Game information processing methods, devices, electronic devices and storage media

CN117160044BActive Publication Date: 2026-09-01NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202311198019.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-09-14
Publication Date
2026-09-01
Estimated Expiration
2043-09-14

AI Technical Summary

Technical Problem

[0005]本申请针对上述现有技术中的不足,提供一种游戏的信息处理方法、装置、电子设备及存储介质,以便解决相关技术中玩家想要再次获得此前已出售(或已分解)的虚拟道具时,容易导致获取该道具的途径会较长,操作不方便的问题

Benefits of technology

[0016]本申请实施例提供一种游戏的信息处理方法、装置、电子设备及存储介质,玩家在获取新的虚拟道具时,可以通过终端设备提供的图形用户界面,选择处于使能状态的第一虚拟道具以及处于非使能状态的第二虚拟道具,此时,终端设备响应于针对处于使能状态的第一虚拟道具及处于非使能状态的第二虚拟道具的资源转移指令,将处于使能状态的第一虚拟道具转换为虚拟资源以及处于非使能状态的第一虚拟道具,并将转换得到的第一虚拟资源转移至处于非使能状态的第二虚拟道具,将处于非使能状态的第二虚拟道具转换为处于使能状态的第二虚拟道具,提高了玩家快速更换不同虚拟道具的交互效率;同时,并对处于非使能状态的第一虚拟道具进行保留,即保留了处于非使能状态的第一虚拟道具被(虚拟资源)重新激活的可能性,有效简化了玩家想要再次获得此前已出售(或已分解)的虚拟道具的获取路径和操作的便捷性,提高了玩家重新拥有该虚拟道具的效率。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN117160044B_ABST
    Figure CN117160044B_ABST
Patent Text Reader

Abstract

This application provides a game information processing method, apparatus, electronic device, and storage medium, relating to the field of game technology. Through a graphical user interface provided by a terminal device, a first virtual item in an enabled state and a second virtual item in a disabled state are selected. In response to resource transfer instructions for the first virtual item in an enabled state and the second virtual item in a disabled state, the first virtual item in an enabled state is decomposed into virtual resources and the first virtual item in a disabled state. The decomposed virtual resources are transferred to the second virtual item in a disabled state, and the second virtual item in a disabled state is converted into a second virtual item in an enabled state. This preserves the possibility of the first virtual item in a disabled state being reactivated, effectively simplifying the acquisition path and operation convenience for players who want to obtain previously sold (or decomposed) virtual items again.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of game technology, and more specifically, to a game information processing method, apparatus, electronic device, and storage medium. Background Technology

[0002] In the game, some virtual items can enhance character attributes. By attaching virtual items to other virtual items or upgrading virtual items with virtual resources, you can improve your character's game attributes, such as attack attribute boosts, defense attribute boosts, skill attribute boosts, and healing attribute boosts, thereby better helping players cope with various challenges in the game.

[0003] In related technologies, players may need to change virtual items when facing different combat environments, different skill and equipment combinations, different professions, or when trying out new virtual items. When changing from a high-level virtual item A to a high-level virtual item B, one approach is for the player to directly invest time and virtual resources to obtain item B; the other is to sell (or dismantle) virtual item A and trade to obtain virtual item B. In this case, virtual item A is sold or dismantled, meaning the player no longer owns virtual item A.

[0004] However, in the relevant technology, when a player wants to obtain a previously sold (or dismantled) virtual item A again, this can easily lead to a longer process and make the operation inconvenient. Summary of the Invention

[0005] This application addresses the shortcomings of the prior art by providing a game information processing method, apparatus, electronic device, and storage medium to solve the problem that when players want to obtain previously sold (or disassembled) virtual items again, the acquisition process is often lengthy and inconvenient.

[0006] The technical solution adopted in the embodiments of this application is as follows:

[0007] In a first aspect, embodiments of this application provide a method for processing game information, the method comprising:

[0008] Acquire a first virtual item that is enabled and a second virtual item that is disabled from the target game account; wherein, the virtual item that is enabled can provide game benefits to the controlled virtual character in the target game account; the virtual item that is disabled cannot provide game benefits to the controlled virtual character in the target game account.

[0009] In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in an disabled state, the first virtual item in an enabled state is converted into a first virtual resource and the first virtual item in a disabled state, and the second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

[0010] Secondly, embodiments of this application also provide a game information processing device, the device comprising:

[0011] The acquisition module is used to acquire a first virtual item that is enabled and a second virtual item that is disabled in the target game account; wherein, the virtual item that is enabled can provide game benefits to the controlled virtual character in the target game account; the virtual item that is disabled cannot provide game benefits to the controlled virtual character in the target game account.

[0012] A conversion module is configured to, in response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, convert the first virtual item in an enabled state into a first virtual resource and the first virtual item in a disabled state, and convert the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource.

[0013] Thirdly, embodiments of this application also provide an electronic device, which includes: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method for the game provided in the first aspect.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when run by a processor, executes the steps of the information processing method for the game provided in the first aspect.

[0015] The beneficial effects of this application are:

[0016] This application provides a game information processing method, apparatus, electronic device, and storage medium. When a player acquires a new virtual item, they can select an enabled first virtual item and a disabled second virtual item through a graphical user interface provided by a terminal device. The terminal device responds to resource transfer instructions for the enabled first virtual item and the disabled second virtual item by converting the enabled first virtual item into virtual resources and the disabled first virtual item into a second virtual item. The converted first virtual resource is then transferred to the disabled second virtual item, and the disabled second virtual item is converted back into an enabled second virtual item. This improves the efficiency of players quickly switching between different virtual items. Simultaneously, the disabled first virtual item is retained, preserving the possibility of it being reactivated (as virtual resources). This effectively simplifies the acquisition path and operation convenience for players who want to obtain previously sold (or disassembled) virtual items again, improving the efficiency of players regaining ownership of the virtual item. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating a game information processing method provided in an embodiment of this application;

[0019] Figure 2 A schematic diagram of virtual props in a graphical user interface provided in an embodiment of this application;

[0020] Figure 3 A flowchart illustrating another method for processing game information in a game according to an embodiment of this application;

[0021] Figure 4 A flowchart illustrating another game information processing method provided in an embodiment of this application;

[0022] Figure 5 A flowchart illustrating another method for processing game information in a game according to an embodiment of this application;

[0023] Figure 6 A flowchart illustrating another method for processing game information in a game according to an embodiment of this application;

[0024] Figure 7 A flowchart illustrating another game information processing method provided in an embodiment of this application;

[0025] Figure 8 A flowchart illustrating another method for processing game information in a game according to an embodiment of this application;

[0026] Figure 9 This application provides a schematic diagram of a virtual prop transformation scene;

[0027] Figure 10 A flowchart illustrating another game information processing method provided in an embodiment of this application;

[0028] Figure 11 Another schematic diagram of virtual props in the graphical user interface provided in the embodiments of this application;

[0029] Figure 12 A flowchart illustrating another game information processing method provided in an embodiment of this application;

[0030] Figure 13 A flowchart illustrating another method for processing game information in a game according to an embodiment of this application;

[0031] Figure 14 A flowchart illustrating another game information processing method provided in an embodiment of this application;

[0032] Figure 15 This is a schematic diagram of the structure of the information processing device for a game within a game provided in an embodiment of this application;

[0033] Figure 16 This is a schematic diagram of an electronic device provided in an embodiment of this application. Detailed Implementation

[0034] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0035] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0036] To enable those skilled in the art to utilize the content of this application in conjunction with specific game scenarios, the following implementation methods are provided. For those skilled in the art, the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application. Although this application primarily describes digital input scenarios in games, it should be understood that this is merely an exemplary embodiment.

[0037] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0038] Prior to this application, in existing technologies, in games, players may need to change items when facing different combat environments, different skill and equipment combinations, different professions, or when trying out new items. When changing from a high-level virtual item A to a high-level virtual item B, one approach is for the player to directly invest time and money, using cultivation materials to obtain virtual item B; the other approach is to sell (or dismantle) virtual item A and trade to obtain virtual item B. In this case, virtual item A is sold or dismantled, meaning the player no longer owns virtual item A.

[0039] However, when players want to obtain previously sold (or dismantled) virtual items again, they generally need to acquire the virtual items by completing game tasks or opening the item shop, and then synthesize or upgrade the virtual items. This results in a long acquisition path, making it inconvenient to obtain the items.

[0040] Based on the aforementioned problems, this application provides a game information processing method. In a game, when a player acquires a new virtual item B, they can decompose an enabled virtual item A into virtual resources and an disabled virtual item A. The decomposed virtual resources are then transferred to the disabled virtual item B, converting the disabled virtual item B into an enabled virtual item B. This allows the enabled virtual item B to provide game benefits to the controlled virtual character in the target game account, satisfying the player's need to quickly switch between different virtual items. Simultaneously, the disabled virtual item A is retained, preserving the possibility of it being reactivated (by virtual resources). This effectively simplifies the acquisition path and operation convenience for players who want to regain previously sold (or decomposed) items, improving the efficiency of players regaining ownership of the virtual item.

[0041] In one embodiment of this disclosure, the game information processing method can run on a local terminal device or a server. When the game information processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0042] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of digital input methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device 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 client device via the network, and finally, the client device decodes and outputs the game screen.

[0043] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0044] In one possible implementation, this invention provides a game information processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0045] The following describes in detail the information processing method for games provided in this application through several embodiments.

[0046] First, we will introduce several scenarios in the game where players need to change virtual items.

[0047] In online role-playing games, legendary gems are typically a crucial element for enhancing character abilities. By socketing or upgrading gems, players can improve various character attributes and combat capabilities. There are dozens of legendary gems in the game, and players can socket up to eight. Legendary gems provide numerical attributes and different legendary affixes, which can alter a player's combat abilities and gameplay experience. For example, some legendary gems grant additional attributes or unleash extra skills when attacking, some provide shields or release shockwaves when hit, and some can keep a player alive even after receiving fatal damage. Players invest time or money, using upgrade materials to upgrade legendary gems and enhance their legendary affix effects.

[0048] In the game, players will need to change their Legendary Gems to cope with various challenges in different combat environments, skill and equipment combinations, class choices, or to try out new Legendary Gems. Different combat environments include: for example, PVE environments require offensive Legendary Gems, while PVP environments require control-oriented Legendary Gems; different skill and equipment combinations include: single-target skills require Legendary Gems that enhance single-target damage, while area-of-effect skills require Legendary Gems that enhance area-of-effect damage; different classes include: mages need Legendary Gems that enhance skill effects, while demon hunters need Legendary Gems that enhance basic attacks; and new Legendary Gems are used to try out new combat effects.

[0049] Figure 1 This is a flowchart illustrating a game information processing method provided in an embodiment of this application; it should be noted that the game information processing method provided in this application is not based on... Figure 1 The specific order described below is a limitation.

[0050] It should be understood that in other embodiments, the order of some steps in the game information processing method provided in this application can be interchanged according to actual needs, or some steps can be omitted or deleted. A graphical user interface is provided through a terminal device, displaying some virtual scenes and multiple virtual items located within the virtual scenes. Virtual items in an enabled state can provide game benefits to the controlled virtual character in the target game account; virtual items in an disabled state cannot provide game benefits to the controlled virtual character in the target game account, such as... Figure 1 As shown, the method includes:

[0051] S101. Obtain the first virtual item that is enabled and the second virtual item that is disabled from the target game account.

[0052] Virtual items that are enabled can provide game benefits to controlled virtual characters in the target game account; virtual items that are disabled cannot provide game benefits to controlled virtual characters in the target game account.

[0053] For example, in a game, item A can be a legendary gem. When item A is enabled, that is, when item A is a normal gem, it can provide the player with additional game buff attributes (legendary affixes) or release additional skills when attacking. When item A is disabled, that is, when item A is a dull gem, it cannot provide the player with additional attributes or release additional skills.

[0054] It should be understood that the target game account includes one or more virtual items, and each virtual item may be in an disabled or enabled state.

[0055] In this embodiment, for example, in a game, when a player needs to convert a virtual item B that is in an disabled state to a disabled state, they can select the item A to be converted and the virtual item B that is in a disabled state in the graphical user interface. The virtual item A to be converted is in an enabled state, and thus the player can obtain the virtual item A that is in an enabled state and the virtual item B that is in a disabled state.

[0056] S102, in response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, the first virtual item in an enabled state is converted into a first virtual resource and the first virtual item in a disabled state, and the second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

[0057] The resource transfer instruction is used to transfer the virtual resources of the first virtual item to the second virtual item, so that the second virtual item is changed from an inactive state to an enabled state, so as to provide game benefits to the controlled virtual character in the target game account.

[0058] For example, a virtual item is a legendary gem, and a virtual resource is the energy of the legendary gem, meaning that the gem consists of a gem of the same name and energy.

[0059] In this embodiment, in order to preserve the game value of a first virtual item in an disabled state being able to be reactivated into an enabled virtual item by (virtual resources), it is proposed to decompose the first virtual item in an enabled state into two parts: a first virtual resource and a first virtual item in a disabled state. In this way, the cost of the virtual resource part can be reused, and when players want to reactivate the first virtual item in a disabled state, they only need to re-inject virtual resources into the first virtual item in a disabled state. This effectively simplifies the acquisition path and operation convenience for players who want to obtain previously sold (or decomposed) virtual items again, and improves the efficiency of players regaining ownership of the virtual item.

[0060] It should be understood that converting a disabled second virtual item into an enabled second virtual item requires gem energy.

[0061] In this technology, if a player cultivates a level 10 legendary gem A, the cost is f(a level 1 gem of the same name as A, a level 3 gem of the same name as A, a level 5 gem of the same name as A, and gem energy). If the player then wants to replace it with a level 10 legendary gem B, the additional cost is f(a level 1 gem of the same name as B, a level 3 gem of the same name as B, a level 5 gem of the same name as B, and gem energy). Assuming that the gems of the same name as legendary gem A are of equal value to those of legendary gem B, the player's cost is almost double.

[0062] In this embodiment, in order to solve the problem that players need to reinvest a lot of time and money every time they change virtual items, it is proposed that the virtual resources obtained after decomposition can be transferred to a second virtual item that is in an inactive state, and the second virtual item in an inactive state can be converted into a second virtual item in an active state. This avoids the need for players to reinvest a lot of time and money when changing virtual items, greatly reduces the cost for players to change to new virtual items in the game, and increases the possibility for players to try different virtual item gameplay.

[0063] For example, before applying this technology, the cost of replacing a level 10 legendary gem A with a level 10 legendary gem B was f(a level 1 gem of the same name, a level 3 gem of the same name, a level 5 gem of the same name, and gem energy); after applying the solution proposed in this application, the cost of replacement is reduced to F(a level 1 gem of the same name), which significantly reduces the cost for players to replace virtual items.

[0064] In summary, this application provides a game information processing method. In this solution, when a player acquires a new virtual item, they can select an enabled first virtual item and a disabled second virtual item through the graphical user interface provided by the terminal device. At this time, the terminal device responds to the resource transfer command for the enabled first virtual item and the disabled second virtual item, decomposing the enabled first virtual item into virtual resources and the disabled first virtual item, and transferring the decomposed virtual resources to the disabled second virtual item, thus converting the disabled second virtual item into an enabled second virtual item. This improves the efficiency of players quickly changing different virtual items. At the same time, the disabled first virtual item is retained, that is, the possibility of the disabled first virtual item being reactivated (by virtual resources) is preserved. This effectively simplifies the acquisition path and operation convenience for players who want to obtain previously sold (or decomposed) virtual items again, and improves the efficiency of players regaining ownership of the virtual item.

[0065] The following examples will be used to explain in detail how to obtain the first virtual item in the enabled state and the second virtual item in the disabled state in the target game account in step S101.

[0066] As an optional implementation method, refer to Figure 2 As shown, step S102 above includes:

[0067] In response to a selection command for a first virtual item and a second virtual item, acquire the first virtual item and the second virtual item.

[0068] refer to Figure 2 The diagram shown is a schematic of obtaining the first virtual item and the second virtual item. Multiple virtual items are displayed in the graphical user interface, such as item A, item B, and item C.

[0069] Among them, several virtual items are virtual items with the same name but different levels. For example, the graphical user interface displays three items, namely item A5, item A3 and item A2. Item A5 is a level 5 gem, item A3 is a level 3 gem, and item A2 is a level 2 gem.

[0070] Or, refer to Figure 2 As shown, multiple virtual items are virtual items with different names and levels. For example, the graphical user interface displays three items: item A5, item B3, and item C1. Item A5 is a level 5 gem, item B3 is a level 3 gem, and item C1 is a level 1 gem. Item A5 and item C1 are enabled, while item B3 is disabled.

[0071] In this embodiment, when a player wants to acquire item C1 which is in an enabled state and transfer the virtual resources of item A5 to item C1, they can select item A5 which is in an enabled state and item C1 which is in an disabled state through the graphical user interface provided by the terminal device. At this time, the terminal device responds to the selection command for item A5 and item C1, acquires item A5 and item C1, and can realize the selection operation of virtual items in a disabled state and virtual items to be converted. It is simple to operate and improves the efficiency of human-computer interaction.

[0072] The following examples will illustrate in detail how to implement the transfer of virtual resources.

[0073] As an optional implementation method, refer to Figure 3 As shown, step S102 above includes:

[0074] S301, in response to a first conversion instruction for a first virtual item in an enabled state, convert the first virtual item in an enabled state into a virtual resource and a first virtual item in an disabled state.

[0075] The first conversion instruction is used to decompose the first virtual item in the enabled state into two parts: virtual resources and virtual items in the disabled state.

[0076] In this embodiment, when a player wants to convert an enabled first virtual item into a disabled first virtual item, they can select the enabled first virtual item displayed in the graphical user interface. At this time, the terminal device, in response to a first conversion command for the enabled first virtual item, disassembles the enabled first virtual item into two parts: a virtual resource and a disabled first virtual item. It should be understood that the disabled first virtual item obtained after disassembly cannot provide game benefits to the controlled virtual character in the target game account.

[0077] S302, in response to a second conversion instruction for a second virtual item in a disabled state, converting the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource.

[0078] The second conversion instruction is used to represent converting a second virtual item in a non-enabled state into a virtual item in an enabled state. That is, the virtual item in an enabled state obtained after conversion can provide game benefits to the controlled virtual character in the target game account.

[0079] In this embodiment, after disassembling the first virtual item in the enabled state, the virtual resources obtained from the disassembly can be transferred to the second virtual item, thereby converting the second virtual item in the disabled state into the second virtual item in the enabled state. This achieves rapid conversion of the second virtual item in the disabled state, improves the efficiency of players in changing virtual items in the disabled state, and reduces the cost of changing virtual items.

[0080] As an optional implementation method, refer to Figure 4 As shown, step S102 above includes:

[0081] S401, in response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, obtain the size relationship between the virtual resources available to the first virtual item in an enabled state and the virtual resources required to the second virtual item in a disabled state.

[0082] The virtual resources that can be provided by the first virtual item in the enabled state refer to the energy that can be extracted from the first virtual item when the first virtual item in the enabled state is converted into the first virtual item in the disabled state.

[0083] The virtual resources required for a second virtual item in a disabled state refer to the energy required to convert a second virtual item in a disabled state into a second virtual item in an enabled state.

[0084] In one feasible approach, enabled virtual items can have different levels. For example, the amount of virtual resources obtainable from an enabled virtual item can be determined based on its level. Specifically, the lower the level of an enabled virtual item, the fewer virtual resources it yields upon dismantling; conversely, the higher the level, the more virtual resources it yields. For instance, if enabled virtual item A is at the lowest level (one star), dismantling it will yield only one virtual resource; conversely, if enabled virtual item A is at a five-star level, dismantling it will yield 32 virtual resources.

[0085] Similarly, virtual items in an inactive state can also have different levels. The required virtual resources for a second, inactive virtual item can be determined based on the target star rating to which it needs to be converted. The higher the target star rating, the more virtual resources are required. For example, if virtual item B in an inactive state needs to be converted to a three-star target star rating, then 24 virtual resources are required to convert it to an active virtual item B.

[0086] S402. Based on the size relationship between the virtual resources that can be provided by the first virtual item in the enabled state and the virtual resources required by the second virtual item in the disabled state, the first virtual item in the enabled state is converted into virtual resources and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into the second virtual item in the enabled state according to the virtual resources.

[0087] It should be understood that the relationship between the virtual resources that a first virtual item in an enabled state can provide and the virtual resources that a second virtual item in a disabled state requires includes: greater than, equal to, and less than.

[0088] In this embodiment, based on the relationship between the available virtual resources of the first virtual item in the enabled state and the required virtual resources of the second virtual item in the disabled state, some or all of the available virtual resources of the first virtual item in the enabled state can be transferred to the second virtual item in the disabled state. Alternatively, the available virtual resources of the first virtual item in the enabled state and the virtual resources to be injected in the virtual resource library can be transferred to the second virtual item in the disabled state. The sum of the available virtual resources of the first virtual item in the enabled state and the virtual resources to be injected in the virtual resource library equals the amount of virtual resources available in the disabled state. The system reduces the energy required for the second virtual item in a specific state, enabling energy conversion between the first virtual item in an enabled state and the second virtual item in a disabled state. This allows the cost of the decomposed virtual resources to be reused, reducing the cost for players to exchange for legendary gems. At the same time, it retains the first virtual item in a disabled state, making it possible for it to be reactivated. This effectively solves the problem that players need to pay the same cultivation cost again when they want to obtain the first virtual item that has been converted to a disabled state, thus improving the efficiency of players regaining ownership of the virtual item.

[0089] The following embodiments will be used to elaborate in detail on how to realize the transfer operation of virtual resources based on the size relationship between the virtual resources that can be provided by the first virtual item in the enabled state and the virtual resources required by the second virtual item in the disabled state.

[0090] The first type: energy overflow

[0091] As an optional implementation, if the virtual resources provided by the first virtual item in the enabled state are greater than the virtual resources required by the second virtual item in the disabled state, refer to... Figure 5 As shown, step S402 above includes:

[0092] S501, Convert the first virtual item in the enabled state into a first virtual item that can provide virtual resources and is in the disabled state.

[0093] Optionally, the first virtual item in the enabled state can be decomposed into a first virtual item that can provide virtual resources and a first virtual item in the disabled state. This allows the first virtual item in the enabled state to provide gem energy to other virtual items in the disabled state, while the first virtual item in the disabled state is retained.

[0094] S502. Convert the second virtual item in the disabled state into the second virtual item in the enabled state according to the required virtual resources available in the virtual resources.

[0095] Optionally, when the virtual resources provided by the first virtual item in the enabled state are greater than the resources required by the second virtual item in the disabled state, a portion of the virtual resources provided by the first virtual item can be transferred to the second virtual item in the disabled state. That is, the required virtual resources from the provided virtual resources are directly injected into the second virtual item in the disabled state, converting the second virtual item in the disabled state into a second virtual item in the enabled state. This allows the second virtual item in the enabled state to provide game benefits to the controlled virtual character in the target game account, thereby helping the player improve the character's various attributes and combat abilities.

[0096] S503. Update the virtual resources in the dataset corresponding to the target game account based on the difference between the available virtual resources and the required virtual resources.

[0097] The difference in virtual resources is the result of subtracting the available virtual resources from the required virtual resources. For example, if there are 32 available virtual resources and 20 required virtual resources, then the difference in virtual resources is 12, i.e., 32 - 20 = 12.

[0098] In some implementations, to avoid wasting the excess virtual resources available for the first virtual item in the enabled state, the energy overflowing during the conversion process can be converted into gem energy and the converted gem energy can be stored. The difference between the available virtual resources and the required virtual resources can be stored in the virtual resource library, that is, the virtual resources in the dataset corresponding to the target game account can be updated to improve the utilization rate of virtual resources.

[0099] The second type is energy equivalence.

[0100] As another optional implementation, if the virtual resources provided by the first virtual item in the enabled state are equal to the virtual resources required by the second virtual item in the disabled state, refer to Figure 6 As shown, step S402 above includes:

[0101] S601, convert the first virtual item in the enabled state into a first virtual item that can provide virtual resources and is in the disabled state, and use the virtual resources that can provide virtual resources as the required virtual resources.

[0102] S602. Convert the second virtual item that is in an enabled state into a second virtual item that is in an enabled state according to the required virtual resources.

[0103] In this embodiment, when the virtual resources provided by the first virtual item in the enabled state are equal to the virtual resources required by the second virtual item in the disabled state, all the virtual resources provided by the first virtual item can be transferred to the second virtual item in the disabled state. That is, the required virtual resources can be injected into the second virtual item in the disabled state to convert the second virtual item in the disabled state into a second virtual item in the enabled state. This allows the second virtual item in the enabled state to provide game benefits to the controlled virtual character in the target game account, thereby helping the player improve the character's various attributes and combat abilities.

[0104] The third type is insufficient energy.

[0105] As another optional implementation, if the virtual resources provided by the first virtual item in the enabled state are less than the virtual resources required by the second virtual item in the disabled state, refer to Figure 7 As shown, step S402 above includes:

[0106] S701, Convert the first virtual item in the enabled state into a first virtual item that can provide virtual resources and is in the disabled state.

[0107] S702. Based on the difference between the required virtual resources and the available virtual resources, determine the virtual resources to be injected from the virtual resources in the dataset corresponding to the target game account.

[0108] Optionally, when the virtual resources provided by the first virtual item in the enabled state are less than the virtual resources required by the second virtual item in the disabled state, additional energy needs to be added. This can be calculated based on the difference between the required and available virtual resources. For example, if the second virtual item in the disabled state requires 32 virtual resources, and the first virtual item in the enabled state provides 30 virtual resources, then the virtual resources to be injected are determined to be 2, i.e., 32 - 30 = 2.

[0109] S703. Based on the available virtual resources and the virtual resources to be injected, convert the second virtual item in the disabled state into a second virtual item in the enabled state.

[0110] In some implementations, the virtual resources provided by the first virtual item in the enabled state, along with the virtual resources to be injected, can be injected into the second virtual item in the disabled state. This converts the second virtual item in the disabled state into a second virtual item in the enabled state, allowing the second virtual item in the enabled state to provide game benefits to the controlled virtual character in the target game account, thereby helping the player improve the character's various attributes and combat abilities.

[0111] For ease of understanding, let's denote the first virtual item in its enabled state as Legendary Gem A, the first virtual item in its disabled state as Dim Legendary Gem A, the second virtual item in its enabled state as Legendary Gem B, and the second virtual item in its disabled state as Dim Legendary Gem B. The energy conversion relationship between Legendary Gem A and Legendary Gem B can then be obtained, as follows:

[0112] Dim Legendary Gem A + Legendary Gem B + Energy that may need replenishment = Legendary Gem A + Dim Legendary Gem B + Energy that may overflow.

[0113] As an optional implementation, virtual resources in the dataset corresponding to the target game account are stored in a virtual resource library, referencing... Figure 8 As shown, step S703 above includes:

[0114] S801. Output virtual resource injection prompt information based on the virtual resource to be injected.

[0115] The virtual resource injection prompt message indicates the number of virtual resources to be injected. For example, the virtual resource injection prompt message might say that two virtual resources need to be obtained from the virtual resource library.

[0116] Alternatively, a virtual repository can refer to virtual storage space, such as a virtual backpack.

[0117] Optionally, refer to Figure 9 As shown, for example, when the first virtual item in the enabled state is item A5 and the second virtual item in the disabled state is item B10, if the virtual resources that item A5 can provide are less than the virtual resources required by item B10, an additional portion of virtual resources to be injected, namely 2 gem energy, is required. That is, the terminal device displays a virtual resource injection prompt in the graphical user interface according to the virtual resources to be injected, so as to remind the player that more virtual resources need to be injected.

[0118] S802. In response to the prompt message for injecting virtual resources, select the virtual resource to be injected from the virtual resource library.

[0119] S803. In response to the confirmation operation for the virtual resource to be injected, the second virtual item in the disabled state is converted into a second virtual item in the enabled state, and the virtual resource to be injected is deleted from the virtual resource library.

[0120] Continue to refer to some of the feasible methods. Figure 9As shown, for example, when the virtual resource to be injected is 2 gem energies, the player selects 2 gem energies from the virtual resource library according to the virtual resource injection prompt. At this time, the terminal device responds to the confirmation operation for the 2 gem energies, injects the available virtual resources of the first virtual item in the enabled state along with the virtual resource to be injected into the second virtual item in the disabled state, so as to convert the second virtual item in the disabled state into the second virtual item in the enabled state, and deletes the virtual resource to be injected from the virtual resource library.

[0121] As an optional implementation, the method further includes:

[0122] In response to a conversion instruction for a first virtual item and / or a second virtual item that is in an enabled state, a virtual resource is generated.

[0123] In this embodiment, virtual items can also be decomposed into virtual resources. Specifically, when a player selects an enabled virtual item in the graphical user interface, the terminal device responds to a conversion command for the enabled virtual item and generates virtual resources.

[0124] As an optional implementation, the method further includes:

[0125] The dataset corresponding to the target game account stores the data information of the first virtual item in a disabled state and the second virtual item in a enabled state.

[0126] In this embodiment, after converting the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state, in order to retain the first virtual item in a disabled state and the second virtual item in an enabled state, it is proposed that the first virtual item in a disabled state and the second virtual item in an enabled state can also be saved in the dataset corresponding to the target game account. This makes it possible for the first virtual item in a disabled state to be reactivated (as a virtual resource), effectively simplifying the acquisition path and operation convenience for players who want to regain previously sold (or dismantled) virtual items, and improving the efficiency of players regaining ownership of the virtual item.

[0127] Additionally, it can retrieve enabled second virtual items from the dataset corresponding to the target game account, increasing the flexibility of obtaining enabled second virtual items.

[0128] As an optional implementation, the method further includes:

[0129] In response to a third conversion instruction for a third virtual item in an enabled state, the third virtual item in an enabled state is converted into a second virtual resource and a third virtual item in an disabled state.

[0130] The third conversion instruction includes a second preview instruction and a second confirmation instruction. The second preview instruction is used to display the second virtual resource and the third virtual item in a disabled state. The second confirmation instruction is used to convert the third virtual item in the enabled state into the second virtual resource and the third virtual item in the disabled state.

[0131] In one feasible approach, energy extraction can also be performed solely on the enabled third virtual item. Specifically, the player selects the enabled third virtual item from among multiple virtual items displayed in the graphical user interface. The terminal device responds to a third conversion command for the enabled third virtual item, converting it into a second virtual resource and then into a disabled third virtual item. This enables energy extraction from the enabled third virtual item, providing access to virtual resources and improving the flexibility of energy extraction operations on enabled third virtual items.

[0132] As an optional implementation method, refer to Figure 10 As shown, the method also includes:

[0133] S1001, In response to a fourth conversion instruction for a fourth virtual item that is in a disabled state, obtain the required virtual resources for the fourth virtual item that is in a disabled state.

[0134] S1002. Convert the disabled fourth virtual item into an enabled fourth virtual item according to the required virtual resources.

[0135] The fourth conversion instruction includes a third preview instruction and a third confirmation instruction. The third preview instruction is used to display the required virtual resources for the fourth virtual item that is in an disabled state; the third confirmation instruction is used to convert the fourth virtual item that is in an disabled state into a fourth virtual item that is in an enabled state.

[0136] In this embodiment, the energy injection operation can also be performed only on the fourth virtual item that is in a disabled state. That is, the player selects the fourth virtual item that is in a disabled state from the multiple virtual items displayed in the graphical user interface. The terminal device responds to the fourth conversion instruction for the fourth virtual item that is in a disabled state and converts the fourth virtual item that is in a disabled state into a fourth virtual item that is in a enabled state. This realizes the energy injection operation of the required virtual resources for the fourth virtual item that is in a disabled state, and improves the flexibility of performing the energy injection operation on the fourth virtual item that is in a disabled state.

[0137] It is worth noting that the virtual resources required for the fourth virtual item in the disabled state can be the same as or different from the virtual resources (quantity) required when the first virtual item is converted.

[0138] As an optional implementation, the method further includes:

[0139] The first display style shows virtual items that are enabled; the second display style shows virtual items that are disabled; wherein the first display style and the second display style are different.

[0140] The first display style differs from the second display style in one or more of the following aspects: shape, size, color, and transparency.

[0141] In this embodiment, to more intuitively distinguish between enabled and disabled virtual items, enabled and disabled virtual items are displayed in the graphical user interface with different display styles. For example, refer to... Figure 11 As shown, virtual item A, which is enabled, is displayed in the first style, while virtual item B, which is disabled, is displayed in the second style. This allows players to quickly determine whether each virtual item is enabled or disabled, improving the efficiency of human-computer interaction.

[0142] As an optional implementation, the resource transfer instruction includes a first preview instruction, and the method further includes:

[0143] In response to the first preview command, the first virtual resource, the first virtual item in a disabled state, and the second virtual item in an enabled state are displayed.

[0144] In this embodiment, during the process of converting an enabled first virtual item into a first virtual resource and an disabled first virtual item, and converting a disabled second virtual item into an enabled second virtual item, in order to preview the conversion result, the player can perform a preview operation in the graphical user interface. The terminal device responds to the first preview command and displays the first virtual resource, the disabled first virtual item, and the enabled second virtual item.

[0145] As an optional implementation, the resource transfer instruction further includes a first confirmation instruction, and the method further includes:

[0146] In response to the first confirmation command, the first virtual item in the enabled state is converted into a first virtual resource and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into a second virtual item in the enabled state according to the virtual resource.

[0147] In this embodiment, in order to display the conversion result, the player can perform a confirmation operation in the graphical user interface. The terminal device responds to the first confirmation command, converts the first virtual item in the enabled state into the first virtual resource and the first virtual item in the disabled state, and converts the second virtual item in the disabled state into the second virtual item in the enabled state according to the virtual resource.

[0148] The following examples will detail how to obtain the available virtual resources for a first virtual item in an enabled state and the required virtual resources for a second virtual item in an disabled state.

[0149] As an optional implementation method, refer to Figure 12 As shown, in step S401 above, obtaining the virtual resources available for the first virtual item in the enabled state and the required virtual resources for the second virtual item in the disabled state includes:

[0150] S1201. Based on the set of conversion relationships between the current level of the first virtual item and the first level corresponding to the first virtual item, determine the virtual resources that the first virtual item can provide.

[0151] The first-level conversion relationship set includes at least one first-level conversion relationship, and each first-level conversion relationship is used to characterize the conversion relationship between an available level of the first virtual item and a lower level of the available level.

[0152] For example, if the current level of the first virtual item is 10, the set of first-level conversion relationships corresponding to the first virtual item can include the function conversion relationship between a level 10 virtual item with the same name and a level 5 virtual item with the same name, the function conversion relationship between a level 5 virtual item with the same name and a level 3 virtual item with the same name, and the function conversion relationship between a level 3 virtual item with the same name and a level 1 virtual item with the same name. For example, a level 10 legendary gem = f(level 1 gem with the same name, level 3 gem with the same name, level 5 gem with the same name, gem energy), a level 5 gem with the same name = g(level 1 gem with the same name, level 3 gem with the same name, gem energy), and a level 3 gem with the same name = h(level 1 gem with the same name, gem energy). Therefore, the virtual resources that the first virtual item can provide can be calculated based on the current level of the first virtual item and the set of first-level conversion relationships corresponding to the first virtual item, i.e., a level 10 legendary gem = f(g(h((level 1 gem with the same name, gem energy)))).

[0153] S1202. Determine the required virtual resources for the second virtual item based on the set of conversion relationships between the target level to which the second virtual item needs to be upgraded and the second level corresponding to the second virtual item.

[0154] The second level conversion relationship set includes at least one second level conversion relationship, which is used to characterize the conversion relationship between the next available level of the second virtual item and the previous available level of the available level.

[0155] For example, if the target level for upgrading a second virtual item is level 5, the set of second-level conversion relationships corresponding to the second virtual item can include the function conversion relationship between a level 5 virtual item with the same name and a level 3 virtual item with the same name, and the function conversion relationship between a level 3 virtual item with the same name and a level 1 virtual item with the same name. Therefore, the required virtual resources for the second virtual item can be calculated based on the target level to which the second virtual item is to be upgraded and the set of second-level conversion relationships corresponding to the second virtual item. For example, a level 5 gem with the same name = g(a level 1 gem with the same name, a level 3 gem with the same name, gem energy), a level 3 gem with the same name = h(a level 1 gem with the same name, gem energy); therefore, the required virtual resources for the second virtual item can be calculated based on the current level of the second virtual item and the set of second-level conversion relationships corresponding to the second virtual item, that is, the required virtual resources for upgrading a legendary gem to level 5 = g(h((a level 1 gem with the same name, gem energy))).

[0156] As an optional implementation method, refer to Figure 13 As shown, step S1202 above includes:

[0157] S1301. Based on the target level and the set of second-level conversion relationships, obtain the second target conversion relationship.

[0158] The second target conversion relationship is used to characterize the virtual resources required to convert a second virtual item from an inactive state into a second virtual item of the target level.

[0159] S1302. Based on the second target conversion relationship, determine the required virtual resources for the second virtual item.

[0160] In this embodiment, for example, the conversion relationship between level 3 virtual items with the same name and level 1 virtual items with the same name can be substituted into the conversion relationship between level 5 virtual items with the same name and level 3 virtual items with the same name to obtain the conversion relationship between level 5 virtual items with the same name and level 1 virtual items with the same name.

[0161] For example, a level 1 A gem = x1 gem energy, a level 1 B gem = x2 gem energy, a level 1 A gem cannot be converted into a level 1 B gem, and there are dozens of legendary gems in the game.

[0162] Level 2 gem = a1 Level 1 gems of the same name + aa points of gem energy;

[0163] Level 3 gem = b1 Level 1 gem of the same name + bb points of gem energy;

[0164] Level 4 gem = c1 level 1 gem of the same name + c2 level 3 gem of the same name + cc gem energy;

[0165] Level 5 gem = d1 level 1 gem of the same name + d2 level 3 gem of the same name + dd points of gem energy;

[0166] Level 10 gem = e1 Level 1 gem of the same name + e2 Level 3 gem of the same name + e3 Level 5 gem of the same name + ee points of gem energy;

[0167] Therefore, high-grade gem = f(level 1 gem of the same name, level 3 gem of the same name, level 5 gem of the same name, gem energy), where f(x) is a linear function.

[0168] As an optional implementation method, refer to Figure 14 As shown, step S1301 above includes:

[0169] S1401. Starting with the second-level conversion relationship corresponding to the target level, the conversion is performed sequentially based on the second-level conversion relationship corresponding to the lower level of the target level to obtain the conversion relationship between the target level and the lowest level of the second virtual item.

[0170] S1402. Based on the conversion information between the lowest level and the second virtual item in an disabled state, and the conversion relationship between the target level and the lowest level of the second virtual item, the second target conversion relationship is obtained.

[0171] For example, the conversion information between the lowest level and the second virtual item in an inactive state can be: Dim Legendary Gem = x * 1 level Gem of the same name.

[0172] In this embodiment, for example, the target level to which the second virtual item needs to be upgraded is level 10, and the lower levels of the target level are level 5 and level 3. Starting with the conversion function corresponding to the level 10 virtual item with the same name, firstly, based on the conversion function corresponding to the lower level 5 of the level 10 virtual item with the same name, the conversion function between the level 10 virtual item with the same name and the level 3 virtual item with the same name is obtained, that is, level 10 virtual item with the same name = f(g(level 3 gem with the same name, gem energy)); then, based on the conversion relationship between the level 3 virtual item with the same name and level 1, the conversion relationship between the level 10 virtual item with the same name and level 3 is converted to obtain level 10 virtual item with the same name = f(g(h((level 1 gem with the same name, gem energy)))). Therefore, the conversion information between the lowest level and the second virtual item in an inactive state can be substituted into the conversion function between the target level and the lowest level of the second virtual item to obtain the second target conversion function for the legendary gem to be upgraded to level 5 as F(level 1 gem of the same name, gem energy) = x * level 1 gem of the same name + y * energy.

[0173] Based on the same inventive concept, this application also provides a game information processing device corresponding to the game information processing method. Since the principle of the device in this application is similar to the game information processing control method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0174] Figure 15 This is a module structure diagram of the game information processing device provided in the embodiments of this application, with reference to... Figure 15 As shown, the device includes:

[0175] The acquisition module 1501 is used to acquire a first virtual item in an enabled state and a second virtual item in an disabled state in the target game account; wherein, the virtual item in the enabled state can provide game benefits to the controlled virtual character in the target game account; the virtual item in the disabled state cannot provide game benefits to the controlled virtual character in the target game account.

[0176] The conversion module 1502 is configured to, in response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, convert the first virtual item in an enabled state into a first virtual resource and the first virtual item in a disabled state, and convert the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource.

[0177] This application provides a game information processing device. When a player acquires a new virtual item, they can select an enabled first virtual item and a disabled second virtual item through a graphical user interface provided by a terminal device. The terminal device responds to resource transfer instructions for the enabled first virtual item and the disabled second virtual item by decomposing the enabled first virtual item into virtual resources and the disabled first virtual item. The decomposed virtual resources are then transferred to the disabled second virtual item, converting the disabled second virtual item into an enabled second virtual item. This improves the efficiency of players quickly switching between different virtual items. Simultaneously, the disabled first virtual item is retained, preserving the possibility of it being reactivated (by virtual resources). This effectively simplifies the acquisition path and operation convenience for players who want to regain previously sold (or decomposed) virtual items, improving the efficiency of players regaining ownership of the virtual item.

[0178] As an optional implementation, the acquisition module 1501 is further configured to:

[0179] In response to the selection command for the first virtual item and the second virtual item, the first virtual item and the second virtual item are obtained.

[0180] As an optional implementation, the conversion module 1502 is also used for:

[0181] In response to a first conversion instruction for a first virtual item in an enabled state, the first virtual item in an enabled state is converted into a virtual resource and the first virtual item in a deactivated state.

[0182] In response to a second conversion instruction for a second virtual item that is in a disabled state, the second virtual item that is in a disabled state is converted into a second virtual item that is in an enabled state according to the virtual resource.

[0183] As an optional implementation, the conversion module 1502 is also used for:

[0184] In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, the size relationship between the virtual resources available to the first virtual item in an enabled state and the virtual resources required to the second virtual item in a disabled state is obtained.

[0185] Based on the size relationship between the virtual resources available to the first virtual item in the enabled state and the virtual resources required by the second virtual item in the disabled state, the first virtual item in the enabled state is converted into virtual resources and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into the second virtual item in the enabled state according to the virtual resources.

[0186] As an optional implementation, the conversion module 1502 is also used for:

[0187] Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources;

[0188] Based on the required virtual resources available in the virtual resources, convert the second virtual item that is in a non-enabled state into a second virtual item that is in an enabled state.

[0189] The virtual resources in the dataset corresponding to the target game account are updated based on the difference between the available virtual resources and the required virtual resources.

[0190] As an optional implementation, the conversion module 1502 is also used for:

[0191] The first virtual item in the enabled state is converted into the first virtual item in the disabled state, which can provide virtual resources, and the virtual resources that can provide virtual resources are used as the required virtual resources.

[0192] Based on the required virtual resources, the second virtual item that is in an disabled state will be converted into a second virtual item that is in an enabled state.

[0193] As an optional implementation, the conversion module 1502 is also used for:

[0194] Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources;

[0195] Based on the difference between the required virtual resources and the available virtual resources, determine the virtual resources to be injected from the virtual resources in the dataset corresponding to the target game account;

[0196] Based on the available virtual resources and the virtual resources to be injected, a second virtual item in a non-enabled state is converted into a second virtual item in an enabled state.

[0197] As an optional implementation, the conversion module 1502 further stores the virtual resources in the dataset corresponding to the target game account through a virtual resource library, and is also used for:

[0198] Based on the virtual resource to be injected, output a virtual resource injection prompt message;

[0199] In response to the virtual resource injection prompt message, the virtual resource to be injected is selected from the virtual resource library;

[0200] In response to the confirmation operation for the virtual resource to be injected, the second virtual item in the disabled state is converted into a second virtual item in the enabled state, and the virtual resource to be injected is deleted from the virtual resource library.

[0201] As an optional implementation, the device is also used for:

[0202] A generation module is configured to generate virtual resources in response to a conversion instruction for the first virtual item and / or the second virtual item that is in an enabled state.

[0203] As an optional implementation, the device is also used for:

[0204] The storage module is used to store the first virtual item in a disabled state and the second virtual item in an enabled state in the dataset corresponding to the target game account.

[0205] As an optional implementation, the conversion module 1502 is also used for:

[0206] In response to a third conversion instruction for a third virtual item in an enabled state, the third virtual item in an enabled state is converted into a second virtual resource and the third virtual item in an disabled state.

[0207] As an optional implementation, the acquisition module 1501 is further configured to:

[0208] In response to a fourth conversion instruction for a fourth virtual item that is in a disabled state, acquire the required virtual resources for the fourth virtual item that is in a disabled state;

[0209] Based on the required virtual resources, the fourth virtual item, which is in an enabled state, will be converted into the second virtual item, which is in an enabled state.

[0210] As an optional implementation, the device is also used for:

[0211] The display module is used to display virtual items in an enabled state in a first display style and virtual items in a disabled state in a second display style; wherein the first display style and the second display style are different.

[0212] As an optional implementation, the resource transfer instruction includes a first preview instruction, a display module, and is further used for:

[0213] In response to the first preview command, the first virtual resource, the first virtual item in a disabled state, and the second virtual item in an enabled state are displayed.

[0214] As an optional implementation, the resource transfer instruction further includes a first confirmation instruction, and the conversion module 1502 is further used for:

[0215] In response to the first confirmation command, the first virtual item in the enabled state is converted into a first virtual resource and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into a second virtual item in the enabled state according to the virtual resource.

[0216] As an optional implementation, the acquisition module 1501 is further configured to:

[0217] Based on the current level of the first virtual item and the first level conversion relationship set corresponding to the first virtual item, the available virtual resources of the first virtual item are determined. The first level conversion relationship set includes at least one first level conversion relationship, and each first level conversion relationship is used to characterize the conversion relationship between an available level of the first virtual item and the lower level of the available level.

[0218] Based on the target level to which the second virtual item needs to be upgraded and the set of second level conversion relationships corresponding to the second virtual item, the required virtual resources for the second virtual item are determined. The set of second level conversion relationships includes at least one second level conversion relationship, which is used to characterize the conversion relationship between the next available level of the second virtual item and the previous available level of the available level.

[0219] As an optional implementation, the acquisition module 1501 is further configured to:

[0220] Based on the target level and the second level conversion relationship set, a second target conversion relationship is obtained. The second target conversion relationship is used to characterize the virtual resources required to convert a second virtual item in a non-enabled state into a second virtual item of the target level.

[0221] Based on the second target conversion relationship, determine the required virtual resources for the second virtual item.

[0222] As an optional implementation, the acquisition module 1501 is further configured to:

[0223] Starting with the second level conversion relationship corresponding to the target level, the conversion is performed sequentially based on the second level conversion relationship corresponding to the lower level of the target level to obtain the conversion relationship between the target level and the lowest level of the second virtual item;

[0224] Based on the conversion information between the lowest level and the second virtual item in an disabled state, and the conversion relationship between the target level and the lowest level of the second virtual item, the second target conversion relationship is obtained.

[0225] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0226] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more digital signal processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0227] Please see Figure 16 This application also provides an electronic device, which includes a processor 1601, a storage medium 1602, and a bus 1603. The storage medium 1602 stores machine-readable instructions executable by the processor 1601. When the electronic device is running, the processor 1601 communicates with the storage medium 1602 via the bus 1603. The processor 1601 executes the machine-readable instructions to perform the following steps:

[0228] Acquire a first virtual item that is enabled and a second virtual item that is disabled from the target game account; wherein, the virtual item that is enabled can provide game benefits to the controlled virtual character in the target game account; the virtual item that is disabled cannot provide game benefits to the controlled virtual character in the target game account.

[0229] In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in an disabled state, the first virtual item in an enabled state is converted into a first virtual resource and the first virtual item in a disabled state, and the second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

[0230] As an optional implementation, the processor 1601, when executing the process of acquiring the first virtual item in an enabled state and the second virtual item in an disabled state in the target game account, specifically uses the following methods:

[0231] In response to the selection command for the first virtual item and the second virtual item, the first virtual item and the second virtual item are obtained.

[0232] As an optional implementation, the processor 1601, in executing the resource transfer instruction in response to a first virtual item in an enabled state and a second virtual item in a disabled state, converts the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converts the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource, specifically for:

[0233] In response to a first conversion instruction for a first virtual item in an enabled state, the first virtual item in an enabled state is converted into a virtual resource and the first virtual item in a deactivated state.

[0234] In response to a second conversion instruction for a second virtual item that is in a disabled state, the second virtual item that is in a disabled state is converted into a second virtual item that is in an enabled state according to the virtual resource.

[0235] As an optional implementation, the processor 1601, in executing the resource transfer instruction in response to a first virtual item in an enabled state and a second virtual item in a disabled state, converts the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converts the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource, specifically for:

[0236] In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, the size relationship between the virtual resources available to the first virtual item in an enabled state and the virtual resources required to the second virtual item in a disabled state is obtained.

[0237] Based on the size relationship between the virtual resources available to the first virtual item in the enabled state and the virtual resources required by the second virtual item in the disabled state, the first virtual item in the enabled state is converted into virtual resources and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into the second virtual item in the enabled state according to the virtual resources.

[0238] As an optional implementation, when the processor 1601 executes a process where the virtual resources provided by a first virtual item in an enabled state are greater than the virtual resources required by a second virtual item in a disabled state, the specific steps of converting the first virtual item in an enabled state into virtual resources and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state based on the virtual resources, are as follows:

[0239] Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources;

[0240] Based on the required virtual resources available in the virtual resources, convert the second virtual item that is in a non-enabled state into a second virtual item that is in an enabled state.

[0241] The virtual resources in the dataset corresponding to the target game account are updated based on the difference between the available virtual resources and the required virtual resources.

[0242] As an optional implementation, when the processor 1601 executes the step of converting the enabled first virtual item into virtual resources and the disabled first virtual item, and converting the disabled second virtual item into an enabled second virtual item based on the virtual resources, specifically for:

[0243] The first virtual item in the enabled state is converted into the first virtual item in the disabled state, which can provide virtual resources, and the virtual resources that can provide virtual resources are used as the required virtual resources.

[0244] Based on the required virtual resources, the second virtual item that is in an disabled state will be converted into a second virtual item that is in an enabled state.

[0245] As an optional implementation, the processor 1601, when executing a first virtual item in an enabled state, provides less virtual resources than a second virtual item in a disabled state; the step of converting the first virtual item in an enabled state into virtual resources and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state based on the virtual resources, is specifically used for:

[0246] Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources;

[0247] Based on the difference between the required virtual resources and the available virtual resources, determine the virtual resources to be injected from the virtual resources in the dataset corresponding to the target game account;

[0248] Based on the available virtual resources and the virtual resources to be injected, a second virtual item in a non-enabled state is converted into a second virtual item in an enabled state.

[0249] As an optional implementation, virtual resources in the dataset corresponding to the target game account are stored in a virtual resource library. The processor 1601, when executing the process of converting a disabled second virtual item into an enabled second virtual item based on the available virtual resources and the virtual resources to be injected, specifically performs the following:

[0250] Based on the virtual resource to be injected, output a virtual resource injection prompt message;

[0251] In response to the virtual resource injection prompt message, the virtual resource to be injected is selected from the virtual resource library;

[0252] In response to the confirmation operation for the virtual resource to be injected, the second virtual item in the disabled state is converted into a second virtual item in the enabled state, and the virtual resource to be injected is deleted from the virtual resource library.

[0253] As an optional implementation, the processor 1601 is also used to perform:

[0254] In response to a conversion instruction for the first virtual item and / or the second virtual item that is in an enabled state, a virtual resource is generated.

[0255] As an optional implementation, the processor 1601 is also configured to perform the following: storing a first virtual item in a disabled state and a second virtual item in an enabled state in the target game account corresponding dataset.

[0256] As an optional implementation, the processor 1601 is also used to perform:

[0257] In response to a third conversion instruction for a third virtual item in an enabled state, the third virtual item in an enabled state is converted into a virtual resource and the third virtual item in an disabled state.

[0258] As an optional implementation, the processor 1601 is also used to perform:

[0259] In response to a fourth conversion instruction for a fourth virtual item that is in a disabled state, acquire the required virtual resources for the fourth virtual item that is in a disabled state;

[0260] Based on the required virtual resources, the fourth virtual item, which is in an enabled state, will be converted into the second virtual item, which is in an enabled state.

[0261] As an optional implementation, the processor 1601 is also used to perform:

[0262] The first display style shows virtual items that are enabled; the second display style shows virtual items that are disabled; wherein the first display style and the second display style are different.

[0263] As an optional implementation, the resource transfer instruction includes a first preview instruction, which the processor 1601 is also used to execute:

[0264] In response to the preview command, the first virtual resource, the first virtual item in a disabled state, and the second virtual item in an enabled state are displayed.

[0265] As an optional implementation, the resource transfer instruction also includes a first confirmation instruction, which the processor 1601 is further configured to execute:

[0266] In response to a first confirmation command, a first virtual item in an enabled state is converted into a first virtual resource and a first virtual item in a disabled state, and a second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

[0267] As an optional implementation, the processor 1601, when executing the process of acquiring the virtual resources available for the first virtual item in the enabled state and the required virtual resources for the second virtual item in the disabled state, specifically uses the following methods:

[0268] Based on the current level of the first virtual item and the first level conversion relationship set corresponding to the first virtual item, the available virtual resources of the first virtual item are determined. The first level conversion relationship set includes at least one first level conversion relationship, and each first level conversion relationship is used to characterize the conversion relationship between an available level of the first virtual item and the lower level of the available level.

[0269] Based on the target level to which the second virtual item needs to be upgraded and the set of second level conversion relationships corresponding to the second virtual item, the required virtual resources for the second virtual item are determined. The set of second level conversion relationships includes at least one second level conversion relationship, which is used to characterize the conversion relationship between the next available level of the second virtual item and the previous available level of the available level.

[0270] As an optional implementation, the processor 1601, when executing the set of conversion relationships between the target level to which the second virtual item is to be upgraded and the second level corresponding to the second virtual item, is specifically used for:

[0271] Based on the target level and the second level conversion relationship set, a second target conversion relationship is obtained. The second target conversion relationship is used to characterize the virtual resources required to convert a second virtual item in a non-enabled state into a second virtual item of the target level.

[0272] Based on the second target conversion relationship, determine the required virtual resources for the second virtual item.

[0273] As an optional implementation, the processor 1601, when executing the step of obtaining the second target transformation relationship based on the target level and the second level transformation relationship set, specifically uses:

[0274] Starting with the second level conversion relationship corresponding to the target level, the conversion is performed sequentially based on the second level conversion relationship corresponding to the lower level of the target level to obtain the conversion relationship between the target level and the lowest level of the second virtual item;

[0275] Based on the conversion information between the lowest level and the second virtual item in an disabled state, and the conversion relationship between the target level and the lowest level of the second virtual item, the second target conversion relationship is obtained.

[0276] Optionally, the present invention also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, is used to perform the following steps:

[0277] Acquire a first virtual item that is enabled and a second virtual item that is disabled from the target game account; wherein, the virtual item that is enabled can provide game benefits to the controlled virtual character in the target game account; the virtual item that is disabled cannot provide game benefits to the controlled virtual character in the target game account.

[0278] In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in an disabled state, the first virtual item in an enabled state is converted into a first virtual resource and the first virtual item in a disabled state, and the second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

[0279] As an optional implementation, the processor, when executing the process of acquiring the first virtual item in an enabled state and the second virtual item in an disabled state in the target game account, specifically uses the following methods:

[0280] In response to the selection command for the first virtual item and the second virtual item, the first virtual item and the second virtual item are obtained.

[0281] As an optional implementation, the processor, in executing the resource transfer instruction in response to a first virtual item in an enabled state and a second virtual item in a disabled state, converts the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converts the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource, specifically for:

[0282] In response to a first conversion instruction for a first virtual item in an enabled state, the first virtual item in an enabled state is converted into a virtual resource and the first virtual item in a deactivated state.

[0283] In response to a second conversion instruction for a second virtual item that is in a disabled state, the second virtual item that is in a disabled state is converted into a second virtual item that is in an enabled state according to the virtual resource.

[0284] As an optional implementation, the processor, in executing the resource transfer instruction in response to a first virtual item in an enabled state and a second virtual item in a disabled state, converts the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converts the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource, specifically for:

[0285] In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, the size relationship between the virtual resources available to the first virtual item in an enabled state and the virtual resources required to the second virtual item in a disabled state is obtained.

[0286] Based on the size relationship between the virtual resources available to the first virtual item in the enabled state and the virtual resources required by the second virtual item in the disabled state, the first virtual item in the enabled state is converted into virtual resources and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into the second virtual item in the enabled state according to the virtual resources.

[0287] As an optional implementation, when the processor executes a first virtual item in an enabled state whose available virtual resources are greater than the required virtual resources of a second virtual item in a disabled state, the step of converting the first virtual item in an enabled state into virtual resources and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state based on the virtual resources, is specifically used for:

[0288] Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources;

[0289] Based on the required virtual resources available in the virtual resources, convert the second virtual item that is in a non-enabled state into a second virtual item that is in an enabled state.

[0290] The virtual resources in the dataset corresponding to the target game account are updated based on the difference between the available virtual resources and the required virtual resources.

[0291] As an optional implementation, when the processor executes a process where the virtual resources provided by a first virtual item in an enabled state are equal to the required virtual resources of a second virtual item in a disabled state, the specific steps of converting the first virtual item in an enabled state into virtual resources and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state based on the virtual resources, are as follows:

[0292] The first virtual item in the enabled state is converted into the first virtual item in the disabled state, which can provide virtual resources, and the virtual resources that can provide virtual resources are used as the required virtual resources.

[0293] Based on the required virtual resources, the second virtual item that is in an disabled state will be converted into a second virtual item that is in an enabled state.

[0294] As an optional implementation, the processor, when executing a first virtual item in an enabled state, provides less virtual resources than a second virtual item in a disabled state; the step of converting the first virtual item in an enabled state into virtual resources and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state based on the virtual resources, is specifically used for:

[0295] Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources;

[0296] Based on the difference between the required virtual resources and the available virtual resources, determine the virtual resources to be injected from the virtual resources in the dataset corresponding to the target game account;

[0297] Based on the available virtual resources and the virtual resources to be injected, a second virtual item in a non-enabled state is converted into a second virtual item in an enabled state.

[0298] As an optional implementation, virtual resources in the dataset corresponding to the target game account are stored in a virtual resource library. The processor, when executing the step of converting a disabled second virtual item into an enabled second virtual item based on the available virtual resources and the virtual resources to be injected, specifically uses:

[0299] Based on the virtual resource to be injected, output a virtual resource injection prompt message;

[0300] In response to the virtual resource injection prompt message, the virtual resource to be injected is selected from the virtual resource library;

[0301] In response to the confirmation operation for the virtual resource to be injected, the second virtual item in the disabled state is converted into a second virtual item in the enabled state, and the virtual resource to be injected is deleted from the virtual resource library.

[0302] As an optional implementation, the processor is also used to perform:

[0303] In response to a conversion instruction for the first virtual item and / or the second virtual item that is in an enabled state, a virtual resource is generated.

[0304] As an optional implementation, the processor is also configured to: store a first virtual item in a disabled state and a second virtual item in an enabled state in the target game account corresponding dataset.

[0305] As an optional implementation, the processor is also used to perform:

[0306] In response to a third conversion instruction for a third virtual item in an enabled state, the third virtual item in an enabled state is converted into a second virtual resource and the third virtual item in an disabled state.

[0307] As an optional implementation, the processor is also used to perform:

[0308] In response to a fourth conversion instruction for a fourth virtual item that is in a disabled state, acquire the required virtual resources for the fourth virtual item that is in a disabled state;

[0309] Based on the required virtual resources, the fourth virtual item that is in an disabled state will be converted into a fourth virtual item that is in an enabled state.

[0310] As an optional implementation, the processor is also used to perform:

[0311] The first display style shows virtual items that are enabled; the second display style shows virtual items that are disabled; wherein the first display style and the second display style are different.

[0312] As an optional implementation, the resource transfer instruction includes a first preview instruction, which the processor is also used to execute:

[0313] In response to the first preview command, the first virtual resource, the first virtual item in a disabled state, and the second virtual item in an enabled state are displayed.

[0314] As an optional implementation, the resource transfer instruction also includes a first confirmation instruction, which the processor is further configured to execute:

[0315] In response to a first confirmation command, a first virtual item in an enabled state is converted into a first virtual resource and a first virtual item in a disabled state, and a second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

[0316] As an optional implementation, the processor, when executing the process of acquiring the virtual resources available for the first virtual item in the enabled state and the required virtual resources for the second virtual item in the disabled state, specifically uses the following methods:

[0317] Based on the current level of the first virtual item and the first level conversion relationship set corresponding to the first virtual item, the available virtual resources of the first virtual item are determined. The first level conversion relationship set includes at least one first level conversion relationship, and each first level conversion relationship is used to characterize the conversion relationship between an available level of the first virtual item and the lower level of the available level.

[0318] Based on the target level to which the second virtual item needs to be upgraded and the set of second level conversion relationships corresponding to the second virtual item, the required virtual resources for the second virtual item are determined. The set of second level conversion relationships includes at least one second level conversion relationship, which is used to characterize the conversion relationship between the next available level of the second virtual item and the previous available level of the available level.

[0319] As an optional implementation, the processor, when executing the set of conversion relationships between the target level to which the second virtual item needs to be upgraded and the second level corresponding to the second virtual item, includes:

[0320] Based on the target level and the second level conversion relationship set, a second target conversion relationship is obtained. The second target conversion relationship is used to characterize the virtual resources required to convert a second virtual item in a non-enabled state into a second virtual item of the target level.

[0321] Based on the second target conversion relationship, determine the required virtual resources for the second virtual item.

[0322] As an optional implementation, the processor, in executing the step of obtaining the second target transformation relationship based on the target level and the second level transformation relationship set, includes:

[0323] Starting with the second level conversion relationship corresponding to the target level, the conversion is performed sequentially based on the second level conversion relationship corresponding to the lower level of the target level to obtain the conversion relationship between the target level and the lowest level of the second virtual item;

[0324] Based on the conversion information between the lowest level and the second virtual item in an disabled state, and the conversion relationship between the target level and the lowest level of the second virtual item, the second target conversion relationship is obtained.

[0325] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0326] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0327] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.

[0328] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

Claims

1. A method for processing information in a game, characterized in that, The method includes: Acquire a first virtual item that is enabled and a second virtual item that is disabled from the target game account; wherein, the virtual item that is enabled can provide game benefits to the controlled virtual character in the target game account; the virtual item that is disabled cannot provide game benefits to the controlled virtual character in the target game account. In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in an disabled state, the first virtual item in an enabled state is converted into a first virtual resource and the first virtual item in a disabled state, and the second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

2. The method according to claim 1, characterized in that, The acquisition of the first virtual item in an enabled state and the second virtual item in an disabled state in the target game account includes: In response to the selection command for the first virtual item and the second virtual item, the first virtual item and the second virtual item are obtained.

3. The method according to claim 1, characterized in that, The method of responding to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, converting the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource, includes: In response to a first conversion instruction for a first virtual item in an enabled state, the first virtual item in an enabled state is converted into a virtual resource and the first virtual item in a deactivated state. In response to a second conversion instruction for a second virtual item that is in a disabled state, the second virtual item that is in a disabled state is converted into a second virtual item that is in an enabled state according to the virtual resource.

4. The method according to claim 1, characterized in that, The method of responding to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, converting the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and converting the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource, includes: In response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, the size relationship between the virtual resources available to the first virtual item in an enabled state and the virtual resources required to the second virtual item in a disabled state is obtained. Based on the size relationship between the virtual resources available to the first virtual item in the enabled state and the virtual resources required by the second virtual item in the disabled state, the first virtual item in the enabled state is converted into virtual resources and the first virtual item in the disabled state, and the second virtual item in the disabled state is converted into the second virtual item in the enabled state according to the virtual resources.

5. The method according to claim 4, characterized in that, If the virtual resources provided by the first virtual item in the enabled state are greater than the virtual resources required by the second virtual item in the disabled state, the step of converting the first virtual item in the enabled state into virtual resources and the first virtual item in the disabled state, and converting the second virtual item in the disabled state into the second virtual item in the enabled state according to the virtual resources, includes: Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources; Based on the required virtual resources available in the virtual resources, convert the second virtual item that is in a non-enabled state into a second virtual item that is in an enabled state. The virtual resources in the dataset corresponding to the target game account are updated based on the difference between the available virtual resources and the required virtual resources.

6. The method according to claim 4, characterized in that, If the virtual resources provided by the first virtual item in the enabled state are equal to the virtual resources required by the second virtual item in the disabled state, the step of converting the first virtual item in the enabled state into virtual resources and the first virtual item in the disabled state, and converting the second virtual item in the disabled state into the second virtual item in the enabled state according to the virtual resources, includes: The first virtual item in the enabled state is converted into the first virtual item in the disabled state, which can provide virtual resources, and the virtual resources that can provide virtual resources are used as the required virtual resources. Based on the required virtual resources, the second virtual item that is in an disabled state will be converted into a second virtual item that is in an enabled state.

7. The method according to claim 4, characterized in that, If the virtual resources provided by the first virtual item in the enabled state are less than the virtual resources required by the second virtual item in the disabled state; the step of converting the first virtual item in the enabled state into virtual resources and the first virtual item in the disabled state, and converting the second virtual item in the disabled state into the second virtual item in the enabled state according to the virtual resources, includes: Convert the first virtual item in the enabled state into the first virtual item in the disabled state that can provide virtual resources; Based on the difference between the required virtual resources and the available virtual resources, determine the virtual resources to be injected from the virtual resources in the dataset corresponding to the target game account; Based on the available virtual resources and the virtual resources to be injected, a second virtual item in a non-enabled state is converted into a second virtual item in an enabled state.

8. The method according to claim 7, characterized in that, The virtual resources in the dataset corresponding to the target game account are stored in a virtual resource library. The step of converting a second virtual item in an enabled state into a second virtual item based on the available virtual resources and the virtual resources to be injected includes: Based on the virtual resource to be injected, output a virtual resource injection prompt message; In response to the virtual resource injection prompt message, the virtual resource to be injected is selected from the virtual resource library; In response to the confirmation operation for the virtual resource to be injected, the second virtual item in the disabled state is converted into a second virtual item in the enabled state, and the virtual resource to be injected is deleted from the virtual resource library.

9. The method according to claim 1, characterized in that, The method further includes: In response to a conversion instruction for the first virtual item and / or the second virtual item that is in an enabled state, a virtual resource is generated.

10. The method according to claim 1, characterized in that, The method further includes: storing a first virtual item in a disabled state and a second virtual item in an enabled state in the dataset corresponding to the target game account.

11. The method according to claim 1, characterized in that, The method further includes: In response to a third conversion instruction for a third virtual item in an enabled state, the third virtual item in an enabled state is converted into a second virtual resource and the third virtual item in an disabled state.

12. The method according to claim 1, characterized in that, The method further includes: In response to a fourth conversion instruction for a fourth virtual item that is in a disabled state, acquire the required virtual resources for the fourth virtual item that is in a disabled state; Based on the required virtual resources, the fourth virtual item that is in an disabled state will be converted into a fourth virtual item that is in an enabled state.

13. The method according to claim 1, characterized in that, The method further includes: The first display style shows virtual items that are enabled; the second display style shows virtual items that are disabled; wherein the first display style and the second display style are different.

14. The method according to claim 1, characterized in that, The resource transfer instruction includes a first preview instruction, and the method further includes: In response to the first preview command, the first virtual resource, the first virtual item in a disabled state, and the second virtual item in an enabled state are displayed.

15. The method according to claim 14, characterized in that, The resource transfer instruction further includes a first confirmation instruction, and the method further includes: In response to a first confirmation command, a first virtual item in an enabled state is converted into a first virtual resource and a first virtual item in a disabled state, and a second virtual item in a disabled state is converted into a second virtual item in an enabled state according to the virtual resource.

16. The method according to claim 4, characterized in that, The acquisition of the virtual resources available for the first virtual item in the enabled state and the virtual resources required for the second virtual item in the disabled state includes: Based on the current level of the first virtual item and the first level conversion relationship set corresponding to the first virtual item, the available virtual resources of the first virtual item are determined. The first level conversion relationship set includes at least one first level conversion relationship, and each first level conversion relationship is used to characterize the conversion relationship between an available level of the first virtual item and the lower level of the available level. Based on the target level to which the second virtual item needs to be upgraded and the set of second level conversion relationships corresponding to the second virtual item, the required virtual resources for the second virtual item are determined. The set of second level conversion relationships includes at least one second level conversion relationship, which is used to characterize the conversion relationship between the next available level of the second virtual item and the previous available level of the available level.

17. The method according to claim 16, characterized in that, The set of conversion relationships between the target level to which the second virtual item needs to be upgraded and the second level corresponding to the second virtual item includes: Based on the target level and the second level conversion relationship set, a second target conversion relationship is obtained. The second target conversion relationship is used to characterize the virtual resources required to convert a second virtual item in a non-enabled state into a second virtual item of the target level. Based on the second target conversion relationship, determine the required virtual resources for the second virtual item.

18. The method according to claim 17, characterized in that, The step of obtaining the second target conversion relationship based on the target level and the second level conversion relationship set includes: Starting with the second level conversion relationship corresponding to the target level, the conversion is performed sequentially based on the second level conversion relationship corresponding to the lower level of the target level to obtain the conversion relationship between the target level and the lowest level of the second virtual item; Based on the conversion information between the lowest level and the second virtual item in an disabled state, and the conversion relationship between the target level and the lowest level of the second virtual item, the second target conversion relationship is obtained.

19. An information processing device for a game, characterized in that, The device includes: The acquisition module is used to acquire a first virtual item that is enabled and a second virtual item that is disabled in the target game account; wherein, the virtual item that is enabled can provide game benefits to the controlled virtual character in the target game account; the virtual item that is disabled cannot provide game benefits to the controlled virtual character in the target game account. A conversion module is configured to, in response to a resource transfer instruction for a first virtual item in an enabled state and a second virtual item in a disabled state, convert the first virtual item in an enabled state into a virtual resource and the first virtual item in a disabled state, and convert the second virtual item in a disabled state into a second virtual item in an enabled state according to the virtual resource.

20. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1-18.

21. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which is executed by a processor to perform the method as described in any one of claims 1-18.

Citation Information

Patent Citations

  • Activation method and device for virtual prop in virtual scene, equipment and storage medium

    CN112295230A

  • Game data processing method, device and equipment and readable storage medium

    CN114344913A