A method, apparatus, and electronic device for sending messages in a game.
By displaying teammates' associated virtual items on the game interface and sending request messages, the problem of players being unable to quickly and accurately communicate their item needs in multiplayer games is solved, improving game communication efficiency and experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-16
- Publication Date
- 2026-03-13
AI Technical Summary
In multiplayer online virtual games, players are unable to quickly and accurately communicate their need for specific game items to their teammates, affecting the efficiency of teamwork and the overall gaming experience.
By displaying teammates' associated virtual items in a graphical user interface and sending item request information in response to user control commands, the system achieves an intuitive display of items and an expression of needs.
Users can quickly understand their teammates' item status without using voice or text, accurately express their needs, and improve their gaming experience.
Smart Images

Figure CN116392807B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and specifically to a method, apparatus, electronic device, and computer-readable storage medium for sending messages in a game. Background Technology
[0002] In virtual games, players need to acquire in-game items to complete tasks. In multiplayer online virtual games, players can team up for cooperative gameplay. Players within the same team can share information about their in-game items to exchange for specific items, thereby strengthening teamwork and increasing the team's combat effectiveness. Currently, players within a team often communicate about the game via voice or text. However, when voice communication is inconvenient, text communication is less efficient, significantly impacting the efficiency and timeliness of communication regarding item needs, and affecting the overall team gaming experience.
[0003] In addition to communicating via voice or text, players can also share game item information with teammates through actions. Specifically, players can move the mouse over the game item to be shared, press the middle mouse button to mark it, and the game system will automatically send the message "I have XXX" in the team chat box, informing teammates of the game item they currently possess.
[0004] However, in some complex game scenarios, players often need to request items related to their own items from teammates. The methods described above only inform teammates which game item the player currently possesses, but cannot clearly and accurately convey the player's need for items that match that item. For example, in PUBG, a player might own a Thompson submachine gun but lack the matching .45 caliber ammunition. The methods described above can inform teammates that "I have a Thompson submachine gun," but cannot accurately and quickly convey the player's need for .45 caliber ammunition. Summary of the Invention
[0005] This application provides a method, apparatus, electronic device, and computer-readable storage medium for sending messages in a game, which can clearly and quickly express the user's needs for specific items and improve the user's gaming experience.
[0006] In a first aspect, embodiments of this application provide a method for sending messages in a game, which displays at least one virtual item owned by a first virtual character through a graphical user interface provided by a first terminal device, wherein the first virtual character is a virtual character controlled by the first terminal device, and the method includes:
[0007] In response to a first control command on a target virtual item among virtual items, at least one candidate virtual item is displayed, wherein the candidate virtual item is a virtual item associated with the target virtual item among the virtual items owned by a second virtual character; the second virtual character is a virtual character controlled by a second terminal device and is in the same faction as the first virtual character;
[0008] In response to a second control command on a target candidate virtual item among the candidate virtual items, a first item request message for the target candidate virtual item is sent to a second terminal device corresponding to a second virtual character that owns the target candidate virtual item.
[0009] Secondly, embodiments of this application provide a message sending device for a game, the device comprising: a candidate item display unit and a message sending unit;
[0010] The candidate item display unit is used to display at least one candidate virtual item in response to a first control command on a target virtual item among the virtual items. The candidate virtual item is a virtual item associated with the target virtual item among the virtual items owned by a second virtual character. The second virtual character is a virtual character controlled by a second terminal device and is in the same camp as the first virtual character.
[0011] The message sending unit is used to respond to a second control command on a target candidate virtual item among candidate virtual items by sending a first item request message for the target candidate virtual item to a second terminal device corresponding to a second virtual character that owns the target candidate virtual item.
[0012] Thirdly, embodiments of this application provide an electronic device, including:
[0013] Processor; and
[0014] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.
[0015] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.
[0016] Compared with the prior art, this application has the following advantages:
[0017] The in-game message sending method provided in this application displays at least one virtual item owned by a first virtual character through a graphical user interface provided by a first terminal device. The user of the first terminal device can understand the status of their currently owned virtual items through the displayed virtual items. After understanding their virtual item status, the user can identify the target virtual item from among the available candidate items and manipulate it. The first terminal device responds to a first manipulation command on the target virtual item, displaying at least one candidate virtual item. The candidate virtual item is one of the virtual items owned by a second virtual character that is related to the target virtual item. The system includes associated virtual items. A second virtual character, controlled by a second terminal device, is on the same side as the first virtual character. By displaying candidate virtual items, users can intuitively see the status of their teammates' candidate virtual items, quickly determining whether their desired candidate virtual item exists among their own. After identifying the target candidate virtual item, users can manipulate it, causing the first terminal device to respond with a second manipulation command to send a first item request message to the second terminal device corresponding to the second virtual character possessing the target candidate virtual item. This allows users to clearly and accurately express their need for the target candidate item to their teammates.
[0018] As can be seen, this application provides users with a method for sending messages in the game, enabling users to quickly learn about the relevant candidate virtual items possessed by their teammates without the need for voice or text communication, and to clearly, accurately, and quickly express their needs for the candidate virtual items to their teammates, thereby improving the user's gaming experience. Attached Figure Description
[0019] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0020] Figure 1 This is a schematic diagram of an application system for the message sending method in a game provided in an embodiment of this application;
[0021] Figure 2 A flowchart illustrating an example of a message sending method in a game provided in this application embodiment;
[0022] Figure 3a A schematic diagram of an example backpack interface display for a game message sending method provided in this application embodiment;
[0023] Figure 3b This is another example of a backpack interface display diagram for a game message sending method provided in this application embodiment;
[0024] Figure 3c A schematic diagram of virtual item display in the backpack interface, which is an example of a message sending method in a game provided in this application embodiment;
[0025] Figure 4a A graphical user interface diagram illustrating a candidate virtual item is provided as an example of a message sending method in a game according to an embodiment of this application.
[0026] Figure 4b A graphical user interface diagram illustrating a classification of candidate virtual items for a message sending method in a game provided in this application embodiment;
[0027] Figure 4c Another example of the game message sending method provided in this application is illustrated by a graphical user interface diagram showing candidate virtual items;
[0028] Figure 4d A graphical user interface diagram illustrating another example of the game message sending method provided in this application, categorizing and displaying candidate virtual items;
[0029] Figure 4e Another example of the game message sending method provided in this application is illustrated by a graphical user interface diagram showing candidate virtual items;
[0030] Figure 4f A graphical user interface diagram illustrating another example of the game message sending method provided in this application, categorizing and displaying candidate virtual items;
[0031] Figure 5a A schematic diagram illustrating a target candidate virtual item display for a game message sending method provided in this application embodiment;
[0032] Figure 5b Another example of a target candidate virtual item display diagram for a game message sending method provided in this application embodiment;
[0033] Figure 6 This is a schematic diagram of the structure of a message sending device in a game provided in an embodiment of this application;
[0034] Figure 7 A structural block diagram of an electronic device provided in an embodiment of this application. Detailed Implementation
[0035] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0036] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0037] Before detailing the implementation methods of this application, the relevant technologies will be further introduced first.
[0038] In virtual games, players need to acquire in-game items to complete game tasks. In multiplayer online virtual games, players can team up for team battles. Players in a team often communicate with each other via voice or text, discussing tactics or sharing information about their in-game items to exchange for specific items, thereby strengthening cooperation among team members and improving the team's combat effectiveness.
[0039] Voice communication is a convenient and accurate method, allowing players to quickly understand each other's intentions. However, it also has limitations. In current online games, most teams consist of players who know each other, making voice communication convenient. However, random team formations exist, where strangers may find it difficult to communicate via voice, the environment may be unsuitable for voice chat, or players may speak in dialects that lead to misunderstandings, reducing the efficiency and accuracy of communication.
[0040] When voice communication is inconvenient, text communication can be used. Text communication requires players to open the chat window between teammates, edit the information about the items they need, and then click the send button to send the message to their teammates. However, text communication is cumbersome, reducing communication efficiency and significantly impacting the timeliness and efficiency of communication regarding item needs within the team, thus affecting the overall teamwork experience.
[0041] Alternatively, in related technologies, besides communicating via voice or text as mentioned above, players can also share game item information with teammates through actions. Specifically, players can move the mouse over the game item to be shared, press the middle mouse button to mark it, and the game system will automatically send the message "I have XXX" in the team chat box, informing teammates of the game item they currently possess.
[0042] However, in some virtual game scenarios, when a player acquires a certain in-game item, they usually need to acquire a matching item to combine with it and achieve that item's function. For example, in PUBG, the Thompson submachine gun needs to be used with .45 caliber bullets, and in Naraka: Bladepoint, when a player finds a rifle, they can choose a matching Soul Orb to enhance its function. In this case, the above method can only inform teammates which in-game item the player currently possesses, but it cannot clearly, accurately, and quickly inform teammates about the matching item.
[0043] For example, you can tell your teammates "I have a Thompson submachine gun" using the above method, but you cannot accurately and quickly tell them your need for .45 caliber ammunition that matches the Thompson submachine gun; you can also tell your teammates "I have .45 caliber ammunition", but you cannot accurately tell them whether you currently have any weapons that can use .45 caliber ammunition.
[0044] For example, in the game Naraka: Bladepoint, there's a Soul Orb system. Soul Orbs can be used to enhance weapon attributes, such as attack power. If a player finds a weapon called "Golden Spear" and wants teammates to provide the corresponding Soul Orbs to enhance it, the above method only informs teammates "I have a Golden Spear," without clearly specifying "I need the Soul Orbs corresponding to the Golden Spear."
[0045] In view of the above-mentioned problems, in order to clearly and quickly express the user's needs for specific items and improve the user's gaming experience, this application provides a message sending method in a game, a message sending device corresponding to the method, an electronic device that can implement the method, and a computer-readable storage medium.
[0046] The following embodiments provide a detailed description of the above-described methods, apparatus, electronic devices, and computer-readable storage media.
[0047] The message sending method provided in this application embodiment can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touchscreen, game console, or other terminal device. The terminal can also include a client, which can be a game client, a browser client carrying a game program, or an instant messaging client. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0048] For example, when this message sending method runs on a terminal, the terminal device stores a game application and uses it to render a virtual game scene in the game interface. The terminal device is used to interact with the user through a graphical user interface, such as downloading, installing, and running the game application. The terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0049] For example, when this message sending method runs on a server, it can be cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and execution of the message sending method in the game are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client. The cloud gaming client is mainly used for receiving and sending game data and presenting the game interface. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0050] It should be noted that the following description of the technical solution provided in this application uses a terminal device as the execution subject. In other possible implementations, a server may also be used as the execution subject to execute the technical solution provided in this application. The embodiments of this application do not limit the type of execution subject.
[0051] It should be noted beforehand that in this application, users include game players, game developers, and other individuals involved in sending messages in the game; no specific limitation is made here.
[0052] Before introducing the game message sending method provided in this application, a scenario diagram of the application system involved in each embodiment of this application will be introduced.
[0053] This method is applied to, for example Figure 1 The gaming system 100 in the electronic device shown. (As shown) Figure 1 As shown, the game system 100 may include at least one terminal 110, at least one server 120, at least one database 130, and a network. The user's terminal 110 can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing the software applications corresponding to the game.
[0054] The terminal 110 includes a display screen and a processor. The display screen is used to present a graphical user interface (GUI) and receive user-triggered operations on the GUI. The GUI may include a game interface, which may be a portion of a game scene, a virtual world in which virtual characters interact. The processor is used to run the game, generate the game interface, respond to user operations, and control the display of the game interface on the display screen. When the user operates the game interface through the display screen, the game interface can control local content on the terminal or control content on a peer server in response to received user operations.
[0055] Furthermore, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases as different users engage in multiplayer online gaming.
[0056] It should be noted that, Figure 1 The schematic diagram of the game system shown is merely an example. The game system described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0057] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0058] First Embodiment
[0059] Generally, a virtual camera is set up in the game scene, and the game screen displayed on the graphical user interface is a portion of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be positioned at the head (e.g., eye position) of the player-controlled target virtual character. The virtual camera moves with the target virtual character, and its orientation rotates with the virtual character's rotation. Therefore, the game screen presented on the graphical user interface is a portion of the game scene within a preset range in front of the target virtual character. Similarly, in a third-person game, the virtual camera can be positioned directly above or slightly above and behind the player-controlled target virtual character. Therefore, the game screen presented on the graphical user interface includes a portion of the game scene, including the target virtual character. In this embodiment, a third-person game is used as an example for method description.
[0060] In this embodiment of the application, the method displays a portion of a virtual game scene through a graphical user interface provided by a first terminal device. The virtual game scene includes a first virtual character controlled by the first terminal device, and the first terminal device is a terminal device held by the target user.
[0061] The first embodiment of this application will now be described with reference to the accompanying drawings.
[0062] Figure 2 This is an example flowchart of a message sending method in a game provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. Figure 2 As shown, the method may include the following steps S210 to S220.
[0063] Step S210: In response to a first control command on the target virtual item in the virtual items, display at least one candidate virtual item, which is a virtual item associated with the target virtual item among the virtual items owned by the second virtual character.
[0064] The aforementioned second virtual character is a virtual character controlled by the second terminal device and is in the same camp as the first virtual character.
[0065] Step S220: In response to the second control command for the target candidate virtual item among the candidate virtual items, send a first item request message for the target candidate virtual item to the second terminal device corresponding to the second virtual character who owns the target candidate virtual item.
[0066] The following provides a detailed explanation of each of the above steps.
[0067] Step S210: In response to a first control command on the target virtual item in the virtual items, display at least one candidate virtual item, which is a virtual item associated with the target virtual item among the virtual items owned by the second virtual character.
[0068] The second virtual character is a virtual character controlled by the second terminal device and is in the same camp as the first virtual character.
[0069] Virtual items are items acquired by users in games to complete game tasks. For example, virtual items can be used to maintain the survival of virtual characters in the game environment, to defeat other virtual characters, or to upgrade other virtual items, etc., without specific limitations. Taking the game *Naraka: Bladepoint* as an example, there are weapon-type virtual items such as katanas, longswords, spears, and broadswords, which can be used to attack monsters or enemy virtual characters. There are also various weapon-specific Soul Orbs that can imbue weapons with different skill attributes. For example, Soul Orbs corresponding to katanas include Blue Oni, Return to Origin, and Soul Devouring Slash, while Soul Orbs corresponding to spears include Great Sage's Wander, Raging Wolf's Fury, and Heart-Piercing Beacon Kick. The above examples are merely illustrations and are not intended to limit this application.
[0070] In the game, virtual characters can trigger story events and drop virtual items in the game environment. These items can be picked up and added to the character's possession. The virtual items picked up can be stored in the character's inventory.
[0071] In a specific embodiment, the virtual items picked up by the virtual character may be items that the virtual character can use directly, items that are currently unusable, or items that require attribute enhancement to complete game tasks. Virtual items that are currently unusable require pairing with associated virtual items to be used; for example, in PUBG, a gun requires a matching bullet item to be used. Virtual items requiring attribute enhancement to complete game tasks include items in games like Naraka: Bladepoint, where acquiring a weapon requires acquiring its corresponding Soul Orb to enhance its attributes before unleashing specific skills and completing game tasks. Regardless of the type of virtual item, it will be automatically stored in the virtual character's inventory after being picked up.
[0072] In step S210 above, the target virtual item can be understood as any virtual item selected by the target user from the virtual items owned by the first virtual character. That is, the target virtual item may include virtual items that can be used directly, virtual items that the first virtual character cannot currently use and needs to acquire related candidate virtual items before it can be used, or virtual items that need to be enhanced in terms of attributes.
[0073] Virtual items that can be used directly refer to virtual items that can be used without acquiring associated candidate virtual items. In optional specific embodiments, they can also be used as target virtual items, and their corresponding candidate virtual items can be acquired to understand the reserve of associated candidate virtual items for the usable virtual item.
[0074] The first virtual item is currently unusable by the virtual character. It can only be used after acquiring the associated candidate virtual item. For example, in the game PUBG, the virtual character picks up a Thompson submachine gun, but the virtual character does not currently have .45 caliber bullets that match the Thompson submachine gun. Therefore, the Thompson submachine gun is temporarily unusable. When applying the game message sending method provided in this application, the Thompson submachine gun is the target virtual item.
[0075] Virtual items that require attribute enhancement. For example, in the game Naraka: Bladepoint, if a virtual character picks up a gold-quality spear and needs to enhance the spear's "Nezha's Havoc in the Sea" move during the current game, then the corresponding "Raging Wolf's Raging Waves" Soul Jade is required. When using the in-game message sending method provided in this application, the gold-quality spear can be used as the target virtual item.
[0076] The above description of the target virtual props is merely an example and is not intended to limit this application. Those skilled in the art can determine the specifics based on the circumstances.
[0077] Candidate virtual items associated with a target virtual item can be understood as virtual items related to the target virtual item in the same event. The same event can be understood as the same game event, meaning that the target virtual item needs to be used in combination with candidate virtual items within the same game event. For example, in a shooting event in PUBG, if the target virtual item is a Thompson submachine gun, then the associated candidate virtual items would be .45 caliber bullets. If the target virtual item is 5.56mm bullets, then the associated candidate virtual items could include firearms such as the M16A4, M416, SCAR-L, Mini, QBZ, or M249. A shooting event can only be achieved in the game when firearms and bullets are used together. Similarly, in a weapon enhancement event in the game, the target virtual item needs to be combined with candidate virtual items to enhance the attributes of the target virtual item. For example, in the game Naraka: Bladepoint, if the target virtual item is a gold-quality spear weapon, then the associated candidate virtual items can include various types of Soul Jade, such as Wind and Cloud, Great Sage's Journey, Raging Waves, or Wind and Fire Piercing Kick, which can be used to enhance the spear weapon's attack moves.
[0078] It is understood that the number of candidate virtual items associated with the target virtual item regarding the same event may include one or more, and this embodiment does not specifically limit this. The first control instruction is used to instruct the first terminal device to display at least one candidate virtual item associated with the target virtual item.
[0079] In one optional embodiment, the second virtual character includes the first virtual character. That is, when the first virtual character possesses candidate virtual items associated with the target virtual item, the candidate virtual items possessed by the second virtual character are displayed simultaneously with those possessed by the first virtual character. This way, even if the user of the first terminal device does not send a request to teammates, they can quickly find out if they possess a candidate virtual item for the target virtual item, without having to search through numerous virtual items to determine if they own one.
[0080] In step S210, the first terminal device displays at least one candidate virtual item, enabling the target user to quickly learn about the relevant candidate virtual item information possessed by teammates, so that the target user can quickly identify the target candidate virtual item from among the candidate virtual items, and thus clearly and explicitly express their need for the target candidate virtual item.
[0081] After displaying candidate virtual items in step S210, the following step S220 can be performed to enable the target user to inform teammates of their virtual item needs.
[0082] Step S220: In response to the second control command for the target candidate virtual item among the candidate virtual items, send a first item request message for the target candidate virtual item to the second terminal device corresponding to the second virtual character who owns the target candidate virtual item.
[0083] The target candidate virtual item in step S220 above can be understood as any candidate virtual item selected by the target user from the candidate virtual items. That is, the target candidate virtual item can be the candidate virtual item currently needed by the target user. For example, in the game Nage no Abyss, the target virtual item is a gold-quality spear weapon, and the associated candidate virtual items are Soul Jade such as Wind and Cloud, Great Sage's Journey, Raging Waves, and Wind and Fire Piercing Kick. In the current game task, the first virtual character needs to strengthen the Nezha's Havoc in the Sea move of the spear weapon, and needs the corresponding Raging Waves Soul Jade. Then the target candidate virtual item is the Raging Waves Soul Jade. Alternatively, if the first virtual character does not have a specific game task, but only pre-stores virtual items, then any one of the candidate virtual items can be the target candidate virtual item.
[0084] The first item request message is used to indicate to teammates holding the second terminal device the user holding the first terminal device's need for the target candidate virtual item. Here, the second terminal device refers to the second terminal device corresponding to the second virtual character who possesses the target candidate virtual item.
[0085] Optionally, the first item request information includes: target virtual item information and target candidate virtual item demand information. The target virtual item information is used to inform teammates of the virtual items the target user currently possesses, and the target candidate virtual item demand information is used to request from teammates any candidate virtual items that are missing for that specific virtual item.
[0086] The target virtual item information can include the name, quality, and quantity of the target virtual item. The demand information for the target candidate virtual item can also include the name, quality, and quantity of the candidate virtual item, without specific limitations. For example, the first item request information could be, "I have [XXX], can you give me your [YYY]?". Taking the game Narrow Blade as an example, the first item request information could be, "I have [Long Spear], can you give me your [Raging Wolf Soul Jade]?"
[0087] The in-game message sending method provided in this application displays at least one virtual item owned by a first virtual character through a graphical user interface provided by a first terminal device. The user of the first terminal device can understand the status of their currently owned virtual items through the displayed virtual items. After understanding their virtual item status, the user can identify the target virtual item from among the available candidate items and manipulate it. The first terminal device responds to a first manipulation command on the target virtual item, displaying at least one candidate virtual item. The candidate virtual item is one of the virtual items owned by a second virtual character that is related to the target virtual item. The system includes associated virtual items. A second virtual character, controlled by a second terminal device, is on the same side as the first virtual character. By displaying candidate virtual items, users can intuitively see the status of their teammates' candidate virtual items, quickly determining whether their desired candidate virtual item exists among their own. After identifying the target candidate virtual item, users can manipulate it, causing the first terminal device to respond with a second manipulation command to send a first item request message to the second terminal device corresponding to the second virtual character possessing the target candidate virtual item. This allows users to clearly and accurately express their need for the target candidate item to their teammates.
[0088] As can be seen, this application provides users with a method for sending messages in-game, enabling them to quickly learn about the relevant candidate virtual items possessed by their teammates without needing to communicate via voice or text. Users can then clearly, accurately, and quickly express their needs for these virtual items to their teammates, thus enhancing the user's gaming experience. Furthermore, the in-game message sending method provided in this application does not provide message sending controls in the graphical user interface, avoiding additional overhead on the graphical user interface, improving the user's visual experience, and saving computing resources.
[0089] In an optional embodiment, step S200 may be included before step S210 described above.
[0090] Step S200: In response to the item display instruction for the first virtual character, display at least one virtual item owned by the first virtual character.
[0091] The aforementioned item display command is used to instruct the display of virtual items owned by the first virtual character in the graphical user interface.
[0092] This step S200 is used to display the virtual items stored in the first virtual character's backpack in the graphical user interface provided by the first terminal device, so that the target user can understand the virtual items he / she owns.
[0093] The following describes some specific embodiments of implementing step S200.
[0094] In an optional embodiment, the prop display instruction in step S210 above may include any one of the following instructions:
[0095] Touch commands for the backpack control corresponding to the first virtual character;
[0096] Alternatively, touch commands targeting the first virtual character;
[0097] Alternatively, preset keyboard shortcuts.
[0098] The touch command for the backpack control corresponding to the first virtual character refers to the display of the backpack control corresponding to the first virtual character in the graphical user interface. The backpack control is an icon used to represent the virtual item library of the first virtual character, and different styles of backpack controls can be set according to the specific game scene. The user can perform touch operations on the backpack control to generate touch commands for the backpack control. The first terminal device responds to the touch command to open the backpack and display the backpack interface in the graphical user interface.
[0099] Reference Figure 3a or Figure 3c A backpack control 310 is displayed in the graphical user interface. When the terminal device is a desktop computer, the user clicks on the backpack control 310 with the mouse to open the backpack, and the backpack interface 320 is displayed in the graphical user interface, which shows the virtual items currently owned by the first virtual character.
[0100] Alternatively, in the absence of a backpack control, the first terminal device can respond to the touch command corresponding to the preset touch operation on the first virtual character to open the backpack interface of the first virtual character.
[0101] In this embodiment, the touch operation can be a press operation for a preset duration, a click operation that meets a preset number of times, such as a single click or a double click. This embodiment does not make specific limitations, and those skilled in the art can distinguish it from the interactive operation for implementing other functions when developing games.
[0102] For example, pressing the backpack control for 3 seconds opens the backpack and displays the backpack interface in the graphical user interface; or double-clicking the backpack control opens the backpack; or double-clicking the first virtual character opens the backpack. In practical applications, touch operations on the first virtual character are usually for viewing the first virtual character's information. In this embodiment, touch operations on the first virtual character are used to open the first virtual character's backpack interface. The touch operation method can be distinguished from touch operations such as viewing the first virtual character's information when setting the touch operation method, but it is not limited to it.
[0103] In practical applications, different touch operation methods can be adopted depending on the type of terminal device. For example, when the terminal device is a touchscreen device such as a mobile phone, tablet, or game console, the user can perform touch operations on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the user can perform touch operations using external devices such as a mouse or keyboard.
[0104] The aforementioned preset shortcut key command can be triggered by clicking on a specific preset key, such as the power button or volume button on a mobile terminal, or a physical key on a keyboard, to generate a shortcut key command to open the first virtual character's inventory, so that the first terminal device responds to the command and opens the first virtual character's inventory.
[0105] The above-mentioned prop display instructions are merely examples and are not intended to limit this application.
[0106] In one optional embodiment, the virtual items possessed by the first virtual character can be displayed directly in the virtual game scene or in the opened inventory interface. This application embodiment uses the display of virtual items in the inventory interface as an example for illustration.
[0107] The backpack interface can be displayed in a fixed position within the graphical user interface, or you can directly switch the current graphical user interface to the backpack interface.
[0108] When the backpack interface is displayed in a preset fixed position within the graphical user interface (GUI), this preset fixed position can be on the right, left, top, or bottom of the GUI, depending on the reasonable layout of the GUI. This application's embodiments do not impose specific limitations. For example, one can refer to... Figure 3a , Figure 3a This is a schematic diagram illustrating an example of a backpack interface provided in an embodiment of this application. The backpack interface 320 is displayed on the right side of the graphical user interface 300. In this case, the display area of the backpack interface 320 can be smaller than the display area of the graphical user interface 300, allowing manipulation of the virtual items displayed in the backpack interface while simultaneously manipulating the content displayed in other areas of the graphical user interface.
[0109] If other interfaces are already displayed in the backpack interface's display area, the backpack interface's display priority can be set to be higher than the display priority of the current area's interface content in the current graphical user interface. That is, the backpack interface can float above the current area's interface content. Optionally, the backpack interface's transparency can be set so that its display does not affect the display of the current area's interface content.
[0110] When switching from the current graphical user interface to the backpack interface, you can refer to... Figure 3b , Figure 3a The current graphical user interface 300 is switched to the backpack interface 320. In this case, the user can only see the virtual items displayed in the backpack interface 320 and cannot see the content displayed in the original graphical user interface 300. The embodiments of this application are not specifically limited, and those skilled in the art can design according to the specific game situation.
[0111] In this embodiment of the application, the method is described using the example of displaying a backpack interface on the right side of a graphical user interface.
[0112] In one optional embodiment, when displaying at least one virtual item owned by the first virtual character in the backpack interface, it can be displayed in a list format or in a grid format. In this embodiment, referring to... Figure 3a This explanation uses the backpack interface to illustrate how virtual items are displayed in a grid-based manner. When displaying items in a grid, further, the display can be done in the following two ways.
[0113] The backpack interface can list and display all the virtual items owned by the first virtual character, or the backpack interface can categorize and display various virtual items according to their type.
[0114] List and display, such as Figure 3a As shown, all virtual items are located in their respective slots within the inventory interface. For example, inventory interface 320 displays the virtual items currently owned by the first virtual character, such as potions, jade, spears, and grappling hooks.
[0115] The inventory interface can be categorized for display. For example, it can include a weapon section to display virtual items, such as weapons with combat capabilities, like swords, guns, submachine guns, and pistols used by virtual characters; a clothing section to display virtual items worn by virtual characters, such as clothing, helmets, belts, rings, and necklaces; or an item section for items that enhance the attributes of virtual characters or their weapons. The display format of the inventory interface varies in different games, and this embodiment does not limit it. Taking the game Nage: Bladepoint as an example, its inventory interface can categorize and display various types of game virtual items, namely a weapon section, a virtual item section, and a Soul Jade section. Figure 3c As shown, Figure 3c This diagram illustrates a virtual item display in a backpack interface provided in an embodiment of this application. In this diagram, the backpack interface 320 displays various virtual items categorized according to their type. For example... Figure 3cAs shown, the backpack interface 320 includes a weapon slot 321, an item slot 322, a toolbar 323, etc. The jade in the item slot 322 can be used to enhance the attack attributes of the weapons in the weapon slot. Figure 3a , Figure 3c The backpack interface shown in the graphical user interface is merely an example and is not intended to limit this application. The following method description uses a backpack interface that categorizes and displays the virtual items owned by the first virtual character as an example in this embodiment.
[0116] Specifically, the content displayed in the backpack interface may include the name and / or icon of the virtual item, which is not limited here.
[0117] After opening the backpack interface using the above method, further steps S210 to S220 can be performed on the virtual items displayed in the backpack interface. Some optional embodiments of steps S210 and S220 are described below.
[0118] Preferably, the candidate virtual item can be displayed at the location corresponding to the target virtual item. This corresponding location can be understood as displaying the candidate virtual item near the location of the target virtual item, allowing users to intuitively understand which target virtual item the displayed candidate virtual item is associated with, thus enhancing the user's visual experience.
[0119] The location near the target virtual item can be any location near the target virtual item, such as the left, right, or directly above the target virtual item. It can be displayed according to the reasonable layout of the game interface, and there are no specific restrictions.
[0120] In an optional embodiment, corresponding to the method of displaying virtual items in the backpack interface described above, when displaying candidate virtual items, the candidate virtual items can be displayed through a candidate virtual item display interface, or the candidate virtual items can be directly displayed in the virtual game scene. This embodiment will be described using the display of candidate virtual items through a candidate virtual item display interface as an example.
[0121] The display of the candidate item display interface can be determined based on the display method of the backpack interface. When the backpack interface is displayed in a preset position in the graphical user interface, the candidate item display interface can be displayed in a fixed position in the graphical user interface, or the current graphical user interface can be directly switched to the candidate item display interface.
[0122] When the candidate virtual item display interface is displayed in a fixed position in the graphical user interface, the display area of the candidate item display interface can be smaller than the graphical user interface, and the candidate item display interface can be placed on the top layer. That is, the display priority of the candidate item display interface is higher than the priority of all interface content in the current graphical user interface, so that users can clearly understand the interface structure and create a quick and convenient game interface experience.
[0123] In a specific embodiment, the fixed position may include an area in the graphical user interface other than the backpack interface display area, that is, an area where the display area of the backpack interface and the display area of the candidate virtual props display interface do not overlap. Alternatively, it may be any area that overlaps with the backpack interface.
[0124] If there is no overlap, the display priority of the candidate virtual item display interface and the backpack interface can be the same. For example, the candidate virtual item display interface and the backpack interface can be displayed side by side in the graphical user interface.
[0125] In situations where overlap is permissible, such as when candidate virtual items are displayed near the target virtual item (as mentioned above), the candidate item display interface and the inventory interface may overlap. In this case, the display priority of the candidate virtual item display interface can be set to be higher than that of the inventory interface. That is, the candidate virtual item display interface can float above the inventory interface, thus obscuring it. Alternatively, the transparency of the candidate virtual item display interface can be set so that its display does not affect the display of other interface content. (See reference...) Figure 4a As shown, the display area of the candidate virtual item display interface 430 partially overlaps with the display area of the backpack interface 420. At this time, the display priority of the candidate virtual item display interface 430 is higher than that of the backpack interface, thus obscuring part of the display content in the backpack interface 430.
[0126] When the graphical user interface switches from full-screen to the inventory interface, the candidate item display interface can be displayed in a preset position on the inventory interface, with its display priority set higher than that of the inventory interface. In this case, the display area of the candidate item display interface can be smaller than that of the inventory interface, allowing users to clearly understand the interface structure of the inventory and candidate item display interfaces, creating a quick and convenient gaming interface experience.
[0127] This embodiment does not specifically limit the display method of the candidate prop display interface. The above method is only an example, and those skilled in the art can design it according to the actual situation.
[0128] In one specific embodiment, the first control command in step S210 may be a first drag command, touch command, or shortcut key command for the target virtual prop. The specific command is not limited, and those skilled in the art can distinguish it from the interactive commands for implementing other functions when developing games.
[0129] When the first control command is a first drag command, the first terminal device, upon detecting that the first drag command meets preset drag conditions, determines each candidate virtual item that matches the target virtual item. From a user operation perspective, the first drag command can be generated based on the user's drag operation.
[0130] Generally, a drag operation starts from the point of pressure in a press operation, and the drag and press operations are considered a continuous process. That is, after the user presses the target virtual item, the user must remain in contact with the game interface. Based on this, the user moves the target virtual item on the graphical user interface. The end of the drag operation can be considered as the user releasing the target virtual item, i.e., ceasing to press the target virtual item.
[0131] The preset drag conditions can include any of the following:
[0132] The drag distance meets the preset distance;
[0133] The dragging direction matches the preset direction;
[0134] The dragging duration meets the preset duration;
[0135] The dragging distance in the preset direction meets the preset distance requirement;
[0136] The dragging time in the preset direction meets the preset duration.
[0137] For example, when the preset distance is 5 pixels, the user drags the target virtual prop to move it. The terminal device detects that the moving distance of the target virtual prop is greater than or equal to 5 pixels, determines at least one candidate virtual prop that matches the target virtual prop, and displays the candidate prop display interface at the location of the target virtual prop, displaying at least one candidate virtual prop.
[0138] Alternatively, when the preset direction is left, the terminal device detects that the user has dragged the target virtual item to the left, identifies each candidate virtual item that matches the target virtual item, and displays the candidate item display interface at the location of the target virtual item. However, when the target virtual item is dragged up, to the right, or in other directions, the candidate virtual item that matches the target virtual item is not identified, and therefore the candidate item display interface is not displayed.
[0139] Alternatively, with a preset duration of 1 second, when the user drags the target virtual prop for a duration greater than or equal to 1 second, the first terminal device determines a candidate virtual prop that matches the target virtual prop and displays the candidate prop display interface at the location of the target virtual prop.
[0140] The above-mentioned preset drag conditions are merely examples and are not intended to limit this application.
[0141] When the first control command is a touch command, the first terminal device responds to the touch command by displaying the candidate virtual item at the corresponding position of the target virtual item. From the user operation perspective, the touch command can be generated based on the user's touch operation on the target virtual item. The touch operation is the same as the touch operation corresponding to the item display command described in step S200, and will not be repeated here.
[0142] In one optional specific embodiment, the first terminal device, in response to a first control command on the target virtual prop, highlights the target virtual prop. Highlighting may include any one or more of the following display methods: highlighting, outlining, flickering, or color-deepening. Highlighting means that the target virtual prop, after responding to the first control command, is brighter than before by a preset brightness value. Outlining means that after responding to the first control command, the border of the target virtual prop is thickened or its color is changed. Flickering means that after responding to the first control command, the target virtual prop flickers at a preset frequency. Color-deepening means that the color of the target virtual prop after responding to the first control command is darker than before the first control command by a preset color value, where color refers to pixel values. Taking outlining as an example... Figure 3c As shown, the virtual items displayed in the backpack interface 320 are all virtual items from before the first control command was executed, such as... Figure 4a As shown, the border around the spear weapon in weapon slot 421 is highlighted in bold, indicating that the spear weapon is the target virtual item after responding to the first control command.
[0143] Highlighting the target virtual item allows users of the first terminal device to more intuitively see which virtual item the current first control command is targeting. This enables users to further confirm whether the virtual item being operated on is the target virtual item that the user-controlled first virtual character needs to obtain, thus improving the accuracy of identifying the target virtual item.
[0144] The following explains how the candidate virtual items are displayed.
[0145] In one optional embodiment, candidate virtual items can be displayed in a list format, a grid format, or a custom format; there is no limitation on this. This application uses a list display as an example for illustration.
[0146] The list of candidate virtual items can be displayed as either a text list or an image list. A text list displays the names of all candidate virtual items in a list format, such as... Figure 4a As shown, the first terminal device responds to the first control command on the spear weapon and displays candidate virtual items associated with the spear weapon in a list 430 format on the left side of the spear weapon, including the names of Soul Jade such as Great Sage's Journey, Raging Wolf's Fury, and Wind and Fire Piercing Kick. The image display list refers to displaying the icons of each candidate virtual item in a list format.
[0147] The above list of candidate virtual items can display either a list of all candidate virtual items owned by each second virtual character, or it can categorize and display the candidate virtual items owned by a virtual character by type. A list display would look like this: Figure 4a As shown, displaying each associated candidate item allows target users to intuitively see the quantity of various types of candidate virtual items possessed by their teammates. The categorized display is as follows: Figure 4b As shown, each Soul Jade is categorized and displayed, simplifying the display interface of candidate items and improving the user's visual experience.
[0148] The candidate virtual items possessed by the virtual character are categorized and displayed according to type. For example, the first virtual character has two teammates, and their candidate virtual items are shown in Table 1. Teammate 1 possesses 3 Soul Jade corresponding to the spear weapon: Great Sage's Journey, Raging Wolf's Fury, and Wind and Fire Piercing Kick. Teammate 2 possesses 2 Soul Jade corresponding to the spear weapon: Raging Wolf's Fury and Wind and Fire Piercing Kick. When the first terminal device responds to the first control command for the target virtual item, the displayed list of candidate virtual items can be as follows: Figure 4b As shown, the candidate virtual props are categorized and displayed.
[0149] Table 1 Examples of candidate virtual items corresponding to the target virtual item
[0150]
[0151] In one specific embodiment, when displaying candidate virtual items, the system can simultaneously show which virtual character owns the item. Specifically, it displays the character identifier of the second virtual character who owns the item at the corresponding location, allowing the target user to more intuitively understand the ownership status of each teammate. The character identifier can be one or a combination of various identifiers that can refer to the second virtual character, such as their ID number, name, or avatar; no specific limitation is imposed.
[0152] When listing and displaying candidate virtual items for each second virtual character, the character identifier of the second virtual character who owns each candidate virtual item is displayed near the location of that item. For example, displaying the second virtual character's number would look like this: Figure 4c As shown, the virtual character number that owns the candidate virtual item is displayed to the left of each candidate virtual item name in list 430. For example, virtual character number ② owns the Great Sage Wandering Soul Jade and the Mad Wolf Raging Wave Soul Jade, and virtual character number ③ owns the Wind and Fire Piercing Heart Kick Soul Jade and the Mad Wolf Raging Wave Soul Jade.
[0153] This helps target users better understand the available virtual items each teammate currently possesses.
[0154] When displaying candidate virtual items owned by virtual characters by category, if multiple second virtual characters own a certain category of candidate virtual item, a list of character identifiers of the second virtual characters owning that category can be displayed near the candidate virtual item. For example, in Table 1, Teammate 1 and Teammate 2 both possess the Mad Wolf Raging Wave Soul Jade. For instance, as shown... Figure 4d As shown, the left side of the Mad Wolf's Raging Wave Soul Jade displays a list of character icons, including the character icons of Teammate 1 and Teammate 2.
[0155] Alternatively, the identifier of the second virtual character possessing a candidate virtual item can be displayed only after the user interacts with that item; the specific interaction method is not limited. For example, when the target user hovers their mouse over the location of a candidate virtual item, the identifier of the second virtual character possessing that item can be displayed nearby. Figure 4d As shown, when the user hovers the mouse over the location of the Raging Wolf Soul Jade, the character icons of Teammate 1 and Teammate 2 are displayed to the left of it. This method allows the character icons to be displayed without occupying additional space in the graphical user interface under normal circumstances; they are only displayed when the user wants to see information about teammates who have candidate virtual items.
[0156] In one optional embodiment, when displaying candidate virtual items, the quantity of each candidate virtual item can also be displayed. For example... Figure 4eAs shown, when listing and displaying the candidate virtual items, the quantity of each candidate virtual item is displayed after its name in list 430. The second virtual character, numbered ②, possesses two Great Sage Soul Jade items, and the number 2 is displayed to the right of each Great Sage Soul Jade. For example... Figure 4f As shown, when displaying candidate virtual items by category, the quantity of each type of candidate virtual item possessed by each virtual character is displayed near the displayed second virtual character icon, or it can be displayed near the candidate virtual items themselves. Of course, Figure 4e and Figure 4f The quantity display shown is merely an example and is not intended to limit the embodiments of this application.
[0157] In one optional embodiment, candidate virtual items of the same type may differ in quality. For example, in the game Nage no Blade, various types of Soul Jade can be divided into four levels: white, blue, purple, and gold. Therefore, when displaying candidate virtual items, the quality information of each candidate virtual item can be obtained, and the candidate virtual items can be displayed according to a preset display method corresponding to the quality information. For example, when displaying each candidate virtual item, the name of each candidate virtual item can be displayed in the color corresponding to the quality level of the candidate virtual item, to help users distinguish the quality level of each candidate virtual item. For example, the name of a purple quality Soul Jade is displayed as purple.
[0158] In one optional implementation, when displaying candidate virtual items, the remaining display time of the candidate virtual items can be displayed simultaneously. When the remaining display time is zero, the candidate virtual items are hidden. The remaining display time is the difference between the preset reserved display time of the candidate virtual items and the display time of the candidate virtual items already displayed. For example, if the preset candidate virtual items can be displayed on the graphical user interface for 3 seconds, and at the current moment, the candidate virtual items have been displayed for 1 second, then the remaining display time is 2 seconds, indicating that the candidate virtual items can still be displayed on the graphical user interface for 2 more seconds before being hidden.
[0159] After the target user interacts with the target candidate virtual item, the remaining display time can be set as the preset retention display time, and the timer will be reset.
[0160] After the description of the optional embodiments of step S210 is completed, some optional embodiments of step S220 will be described below.
[0161] In an optional embodiment, the second control command for the target candidate virtual prop in step S220 includes any one of the following:
[0162] The second drag command for the target virtual object;
[0163] A third drag command for the target candidate virtual prop;
[0164] Touch commands for target candidate virtual props.
[0165] At the user operation level, the operation methods for generating the third drag command and the touch command for the target candidate virtual prop can be the same as those for generating the first drag command and the touch command in step S220. The difference is that the target virtual prop is the object of the second control command. The shortcut key method can be set differently from the shortcut key in the first control command to avoid shortcut key conflicts.
[0166] In addition to the same operation method as the first control command, the second control command for the target candidate virtual item among the candidate virtual items may also include a second drag command for the target virtual item. The first terminal device responds to the second drag command for the target virtual item by moving the target virtual item to the location of the target candidate virtual item and releasing it, thereby indicating that the target virtual candidate item is being controlled.
[0167] In one embodiment, from the user's perspective, the operation corresponding to the first drag command and the second drag command on the target virtual item can be a continuous, uninterrupted drag operation. This can be understood as follows: after the first drag operation performed by the target user on the target virtual item satisfies the preset drag conditions and displays the candidate virtual item display interface, the target virtual item is not released; instead, the user continues to drag the target virtual item to the location of the candidate virtual item. The drag operation performed after the candidate virtual item display interface is displayed is considered the second drag operation.
[0168] In one specific embodiment, the first terminal device, in response to a second control command on the target candidate virtual item, highlights the target candidate virtual item. Highlighting may include any one or more of the following display methods: highlighting, outlining, stroking, or color-darkening. For detailed information, please refer to the section on highlighting target virtual items; it will not be repeated here.
[0169] like Figure 5a As shown, the border around the name of the "Raging Wolf Soul Jade" owned by virtual character number ③ in the candidate virtual item list is highlighted in bold, indicating that the "Raging Wolf Soul Jade" is the target candidate virtual item.
[0170] Highlighting the target candidate virtual item allows the target user of the first terminal device to more intuitively see which candidate virtual item the current second control command is targeting. This enables the target user to further confirm whether the candidate virtual item being operated on is the one needed by the first virtual character controlled by the target user, thus improving the accuracy of identifying the candidate virtual item.
[0171] The step S220 in this embodiment of the application, "sending a first item request message for the target candidate virtual item to the second terminal device corresponding to the second virtual character that owns the target candidate virtual item", can be divided into the following two cases according to the different display methods of the candidate virtual item.
[0172] Firstly, when the names of candidate virtual items are listed and displayed, the first terminal device responds to the second control command for the target candidate virtual item by sending a first item request message for the target candidate virtual item to the second terminal device corresponding to the second virtual character who owns the target candidate virtual item.
[0173] Reference Figure 5a The target virtual item is a gold-quality spear weapon, and the target candidate virtual item is the "Raging Wolf's Fury" Soul Jade owned by the second virtual character, number 3. The spear weapon is dragged to the position of the "Raging Wolf's Fury" Soul Jade in the candidate virtual item list. The first terminal device sends an item request message to the second terminal device corresponding to the second virtual character, number 3, who owns the "Raging Wolf's Fury" Soul Jade: "I have a [Spear], can you give me your [Raging Wolf's Fury] Soul Jade?" At this time, only teammate number 3 receives the message.
[0174] In this case, sending item request messages is one-to-one, only sent to the designated teammate, without interfering with or burdening other users, thus improving the user's gaming experience.
[0175] Secondly, when the candidate virtual item names are displayed in categories, the first terminal device responds to the second control command for the target candidate virtual item and sends the first item request information for the target candidate virtual item to the second terminal devices corresponding to each second virtual character in the team to which the first virtual character belongs.
[0176] Reference Figure 5b The target virtual item is a gold-quality spear weapon, and the target candidate virtual item is the Raging Wolf Soul Jade. The spear weapon is dragged to the position where the Raging Wolf Soul Jade appears in the candidate virtual item list. The first terminal device sends a first item request message to the second terminal device corresponding to the second virtual character who possesses the Raging Wolf Soul Jade. Figure 5b As shown, if the virtual characters corresponding to teammate 1 and teammate 2 both possess the Mad Wolf Raging Wave Soul Jade, then the first terminal device sends an item request message to the second terminal devices held by teammate 1 and teammate 2.
[0177] This approach allows all teammates who possess the target candidate virtual items to clearly understand the item information of the target user on the first terminal device, as well as the demand information for the target candidate virtual items, thereby improving the team's collaboration efficiency.
[0178] After the detailed description of steps S210 to S220 above is completed, the message sending method in the game provided in this application embodiment may further include the following steps S230 to S240.
[0179] Step S230: If there is no candidate virtual item associated with the target virtual item among the virtual items owned by the second virtual character, display a help control at the corresponding position of the target virtual item.
[0180] Step S240: In response to the third control command on the help control, send a second item request message for the target candidate virtual item to the second terminal device.
[0181] The second terminal device in step S240 includes the second terminals corresponding to all the second virtual characters in the team to which the first virtual character belongs.
[0182] The aforementioned third control command may include a fourth drag command, a touch command, and a shortcut key command for the help control. For an introduction to the fourth drag command and the touch command, please refer to the introduction of each command in step S220, which will not be repeated here.
[0183] The second item request message is used to instruct the user holding the second terminal device to help keep an eye out for target candidate virtual items. For example, the second item request message could be "I have [XXX], please help me keep an eye out for items related to [XXX]".
[0184] Second Embodiment
[0185] Corresponding to the game message sending method provided in the first embodiment of this application, the second embodiment of this application also provides a game message sending device 600, such as... Figure 6 As shown, the device 600 includes: a candidate prop display unit 601 and a message sending unit 602;
[0186] The candidate virtual item display unit 601 is used to display at least one candidate virtual item in response to a first control command on a target virtual item among the virtual items. The candidate virtual item is a virtual item associated with the target virtual item among the virtual items owned by a second virtual character. The second virtual character is a virtual character controlled by a second terminal device and is in the same camp as the first virtual character.
[0187] The message sending unit 602 is used to send a first item request message for the target candidate virtual item to the second terminal device corresponding to the second virtual character that owns the target candidate virtual item in response to the second control command for the target candidate virtual item among the candidate virtual items.
[0188] Third Embodiment
[0189] Corresponding to the message sending method in a game provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for sending messages, such as... Figure 7 As shown, the electronic device includes: a processor 701; and a memory 702 for storing a program for a message sending method. After the device is powered on and the program for the message sending method is run by the processor, the following steps are performed:
[0190] In response to a first control command on a target virtual item among virtual items, at least one candidate virtual item is displayed, wherein the candidate virtual item is a virtual item associated with the target virtual item among the virtual items owned by a second virtual character; the second virtual character is a virtual character controlled by a second terminal device and is in the same faction as the first virtual character;
[0191] In response to a second control command on a target candidate virtual item among the candidate virtual items, a first item request message for the target candidate virtual item is sent to a second terminal device corresponding to a second virtual character that owns the target candidate virtual item.
[0192] Fourth embodiment
[0193] Corresponding to the message sending method in the game provided in the first embodiment of this application, the fourth embodiment of this application also provides a computer-readable storage medium storing a program for the message sending method, which is executed by a processor to perform the following steps:
[0194] In response to a first control command on a target virtual item among virtual items, at least one candidate virtual item is displayed, wherein the candidate virtual item is a virtual item associated with the target virtual item among the virtual items owned by a second virtual character; the second virtual character is a virtual character controlled by a second terminal device and is in the same faction as the first virtual character;
[0195] In response to a second control command on a target candidate virtual item among the candidate virtual items, a first item request message for the target candidate virtual item is sent to a second terminal device corresponding to a second virtual character that owns the target candidate virtual item.
[0196] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.
[0197] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0198] In a typical configuration, the computing devices of a blockchain node include one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0199] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0200] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0201] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0202] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A method for sending messages in a game, characterized in that, The method comprises the following steps: In response to a first operation instruction on a target virtual prop in the virtual props, displaying at least one candidate virtual prop, the candidate virtual prop being a virtual prop associated with the target virtual prop and possessed by a second virtual character; the second virtual character being a virtual character controlled by a second terminal device and being in the same camp as the first virtual character; In response to a second operation instruction on a target candidate virtual prop in the candidate virtual props, sending first prop request information for the target candidate virtual prop to a second terminal device corresponding to the second virtual character possessing the target candidate virtual prop.
2. The method of claim 1, wherein, The first operation instruction on the target virtual prop comprises a first drag instruction on the target virtual prop or a touch instruction on the target virtual prop.
3. The method of claim 2, wherein, When the first operation instruction on the target virtual prop is the first drag instruction on the target virtual prop, the step of displaying at least one candidate virtual prop comprises the following steps: In response to the first drag instruction on the target virtual prop meeting a preset drag condition, displaying at least one candidate virtual prop.
4. The method of claim 1, wherein, The second operation instruction on the target candidate virtual prop comprises any one of the following: a second drag instruction on the target virtual prop; a third drag instruction on the target candidate virtual prop; a touch instruction on the target candidate virtual prop.
5. The method of claim 4, wherein, When the second operation instruction on the target candidate virtual prop is the second drag instruction on the target virtual prop, sending the first prop request information to the second terminal device corresponding to the second virtual character possessing the target candidate virtual prop comprises the following step:
6. The method of claim 4, wherein, In response to a target position indicated by the second drag instruction being a position of the target candidate virtual prop, sending the first prop request information to the second terminal device corresponding to the second virtual character possessing the target candidate virtual prop. When the second operation instruction on the target candidate virtual prop is the third drag instruction on the target candidate virtual prop, sending the first prop request information to the second terminal device corresponding to the second virtual character possessing the target candidate virtual prop comprises the following step:
7. The method according to claim 3 or 6, characterized in that, In response to the third drag instruction meeting a preset drag condition, sending the first prop request information to the second terminal device corresponding to the second virtual character possessing the target candidate virtual prop. The preset drag condition comprises any one of the following: a drag distance meeting a preset distance; a drag direction meeting a preset direction; a drag time length meeting a preset time length; a drag distance in a preset direction meeting a preset distance; 8. The method of claim 1, wherein, a drag time length in a preset direction meeting a preset time length. The display manner of the candidate virtual prop is any one of the following: listing the candidate virtual prop; 9. The method of claim 1 wherein, or, displaying the candidate virtual prop according to a preset category of virtual props. The method further comprises the following steps: displaying a character identifier of a second virtual character owning the candidate virtual prop at a position corresponding to the candidate virtual prop.
10. The method of claim 1, wherein, The method further includes: displaying a number of the candidate virtual prop at a position corresponding to the candidate virtual prop.
11. The method of claim 1, wherein, The method further includes: obtaining grade information of the candidate virtual prop; displaying the candidate virtual prop in a preset display mode corresponding to the grade information.
12. The method of claim 1, wherein, The method further includes: if there is no candidate virtual prop associated with the target virtual prop in virtual props owned by the second virtual character, displaying a help control at a position corresponding to the target virtual prop; in response to a third manipulation instruction on the help control, sending second prop request information for the target candidate virtual prop to the second terminal device; the second prop request information is used to indicate to a user holding the second terminal device to help pay attention to the target candidate virtual prop.
13. The method of claim 1, wherein, The first prop request information includes prop information of the target virtual prop and demand information for the target candidate virtual prop.
14. The method of claim 1, wherein, The method further includes: in response to a first manipulation instruction on the target virtual prop, highlighting the target virtual prop; in response to a second manipulation instruction on the target candidate virtual prop, highlighting the target candidate virtual prop.
15. The method of claim 14, wherein, The highlighting includes any one or more of the following display modes: highlighting, outlining, stroboscopic display, or color deepening display.
16. A game message sending device, characterized by comprising: The device includes a candidate prop display unit and a message sending unit; The candidate prop display unit is configured to display at least one candidate virtual prop in response to a first manipulation instruction on a target virtual prop in virtual props, the candidate virtual prop being a virtual prop associated with the target virtual prop and owned by a second virtual character; the second virtual character is a virtual character controlled by a second terminal device and is in the same camp as a first virtual character. The message sending unit is configured to send first prop request information for a target candidate virtual prop to a second terminal device corresponding to a second virtual character owning the target candidate virtual prop in response to a second manipulation instruction on the target candidate virtual prop.
17. An electronic device, comprising: comprise: a processor; and a memory for storing a data processing program, after the electronic device is powered on and the program is run by the processor, the method as claimed in any one of claims 1-15 is executed.
18. A computer-readable storage medium, characterized in that, A data processing program is stored, and the program is run by a processor to execute the method as claimed in any one of claims 1-15.
Citation Information
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