment prop. The less the replenished ammunition amount is, the higher the corresponding effect strength is, that is, the more the attribute value of the virtual object is reduced.

[0130] Optionally, the first replenishment prop can be attacked by any virtual object in the virtual environment, and after being attacked, the triggered target prop effect is effective on any virtual object in the effect range. It should be noted that the target prop effect can be triggered only when the first replenishment prop is attacked.

[0131] Illustratively, as shown in Figure 5 , when the second virtual object is controlled to attack the first replenishment prop 502 with the virtual prop 501, the target prop effect 503 will be displayed at the first replenishment prop 502.

[0132] In step 406, the display of the first replenishment prop is stopped in response to the completion of the display of the target prop effect.

[0133] After the display of the target prop effect is completed, the first replenishment prop cannot continue to replenish virtual ammunition, and the display of the first replenishment prop in the virtual environment picture will be stopped.

[0134] In this embodiment, the ammunition replenishment amount of various virtual ammunition is determined according to the expected replenishment amount of virtual ammunition and the upper limit of ammunition replenishment, so as to control the ammunition replenishment amount and avoid excessive virtual ammunition replenishment, thereby improving the flexibility of virtual ammunition replenishment.

[0135] In this embodiment, when the first replenishment prop is attacked, the corresponding target prop effect can be triggered, and the effect range is related to the replenished ammunition amount of the first replenishment prop, thereby improving the simulation reality of the game.

[0136] Optionally, when the first replenishment prop is displayed, a prop identifier is displayed in the virtual environment picture, thereby prompting the prop position of the first replenishment prop. The following will be described with exemplary embodiments.

[0137] Please refer to Figure 6 , which shows a flowchart of a method for using a virtual prop according to another exemplary embodiment of the present application. This embodiment takes the method used in the implementation environment shown in Figure 1 for example, and the first terminal 110 or the second terminal 130 in the implementation environment or other terminals in the implementation environment are taken as examples for description. The method includes the following steps:

[0138] In step 601, the first replenishment prop is displayed.

[0139] The implementation of this step can refer to the above-described step 201, and this embodiment will not be described again.

[0140] In step 602, a prop identifier is displayed in the virtual environment image, and the prop identifier is used to indicate the position of the first supply prop in the virtual environment.

[0141] Optionally, when the first supply prop is displayed, a corresponding prop identifier can be displayed at the position of the first supply prop, so as to indicate the position of the prop in the virtual environment.

[0142] Optionally, the prop identifier can be realized by transparent display. For example, when the second virtual object is in a different room from the first supply prop, the prop identifier can also be observed in the corresponding view angle of the second virtual object. The size of the prop identifier changes with the distance between the second virtual object and the first supply prop. When the second virtual object is closer to the first supply prop, the corresponding displayed prop identifier is larger.

[0143] In addition to being displayed in the virtual environment image of the client corresponding to the second virtual object, the prop identifier can also be displayed in the virtual environment image of the client corresponding to the virtual object in the same camp as the second virtual object. The display size of the prop identifier in other virtual environment images changes with the distance between the other virtual object and the first supply prop.

[0144] For example, as shown in FIG. 7, a prop identifier 702 is displayed at the position corresponding to the first supply prop 701 in the virtual environment image. Figure 7

[0145] In step 603, in response to the opening operation of the first supply prop, the number of times that the second virtual object opens the first supply prop is determined.

[0146] In a possible implementation, a number threshold is set for the same supply prop, so as to avoid unlimited replenishment of virtual ammunition and affect the fairness of the game. It should be noted that the number threshold refers to the limitation on the same virtual object. When the terminal receives the opening operation of the first supply prop, the number of times that the second virtual object opens the first supply prop is determined first, and it is determined whether the number threshold is reached.

[0147] In step 604, in response to the number of times being less than the number threshold, the second virtual object is controlled to open the first supply prop, and the number of times is updated.

[0148] When the number of times is less than the number threshold, the terminal can control the second virtual object to open the first supply prop, so as to replenish the virtual ammunition of the second virtual object.

[0149] Meanwhile, the number of times is updated, so that when a subsequent opening operation of the first supply prop is received, it is determined whether to open the first supply prop according to the updated number of times.

[0150] ​Illustratively, when the threshold number of times is 2 and the current number of times of opening is 1, it is determined that the number of times of opening is less than the threshold number of times, the first supply prop is controlled to be opened by the second virtual object, and the number of times of opening is updated to 2.

[0151] In step 605, the virtual ammunition of the second virtual object is replenished based on the remaining ammunition of the second virtual object and the target gain prop equipped by the second virtual object.

[0152] The present embodiment can refer to the above steps 403 and 404, and will not be described herein again.

[0153] In step 606, the display of the prop identifier is stopped.

[0154] Optionally, the display form of the prop identifier can change with the opening state of the first supply prop by the second virtual object, i.e., the display form of the prop identifier is different when the first supply prop is not opened by the second virtual object and when the first supply prop is opened by the second virtual object. When the first supply prop is not opened by the second virtual object, the prop identifier can be displayed based on the first display form, and when the first supply prop is opened by the second virtual object, the prop identifier can be displayed based on the second display form. Illustratively, when the first supply prop is not opened by the second virtual object, the prop identifier can be displayed statically, and when the first supply prop is opened by the second virtual object, the prop identifier can be displayed dynamically.

[0155] When the first supply prop is opened by the second virtual object and the virtual ammunition is successfully replenished, the display of the prop identifier can be stopped, and a replenishment success identifier can be displayed around the virtual prop equipped by the second virtual object.

[0156] In another possible embodiment, when the first supply prop is controlled to be opened by the second virtual object, the number of times of opening can not reach the threshold number of times, at this time, the terminal can continue to display the prop identifier, and when the number of times of opening of the first supply prop by the second virtual object reaches the threshold number of times, the display of the prop identifier is stopped.

[0157] Illustratively, as shown in FIG. 7, when the first supply prop is not opened, the prop identifier 702 is displayed statically, when the first supply prop is controlled to be opened by the second virtual object, the prop identifier 702 is displayed with shaking, and when the virtual ammunition is replenished, a replenishment success identifier 703 is displayed around the virtual prop equipped by the second virtual object. Figure 7

[0158] ​and in the virtual environment pictures of the clients corresponding to the other virtual objects belonging to the same camp as the second virtual object, the prop identifier is also displayed, and the display form of the prop identifier in the other virtual environment pictures changes with the state of the other virtual objects opening the first supply prop. For example, in the virtual environment picture of the client corresponding to the first virtual object, the display form of the prop identifier changes with the state of the first virtual object opening the first supply prop. That is, when the first virtual object does not open the first supply prop, the prop identifier is displayed in the first display form in the virtual environment picture of the client corresponding to the first virtual object, and when the first virtual object opens the first supply prop, the prop identifier is displayed in the second display form in the virtual environment picture of the client corresponding to the first virtual object, and after successfully supplying virtual ammunition for the first virtual object, a successful supply identifier is displayed around the virtual prop equipped by the first virtual object, and when the number of opening times of the first virtual object opening the first supply prop reaches the number threshold, the client corresponding to the first virtual object stops displaying the prop identifier.

[0159] and in response to the number of opening times reaching the number threshold, the first supply prop is unavailable for the second virtual object.

[0160] When the number of opening times reaches the number threshold, the first supply prop cannot continue to supply ammunition for the second virtual object, and optionally, a first prompt information can be displayed in the virtual environment picture to prompt the user that the first supply prop is unavailable.

[0161] Illustratively, as shown in Figure 8 When the second virtual object is controlled to be within the trigger range of the first supply prop 801, the first prompt information 802 is displayed, and the prop opening control 803 is in an untriggerable state.

[0162] In the embodiment, when the first supply prop is displayed, the prop identifier is also displayed to prompt the position of the first supply prop in the virtual environment, thereby facilitating the user to control the second virtual object to move to the first supply prop and helping to improve the virtual ammunition supply efficiency.

[0163] In the embodiment, whether to open the first supply prop next time is determined according to the number of opening times, thereby avoiding excessive use of the first supply prop for ammunition supply and ensuring the fairness of the game.

[0164] In the above embodiment, when the second virtual object is controlled to open the first supply prop, whether to open the first supply prop is determined according to the number of opening times of the second virtual object. In another possible implementation, when an opening operation on the first supply prop is received, whether to open the first supply prop can also be determined according to the remaining ammunition quantity of the second virtual object, which can include the following steps:

[0165] Step one, in response to the opening operation of the first supply prop, determining the remaining ammunition quantity of the second virtual object.

[0166] When receiving the opening operation of the first supply prop, the terminal can acquire the remaining ammunition quantity of each virtual ammunition of the second virtual object.

[0167] Step two, in response to the remaining ammunition quantity being less than the target quantity, controlling the second virtual object to open the first supply prop.

[0168] Optionally, since different virtual ammunition corresponds to different remaining ammunition quantity, different target quantity can be set for different virtual ammunition, for example, for light ammunition, the target quantity can be 200; for heavy ammunition, the target quantity can be 1; for throwing object, the target quantity can be 1.

[0169] In a possible implementation, it can be determined whether the remaining ammunition quantity corresponding to each virtual ammunition is less than the corresponding target quantity, when the virtual ammunition less than the target quantity is more than the virtual ammunition greater than the target quantity, it is determined that the remaining ammunition quantity of the second virtual object is less than the target quantity, indicating that the current ammunition of the second virtual object is insufficient, and the second virtual object can be controlled to open the first supply prop, so as to supplement the corresponding virtual ammunition of the second virtual object.

[0170] Step three, in response to the remaining ammunition quantity being greater than the target quantity, displaying prompt information, the prompt information being used to prompt that the remaining ammunition is sufficient.

[0171] Correspondingly, the terminal can determine the proportion of the remaining ammunition quantity greater than the target quantity, when the proportion is higher than the proportion of the remaining ammunition quantity less than the target quantity, it is determined that the remaining ammunition quantity is greater than the target quantity, at this time, the second prompt information can be displayed in the virtual environment picture, used to prompt that the remaining ammunition is sufficient.

[0172] Optionally, the second virtual object can be the first virtual object, that is, the virtual object that puts the first supply prop in the virtual environment, and the process of controlling the first virtual object to put the first supply prop will be exemplarily described below.

[0173] Please refer to Figure 9 , a flowchart of a virtual prop putting method provided by an exemplary embodiment of the present application is shown. The embodiment takes the method used in the implementation environment shown in Figure 1 for example, the method includes the following steps:

[0174] Step 901, displaying a target skill control, the target skill control being used to trigger the use of the first supply prop.

[0175] In a possible implementation, the first supply prop can be a skill. The user triggers the use of the first supply prop by triggering the first supply prop.

[0176] Optionally, the target skill control can be displayed in real time in the virtual environment picture, and the display position and display size can be set by the user.

[0177] As shown in Figure 10 , the target skill control 1001 is displayed in the virtual environment picture.

[0178] At step 902, the first virtual object is controlled to drop the first supply prop in the virtual environment in response to the triggering operation on the target skill control.

[0179] When the triggering operation on the target skill control is received, the first virtual object can be controlled to drop the first supply prop in the virtual environment, wherein the dropping parameter can be a preset fixed parameter, for example, the dropping direction is the front of the virtual object, and the dropping distance is 1 m. When the first virtual object is controlled to drop the first supply prop, the first supply prop can be dropped according to the dropping parameter.

[0180] Optionally, when the first supply prop is dropped according to the dropping parameter, the first supply prop can trigger a rebound when colliding with a wall or a virtual object. The first supply prop after the rebound can fall on the ground or a virtual object. When the first supply prop falls on the dynamically generated virtual object, the display state of the first supply prop will change with the display state of the virtual object, that is, when the dynamically generated virtual object is stopped displaying, the first supply prop on the virtual object is also stopped displaying.

[0181] As an example, when the first supply prop falls on the “air drop box”, if the “air drop box” is stopped displaying, a destruction animation can be displayed at the first supply prop, and the first supply prop is stopped displaying after the destruction animation is displayed, thereby improving the simulation effect of the game.

[0182] After the first virtual object is controlled to drop the first supply prop, the target skill control is set to an untriggerable state. Optionally, the target skill control can be set to the untriggerable state within a target time, for example, within 30 s after the first supply prop is dropped. Alternatively, the triggering state of the target skill control can be adjusted according to the number of virtual objects defeated by the first virtual object. When the first supply prop is dropped, the terminal starts recording the number of virtual objects defeated by the first virtual object. When the number of defeated virtual objects reaches a number threshold, the target skill control can be set to a triggerable state, and the number of defeated virtual objects is reset.

[0183] As shown in Figure 10As shown, after the first virtual object is controlled to throw the first supply props 1002, the target skill control 1001 is changed from the triggerable state to the untriggerable state.

[0184] In step 903, the first supply props is displayed.

[0185] After the first virtual object is controlled to throw the first supply props, the first supply props is displayed in the virtual environment.

[0186] In step 904, in response to the second supply props being thrown by the third virtual object in the virtual environment, the display of the first supply props is stopped.

[0187] In a possible implementation, only one supply props for virtual ammunition replenishment of the same virtual object can exist in the virtual environment. When the first supply props only replenishes the virtual ammunition of the first virtual object, if the first supply props still exists in the virtual environment when the first virtual object is controlled to throw the second supply props after the first virtual object throws the first supply props, the first supply props in the virtual environment needs to be removed before the first virtual object can continue to throw the second supply props. After the first supply props is removed, the display of the first supply props in the virtual environment is stopped.

[0188] Alternatively, when the supply object of the first supply props includes virtual objects belonging to the same camp as the first virtual object, the third virtual object can be a virtual object belonging to the same camp as the first virtual object. When the third virtual object belonging to the same camp as the first virtual object throws the second supply props in the virtual environment, since the second supply props can also replenish the virtual ammunition of the first virtual object, the first supply props in the virtual environment needs to be removed, i.e., the display of the first supply props is stopped, to avoid the use of multiple supply props for virtual ammunition replenishment at the same time.

[0189] Alternatively, when the supply object of the first supply props includes virtual objects belonging to different camps from the first virtual object, the third virtual object can be a virtual object belonging to a different camp from the first virtual object. When the third virtual object belonging to a different camp from the first virtual object throws the second supply props in the virtual environment, the display of the first supply props is stopped.

[0190] In step 905, in response to the first supply props reaching the props survival duration, the display of the first supply props is stopped.

[0191] In another possible implementation, each supply props corresponds to a props survival duration. When the first supply props reaches the props survival duration, a destruction animation can be displayed, and after the display of the destruction animation is completed, the display of the first supply props is stopped.

[0192] In combination with the above various embodiments, in an illustrative example, taking the second virtual object and the first virtual object as examples, the use process of the virtual prop is as shown in FIG. 12. Figure 11

[0193] In step 1101, a target skill control is displayed.

[0194] In step 1102, it is determined whether a trigger operation on the target skill control is received. If yes, step 1103 is performed.

[0195] In step 1103, the first virtual object is controlled to drop a first supply prop and display.

[0196] In step 1104, it is determined whether an opening operation on the first supply prop is received. If yes, step 1105 is performed, and if no, step 1103 is performed.

[0197] In step 1105, the first virtual object is controlled to supplement virtual ammunition.

[0198] In step 1106, it is determined whether the first supply prop is attacked. If yes, step 1107 is performed.

[0199] In step 1107, a target prop effect is displayed.

[0200] Figure 12 FIG. 13 is a structural block diagram of an equipment device of a virtual prop provided by an exemplary embodiment of the present application. The device includes:

[0201] A first display module 1201 is configured to display a first supply prop dropped into a virtual environment by a first virtual object.

[0202] A first control module 1202 is configured to control a second virtual object to open the first supply prop in response to an opening operation on the first supply prop.

[0203] A second control module 1203 is configured to control the second virtual object to supplement virtual ammunition based on a remaining ammunition quantity of the second virtual object and a target gain prop equipped, wherein the target gain prop is used to increase an upper limit of a target virtual ammunition quantity carried by the virtual object.

[0204] Optionally, the second control module 1203 includes:

[0205] A first determination unit is configured to determine ammunition supplement quantities of different virtual ammunition based on the remaining ammunition quantities of the different virtual ammunition and the target gain prop equipped.

[0206] A first control unit is configured to control the second virtual object to supplement the virtual ammunition based on the ammunition supplement quantities. ​

[0207] Optionally, the first determining unit is further configured to:

[0208] determine a virtual ammunition replenishment upper limit of each of the virtual ammunition based on the remaining ammunition quantity and the target gain prop of each of the virtual ammunition;

[0209] determine the virtual ammunition replenishment quantity as the virtual ammunition replenishment upper limit of the virtual ammunition in response to the virtual ammunition replenishment upper limit being less than the virtual ammunition replenishment quantity;

[0210] determine the virtual ammunition replenishment quantity as the virtual ammunition replenishment upper limit of the virtual ammunition in response to the virtual ammunition replenishment upper limit being greater than the virtual ammunition replenishment quantity.

[0211] Optionally, the first determining unit is further configured to:

[0212] determine a first ammunition carrying upper limit as the ammunition carrying upper limit of the virtual ammunition in response to the virtual ammunition belonging to the target virtual ammunition, the first ammunition carrying upper limit being greater than an original ammunition carrying upper limit corresponding to the virtual ammunition;

[0213] determine a second ammunition carrying upper limit as the ammunition carrying upper limit of the virtual ammunition in response to the virtual ammunition not belonging to the target virtual ammunition, the second ammunition carrying upper limit being the original ammunition carrying upper limit corresponding to the virtual ammunition;

[0214] determine a virtual ammunition replenishment upper limit of each of the virtual ammunition based on the ammunition carrying upper limit and the remaining ammunition quantity of each of the virtual ammunition.

[0215] Optionally, the first control unit is further configured to:

[0216] determine a replenishment priority corresponding to each of the virtual ammunition in response to a total ammunition replenishment quantity being greater than a remaining capacity of the virtual backpack, the total ammunition replenishment quantity being a sum of the virtual ammunition replenishment quantity of each of the virtual ammunition;

[0217] determine a virtual ammunition replenishment sequence corresponding to each of the virtual ammunition based on the replenishment priority corresponding to each of the virtual ammunition, the replenishment priority and the virtual ammunition replenishment sequence being in a positive correlation;

[0218] control the second virtual object to replenish the virtual ammunition in the virtual ammunition replenishment sequence;

[0219] control the second virtual object to stop replenishing the virtual ammunition in response to the remaining capacity of the virtual backpack being insufficient.

[0220] Optionally, the replenishment priority of the target virtual ammunition is higher than replenishment priorities of other virtual ammunition.

[0221] Optionally, the apparatus further comprises:

[0222] The second display module is configured to display a target prop effect at the first supply prop drop position in response to the first supply prop being attacked, wherein attribute values of virtual objects within an effect range of the target prop effect are reduced.

[0223] The first stop module is configured to stop displaying the first supply prop in response to the target prop effect being displayed.

[0224] Optionally, the effect range of the target prop effect is negatively correlated with a replenished ammunition amount of the first supply prop, and the replenished ammunition amount is an ammunition amount replenished by the virtual object through the first supply prop.

[0225] Optionally, the first control module 1202 comprises:

[0226] The second determination unit is configured to determine an opening number of the first supply prop opened by the second virtual object in response to the opening operation on the first supply prop.

[0227] The second control unit is configured to control the first supply prop to be opened by the second virtual object and update the opening number in response to the opening number being less than a number threshold.

[0228] Optionally, the first supply prop is unavailable for the second virtual object in response to the opening number reaching the number threshold.

[0229] Optionally, the apparatus further comprises:

[0230] The fourth display module is configured to display a target skill control, and the target skill control is used to trigger use of the first supply prop.

[0231] The third control module is configured to control the first virtual object to drop the first supply prop in the virtual environment in response to a trigger operation on the target skill control.

[0232] Optionally, the apparatus further comprises:

[0233] The second stop module is configured to stop displaying the first supply prop in response to a second virtual object dropping a second supply prop in the virtual environment.

[0234] Or,

[0235] The third stopping module is configured to stop displaying the first supply prop in response to reaching the prop survival duration of the first supply prop.

[0236] Optionally, the apparatus further includes:

[0237] The fifth display module is configured to display a prop identifier in the virtual environment picture, the prop identifier being used to indicate a position of the first supply prop in the virtual environment.

[0238] The third stopping module is configured to stop displaying the prop identifier.

[0239] Optionally, the first control module 1202 includes:

[0240] The third determining unit is configured to determine a remaining ammunition quantity of the second virtual object in response to an opening operation on the first supply prop.

[0241] The third control unit is configured to control the second virtual object to open the first supply prop in response to the remaining ammunition quantity being less than a target quantity.

[0242] The apparatus further includes:

[0243] The sixth display module is configured to display prompt information in response to the remaining ammunition quantity being greater than the target quantity, the prompt information being used to prompt that the remaining ammunition is sufficient.

[0244] Optionally, the second virtual object is the first virtual object, or belongs to a same camp as the first virtual object, or belongs to a different camp as the first virtual object.

[0245] In summary, in the embodiments of the present application, a supply prop is provided, which can be used to supplement virtual ammunition of a virtual object. When a first virtual object drops a first supply prop in a virtual environment, a second virtual object can supplement virtual ammunition through the first supply prop. Compared with the way of picking up virtual ammunition in the virtual environment to supplement ammunition in the related art, the supplement timing of virtual ammunition can be controlled, and in the process of supplementing virtual ammunition, the virtual object can automatically control the supplement of virtual ammunition according to the remaining ammunition quantity and the target gain prop equipped by the virtual object, which can improve the flexibility of supplementing virtual ammunition and help to improve the supplement efficiency of virtual ammunition.

[0246] Please refer to Figure 13Fig. 13 shows a block diagram of a structure of a terminal 1300 according to an example embodiment of the present application. The terminal 1300 can be a portable mobile terminal such as a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 1300 can also be referred to as a user equipment, a portable terminal, or other names.

[0247] Generally, the terminal 1300 includes a processor 1301 and a memory 1302.

[0248] The processor 1301 can include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1301 can be implemented in at least one of a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), a Programmable Logic Array (PLA), or the like. The processor 1301 can also include a main processor and a co-processor. The main processor is a processor for processing data in an awake state, also referred to as a Central Processing Unit (CPU). The co-processor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1301 can be integrated with a Graphics Processing Unit (GPU) for rendering and drawing content to be displayed on a display screen. In some embodiments, the processor 1301 can further include an Artificial Intelligence (AI) processor for processing machine learning related computing operations.

[0249] The memory 1302 can include one or more computer-readable storage media that can be tangible and non-transitory. The memory 1302 can also include a high-speed random access memory and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 stores at least one instruction for being executed by the processor 1301 to implement the method according to the embodiments of the present application.

[0250] Those skilled in the art can understand that Figure 13 The structure shown in the figure does not constitute a limitation on the terminal 1300, and can include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0251] The embodiment of the present application further provides a computer readable storage medium, which stores at least one instruction, and the at least one instruction is loaded and executed by the processor to realize the use method of the virtual prop according to various embodiments.

[0252] According to an aspect of the present application, a computer program product or computer program is provided, which includes computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the terminal executes the use method of the virtual prop provided in various optional implementation manners of the above aspect.

[0253] Those skilled in the art should realize that, in one or more examples described above, the functions described in the embodiments of the present application can be realized by hardware, software, firmware or any combination thereof. When realized by software, these functions can be stored in a computer readable storage medium or transmitted as one or more instructions or codes on a computer readable storage medium. The computer readable storage medium includes a computer storage medium and a communication medium, wherein the communication medium includes any medium that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0254] The above description is only optional embodiments of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for using a virtual prop, characterized in that, The method includes: The target skill control is displayed, which is used to trigger the use of the first supply item. In response to the triggering operation of the target skill control, the first virtual object is controlled to drop the first supply item in the virtual environment. During the dropping of the first supply item, when the first supply item collides with a wall or virtual object, a bounce is triggered. When the bounced first supply item lands on a dynamically generated virtual object, the display state of the first supply item changes with the display state of the virtual object. The change of the display state of the first supply item with the display state of the virtual object includes: when the virtual object is stopped from being displayed, a destruction animation is displayed at the location of the first supply item, and the first supply item is stopped from being displayed after the destruction animation ends. After the first virtual object is controlled to drop the first supply item so that the target skill control is set to an untriggerable state, if the number of virtual objects defeated by the first virtual object reaches a certain threshold, the target skill control is reset to a triggerable state. The first supply item is displayed; and, at the location where the first supply item is placed in the virtual environment screen, a static item icon is displayed. The item icon indicates the location of the first supply item in the virtual environment. The item icon supports display through walls, and the size of the item icon changes with the distance between the second virtual object and the first supply item. The closer the distance, the larger the displayed item icon. The item icon is also displayed in other virtual environment screens of other virtual objects belonging to the same faction as the second virtual object. The display size of the item icon in the other virtual environment screens changes with the distance between the other virtual objects and the first supply item. In response to the activation operation of the first supply item, the number of times the second virtual object activates the first supply item is determined; in response to the activation count reaching a threshold, the first supply item becomes unavailable to the second virtual object; in response to the activation count being less than the threshold, the second virtual object is controlled to activate the first supply item, dynamically display the item identifier, and update the activation count; the display format of the item identifier in the other virtual environment screen changes according to the state of the other virtual object activating the first supply item. The item type of the target buff item equipped by the second virtual object is determined. Different buff items correspond to different virtual ammunition. The target buff item is used to increase the upper limit of the number of target virtual ammunition carried by the virtual object. When any type of virtual ammunition carried by the second virtual object belongs to one of the target virtual ammunitions, the first ammunition carrying limit is determined as the ammunition carrying limit corresponding to the virtual ammunition; in response to any type of virtual ammunition carried by the second virtual object not belonging to the target virtual ammunition, the second ammunition carrying limit is determined as the ammunition carrying limit of the virtual ammunition, and the second ammunition carrying limit is the original ammunition carrying limit corresponding to the virtual ammunition; the first ammunition carrying limit is greater than the original ammunition carrying limit corresponding to the virtual ammunition, and the first ammunition carrying limit is the sum of the original ammunition carrying limit and the ammunition bonus amount of the corresponding target buff item; The smaller of the maximum ammunition replenishment limit and the expected replenishment quantity of the virtual ammunition is used as the ammunition replenishment quantity of the virtual ammunition. The maximum ammunition replenishment limit is the difference between the maximum ammunition carrying capacity of various virtual ammunitions carried by the second virtual object and the remaining ammunition quantity. The expected replenishment quantity refers to the maximum replenishment quantity of the virtual ammunition by the first supply item, and the actual replenishment quantity of the virtual ammunition is less than or equal to the expected replenishment quantity of the virtual ammunition. The second virtual object is controlled to replenish the virtual ammunition sequentially according to the ammunition replenishment quantity corresponding to each type of virtual ammunition. After replenishment is completed, the item identifier is stopped from being displayed. The replenishment priority of the target virtual ammunition is higher than the replenishment priority of other virtual ammunition. After displaying the first supply item, the method further includes: In response to the first supply item being attacked by any virtual object in the virtual environment, the effect of the target item is displayed at the location where the first supply item is placed. The attribute values ​​of virtual objects within the effect range of the target item are reduced. The effect range is negatively correlated with the amount of ammunition replenished by the first supply item. The amount of ammunition replenished is the amount of ammunition replenished by the virtual object through the first supply item. Alternatively, the effect strength of the target item is negatively correlated with the amount of ammunition replenished. In response to the completion of the display of the target item's effect, the display of the first supply item is stopped; After controlling the first virtual object to deploy the first supply item in the virtual environment, the method further includes: In response to a third virtual object deploying a second supply item in the virtual environment, the display of the first supply item is stopped, and then the second supply item is displayed in the virtual environment; or, in response to the first supply item reaching its item duration, the display of the first supply item is stopped.

2. The method according to claim 1, characterized in that, The control of the second virtual object to replenish virtual ammunition sequentially according to the ammunition replenishment quantity corresponding to various virtual ammunition includes: In response to the total amount of ammunition replenishment exceeding the remaining capacity of the virtual backpack, the replenishment priority corresponding to each type of virtual ammunition is determined, wherein the total amount of ammunition replenishment is the sum of the ammunition replenishment quantities of each type of virtual ammunition; Based on the replenishment priority corresponding to each of the virtual munitions, the replenishment order corresponding to each of the virtual munitions is determined, wherein the replenishment priority and the replenishment order are positively correlated. According to the ammunition replenishment order, control the second virtual object to replenish the virtual ammunition; In response to insufficient remaining capacity in the virtual backpack, the second virtual object is controlled to stop replenishing the virtual ammunition.

3. The method according to any one of claims 1 to 2, characterized in that, The process of controlling the second virtual object to open the first supply item in response to the opening operation of the first supply item further includes: In response to the activation operation of the first supply item, determine the remaining ammunition quantity of the second virtual object; In response to the remaining ammunition quantity being less than the target quantity, the second virtual object is controlled to activate the first supply item; The method further includes: In response to the fact that the remaining ammunition quantity is greater than the target quantity, a prompt message is displayed to indicate that there is sufficient remaining ammunition.

4. The method according to claim 1, characterized in that, The second virtual object is the first virtual object, or belongs to the same camp as the first virtual object, or belongs to a different camp than the first virtual object.

5. A device for using virtual props, characterized in that, The apparatus is used to perform a method of using a virtual prop according to any one of claims 1-4, the apparatus comprising: The first display module is used to display the first supply item, which is deployed into the virtual environment by the first virtual object. The first control module is used to control the second virtual object to open the first supply item in response to the opening operation of the first supply item; The second control module is used to control the second virtual object to replenish virtual ammunition based on the remaining ammunition quantity of the second virtual object and the target buff item equipped, wherein the target buff item is used to increase the upper limit of the number of target virtual ammunition carried by the virtual object.

6. The apparatus according to claim 5, characterized in that, The second control module includes: The first determining unit is used to determine the ammunition replenishment quantity for different virtual munitions based on the remaining ammunition quantity of different virtual munitions and the equipped target enhancement items; The first control unit is used to control the second virtual object to replenish the virtual ammunition based on the amount of ammunition to be replenished.

7. The apparatus according to claim 6, characterized in that, The first determining unit is further configured to: Based on the remaining ammunition quantity of each type of virtual ammunition and the target buff item, determine the ammunition replenishment limit for each type of virtual ammunition; In response to the fact that the upper limit of the virtual ammunition replenishment is less than the expected replenishment quantity of the virtual ammunition, the upper limit of the virtual ammunition replenishment is determined to be the replenishment quantity of the virtual ammunition; In response to the fact that the upper limit of the virtual ammunition replenishment exceeds the expected replenishment quantity of the virtual ammunition, the expected replenishment quantity of the virtual ammunition is determined as the replenishment quantity of the virtual ammunition.

8. The apparatus according to claim 7, characterized in that, The first determining unit is further configured to: In response to the fact that the virtual ammunition belongs to the target virtual ammunition, the first ammunition carrying limit is determined as the ammunition carrying limit of the virtual ammunition, and the first ammunition carrying limit is greater than the original ammunition carrying limit corresponding to the virtual ammunition; In response to the fact that the virtual ammunition does not belong to the target virtual ammunition, the second ammunition carrying limit is determined as the ammunition carrying limit of the virtual ammunition, and the second ammunition carrying limit is the original ammunition carrying limit corresponding to the virtual ammunition; Based on the ammunition carrying limit and the remaining ammunition quantity of each type of virtual ammunition, the ammunition replenishment limit for each type of virtual ammunition is determined.

9. The apparatus according to claim 6, characterized in that, The first control unit is further configured to: In response to the total amount of ammunition replenishment exceeding the remaining capacity of the virtual backpack, the replenishment priority corresponding to each type of virtual ammunition is determined, wherein the total amount of ammunition replenishment is the sum of the ammunition replenishment quantities of each type of virtual ammunition; Based on the replenishment priority corresponding to each of the virtual munitions, the replenishment order corresponding to each of the virtual munitions is determined, wherein the replenishment priority and the replenishment order are positively correlated. According to the ammunition replenishment order, control the second virtual object to replenish the virtual ammunition; In response to insufficient remaining capacity in the virtual backpack, the second virtual object is controlled to stop replenishing the virtual ammunition.

10. The apparatus according to claim 5, characterized in that, The target virtual ammunition has a higher replenishment priority than other virtual ammunition.

11. The apparatus according to any one of claims 5 to 10, characterized in that, The device further includes: The second display module is used to display the effect of the target item at the location where the first supply item is placed in response to the first supply item being attacked, wherein the attribute value of the virtual object within the effect range of the target item effect is reduced; The first stop module is used to stop displaying the first supply item in response to the completion of the display of the target item effect.

12. The apparatus according to claim 11, characterized in that, The effect range of the target item is negatively correlated with the amount of ammunition replenished by the first supply item, where the amount of ammunition replenished is the amount of ammunition replenished by the virtual object through the first supply item.

13. The apparatus according to any one of claims 5 to 10, characterized in that, The first control module includes: The second determining unit is used to determine the number of times the second virtual object opens the first supply item in response to the opening operation of the first supply item; The second control unit is configured to, in response to the number of times the item is opened being less than a threshold, control the second virtual object to open the first supply item and update the number of times the item is opened.

14. The apparatus according to claim 13, characterized in that, In response to the activation count reaching the threshold, the first supply item becomes unavailable for the second virtual object.

15. The apparatus according to any one of claims 5 to 10, characterized in that, The device further includes: The fourth display module is used to display the target skill control, which is used to trigger the use of the first supply item; The third control module is used to control the first virtual object to place the first supply item in the virtual environment in response to the trigger operation of the target skill control.

16. The apparatus according to claim 15, characterized in that, The device further includes: The second stop module is used to stop displaying the first supply item in response to a third virtual object dropping a second supply item in the virtual environment. or, The third stop module is used to stop displaying the first supply item in response to reaching the item's duration.

17. The apparatus according to any one of claims 5 to 10, characterized in that, The device further includes: The fifth display module is used to display an item icon in the virtual environment screen, the item icon being used to indicate the location of the first supply item in the virtual environment; The third stop module is used to stop the display of the item icon.

18. The apparatus according to any one of claims 5 to 10, characterized in that, The first control module includes: The third determining unit is used to determine the remaining ammunition quantity of the second virtual object in response to the activation operation of the first supply item; The third control unit is used to control the second virtual object to activate the first supply item in response to the remaining ammunition quantity being less than the target quantity; The device further includes: The sixth display module is used to display a prompt message in response to the remaining ammunition quantity being greater than the target quantity, the prompt message being used to indicate that there is sufficient remaining ammunition.

19. The apparatus according to any one of claims 5 to 10, characterized in that, The second virtual object is the first virtual object, or belongs to the same camp as the first virtual object, or belongs to a different camp than the first virtual object.

20. A terminal, characterized in that, The terminal includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method of using virtual props as described in any one of claims 1 to 4.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method of using virtual items as described in any one of claims 1 to 4.

22. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, the terminal's processor reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the method of using virtual props as described in any one of claims 1 to 4.

Citation Information

Patent Citations

  • Method and device for processing virtual materials in game

    CN113384889A