Game editing method, game editing device, program product, and electronic device

By setting target tags in the game UGC editor and establishing the association between virtual characters and item storage objects, the shortcomings of virtual characters' item storage function editing are solved, and richer game scenes and gameplay are achieved, reducing development costs.

CN119548828AActive Publication Date: 2025-03-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411596677.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-08
Publication Date
2025-03-04
Estimated Expiration
2044-11-08

AI Technical Summary

Technical Problem

The existing game UGC editor does not support the editing of virtual characters' item storage function, resulting in limitations in game scene types and gameplay.

Method used

By setting the target tag in the application's item system editing interface and establishing the association between the virtual character and the item storage object in the game editing scene, the editing function of the virtual character can be realized.

Benefits of technology

It realizes flexible editing of item storage functions in the game, enhances the diversity of game scenes and the richness of gameplay, and reduces development costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game editing method, a game editing device, a program product and electronic equipment, and relates to the technical field of computers and games. The method comprises the following steps: in response to a first editing instruction in an article system editing interface of an application program, setting a first target label for a target first article storage unit in a first article storage object; in response to a second editing instruction in the game editing scene, establishing association between the target virtual character and the first article storage object; in a game operation scene corresponding to the game editing scene, responding that the target virtual character and a target virtual item meet a first interaction condition, and the attribute of the target virtual item is matched with the first target label, and controlling to pick up the target virtual article to a target second article storage unit in a second article storage object. According to the invention, an editing scheme for the article storage function is provided, and diversified game scenes can be realized.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game editing method, a game editing device, a computer program product and an electronic device. Background Art

[0002] In the game's UGC (User Generated Content) editor, users are allowed to edit game information such as game scenes. For example, users can customize the addition and placement of virtual scene components in the game scene. However, the current UGC editor does not support the function of editing the storage of virtual characters' items, which limits the types and gameplay of game scenes. Summary of the invention

[0003] The present disclosure provides a game editing method, a game editing device, a computer program product and an electronic device, so as to at least improve to some extent the problem that the game editor does not support the item storage function of editing a virtual character.

[0004] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: responding to a first editing instruction in an item system editing interface of an application, setting a first target tag for a target first item storage unit in a first item storage object; the first item storage object comprises one or more first item storage units, the target first item storage unit being a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag; responding to a second editing instruction in a game editing scene, establishing an association between a target virtual character and the first item storage object; in a game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying a first interaction condition, and the attribute of the target virtual item matches the first target tag, controlling the The target virtual item is picked up to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein; wherein, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated corresponding to the one or more first item storage units, and the target second item storage unit is the second item storage unit corresponding to the target first item storage unit.

[0005] According to a second aspect of the present disclosure, a game editing device is provided, the device comprising: an item storage object editing module, configured to respond to a first editing instruction in an item system editing interface of an application program, and to set a first target tag for a target first item storage unit in a first item storage object; the first item storage object comprises one or more first item storage units, the target first item storage unit being a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag; an association editing module, configured to respond to a second editing instruction in a game editing scene, and to establish an association between a target virtual character and the first item storage object; a game running processing module, configured to respond to the target virtual character and the target virtual item satisfying a first interaction condition, and the attribute of the target virtual item being satisfied in a game running scene corresponding to the game editing scene. The target virtual item is matched with the first target tag, and the target virtual item is picked up to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein; wherein, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated corresponding to the one or more first item storage units, and the target second item storage unit is the second item storage unit corresponding to the target first item storage unit.

[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.

[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.

[0008] The technical solution disclosed in this disclosure has the following beneficial effects:

[0009] On the one hand, a scheme for editing the item storage function (such as the backpack function) in the game is implemented. The user can set the item storage unit of the first item storage object, and set the category of virtual items that the item storage object can store by setting the first target tag. The editing method has high freedom and flexibility, which is conducive to users editing game scenes with more diverse types and gameplay, and does not require game developers to write a large amount of game preset information to meet users' editing needs or game needs, which is conducive to reducing development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of the virtual character. The first item storage object edited by the user is not attached to a specific virtual character, and different item storage objects can be associated with different virtual characters. There is no need to edit the item storage object separately for each virtual character, which improves editing efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;

[0011] Figure 2 A flowchart showing a method for editing a game in this exemplary embodiment;

[0012] Figure 3 A schematic diagram showing a storage area and an assembly area in this exemplary embodiment;

[0013] Figure 4 A flowchart of editing a first item storage object in this exemplary embodiment is shown;

[0014] Figure 5A A schematic diagram showing a global editing interface in this exemplary embodiment;

[0015] Figure 5B A schematic diagram showing a classification editing interface in this exemplary embodiment;

[0016] Figure 5C A schematic diagram showing a unit editing interface in this exemplary embodiment;

[0017] Figure 6 A flowchart showing a jump between interfaces in this exemplary embodiment;

[0018] Fig. 7A A schematic diagram showing a display of global preview information in this exemplary embodiment is shown;

[0019] Figure 7B A schematic diagram showing preview information of a first item classification storage interface in this exemplary embodiment is shown;

[0020] Fig. 8AA schematic diagram showing an item system editing interface in this exemplary embodiment;

[0021] Figure 8B A schematic diagram showing another item system editing interface in this exemplary embodiment;

[0022] Figure 8C A schematic diagram showing another item system editing interface in this exemplary embodiment;

[0023] Fig. 9 A schematic diagram showing the structure of a game editing device in this exemplary embodiment;

[0024] Fig.10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0025] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0026] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.

[0027] The inventors have found that in the current game UGC editor, users can usually only add and place virtual scene components in the game scene, but cannot edit the item storage function (such as the backpack function) of the virtual character. Some games provide preset virtual items that can be picked up, such as preset skill props, etc. Users can place such virtual items in the game scene, and the virtual character is assumed to have one or two item grids, so that the virtual character can pick up the virtual items to the item grid during the game. However, the effect of this editing method is relatively limited. The number of item grids is small, and user editing and extension are not supported. It can only meet relatively simple game play and logic, such as allowing virtual characters to hold one or two props in a racing race, and the original props will be replaced when picking up new props. In addition, it does not support users to edit the categories of virtual items that can be picked up and stored by virtual characters. This limits the diversity of game scene types and gameplay. In addition, game developers may need to write a large amount of game preset information to meet users' editing needs or game needs, thereby increasing development costs.

[0028] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game editing method, a game editing device, a computer program product, and an electronic device.

[0029] The following is an explanation of the relevant terms and terms used in this article.

[0030] Virtual Character: A virtual image in a game, which can include human characters and anthropomorphic non-human characters. It can be a player character (i.e. a virtual character controlled by the player) or a non-player character (NPC).

[0031] Virtual items: equipment, medicines, materials and other items that can be obtained by virtual characters in the game. In addition, they can also include objectified character objects, such as pets, whose images may be virtual characters, but virtual characters can use pets like objects, so they can be regarded as objects.

[0032] Game editing scene: The game in this exemplary embodiment supports user editing functions, and there are game editing stages and game running stages in the game. The game editing scene refers to the game scene loaded and displayed in the game editing stage. At this time, the game scene is in an editable state, and the user can perform editing operations and trigger corresponding editing instructions, or the game program can automatically trigger and execute editing instructions.

[0033] Game running scene: The game scene loaded and displayed during the game running stage. At this time, the game scene is in the running state, and the user can perform game operations and trigger corresponding game instructions, or the game program can automatically trigger and execute game instructions. The game editing scene and the corresponding game running scene are essentially the same game scene, the difference is that they are game scenes at different stages.

[0034] Instructions: The various instructions involved in this article (such as the first edit instruction, the second edit instruction, the first jump instruction, etc.) can be instructions generated based on user operations, or instructions generated based on non-operational methods, such as instructions generated by user-set scripts, or instructions automatically generated based on game logic. Instructions in the game can produce corresponding editing, control, and other functions.

[0035] Figure 1 The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. The terminal device 110 is installed with an application, such as a game program or editing software. When the terminal device 110 runs the application, interfaces such as an item system editing interface and a game editing scene may be displayed in the graphical user interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.

[0036] In one embodiment, the game editing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing games, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.

[0037] In one embodiment, the game editing method can be implemented in a stand-alone game. No server needs to be deployed, and all application programs can be installed on the terminal device 110 to execute the game editing method.

[0038] In one embodiment, reference Figure 2 As shown, the game editing method may include the following steps:

[0039] Step S210, in response to a first editing instruction in the item system editing interface of the application, a first target tag is set for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag;

[0040] Step S220, in response to the second editing instruction in the game editing scene, establishing an association between the target virtual character and the first item storage object;

[0041] Step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matches the first target tag, control the picking up of the target virtual item to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein.

[0042] Among them, the second item storage object is the first item storage object, one or more second item storage units are one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, one or more second item storage units are item storage units generated corresponding to one or more first item storage units, and the target second item storage unit is the second item storage unit corresponding to the target first item storage unit.

[0043] based on Figure 2 The method shown, on the one hand, implements a scheme for editing the item storage function (such as the backpack function) in the game. The user can set the item storage unit of the first item storage object, and set the category of virtual items that the item storage object can store by setting the first target tag. The editing method has high freedom and flexibility, which is conducive to users editing game scenes with more diverse types and gameplay, and does not require game developers to write a large amount of game preset information to meet users' editing needs or game needs, which is conducive to reducing development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of the virtual character. The first item storage object edited by the user is not attached to a specific virtual character, and different item storage objects can be associated with different virtual characters. There is no need to edit the item storage object separately for each virtual character, which improves editing efficiency.

[0044] Below Figure 2 Provide detailed instructions for each step.

[0045] refer to Figure 2 In step S210, in response to a first editing instruction in the item system editing interface of the application, a first target tag is set for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is one of the units; the first target tag is a tag determined from a first preset tag or a custom tag.

[0046] This exemplary embodiment provides a user-oriented editing function. In one embodiment, the application may be a game program, which has an editing function. When the game program is running, the user can select a specific option to enter the editing interface and use the editing function. In another embodiment, the application may be an editing program, which is not a game program. It provides editing functions but cannot be used to play games. Exemplarily, the editing program may be an editing program that is compatible with the game program, which can be run separately outside the game program, or it may be an editing program independent of the game, which is universal for different games, such as DCC (Digital Content Creation) software, game engines, etc. When the editing program is running, the user can use the editing function.

[0047] The item system editing interface is an interface for editing the item storage function, which may be a single interface or include multiple interfaces, such as a global editing interface, a category editing interface, a unit editing interface, and other sub-interfaces. In one embodiment, an item system editing option may be provided in the game editing scene, and the user may select the option to trigger the display of the item system editing interface. In one embodiment, the user may also be supported to edit the item storage function without entering the game editing scene, such as providing an item system editing option in the main interface of the game editor, so that the user does not need to enter the game editing scene first, and can directly enter the item system editing interface through this option.

[0048] An item storage object is a space in the game for storing virtual items, which can be a data object in a program, such as a data set. To facilitate user understanding, item storage objects are usually set as tangible objects in the game, such as backpacks, item boxes, etc. An item storage object may include one or more item storage units. An item storage unit is the basic unit in an item storage object, and may be the smallest unit of measurement. For example, each item storage unit may hold a virtual item. Alternatively, different virtual items may occupy different numbers of item storage units depending on their size, such as smaller virtual items occupying one or two item storage units, and larger virtual items occupying three or four item storage units. In one embodiment, the item storage object may be in the form of a grid, and each item storage unit may be a grid therein.

[0049] The first item storage object is the item storage object that the user wants to edit, and can be a newly created item storage object or an existing item storage object. The first editing instruction can be an instruction to create and edit the first item storage object or an instruction to select and edit the first item storage object from existing item storage objects.

[0050] The item storage unit in the first item storage object is referred to as a first item storage unit. The first item storage object may include one or more first item storage units, which may be item storage units created or added according to the first editing instruction. For example, in the process of creating the first item storage object through the first editing instruction, the user may create one or more first item storage units for the first item storage object. Alternatively, in the case where the first item storage object already has a first item storage unit, the user may add more first item storage units to the first item storage object through the first editing instruction.

[0051] The target first item storage unit is the first item storage unit edited by the user through the first editing instruction, and can be any one or more first item storage units in the first item storage object. For example, when editing the first item storage object, the user can select any first item storage unit for editing, and the first item storage unit is the first target storage unit.

[0052] In this exemplary embodiment, the item storage unit may have a label, which indicates the characteristics of the virtual item that can be placed in the item storage unit, for example, it may be a category label of the virtual item. The category of the virtual item can be determined according to the category of the item itself, such as weapons, armor, medicine, materials, etc., or it can be determined according to the level of the item, such as level one (the label corresponding to level one may be a level one item grid, indicating that the item storage unit can place level one virtual items) and level two classification.

[0053] The first target tag is a tag set by the user for the target first item storage unit. One or more can be selected from the first preset tags as the first target tag. The first preset tag is a tag candidate provided in the item system editing interface. It can be all item tags in the application, or it can be a partial item tag determined according to the type of the first item storage object. For example, the user can set the first item storage object to be an equipment backpack, then the first preset tag can only include equipment-related tags. The first preset tag can also be a custom tag previously edited by the user. For example, the user can classify virtual items, create new categories and set the names of the categories. These names can form custom tags and serve as the first preset tag. Alternatively, the user can set a custom tag as the first target tag when editing the target first item storage unit. For example, the user clicks the control for adding a new tag, enters the tag name text, generates a new custom tag after confirmation, and uses the custom tag as the first target tag. The custom tag can be added to the virtual item later.

[0054] In one embodiment, the first target tag may be a general tag. If the first preset tag includes a general tag option, the user may select the option when selecting the first target tag. Alternatively, if the user does not set the first target tag for the target first item storage unit, the first target tag is assumed to be a general tag. The general tag indicates that the item storage unit can place items of any category.

[0055] In one embodiment, the item storage unit may include the following two types: an item assembly unit and an item storage unit. The item assembly unit is an item storage unit with an assembly effect. Placing a virtual item in the item assembly unit indicates that the virtual character is using the virtual item, which produces a corresponding effect. The item storage unit is an item storage unit without an assembly effect. Placing a virtual item in the item storage unit does not produce the effect of using the virtual item. Of course, there may be special virtual items in the game, which produce an assembly effect when placed in an item storage unit.

[0056] In one embodiment, the first item storage object may be the above two types of item storage units, the item storage unit in the first item storage object is referred to as the first item storage unit, and the item assembly unit in the first item storage object is referred to as the first item assembly unit. It should be understood that the first item storage unit in the first item storage object may include the first item storage unit and the first item assembly unit.

[0057] In one embodiment, the first item storage object may include a first storage area and a first assembly area, the first storage area includes one or more first item storage units, and the first assembly area includes one or more first item assembly units. Exemplarily, the item system editing interface may include an editing preview interface for previewing the effect of the currently edited item storage object, which may be equivalent to the user interface displayed when the user uses the item storage object during the game running stage. Figure 3 A schematic diagram of the editing preview interface of the first item storage object is shown. It can be seen that the first item storage object can be divided into a first storage area (i.e. Figure 3 storage area in the middle) and the first assembly area (i.e. Figure 3 The first storage area is divided into two areas (assembly area in the first storage area), the item grid in the first assembly area is the first item storage unit, and the item grid in the first assembly area is the first item assembly unit. The user can edit the first storage area and the first assembly area separately.

[0058] In one embodiment, the target first item storage unit is a first item storage unit. The first editing instruction includes a storage unit editing instruction; the above response to the first editing instruction in the item system editing interface of the application program to set a first target tag for the target first item storage unit in the first item storage object may include the following steps:

[0059] In response to a storage unit editing instruction in the item system editing interface, a first target tag is set for all first item storage units in the first item storage object.

[0060] Among them, the storage unit editing instruction can be an editing instruction for the first item storage unit, including an instruction to set the first target label. For example, the user can select any first item storage unit and set the first target label for it, and the setting result can be applied to all first item storage units. For another example, a label setting item for the first item storage unit is set in the item system editing interface. The setting item is not for a specific first item storage unit, but for all first item storage units. When the user sets the first target label through the setting item, the first target label is set for all first item storage units.

[0061] By setting the labels of all the first item storage units in the above manner, the labels of all the first item storage units in the first item storage object are the same. In other words, the categories of items that can be placed in each first item storage unit in the first item storage object are the same. In this way, when the user uses the item storage function during the game running stage, there is no need to distinguish between different item storage units. For example, when moving a virtual item, all item storage units can place the virtual item, which is convenient for the user to operate.

[0062] In one embodiment, the game editing method may further include the following steps:

[0063] In response to an assembly unit editing instruction in the item system editing interface, a second target tag is set for the target first item assembly unit in the first item storage object; the second target tag is a tag determined from second preset tags or a custom tag.

[0064] Among them, the assembly unit editing instruction may be an editing instruction for the first item assembly unit, including an instruction to set a second target tag. In one embodiment, the first editing instruction may include an assembly unit editing instruction. The target first item assembly unit is the editing object of the assembly unit editing instruction, and may be any one or more first item assembly units. The second target tag is a tag set by the user for the target first item assembly unit. One or more may be selected from the second preset tags as the second target tag. The second preset tag is a tag candidate provided when setting the tag of the target first item assembly unit, which may be all item tags in the application, or may only include some tags, for example, it may only include category tags of those items that the virtual character can assemble, or it may be a custom tag previously edited by the user. Alternatively, the user may set a custom tag as the second target tag when editing the target first item assembly unit.

[0065] The second target tag set by the user for the target first item assembly unit may not be synchronized to other first item assembly units. Thus, the user can set different tags for different first item assembly units. For example, multiple fighting item assembly units may be labeled as weapons, helmets, armor, gloves, leggings, and shoes, respectively, so that these item assembly units are equipped with different types of equipment. This meets the diverse editing needs and game needs.

[0066] In one embodiment, the item storage object may include one or more item classification storage interfaces. The item classification storage interface may be regarded as a sub-interface or sub-space in the item storage object, which is used to store one or more specific categories of virtual items. Moreover, in the same item storage object, different item classification storage interfaces may contain different virtual items, which has the effect of expanding the capacity of the item storage object, or can realize the classification storage of virtual items, making it easier for users to use the item storage function and manage virtual items.

[0067] In one embodiment, the first item storage object includes one or more first item classification storage interfaces, and the first item classification storage interface is an item classification storage interface in the first item storage object. Each first item classification storage interface includes one or more first item storage units. Different first item classification storage interfaces may differ in one or more of the following aspects: different layouts; different numbers of first item storage units; different labels of first item storage units; different types of first item storage units, such as only first item storage units in one first item classification storage interface and only first item assembly units in another first item classification storage interface, or both first item storage units and first item assembly units.

[0068] In one embodiment, each first item classification storage interface includes a first storage area, and at least some of the first item classification interfaces also include a first assembly area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; the first storage areas of different first item classification interfaces are the same first storage area, and the first assembly areas of different first item classification interfaces are different first assembly areas. In other words, all first classification storage interfaces in the first item storage object share the first storage area, and when a user edits the first storage area of ​​a certain first classification storage interface, it is equivalent to editing the first storage areas of all first classification storage interfaces. For example, setting a label of the first item storage unit for the first storage area of ​​a certain first classification storage interface is equivalent to setting a label of the first item storage unit for the first storage areas of all first classification storage interfaces. The first assembly areas of different first item classification interfaces are independent of each other.

[0069] In one embodiment, each first item classification storage interface includes a first assembly area, at least some of the first item classification interfaces also include a first storage area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; the first assembly areas of different first item classification interfaces are the same first assembly area, and the first storage areas of different first item classification interfaces are different first storage areas.

[0070] In one embodiment, each first object classification storage interface may include only the first storage area, or only the first assembly area, or both the first storage area and the first assembly area.

[0071] In one embodiment, the first storage areas of different first item classification interfaces are different first storage areas, and the first assembly areas of different first item classification interfaces are different first assembly areas. In this way, the user can flexibly edit different first item classification interfaces to achieve highly diverse first item storage objects.

[0072] In one implementation, the first editing instruction may include a global editing instruction, a category editing instruction, and a unit editing instruction. Figure 4 As shown, the above-mentioned response to the first editing instruction in the item system editing interface of the application program to set the first target tag for the target first item storage unit in the first item storage object may include the following steps S410 to S430:

[0073] Step S410, in response to a global editing instruction for a first item storage object in the item system editing interface, a first item classification storage interface is created for the first item storage object.

[0074] The global editing command is a command for editing the overall information of the first item storage object (such as the name, type, size, etc. of the first item storage object), including a command for setting the classification storage of the first item storage object. The user can create one or more first item classification storage interfaces in the first item storage object through the global editing command.

[0075] In one embodiment, the item system editing interface includes a global editing interface, which is an interface for editing the integrity information of the first item storage object. The global editing instruction may be an instruction triggered in the global editing interface. Figure 5A A schematic diagram of the global editing interface (i.e., the "Backpack Preset" interface) is shown, in which the user can set whether the first item storage object is classified. If it is set to yes (i.e. Figure 5AIn the "Set whether to classify to "On" in the "Settings" section, it means that the first item classification storage interface can be created for the first item storage object, and the user can further create the first item classification storage interface for the first item storage object through the "Add Category" control. If it is set to No, it does not support setting the first item classification storage interface for the first item storage object, such as the first item storage object has only one item storage interface.

[0076] Step S420, in response to a classification editing instruction for a target first item classification storage interface in the first item classification storage interface in the item system editing interface, a first item storage unit is created for the target first item classification storage interface.

[0077] The classification editing instruction is an instruction for editing the first item classification storage interface, including an instruction for creating a first item storage unit for the first item classification storage interface. The target first item classification storage interface is the editing object of the classification editing instruction, and may be any one or more first item classification storage interfaces in the first item storage object. The user may create one or more first item storage units in the target first item classification storage interface through the classification editing instruction.

[0078] In one embodiment, the above-mentioned response to the classification editing instruction of the target first item classification storage interface in the first item classification storage interface in the item system editing interface to create the first item storage unit for the target first item classification storage interface may include the following steps:

[0079] In response to a classification editing instruction for a target first item classification storage interface in the item system editing interface, a target interface template is determined from one or more candidate interface templates according to the classification editing instruction, and a first item storage unit is created for the target first item classification storage interface according to the target interface template.

[0080] Among them, the interface template refers to the template of the item classification storage interface pre-configured in the application, including the number of item storage units, layout method, etc. When editing the target first item classification storage interface, one or more candidate interface templates can be provided, which can be all interface templates in the application, or only some interface templates. The user can choose from the candidate interface templates, and the candidate interface template selected by the user is called the target interface template. The layout of the target first item classification storage interface is set according to the interface information configured in the target interface template, including quickly creating the first item storage unit for the target first item classification storage interface. In this way, the user does not need to edit the target first item classification storage interface from a blank interface, and the editing efficiency is improved by quickly calling the information of the target interface template.

[0081] In one embodiment, the item system editing interface includes a classification editing interface, which is an interface for editing the first item classification storage interface. The classification editing instruction may be an instruction triggered in the classification editing interface. Exemplarily, each first item classification storage interface in the first item storage object may correspond to a classification editing interface. Figure 5B A schematic diagram of the classification editing interface (i.e., the "Classification 1" interface) is shown, in which the user can set the relevant information of the target first item classification storage interface. For example, a selection can be made in the layout template setting item, which provides candidate interface templates. If the user selects "RPG gameplay", the first item storage unit is created for the target first item classification storage interface according to the target interface template corresponding to "RPG gameplay". In addition, the user can also add the first item assembly unit (i.e. Figure 5B Operations such as the assembly area item grid in the target first item classification storage interface can also be used to create a first item assembly unit.

[0082] Step S430, in response to a unit editing instruction for a target first item storage unit in a target first item classification storage interface in an item system editing interface, a first target tag is set for the target first item storage unit.

[0083] The unit editing instruction is an instruction for editing the first item storage unit, including an instruction for setting a label for the first item storage unit. The target first item storage unit is the editing object of the unit editing instruction, which can be any one or more first item storage units in the target first item classification storage interface, or any one or more first item assembly units. The user can set the first target label for the target first item storage unit through the classification editing instruction.

[0084] In one embodiment, the item system editing interface includes a unit editing interface, which is an interface for editing the first item storage unit. Or more specifically, it is an interface for editing the first item assembly unit. The unit editing instruction may be an instruction triggered in the unit editing interface. Exemplarily, each first item assembly unit in the first item storage object may correspond to a unit editing interface. Figure 5C A schematic diagram of a unit editing interface (i.e., "Item Grid 1" interface) is shown. This interface is a unit editing interface corresponding to Item Grid 1 (belonging to the first item assembly unit) in the item grid of the assembly area. The user can set the item grid label in this interface, and the first target label is set for Item Grid 1 according to the user setting result.

[0085] In one embodiment, in response to a tag setting instruction in the classification editing interface, a first target tag is set for the target first item storage unit. Figure 5BAs shown, the storage area label can be set in the classification editing interface, which is equivalent to setting the first target label for all first item storage units of the target first item classification storage interface, or setting the first target label for all first item storage units of the first item storage object.

[0086] In one embodiment, the item system editing interface includes: a global editing interface, a category editing interface, and a unit editing interface; wherein, global editing instructions are instructions triggered in the global editing interface, category editing instructions are instructions triggered in the category editing interface, and unit editing instructions are instructions triggered in the unit editing interface.

[0087] refer to Figure 6 As shown, the game editing method may further include the following steps S610 to S640:

[0088] Step S610, when the first item storage object has a first item classification storage interface, providing a classification editing jump control corresponding to the first item classification storage interface in the global editing interface.

[0089] For example, refer to Figure 5A As shown, in the global editing interface, if a first item classification storage interface has been created for a first item storage object, a classification editing jump control corresponding to each first item classification storage interface can be provided (such as the right arrow control of "Classification 1", "Classification 2", and "Classification 3").

[0090] Step S620, responding to the first jump instruction for the category editing jump control, determining the target first item category storage interface in the first item category storage interface according to the first jump instruction, and jumping from the global editing interface to the category editing interface corresponding to the target first item category storage interface.

[0091] For example, if a user clicks Figure 5A Click the arrow control on the right side of "Classification 1" to trigger the first item classification storage interface of "Classification 1" as the target first item classification storage interface, and jump to the classification editing interface corresponding to the target first item classification storage interface, such as Figure 5B The "Category 1" interface.

[0092] Step S630: When the first item classification storage interface has a first item storage unit, a unit editing jump control corresponding to the first item storage unit is provided in the classification editing interface.

[0093] For example, refer to Figure 5BAs shown, in the category editing interface corresponding to the target first item category storage interface, if the first item storage unit has been created for the target first item category storage interface, a corresponding unit editing jump control (such as the right arrow control of "Item Grid 1" and "Item Grid 2") can be provided.

[0094] Step S640, responding to the second jump instruction for the unit editing jump control, determining the target first item storage unit in the first item storage unit of the target first item classification storage interface according to the second jump instruction, and jumping from the classification editing interface to the unit editing interface corresponding to the target first item storage unit.

[0095] For example, if a user clicks Figure 5B Click the arrow control on the right side of "Item Grid 1" to trigger item grid 1 as the first item storage unit, and jump to the unit editing interface corresponding to the first item storage unit. Figure 5C The "Item Slot 1" interface of the game.

[0096] pass Figure 6 The method shown can realize fast and convenient jumps between the global editing interface, the category editing interface, and the unit editing interface, making it easy for users to switch between the three editing states of global editing, category editing, and unit editing.

[0097] In one embodiment, the item system editing interface also includes: an editing preview interface for the first item storage object; the editing preview interface is used to display at least one of the following information: global preview information of the first item storage object, preview information of the first item classification storage interface in the first item storage object, and preview information of the first item storage unit in the first item storage object.

[0098] Exemplarily, the item system editing interface may include a preview area and an editing area, the preview area may display the editing preview interface, and the editing area may display the above-mentioned global editing interface, category editing interface or unit editing interface.

[0099] Fig. 7A A schematic diagram showing global preview information displayed in an editing preview interface is shown, wherein the item grid area may not display specific settings of the first item storage unit, but may display overall information of the first item storage object. Figure 7BA schematic diagram showing preview information of the first item classification storage interface (such as the first item classification storage interface of "Classification 1") in the edit preview interface is shown, and the specific layout information of the first item classification storage interface can be displayed. In addition, preview information of the first item storage unit can also be displayed in the edit preview interface, such as displaying the label of the first item storage unit. Alternatively, when displaying the preview information of the first item classification storage interface, the preview information of the first item storage unit in the first item classification storage interface can be displayed. Figure 7B The layout, quantity, label and other information of the first item storage unit in the first item classification storage interface of "Classification 1" are shown.

[0100] In one embodiment, the preview area can be used to perform some editing instructions in addition to previewing. For example, relevant editing controls can be set in the preview area to enable users to perform some editing operations more conveniently. Fig. 7A or Figure 7B A delete control is provided in the system, which can be used to delete a certain category or a certain first item storage unit.

[0101] In one embodiment, the game editing method further includes at least one of the following steps:

[0102] When the global editing interface is displayed, the global preview information is displayed in the editing preview interface. Fig. 8A As shown, the global editing interface can be displayed in the editing area of ​​the item system editing interface, and the global preview information can be displayed synchronously in the preview area.

[0103] When the classification editing interface corresponding to the target first item classification storage interface is displayed, the preview information of the target first item classification storage interface is displayed in the editing preview interface. Figure 8B As shown, the classification editing interface corresponding to the target first item classification storage interface can be displayed in the editing area of ​​the item system editing interface, and the preview information of the target first item classification storage interface can be displayed in the preview area.

[0104] When the unit editing interface corresponding to the target first item storage unit is displayed, the preview information of the target first item storage unit is displayed in the editing preview interface. Figure 8C As shown, the unit editing interface corresponding to the target first item storage unit can be displayed in the editing area of ​​the item system editing interface, and the preview information of the target first item storage unit can be displayed in the preview area. Of course, when displaying the preview information of the target first item classification storage interface, the preview information of the target first item storage unit can be displayed, so Figure 8B and Figure 8C The preview area in the display does not need to be switched.

[0105] In one embodiment, if the interface displayed in the editing area changes, the information displayed in the preview area changes synchronously. For example, if the editing area jumps from the global editing interface to the category editing interface, the preview area switches from displaying the global preview information to displaying the preview information of the first item category storage interface.

[0106] In one embodiment, the game editing method further includes at least one of the following steps:

[0107] When the global preview information is displayed in the edit preview interface, the global edit interface is displayed;

[0108] When the preview information of the target first item classification storage interface is displayed in the editing preview interface, the classification editing interface corresponding to the target first item classification storage interface is displayed;

[0109] When the preview information of the target first item storage unit is displayed in the editing preview interface, the unit editing interface corresponding to the target first item storage unit is displayed.

[0110] Through the above method, the contents displayed in the editing area and the preview area correspond to each other, so that the user can achieve more convenient editing operations by combining the information of the two areas.

[0111] In one embodiment, a classification mark corresponding to the first item classification storage interface is provided in the editing preview interface; the game editing method may further include the following steps:

[0112] In response to the third jump instruction for the classification identifier, a target first item classification storage interface is determined in the first item classification storage interface according to the third jump instruction, and preview information of the target first item classification storage interface is displayed in the editing preview interface.

[0113] For example, refer to Fig. 8A , Figure 8B or Figure 8C As shown, the edit preview interface is provided with "Classification 1", "Classification 2", and "Classification 3" controls for jumping between different first item classification storage interfaces. If the user clicks the "Classification 1" control, the first item classification storage interface with "Classification 1" as the target first item classification storage interface is triggered, and the preview information of the target first item classification storage interface is displayed in the edit preview interface. And the classification editing interface corresponding to the target first item classification storage interface can be displayed in the editing area.

[0114] In one embodiment, the game editing method further includes at least one of the following steps:

[0115] In response to selecting the target first item storage unit in the preview information of the first item classification storage interface, the unit editing interface corresponding to the target first item storage unit is displayed. Figure 8B In the interface shown, if the user selects item grid 1 (i.e., the "weapon" item grid) in the assembly area, it triggers the switching of the category editing interface displayed in the editing area to the unit editing interface of item grid 1.

[0116] In response to a trigger instruction for a preset area or a close control in the preview information of the target first item classification storage interface, a global editing interface is displayed. Figure 8B or Figure 8C In the interface shown, if the user selects a blank area outside the first item storage unit, or clicks the close control in the upper right corner of the preview area, it can trigger the display of the global editing interface in the editing area, and can trigger the preview information of the target first item classification storage interface displayed in the preview area to be switched to the global preview information.

[0117] Through the above method, the user can jump in the preview area and control the switching of the content displayed in the editing area, which further facilitates the user's editing.

[0118] Continue to refer Figure 2 In step S220, in response to the second editing instruction in the game editing scene, an association is established between the target virtual character and the first item storage object.

[0119] Among them, the target virtual character is a virtual character set in the game editing scene, which can be a player character. When editing the target virtual character, the user can add an item storage object (such as adding a backpack) to the target virtual character and select the first item storage object. For example, the user can add a backpack attribute in the attribute editing interface of the target virtual character, and select the first item storage object from the optional items provided by the game program (such as the item storage objects preset in the game program and the item storage objects edited by the user). Thereby, the association between the target virtual character and the first item storage object is achieved. The target virtual character can use the item storage function of the first item storage object.

[0120] It should be understood that if the application in step S210 is a game program, after the user edits the first item storage object in the game program, the first item storage object can be used in the game editing scene to edit the backpack attributes of the target virtual character. If the application in step S210 is not a game program, after the user edits the first item storage object in the application, if there is an association between the game program and the application, such as data intercommunication, the application can automatically import the first item storage object into the game program, or the user can manually import the first item storage object into the game program, and then the user can use the first item storage object when editing the target virtual character in the game editing scene.

[0121] In one embodiment, in response to the second editing instruction in the game editing scene, establishing an association between the target virtual character and the first item storage object includes:

[0122] In response to a character template editing instruction in a game editing scene, an association is established between a preset character template and a first item storage object;

[0123] In response to a character creation instruction in a game editing scene, a target virtual character is created in the game editing scene using a preset character template, and it is determined that the target virtual character has an association with the first item storage object.

[0124] Among them, the preset role template is equivalent to a set of pre-configured role parameters or attribute templates. Users can quickly create virtual characters through the preset role template, and the created virtual characters have the role parameters or attributes configured in the preset role template. When editing the preset role template, an association between the preset role template and the first item storage object can be established, such as adding backpack attributes in the attribute editing interface of the preset role template and selecting the first item storage object. Since the association between the preset role template and the first item storage object is established, the virtual characters (including the target virtual character) created through the preset role template are all associated with the first item storage object.

[0125] Continue to refer Figure 2 In step S230, in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matches the first target tag, the target virtual item is controlled to be picked up to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein.

[0126] The target virtual item may be any one or more virtual items in the game running scene. In one embodiment, the virtual items in the game running scene may be virtual models corresponding to scene components in the game editing scene, and the target virtual item may be any virtual item therein.

[0127] Virtual items have attributes. The attributes of virtual items are used to represent the characteristics of virtual items in one or more aspects. For example, the attributes of virtual items can be category tags or level tags of virtual items. The attributes of the target virtual item match the first target tag, which means that the characteristics represented by the attributes of the target virtual item meet the characteristics represented by the first target tag, which may include but is not limited to the following situations: the attributes of the target virtual item are the same as the first target tag, for example, both are tops, indicating that the target first item storage unit can place virtual items of the top category, and the target virtual item is a virtual item of the top category; the first target tag contains the attributes of the target virtual item, for example, the first target tag is a top, the attribute of the target virtual item is short sleeves, and the top category contains the short sleeve category; the attributes of the target virtual item logically match the first target tag, such as the first target tag is a first-level item column, the attribute of the target virtual item is a first-level item, and the first-level item column logically can place a first-level item, so the attribute of the target virtual item matches the first target tag.

[0128] In one implementation, the first target tag may be a universal tag. For example, when no specific first target tag is set for the target first item storage unit, it may be defaulted to a universal tag, and the universal tag may match the attributes of any target virtual item.

[0129] The first interaction condition refers to the timing when the target virtual character picks up the target virtual item, indicating that when the target virtual character and the target virtual item satisfy a certain interaction relationship during the game, the target virtual character can pick up the target virtual item. When the attribute of the target virtual item matches the first target tag and the target virtual character and the target virtual item satisfy the first interaction condition, the target virtual character can be controlled to pick up the target virtual item.

[0130] In one embodiment, the first interaction condition includes at least one of the following:

[0131] The target virtual character touches the target virtual item. That is, it can be set that the target virtual character in the game picks up the target virtual item when touching the target virtual item.

[0132] The target virtual character makes a first game instruction for the target virtual item. The first game instruction may be a pick-up action instruction or other specified instructions, indicating that the target virtual character actively picks up the target virtual item. The target virtual character may make the first game instruction when it touches the target virtual item or the distance between the target virtual item and the target virtual item is less than a certain distance, thereby picking up the target virtual item.

[0133] The target virtual character is located in the item acquisition area associated with the target virtual item. Certain reward areas can be set in the game, and when the target virtual character is located in the reward area, the corresponding reward items (such as gold coins) are obtained. The reward item is the target virtual item, and the reward area is the item acquisition area associated with the target virtual item.

[0134] The target virtual character makes a second game instruction in the item acquisition area associated with the target virtual item. The second game instruction may be a specified action instruction. In the game, it may be set that when the target virtual character is in the reward area and makes a third game instruction (such as an action instruction to dig for gold coins), the corresponding reward item (such as gold coins) is obtained. The reward item is the target virtual character, and the reward area is the item acquisition area associated with the target virtual character.

[0135] One or more of the above first interaction conditions can be adopted according to specific needs. Alternatively, different first interaction conditions can be set for different virtual items.

[0136] In one implementation, the first interaction condition may be determined in at least one of the following ways:

[0137] In response to a third editing instruction for a target scene component in a game editing scene, a first interaction condition is determined. Wherein, the target scene component is configured to generate a corresponding target virtual item in the game running stage, that is, in the game editing scene, the target virtual item exists in the form of a target scene component. The third editing instruction is an operation instruction for editing the first interaction condition for the target scene component. Exemplarily, the user can select the target scene component and open the editing interface of the target scene component, and perform the setting operation of the first interaction condition in the editing interface, thereby triggering the third editing instruction. For example, the target virtual character can be set to pick up the target virtual item when it contacts the target virtual item, or the target virtual character can be set to pick up the target virtual item by lifting the target virtual item, thereby determining the first interaction condition. The first interaction condition can only be for the target virtual item corresponding to the target scene component, but not for other virtual objects. Alternatively, when editing the first interaction condition, the user can set the first interaction condition to be applied to other virtual items, such as applying to all scene components in the game editing scene (equivalent to applying to all virtual items in the game running scene), or applying to a certain type of scene components (or virtual items).

[0138] In response to the fourth editing instruction in the logic rule editing interface, the first interaction condition is determined. The logic rule editing interface is used to edit the logic rules in the game. The fourth editing instruction is an operation instruction for editing the first interaction condition in the logic rule editing interface. The present disclosure does not limit the editing method of the logic rule editing interface. For example, the logic rule editing interface can be a code writing interface, and the user edits a specific logic rule by entering a code; or, the logic rule editing interface can be a visual code component editing interface, and the variables, instructions, conditions, functions, etc. involved in the logic rule are provided in the form of visual code components, and the user implements the specific logic rule by combining and matching these code components. The user can edit the logic rule for the virtual character to pick up the virtual object in the logic rule editing interface to trigger the fourth editing instruction and determine the first interaction condition. The first interaction condition can be edited for one or more specific virtual characters or virtual items, or it can be edited for all virtual characters or virtual items.

[0139] As can be seen from the above, by setting the first target tag and associating the first item storage object with the target virtual character, it is actually specified which virtual items the target virtual character can pick up through the first item storage object. By setting the first interaction condition, it can be determined when the target virtual character picks up the virtual item. In this way, the item picking and storage functions of the target virtual character can be flexibly edited to meet the needs of different users and realize diversified game scene types and gameplay.

[0140] In one embodiment, when controlling the target virtual item to be picked up to the target second item storage unit in the second item storage object, the data of the target virtual item can be added to the data of the target virtual character. For example, the identifier of the target virtual item (such as name, entity ID, etc.) can be added to the data of the target virtual character, and a pointer to the target virtual item can also be added. In this way, the target virtual item is associated with the target virtual character, reflecting the result that the target virtual character owns the target virtual item.

[0141] It should be understood that if the target virtual character picks up the target virtual item again when it already has the target virtual item, such as repeatedly picking up gold coins, and before this picking up, the data of the target virtual item already exists in the data of the target virtual character, then when picking up the target virtual item this time, the data of the target virtual item can be added to the data of the target virtual character again, such as adding it to different sub-items in the data of the target virtual character, and the data of the target virtual item in the data of the target virtual character can also be updated, such as updating the quantity.

[0142] In one embodiment, before the target virtual item is picked up by the target virtual character, it belongs to the game running scene. Therefore, when controlling the picking up of the target virtual item, the physical object of the target virtual item can be destroyed from the game running scene (such as destroying the virtual model), so that the target virtual item is no longer displayed in the game running scene. In addition, the data object of the target virtual item in the game running scene can be retained, and the data object can be associated or added to the data of the target virtual character through a pointer or the like. If the target virtual item in the game running scene needs to be restored later, such as regenerating the target virtual item at the original position of the target virtual item after a certain period of time or after the end of the game round, its physical object is regenerated, such as rendering a virtual model, without regenerating the data object, thereby improving efficiency.

[0143] In one embodiment, when controlling the target virtual item to be picked up to the target second item storage unit in the second item storage object, the target virtual character can be controlled to perform a corresponding picking action, such as squatting and making a picking gesture, etc., to present a dynamic picture of picking up.

[0144] The second item storage object is an item storage object possessed by the target virtual character, such as the backpack of the target virtual character. In one embodiment, different virtual characters in the game have independent item storage objects, such as the backpack of the target virtual character and the backpacks of other similar virtual characters, although the appearance, size, type, etc. may be the same, they are independent backpacks. Therefore, the second item storage object is an item storage object that is exclusive to the target virtual character. For example, in the game editing scene, the user can associate the first item storage object with different virtual characters. In the game running scene, these different virtual characters respectively have independent item storage objects, such as the second item storage object, the third item storage object, etc. The second item storage object, the third item storage object, etc. can be item storage objects generated according to the first item storage object.

[0145] In one embodiment, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit. That is, the first item storage object can be directly used as the item storage object of the target virtual character.

[0146] In one embodiment, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated according to the one or more first item storage units, and the target second item storage unit is a second item storage unit corresponding to the target first item storage unit. For example, the second item storage object may be a copy of the first item storage object, or after copying the first item storage object, some information or parameters are changed (such as changing the identification or name of the item storage object) to form the second item storage object.

[0147] In one embodiment, the first item storage object includes one or more first item classification storage interfaces, each of which includes one or more first item storage units; correspondingly, the second item storage object includes one or more second item classification storage interfaces, each of which includes one or more second item storage units. The one or more second item classification storage interfaces are the one or more first item classification storage interfaces, or are item classification storage interfaces generated in accordance with the one or more first item classification storage interfaces.

[0148] In one embodiment, each first item classification storage interface includes a first storage area, at least some of the first item classification interfaces also include a first assembly area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; the first storage areas of different first item classification interfaces are the same first storage area, and the first assembly areas of different first item classification interfaces are different first assembly areas. Correspondingly, each second item classification storage interface includes a second storage area, at least some of the second item classification interfaces also include a second assembly area, the second storage area includes a second item storage unit, and the second assembly area includes a second item assembly unit; the second storage areas of different second item classification interfaces are the same second storage area, and the second assembly areas of different second item classification interfaces are different second assembly areas.

[0149] In one embodiment, the above-mentioned establishing the association between the target virtual character and the first item storage object may include the following steps:

[0150] According to the first data set corresponding to the first item storage object, a second data set is added to the data of the target virtual character; the first data set is the corresponding data set generated in response to the creation of the first item storage object; the first data set includes one or more first data units corresponding to one or more first item storage units; the second data set is the data set corresponding to the second item storage object; the second data set includes one or more second data units corresponding to one or more second item storage units; wherein the second data set is the first data set, and the one or more second data units are the one or more first data units; or, the second data set is the data set generated according to the first data set, and the one or more second data units are data units generated in correspondence with the one or more first data units.

[0151] Among them, the first data set can adopt a data structure suitable for recording virtual item data, such as a data table, etc. Each first data unit can be a tuple therein, and has a data structure with an index identifier and a value, the index identifier is used to record the unit identifier of the first data storage unit, and the value is used to record the data of the virtual item. If the second item storage object is the first item storage object, the first data set can be directly applied to the target virtual character, and the second data set is the first data set. If the second item storage object is an item storage object generated based on the first item storage object, the second data set can be generated based on the first data set, such as copying the first data set to obtain the second data set, or copying the first data set and changing some information or parameters (such as changing the identifier of the data set, etc.), and applying the second data set to the target virtual character.

[0152] It can be understood that generating the second data set according to the first data set is equivalent to generating the second item storage object according to the first item storage object, so that the target virtual character has the second item storage object.

[0153] In one implementation, the above control of picking up the target virtual item to the target second item storage unit may include the following steps:

[0154] The data of the target virtual item is written into the target second data unit in the second data set; the target second data unit is the second data unit corresponding to the target second item storage unit.

[0155] For example, when the target virtual character and the target virtual item meet the first interaction condition, the second data unit whose first target tag matches the attribute of the target virtual item can be found in the second data set, and the second data unit (such as the target second data unit) for placing the target virtual item is determined according to the arrangement order of these second data units (such as the order of unit identifiers from small to large), and the data of the target virtual item is written into the second data unit. This is equivalent to placing the target virtual item in the corresponding second item storage unit. Since the second data set is in the data of the target virtual character, the data of the target virtual item is written into the second data set, so that the data of the target virtual character includes the data of the target virtual item, and the target virtual character owns the target virtual item from the data level. If the target virtual character uses the target virtual item later, the corresponding data processing can be performed according to the data of the target virtual item contained in the data of the target virtual character.

[0156] In one embodiment, the game editing method may further include the following steps:

[0157] In the case of controlling the target virtual item to be picked up to the target second item storage unit, the identifier of the target virtual item is displayed in the target second item storage unit in the visualization interface of the second item storage object.

[0158] That is, the target virtual item is displayed in the backpack interface, and the picking result is visualized, which is convenient for the user to understand. In addition, the user can subsequently operate the mark of the target virtual item displayed in the target second item storage unit to move, assemble, use or discard the target virtual item.

[0159] In one embodiment, the game editing method may further include the following steps:

[0160] In response to a unit editing instruction for a target first item storage unit, a unit identifier is set for the target first item storage unit;

[0161] The target second object storage unit has a unit identification that is the same as or corresponds to the target first object storage unit.

[0162] For example, refer to Figure 8C As shown, the user can set a unit representation (ie, an item slot ID) for the target first item storage unit, thereby distinguishing different first item storage units.

[0163] In one embodiment, if there are multiple first item storage units with the same unit identifier in the first item storage object, the multiple first item storage units with the same unit identifier are regarded as the same first item storage unit; if there are multiple second item storage units with the same unit identifier in the second item storage object, the multiple second item storage units with the same unit identifier are regarded as the same second item storage unit. For example, a first item storage unit and a first item assembly unit have the same unit identifier, and they are the same item storage unit. Correspondingly, the second item storage unit corresponding to the first item storage unit and the second item assembly unit corresponding to the first item assembly unit also have the same unit identifier, and they are the same item storage unit. When a virtual item is placed in the second item storage unit, the virtual item will also be displayed in the second item assembly unit.

[0164] In one embodiment, it can be set that multiple item storage units with the same unit identifier are not allowed to exist in the same item storage object. For example, when the user is editing the first item storage object, if multiple first item storage units with the same unit identifier are set, such as when the user sets the unit identifier of item slot B to be the same as the unit identifier of item slot A, the application can present a corresponding prompt message to prohibit the user from performing the editing operation.

[0165] In one embodiment, the game editing method may further include the following steps:

[0166] In response to an assembly unit editing instruction in the item system editing interface, a second target tag is set for the target first item assembly unit in the first item storage object; the second target tag is a tag determined from second preset tags or a custom tag.

[0167] In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the second interaction condition, and the attribute of the target virtual item matches the second target tag, the target virtual item is controlled to be picked up to the target second item assembly unit in the second item storage object. Among them, the second interaction condition refers to the condition for the target virtual character to pick up the assembleable target virtual item, indicating at what time the target virtual character can pick up the assembleable target virtual item, which can be the same as or different from the above-mentioned first interaction condition. The target second item assembly unit is the target first item assembly unit, or the second item storage unit corresponding to the target first item assembly unit. In other words, when picking up the target virtual item, the target virtual item can be directly assembled. Alternatively, in the case of controlling the target virtual item to be picked up to the target second item storage unit, if the attribute of the target virtual item matches the second target tag, the target virtual item is controlled to be placed in the target second item assembly unit. That is to say, when picking up the target virtual item, you can first pick it up to the storage area and then assemble it to the assembly area. Of course, you can also pick it up to the storage area first, respond to the assembly instruction for the target virtual item (such as the user selects the target virtual item and selects the assembly operation instruction), and control the target virtual item to be placed in the target second item assembly unit.

[0168] When the target virtual item is placed in the target second item assembly unit, the effect corresponding to the target virtual item is applied to the target virtual character. For example, the character attributes of the target virtual character can be updated according to the item attributes of the target virtual item; the skills corresponding to the target virtual item can be added to the target virtual character; the target virtual character is allowed to perform the game behavior corresponding to the target virtual item, such as if the target virtual item is a gun, and the target virtual character is equipped with the target virtual item, the target virtual character is allowed to shoot.

[0169] The exemplary embodiment of the present disclosure also provides a game editing device. Fig. 9 As shown, the game editing device 900 includes the following program modules:

[0170] The item storage object editing module 910 is configured to respond to a first editing instruction in the item system editing interface of the application program, and set a first target tag for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag;

[0171] The association editing module 920 is configured to establish an association between the target virtual character and the first item storage object in response to the second editing instruction in the game editing scene;

[0172] The game running processing module 930 is configured to, in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matching the first target tag, control the target virtual item to be picked up to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein;

[0173] Among them, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated corresponding to the one or more first item storage units, and the target second item storage unit is a second item storage unit corresponding to the target first item storage unit.

[0174] In one embodiment, the one or more first object storage units include a first object storage unit and a first object assembly unit; and the one or more second object storage units include a second object storage unit and a second object assembly unit.

[0175] In one embodiment, the target first item storage unit is a first item storage unit; the target second item storage unit is a second item storage unit; the first editing instruction includes a storage unit editing instruction; the response to the first editing instruction in the item system editing interface of the application program sets a first target tag for the target first item storage unit in the first item storage object, including: responding to the storage unit editing instruction in the item system editing interface, setting a first target tag for all first item storage units in the first item storage object.

[0176] In one embodiment, the game editing device 900 is further used to: respond to an assembly unit editing instruction in the item system editing interface, set a second target tag for the target first item assembly unit in the first item storage object; the second target tag is a tag determined from a second preset tag or a custom tag; in the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying a second interaction condition, and the attribute of the target virtual item matches the second target tag, control the target virtual item to be picked up to the target second item assembly unit in the second item storage object; or, in the case of controlling the target virtual item to be picked up to the target second item storage unit, if the attribute of the target virtual item matches the second target tag, control the target virtual item to be placed in the target second item assembly unit; the target second item assembly unit is the target first item assembly unit, or the second item storage unit corresponding to the target first item assembly unit; in the case where the target virtual item is placed in the target second item assembly unit, apply the effect corresponding to the target virtual item to the target virtual character.

[0177] In one embodiment, the first item storage object includes one or more first item classification storage interfaces, each of which includes one or more first item storage units; the second item storage object includes one or more second item classification storage interfaces, each of which includes one or more second item storage units; the one or more second item classification storage interfaces are the one or more first item classification storage interfaces, or are item classification storage interfaces generated in accordance with the one or more first item classification storage interfaces.

[0178] In one embodiment, each first item classification storage interface includes a first storage area, and at least some of the first item classification interfaces also include a first assembly area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; the first storage areas of different first item classification interfaces are the same first storage area, and the first assembly areas of different first item classification interfaces are different first assembly areas; each second item classification storage interface includes a second storage area, and at least some of the second item classification interfaces also include a second assembly area, the second storage area includes a second item storage unit, and the second assembly area includes a second item assembly unit; the second storage areas of different second item classification interfaces are the same second storage area, and the second assembly areas of different second item classification interfaces are different second assembly areas.

[0179] In one embodiment, the first editing instruction includes a global editing instruction, a classification editing instruction, and a unit editing instruction; the response to the first editing instruction in the item system editing interface of the application program to set a first target label for a target first item storage unit in a first item storage object includes: responding to a global editing instruction for the first item storage object in the item system editing interface to create a first item classification storage interface for the first item storage object; responding to a classification editing instruction for a target first item classification storage interface in the first item classification storage interface in the item system editing interface to create a first item storage unit for the target first item classification storage interface; responding to a unit editing instruction for the target first item storage unit in the target first item classification storage interface in the item system editing interface to set a first target label for the target first item storage unit.

[0180] In one embodiment, the item system editing interface includes: a global editing interface, a category editing interface, and a unit editing interface; wherein the global editing instruction is an instruction triggered in the global editing interface, the category editing instruction is an instruction triggered in the category editing interface, and the unit editing instruction is an instruction triggered in the unit editing interface; the game editing device 900 is also used for: in the case where the first item storage object has a first item category storage interface, providing a category editing jump control corresponding to the first item category storage interface in the global editing interface; responding to a first jump instruction for the category editing jump control, according to the first jump instruction in the The target first item classification storage interface is determined in the first item classification storage interface, and the global editing interface jumps to the classification editing interface corresponding to the target first item classification storage interface; in the case where the first item classification storage interface has a first item storage unit, a unit editing jump control corresponding to the first item storage unit is provided in the classification editing interface; in response to a second jump instruction for the unit editing jump control, the target first item storage unit is determined in the first item storage unit of the target first item classification storage interface according to the second jump instruction, and the classification editing interface jumps to the unit editing interface corresponding to the target first item storage unit.

[0181] In one embodiment, the item system editing interface also includes: an editing preview interface for the first item storage object; the editing preview interface is used to display at least one of the following information: global preview information of the first item storage object, preview information of the first item classification storage interface in the first item storage object, and preview information of the first item storage unit in the first item storage object.

[0182] In one embodiment, the game editing device 900 is also used to perform at least one of the following steps: when the global editing interface is displayed, the global preview information is displayed in the editing preview interface; when the classification editing interface corresponding to the target first item classification storage interface is displayed, the preview information of the target first item classification storage interface is displayed in the editing preview interface; when the unit editing interface corresponding to the target first item storage unit is displayed, the preview information of the target first item storage unit is displayed in the editing preview interface.

[0183] In one embodiment, the game editing device 900 is also used to perform at least one of the following steps: when the global preview information is displayed in the editing preview interface, the global editing interface is displayed; when the preview information of the target first item classification storage interface is displayed in the editing preview interface, the classification editing interface corresponding to the target first item classification storage interface is displayed; when the preview information of the target first item storage unit is displayed in the editing preview interface, the unit editing interface corresponding to the target first item storage unit is displayed.

[0184] In one embodiment, a classification identifier corresponding to the first item classification storage interface is set in the editing preview interface; the game editing device 900 is also used to: respond to a third jump instruction for the classification identifier, determine the target first item classification storage interface in the first item classification storage interface according to the third jump instruction, and display the preview information of the target first item classification storage interface in the editing preview interface.

[0185] In one embodiment, the game editing device 900 is also used to perform at least one of the following steps: in response to selecting the target first item storage unit in the preview information of the first item classification storage interface, displaying the unit editing interface corresponding to the target first item storage unit; in response to a trigger instruction for a preset area or closing a control in the preview information of the target first item classification storage interface, displaying the global editing interface.

[0186] In one embodiment, the response to a classification editing instruction for a target first item classification storage interface in the first item classification storage interface in the item system editing interface, and the creation of a first item storage unit for the target first item classification storage interface, includes: responding to a classification editing instruction for the target first item classification storage interface in the item system editing interface, determining a target interface template from one or more candidate interface templates according to the classification editing instruction, and creating a first item storage unit for the target first item classification storage interface according to the target interface template.

[0187] In one embodiment, the game editing device 900 is also used to: respond to a unit editing instruction for the target first item storage unit, set a unit identifier for the target first item storage unit; the target second item storage unit has a unit identifier that is the same as or corresponds to the target first item storage unit.

[0188] In one embodiment, if there are multiple first item storage units with the same unit identifier in the first item storage object, the multiple first item storage units with the same unit identifier are treated as the same first item storage unit; if there are multiple second item storage units with the same unit identifier in the second item storage object, the multiple second item storage units with the same unit identifier are treated as the same second item storage unit.

[0189] In one embodiment, the response to the second editing instruction in the game editing scene to establish an association between the target virtual character and the first item storage object includes: responding to the role template editing instruction in the game editing scene to establish an association between a preset role template and the first item storage object; responding to the role creation instruction in the game editing scene, creating the target virtual character in the game editing scene using the preset role template, and determining that the target virtual character has an association with the first item storage object.

[0190] In one embodiment, the establishing of the association between the target virtual character and the first item storage object includes: adding a second data set to the data of the target virtual character according to the first data set corresponding to the first item storage object; the first data set is a corresponding data set generated in response to the creation of the first item storage object; the first data set includes one or more first data units corresponding to the one or more first item storage units; the second data set is a data set corresponding to the second item storage object; the second data set includes one or more second data units corresponding to the one or more second item storage units; wherein the second data set is the first data set, and the one or more second data units are the one or more first data units; or, the second data set is a data set generated according to the first data set, and the one or more second data units are data units generated in accordance with the one or more first data units; the controlling of picking up the target virtual item to the target second item storage unit includes: writing the data of the target virtual item into the target second data unit in the second data set; the target second data unit is the second data unit corresponding to the target second item storage unit.

[0191] In one embodiment, the game editing device 900 is further used to: display the logo of the target virtual item in the target second item storage unit in the visualization interface of the second item storage object when controlling the target virtual item to be picked up to the target second item storage unit.

[0192] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.

[0193] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0194] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the method in the exemplary embodiments is implemented.

[0195] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.

[0196] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.

[0197] The code of the computer program can be written in one or more programming languages. Programming languages ​​such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).

[0198] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared, etc. Electronic devices can convert signals carrying computer programs into digital signals and then run the computer programs. When the computer program is executed on an electronic device, its code is used to enable the electronic device to execute (more specifically, can enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, such as the following steps: Step S210, in response to a first editing instruction in the item system editing interface of the application, a first target tag is set for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag; Step S220, in response to a second editing instruction in a game editing scene, an association is established between a target virtual character and the first item storage object; Step S230, in a game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying a first interaction condition, and the attribute of the target virtual item matches the first target tag, control the target virtual item to be picked up to a target second item storage unit in a second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein.

[0199] By implementing the above method steps through a computer program, on the one hand, a scheme for editing the item storage function (such as the backpack function) in the game is realized. The user can set the item storage unit of the first item storage object, and set the category of virtual items that the item storage object can store by setting the first target tag. The editing method has high freedom and flexibility, which is conducive to users editing game scenes with more diverse types and gameplay, and does not require game developers to write a large amount of game preset information to meet users' editing needs or game needs, which is conducive to reducing development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of the virtual character. The first item storage object edited by the user is not attached to a specific virtual character, and different item storage objects can be associated with different virtual characters. There is no need to edit the item storage object separately for each virtual character, which improves editing efficiency.

[0200] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.

[0201] Reference below Fig.10 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.10 The electronic device 1000 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0202] like Fig.10 As shown, the electronic device 1000 may include: a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .

[0203] The memory 1020 may include a volatile memory, such as a RAM 1021, a cache unit 1022, and may also include a non-volatile memory, such as a ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1024 may include each module in the above-mentioned device.

[0204] The processor 1010 may include one or more processing units. For example, the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0205] Processor 1010 can be used to execute executable instructions stored in memory 1020, such as the following steps: Step S210, in response to a first editing instruction in the item system editing interface of the application, a first target tag is set for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag; Step S220, in response to a second editing instruction in a game editing scene, an association is established between a target virtual character and the first item storage object; Step S230, in a game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying a first interaction condition, and the attribute of the target virtual item matches the first target tag, control the picking up of the target virtual item to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein.

[0206] By executing the above method steps through processor 1010, on the one hand, a solution for editing the item storage function (such as the backpack function) in the game is realized. The user can set the item storage unit of the first item storage object, and set the category of virtual items that can be stored in the item storage object by setting the first target tag. The editing method has high freedom and flexibility, which is conducive to users editing game scenes with more diverse types and gameplay, and does not require game developers to write a large amount of game preset information to meet users' editing needs or game needs, which is conducive to reducing development costs. On the other hand, the editing process of the item storage function is decoupled from the editing process of the virtual character. The first item storage object edited by the user is not attached to a specific virtual character, and different item storage objects can be associated with different virtual characters. There is no need to edit the item storage object separately for each virtual character, which improves editing efficiency.

[0207] The bus 1030 is used to realize the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.

[0208] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .

[0209] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.

[0210] The electronic device 1000 can display a graphical user interface through the display 1060, such as an item system editing interface, a game editing scene, etc.

[0211] although Fig.10 Not shown, other hardware and / or software modules may also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0212] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".

[0213] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.

Claims

1. A game editing method, characterized in that: The method comprises: In response to a first editing instruction in an item system editing interface of an application, a first target tag is set for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag; In response to a second editing instruction in the game editing scene, establishing an association between the target virtual character and the first item storage object; In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the first interaction condition, and the attribute of the target virtual item matching the first target tag, control the target virtual item to be picked up to the target second item storage unit in the second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein; Among them, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated corresponding to the one or more first item storage units, and the target second item storage unit is a second item storage unit corresponding to the target first item storage unit.

2. The method according to claim 1, characterized in that The one or more first object storage units include a first object storage unit and a first object assembly unit; the one or more second object storage units include a second object storage unit and a second object assembly unit.

3. The method according to claim 2, characterized in that The target first item storage unit is a first item storage unit; the target second item storage unit is a second item storage unit; the first editing instruction includes a storage unit editing instruction; the response to the first editing instruction in the item system editing interface of the application program, setting a first target tag for the target first item storage unit in the first item storage object, includes: In response to a storage unit editing instruction in the item system editing interface, a first target tag is set for all first item storage units in the first item storage object.

4. The method according to claim 3, characterized in that The method further comprises: In response to an assembly unit editing instruction in the item system editing interface, a second target tag is set for the target first item assembly unit in the first item storage object; the second target tag is a tag determined from second preset tags or a custom tag; In the game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying the second interaction condition, and the attribute of the target virtual item matches the second target tag, the target virtual item is controlled to be picked up to the target second item assembly unit in the second item storage object; or, in the case of controlling the target virtual item to be picked up to the target second item storage unit, if the attribute of the target virtual item matches the second target tag, the target virtual item is controlled to be placed in the target second item assembly unit; the target second item assembly unit is the target first item assembly unit, or the second item storage unit corresponding to the target first item assembly unit; In a case where the target virtual item is placed in the target second item assembly unit, an effect corresponding to the target virtual item is applied to the target virtual character.

5. The method according to claim 1, characterized in that The first item storage object includes one or more first item classification storage interfaces, each of which includes one or more first item storage units; the second item storage object includes one or more second item classification storage interfaces, each of which includes one or more second item storage units; the one or more second item classification storage interfaces are the one or more first item classification storage interfaces, or are item classification storage interfaces generated in accordance with the one or more first item classification storage interfaces.

6. The method according to claim 5, characterized in that Each first item classification storage interface includes a first storage area, at least some of the first item classification interfaces also include a first assembly area, the first storage area includes a first item storage unit, and the first assembly area includes a first item assembly unit; the first storage areas of different first item classification interfaces are the same first storage area, and the first assembly areas of different first item classification interfaces are different first assembly areas; Each second item classification storage interface includes a second storage area, and at least some of the second item classification interfaces also include a second assembly area, the second storage area includes a second item storage unit, and the second assembly area includes a second item assembly unit; the second storage areas of different second item classification interfaces are the same second storage area, and the second assembly areas of different second item classification interfaces are different second assembly areas.

7. The method according to claim 5, characterized in that The first editing instruction includes a global editing instruction, a classification editing instruction, and a unit editing instruction; the response to the first editing instruction in the item system editing interface of the application program, setting a first target tag for the target first item storage unit in the first item storage object, includes: In response to a global editing instruction for the first article storage object in the article system editing interface, creating a first article classification storage interface for the first article storage object; In response to a classification editing instruction for a target first item classification storage interface in the first item classification storage interface in the item system editing interface, creating a first item storage unit for the target first item classification storage interface; In response to a unit editing instruction for the target first item storage unit in the target first item classification storage interface in the item system editing interface, a first target tag is set for the target first item storage unit.

8. The method according to claim 7, characterized in that The item system editing interface includes: a global editing interface, a classification editing interface, and a unit editing interface; wherein the global editing instruction is an instruction triggered in the global editing interface, the classification editing instruction is an instruction triggered in the classification editing interface, and the unit editing instruction is an instruction triggered in the unit editing interface; the method further includes: In the case where the first item storage object has a first item classification storage interface, providing a classification editing jump control corresponding to the first item classification storage interface in the global editing interface; In response to a first jump instruction for the category editing jump control, determining the target first item category storage interface in the first item category storage interface according to the first jump instruction, and jumping from the global editing interface to the category editing interface corresponding to the target first item category storage interface; In the case where the first item classification storage interface has a first item storage unit, providing a unit editing jump control corresponding to the first item storage unit in the classification editing interface; In response to a second jump instruction for the unit editing jump control, the target first item storage unit is determined in the first item storage unit of the target first item classification storage interface according to the second jump instruction, and the interface is jumped from the classification editing interface to the unit editing interface corresponding to the target first item storage unit.

9. The method according to claim 8, characterized in that The item system editing interface also includes: an editing preview interface for the first item storage object; the editing preview interface is used to display at least one of the following information: global preview information of the first item storage object, preview information of the first item classification storage interface in the first item storage object, and preview information of the first item storage unit in the first item storage object.

10. The method according to claim 9, characterized in that The method further comprises at least one of the following steps: When the global editing interface is displayed, displaying the global preview information in the editing preview interface; In the case where the classification editing interface corresponding to the target first item classification storage interface is displayed, preview information of the target first item classification storage interface is displayed in the editing preview interface; When the unit editing interface corresponding to the target first item storage unit is displayed, preview information of the target first item storage unit is displayed in the editing preview interface.

11. The method according to claim 9, characterized in that The method further comprises at least one of the following steps: In the case where the global preview information is displayed in the editing preview interface, displaying the global editing interface; When the preview information of the target first item classification storage interface is displayed in the editing preview interface, the classification editing interface corresponding to the target first item classification storage interface is displayed; When the preview information of the target first item storage unit is displayed in the editing preview interface, a unit editing interface corresponding to the target first item storage unit is displayed.

12. The method according to claim 9, characterized in that The editing preview interface is provided with a classification mark corresponding to the first item classification storage interface; the method further includes: In response to a third jump instruction for the classification identifier, the target first item classification storage interface is determined in the first item classification storage interface according to the third jump instruction, and preview information of the target first item classification storage interface is displayed in the editing preview interface.

13. The method according to claim 9, characterized in that The method further comprises at least one of the following steps: In response to selecting the target first item storage unit in the preview information of the first item classification storage interface, displaying a unit editing interface corresponding to the target first item storage unit; In response to a trigger instruction for a preset area or a closing control in the preview information of the target first item classification storage interface, the global editing interface is displayed.

14. The method according to claim 7, characterized in that The step of responding to a classification editing instruction in the item system editing interface for a target first item classification storage interface in the first item classification storage interface, and creating a first item storage unit for the target first item classification storage interface, comprises: In response to a classification editing instruction for the target first item classification storage interface in the item system editing interface, a target interface template is determined from one or more candidate interface templates according to the classification editing instruction, and a first item storage unit is created for the target first item classification storage interface according to the target interface template.

15. The method according to claim 1, characterized in that The method further comprises: In response to a unit editing instruction for the target first article storage unit, setting a unit identifier for the target first article storage unit; The target second article storage unit has a unit identification that is the same as or corresponds to that of the target first article storage unit.

16. The method according to claim 15, characterized in that If there are multiple first item storage units with the same unit identifier in the first item storage object, the multiple first item storage units with the same unit identifier are regarded as the same first item storage unit; if there are multiple second item storage units with the same unit identifier in the second item storage object, the multiple second item storage units with the same unit identifier are regarded as the same second item storage unit.

17. The method according to claim 1, characterized in that The step of responding to the second editing instruction in the game editing scene and establishing an association between the target virtual character and the first item storage object includes: In response to a character template editing instruction in a game editing scene, an association is established between a preset character template and the first item storage object; In response to a character creation instruction in the game editing scene, the target virtual character is created in the game editing scene using the preset character template, and it is determined that the target virtual character has an association with the first item storage object.

18. The method according to claim 1, characterized in that The establishing of an association between the target virtual character and the first item storage object includes: According to the first data set corresponding to the first item storage object, a second data set is added to the data of the target virtual character; the first data set is a corresponding data set generated in response to the creation of the first item storage object; the first data set includes one or more first data units corresponding to the one or more first item storage units; the second data set is a data set corresponding to the second item storage object; the second data set includes one or more second data units corresponding to the one or more second item storage units; wherein the second data set is the first data set, and the one or more second data units are the one or more first data units; or, the second data set is a data set generated according to the first data set, and the one or more second data units are data units generated in accordance with the one or more first data units; The controlling the target virtual item to be picked up to the target second item storage unit includes: The data of the target virtual item is written into a target second data unit in the second data set; the target second data unit is a second data unit corresponding to the target second item storage unit.

19. The method according to claim 1, characterized in that The method further comprises: In the case of controlling the target virtual item to be picked up to the target second item storage unit, the identifier of the target virtual item is displayed in the target second item storage unit in the visualization interface of the second item storage object.

20. A game editing device, characterized in that: The device comprises: The item storage object editing module is configured to respond to a first editing instruction in the item system editing interface of the application program, and set a first target tag for a target first item storage unit in a first item storage object; the first item storage object includes one or more first item storage units, and the target first item storage unit is a unit therein; the first target tag is a tag determined from a first preset tag or a custom tag; An association editing module, configured to establish an association between the target virtual character and the first item storage object in response to a second editing instruction in the game editing scene; a game running processing module configured to, in a game running scene corresponding to the game editing scene, in response to the target virtual character and the target virtual item satisfying a first interaction condition and the attribute of the target virtual item matching the first target tag, control the target virtual item to be picked up to a target second item storage unit in a second item storage object; the second item storage object includes one or more second item storage units, and the target second item storage unit is a unit therein; Among them, the second item storage object is the first item storage object, the one or more second item storage units are the one or more first item storage units, and the target second item storage unit is the target first item storage unit; or, the second item storage object is an item storage object generated according to the first item storage object, the one or more second item storage units are item storage units generated corresponding to the one or more first item storage units, and the target second item storage unit is a second item storage unit corresponding to the target first item storage unit.

21. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 19 is implemented.

22. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 19 by executing the executable instructions.

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