The assembly methods, devices, electronic equipment, and storage media for virtual items in games.

By granting target virtual characters the authority to combine items during game matches, items can be combined directly in the game scene, solving the problem that item combinations cannot be performed immediately during game matches, thus improving human-computer interaction efficiency and player experience.

CN119656594BActive Publication Date: 2026-03-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-22
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

In the game, after the target virtual character picks up game items that meet the item combination requirements in the game, they cannot immediately combine them. They need to exit the game to combine them, which increases the number of times they enter and exit the game, reduces the efficiency of human-computer interaction and the player experience.

Method used

This invention provides a method for assembling virtual items in a game, allowing a target virtual character to combine items during a game. By generating multiple game characters and responding to specified conditions, the method provides the target virtual character with item combination permissions, allowing the user to directly combine items that meet the requirements in the game scene.

Benefits of technology

This reduces the time spent by the target virtual character entering and exiting the game, improving human-computer interaction efficiency and the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a method, device, electronic device, and storage medium for assembling virtual items in a game. In response to a game start command, it controls multiple game accounts to enter the game scene corresponding to the game, generating multiple game characters corresponding to the multiple game accounts within the game scene. In response to a target virtual character among the multiple game characters meeting specified conditions, it grants the target virtual character permission to combine items within the game. In response to an item combination command triggered by the target virtual character, it combines multiple game items that meet the item combination requirements, forming the target item obtained from the combination of multiple game items within the game scene. This avoids the need to exit the game to combine items, reduces the time spent by the target virtual character entering and exiting the game, and allows immediate use of game items picked up within the game, improving human-computer interaction efficiency and the player's gaming experience.
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Description

Technical Field

[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to methods, devices, electronic devices and storage media for assembling virtual items in games. Background Technology

[0002] In the game, players can control a target virtual character to pick up different game resources during the game, enriching the target virtual character's resource types in the game. They can also interact with other virtual characters or replenish and rescue themselves based on the game resources they pick up. Game resources can include game items, and players can combine different game items to obtain combination items with better attack effects.

[0003] In related technologies, even if the target virtual character picks up game items that meet the item combination requirements during a game, it cannot complete the combination of game items within the game. Instead, it needs to leave the game with the picked-up game items and combine them again. This increases the number of times players enter and leave the game. At the same time, the game items picked up during the game cannot be used immediately, which also reduces the efficiency of human-computer interaction and the player's gaming experience. Summary of the Invention

[0004] In view of this, the purpose of this disclosure is to provide a method, device, electronic device and storage medium for assembling virtual items in games. For a target virtual character that meets specified conditions, it can provide the target virtual character with the permission to combine items in the game, avoiding the situation that must be exited from the game to combine items, reducing the time spent by the target virtual character entering and leaving the game, and allowing the user to use the game items picked up in the game immediately, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0005] In a first aspect, embodiments of this disclosure provide a method for assembling virtual items in a game, the method comprising:

[0006] In response to a game start command, multiple game accounts are controlled to enter the game scene corresponding to the game match, and multiple game characters corresponding to the multiple game accounts are generated in the game scene.

[0007] In response to a target virtual character among the plurality of game characters meeting specified conditions, the target virtual character is granted the permission to combine items in the game match;

[0008] In response to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined to form a target item in the game scene, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game match.

[0009] Secondly, this disclosure also provides an assembly device for virtual items in a game, the assembly device comprising:

[0010] The game entry module is used to respond to the game start command, control multiple game accounts to enter the game scene corresponding to the game, and generate multiple game characters corresponding to the multiple game accounts in the game scene;

[0011] A combination permission providing module is used to provide the target virtual character with the permission to combine items in the game when the target virtual character among the multiple game characters meets the specified conditions;

[0012] The item combination module is used to respond to the item combination command triggered by the target virtual character, combine multiple game items that meet the item combination requirements, and form a target item obtained by combining the multiple game items in the game scene, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game.

[0013] Thirdly, embodiments of this disclosure also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the virtual item assembly method in the game as described in the first aspect.

[0014] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the method for assembling virtual items in a game as described in the first aspect.

[0015] The method, apparatus, electronic device, and storage medium for assembling virtual items in games provided in this disclosure, in response to a game start command, control multiple game accounts to enter the game scene corresponding to the game, and generate multiple game characters corresponding to the multiple game accounts in the game scene; in response to a target virtual character among the multiple game characters meeting specified conditions, grant the target virtual character permission to combine items in the game; in response to an item combination command triggered by the target virtual character, combine multiple game items that meet the item combination requirements to form a target item obtained by combining multiple game items in the game scene. Thus, for a target virtual character meeting specified conditions, permission to combine items within the game can be provided, avoiding the need to exit the game to combine items, reducing the time spent by the target virtual character entering and exiting the game, and allowing immediate use of game items picked up within the game, thereby improving human-computer interaction efficiency and the player's gaming experience.

[0016] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

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

[0018] Figure 1 A flowchart illustrating a method for assembling virtual items in a game, provided as an embodiment of this disclosure;

[0019] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure;

[0020] Figure 3 This is a second schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0021] Figure 4 This is a third schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0022] Figure 5 This is one of the schematic diagrams of the prop adjustment interface provided in the embodiments of this disclosure;

[0023] Figure 6 This is a second schematic diagram of the prop adjustment interface provided in the embodiments of this disclosure;

[0024] Figure 7 This is a third schematic diagram of the prop adjustment interface provided in the embodiments of this disclosure;

[0025] Figure 8 This is a fourth schematic diagram of the prop adjustment interface provided in the embodiments of this disclosure;

[0026] Figure 9 This is a fourth schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0027] Figure 10 Fifth of the schematic diagrams for the graphical user interface provided in the embodiments of this disclosure;

[0028] Figure 11 A schematic diagram of the structure of an assembly device for virtual items in a game, provided in an embodiment of this disclosure;

[0029] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0030] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.

[0031] First, let me introduce the terms used in this disclosure:

[0032] (1) Terminal equipment

[0033] The terminal device involved in this disclosure mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: smartphones, tablets, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV) players, personal digital assistants (PDAs), e-book readers, etc. The terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this disclosure, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.

[0034] (2) Graphical User Interface

[0035] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.

[0036] (3) Game Scene

[0037] A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional game scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, a game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.

[0038] (4) Target virtual character:

[0039] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for game scene battles. Optionally, the virtual object can include virtual characters competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.

[0040] Secondly, the technical background of this disclosure will be introduced:

[0041] In the game, players can control a target virtual character to pick up different game resources during the game, enriching the target virtual character's resource types in the game. They can also interact with other virtual characters or replenish and rescue themselves based on the game resources they pick up. Game resources can include game items, and players can combine different game items to obtain combination items with better attack effects.

[0042] In related technologies, even if the target virtual character picks up game items that meet the item combination requirements during a game, it cannot complete the combination of game items within the game. Instead, it needs to leave the game with the picked-up game items and combine them again. This increases the number of times players enter and leave the game. At the same time, the game items picked up during the game cannot be used immediately, which also reduces the efficiency of human-computer interaction and the player's gaming experience.

[0043] Based on this, the present disclosure provides a method for assembling virtual items in a game to improve human-computer interaction efficiency and the player's gaming experience.

[0044] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for assembling virtual items in a game, as provided in an embodiment of this disclosure. Figure 1 As shown in the embodiments of this disclosure, the method for assembling virtual items in a game includes:

[0045] S101. In response to the game start command, control multiple game accounts to enter the game scene corresponding to the game, and generate multiple game characters corresponding to the multiple game accounts in the game scene.

[0046] S102. In response to the target virtual character among the plurality of game characters meeting the specified conditions, the target virtual character is granted the permission to combine items in the game.

[0047] S103. In response to the item combination command triggered by the target virtual character, combine multiple game items that meet the item combination requirements to form a target item in the game scene obtained by combining the multiple game items, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game match.

[0048] The virtual item assembly method in the game provided in this embodiment can provide the target virtual character with the permission to combine items in the game, avoiding the need to exit the game to combine items, reducing the time spent by the target virtual character entering and leaving the game, and allowing the user to immediately use the game items picked up in the game, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0049] The exemplary steps of the embodiments of this disclosure are described below:

[0050] S101. In response to the game start command, control multiple game accounts to enter the game scene corresponding to the game, and generate multiple game characters corresponding to the multiple game accounts in the game scene.

[0051] In this embodiment of the disclosure, there may be multiple players participating in the game at the same time. Each player can enter the game using their respective game account.

[0052] In one alternative implementation, a game may have multiple different game modes. Players can select a game mode on the game mode selection screen and then enter the game corresponding to the selected target game mode.

[0053] Specifically, the game mode selection interface displays multiple game modes to be selected. Players can select the target game mode by touching the area where each of the displayed game modes is located, and then enter the corresponding game match.

[0054] In one alternative implementation, in order to ensure that the game characters corresponding to different game accounts have a certain combat power when entering the game, each game account can bring resources into the game outside of the game. At the same time, the game items carried outside the game can be combined to obtain more suitable game items, ensuring the combat power of the game characters controlled by the player in the game and further improving the efficiency of human-computer interaction.

[0055] Specifically, the assembly method further includes:

[0056] a1: Before the start of the game, grant each game account the right to combine items.

[0057] a2: For each game account, in response to the item combination command, combine multiple game items that meet the item combination requirements to generate at least one out-of-game item corresponding to the game account that can be carried into the game.

[0058] In one alternative implementation, before the start of a game, each game account can combine the game items it currently possesses to obtain out-of-game items that can be carried into the game. These items can be freely combined once the item combination requirements are met.

[0059] Specifically, meeting the item combination requirements indicates that the game items are compatible with each other. For example, if the game item is a virtual firearm, then the game items that match the virtual firearm and meet the item combination conditions are virtual firearm accessory items.

[0060] In one alternative implementation, when a player performs a combination operation outside of a game and brings the resulting out-of-game item into the game, even if the player picks up another item within the game that meets the combination requirements, they cannot complete the combination within the game. Instead, they need to leave the game with the picked-up item and combine it again. This increases the number of times the player enters and exits the game. At the same time, the game items picked up within the game cannot be used immediately, reducing the efficiency of human-computer interaction and the player's gaming experience.

[0061] In view of this, after determining that the target virtual character meets the specified conditions, the embodiments of this disclosure can provide the target virtual character with the permission to combine items in the game, avoiding the situation where the player has to leave the game to combine items, and can immediately use the game items picked up in the game, thereby improving the efficiency of human-computer interaction and the player's gaming experience.

[0062] S102. In response to the target virtual character among the plurality of game characters meeting the specified conditions, the target virtual character is granted the permission to combine items in the game.

[0063] In one alternative implementation, instead of providing all game accounts with the permission to combine items during game matches, item combination is only allowed when the target virtual character meets specified conditions.

[0064] Specifically, the target virtual character among the plurality of game characters meets the specified condition as follows:

[0065] The target game account corresponding to the target virtual character is configured with a target object, and the target virtual object is brought into the game.

[0066] In this embodiment of the disclosure, the target virtual character meets the specified conditions to indicate that the game account corresponding to the target virtual character owns the target object, and the target virtual character carries the target object when entering the game.

[0067] Here, the target object can be an object traded outside of the game. Players can nurture the target object and increase its level outside of the game.

[0068] In one alternative implementation, the target object corresponds to a game account and cannot be discarded or dropped during the game, nor can it be picked up during the game.

[0069] Specifically, the target object is configured so that the target virtual character does not drop after being killed.

[0070] In one alternative implementation, for a target virtual character that owns the target object, after the target virtual character leaves the game or is eliminated in the game, the target object needs to be returned to the game account that controls the target virtual character.

[0071] In one alternative implementation, the target virtual character meets certain conditions. In addition to controlling the target virtual character's game account to have the target object, the target virtual character also needs to carry the target object when entering the game. If the target virtual character does not carry the target object when entering the game, then the target virtual character does not have the permission to combine items in the game.

[0072] In one alternative implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

[0073] If a target object is brought into the game scene by a target virtual character, the target object will move with the target virtual character in the game scene. That is, the target object is always within the target virtual character's preset range, and the target object is only visible to the target virtual character. Other virtual characters cannot see the target object, nor can they infer the target virtual character's position in the game scene based on the target object's position, which helps to improve the balance of the game.

[0074] Here, the way the target virtual character carries the target object into the game can be by storing the target object in the object storage space of the target virtual character's storage space.

[0075] Specifically, the step "carrying the target object into the game match" includes:

[0076] b1: Before the start of the game, the target game account allocates the target object as a game item prepared in advance for the game to the corresponding storage space, so as to generate the target virtual character with the target object in the game scene.

[0077] For example, the storage space of the target virtual character can be the target virtual character's virtual backpack, which contains multiple storage slots. The items that the target virtual character brings into the game can be placed in the storage slots. There is also an object storage slot for the target object in the virtual backpack. When it is determined that the target virtual character brings the target object into the game, the target object is stored in the object storage slot. Here, the object storage slot is a storage space dedicated to the target object, and other virtual items cannot be stored in the object storage slot.

[0078] In another alternative implementation, for virtual characters that do not meet the specified conditions, the virtual character cannot adjust the combination of out-of-game items brought into the game, nor can it combine items in the game.

[0079] Specifically, the assembly method further includes:

[0080] c1: In response to the target virtual character among the plurality of game characters not meeting the specified conditions, the target virtual character does not have the permission to combine items carried into the game match or the permission to combine items in the game match.

[0081] In one optional implementation, the target virtual character not meeting the specified conditions includes: the game account controlling the target virtual character does not own the target object; or the game account controlling the target virtual character owns the target object, but the target virtual character does not bring the target object into the game. For target virtual characters that do not meet the specified conditions, they do not have the permission to combine items brought into the game or the permission to combine items in the game; any adjustment or combination of game items can only be done outside of the game.

[0082] In one optional implementation, the target virtual character is given the permission to combine items in the game. This is represented by the ability to open an item adjustment interface through interactive operations on the target object. The item adjustment interface displays multiple candidate game items owned by the target virtual character. Players can select the candidate game items to be adjusted by selecting them in the item adjustment interface.

[0083] Specifically, the step "providing the target virtual character with the permission to combine items in the game" includes:

[0084] d1: In response to the first interactive command for the target object, display the item adjustment interface; the item adjustment interface displays at least one candidate game item.

[0085] In this embodiment of the disclosure, after determining that the target virtual character has a target object, the storage space of the target virtual character can be expanded through interactive operations, and the prop adjustment interface can be displayed through the first interactive command of the target object stored in the storage space.

[0086] Here, taking the storage space of the target virtual character as a virtual backpack as an example, the backpack interaction control can be displayed in the graphical user interface. When an interaction operation is received for the backpack interaction control, the storage space of the target virtual character is displayed in the graphical user interface. The target object owned by the target virtual character is displayed in the storage space of the target virtual character. Through the first interaction command for the target object, the item adjustment interface is displayed in the graphical user interface.

[0087] Furthermore, executing the first interaction command with the target object to open the item adjustment interface requires consuming the target object's object attribute value. Here, setting the target object's object attribute value is to control the number of times the target virtual character who owns the target object can combine items. The target virtual character who owns the target object cannot continuously combine items in the game. To a certain extent, this reduces the gap between other virtual characters who do not own the target object and the target virtual character in the game, so as to ensure the balance of the game.

[0088] Specifically, the step "responding to the first interactive instruction for the target object and displaying the prop adjustment interface" includes:

[0089] e1: In response to the first interaction command for the target object, detect whether the target virtual character can perform item combination based on the object attribute value of the target object.

[0090] e2: If the target virtual character can combine items, display the item adjustment interface.

[0091] In this embodiment of the disclosure, the object attribute value of the target object can be determined based on the target object's upgrade status outside of the game. The higher the object level of the target object, the higher the object attribute value of the target object.

[0092] In one optional implementation, the object attribute value of the target object that needs to be consumed when opening the item adjustment interface to combine items that meet the combination requirements can be preset. If it is determined that the object attribute value of the current target object is greater than or equal to the object attribute value of the target object that needs to be consumed, the item adjustment interface is displayed; if it is determined that the object attribute value of the current target object is less than the object attribute value of the target object that needs to be consumed, it is determined that the item adjustment interface cannot be opened to combine items. At this time, a prompt message indicating that item combination is not supported can be displayed in the graphical user interface.

[0093] For example, if combining items that meet the combination requirements requires an object attribute value of 10 for the target object, upon receiving a first interaction instruction for the target object, if the object attribute value of the target object is 30, then the item adjustment interface is displayed, and the object attribute value of the target object is adjusted to 20; upon receiving a first interaction instruction for the target object, if the object attribute value of the target object is 5, and the current object attribute value of the target object does not support item combination, then a prompt message indicating that item combination is not supported is displayed in the graphical user interface.

[0094] In one optional implementation, the game props include a first type of game props and a second type of game props; corresponding prop parameters are set for each type of game prop; the prop parameters are one of the following: the influence parameter of the game prop on the storage space of the target virtual character, the influence parameter of the game prop on the weight of the target virtual character, the influence parameter of the game prop on the stamina of the target virtual character, and the influence parameter of the game prop on the number of props carried by the target virtual character.

[0095] Here, the game items possessed by the target virtual character can be game items carried by the target virtual character from outside the game match, or game items distributed by the system and picked up by the target virtual character during the game match; or game items picked up by the target virtual character after interacting with and defeating other virtual characters.

[0096] Among them, the first type of game props are virtual props that the target virtual character can use to directly interact with other virtual characters. For example, the first type of game props can be virtual firearms, etc. The first type of game props are game props that are equipped on the first type of game, and are mostly accessories of the first type of game props. For the above example, if the first type of game prop is a virtual firearm, the first type of game prop can be a virtual accessory that is equipped with a virtual firearm, such as a virtual scope, virtual bullets, etc.

[0097] In one optional implementation, each type of game item occupies the target virtual character's storage space after the target virtual character acquires it; that is, each type of game item is set with corresponding item parameters; the item parameters are the parameters that affect the target virtual character's storage space.

[0098] The parameters that affect the storage space of the target virtual character may include the number of storage slots occupied by the game item.

[0099] In another optional implementation, the item parameters corresponding to the game items also include: the weight-bearing influence parameter of the game items on the target virtual character. Specifically, the more game items the target virtual character possesses, the higher the weight the target virtual character bears. Each different type of game item has a different weight for the target virtual character due to differences in item length and weight. The heavier the item's length, the higher the weight the target virtual character bears.

[0100] In another optional implementation, the item parameters corresponding to the game items also include: the impact parameters of the game items on the target virtual character's stamina. Specifically, the more game items the target virtual character possesses, the greater the impact on the target virtual character's stamina. Each different type of game item has a different impact on the target virtual character's stamina due to differences in item length and weight. The heavier the game item, the greater the impact on the target virtual character's stamina, and the faster the target virtual character loses stamina.

[0101] In another optional implementation, the item parameters corresponding to the game items also include: the effect parameter of the game items on the number of items carried by the target virtual character. Specifically, if each virtual character can only carry a preset number of items in a game, then carrying each game item will affect the number of items carried by the target virtual character.

[0102] In one alternative implementation, after a first interactive command is given to the target object, an item adjustment interface is displayed. The first type of game item is displayed by default in the item adjustment interface, and the player can choose whether to directly adjust the displayed first type of game item.

[0103] Specifically, the assembly method further includes:

[0104] f1: In response to a first interactive command for the target object, display the first type of game item currently equipped by the target virtual character in the item adjustment interface; or...

[0105] f2: In response to the first interaction command for the target object, display any of the first type of game items stored in the storage space of the target virtual character in the item adjustment interface.

[0106] In one optional implementation, after receiving a first interaction instruction for the target object, if the current target virtual character already holds any first-type game item and is performing or about to perform a virtual interaction in the game scene, the first-type game item held by the target virtual character is displayed in the item display interface; if it is determined that the current target virtual character does not hold any first-type game item, then any first-type game item stored in the target virtual character's storage space is displayed in the item display interface.

[0107] In this way, players can directly adjust or assemble the first type of game items they currently possess or store, reducing the time players spend searching for the first type of game items that need to be adjusted and further improving the efficiency of human-computer interaction.

[0108] In one alternative implementation, if the current target virtual character is not equipped with any first-type game items and there are no first-type game items stored in the target virtual character's storage space, it is determined that item adjustment cannot be performed at present. When a first interaction instruction is received for the target object, an item combination failure message is displayed to prompt the player that item adjustment cannot be performed at present and that the corresponding first-type game item needs to be picked up before adjustment.

[0109] Specifically, the assembly method further includes:

[0110] g1: In response to the first interaction command for the target object, if the target virtual character does not currently possess the first type of game item, display the item combination failure message.

[0111] In one optional implementation, the item adjustment failure message can be a preset icon message or a text message. For example, if it is a text message, it can be displayed as "There are currently no game items that can be combined. Please pick them up and then combine them."

[0112] For example, upon receiving a first interaction instruction for the target object, if the current target virtual character possesses a first type of game item A, then the first type of game item A is displayed in the item adjustment interface; if the current target virtual character does not possess any first type of game item, then one first type of game item is selected from the target virtual character's storage space and displayed in the item adjustment interface; if the current target virtual character does not equip a first type of game item and no first type of game item is stored in the target virtual character's storage space, then an item combination failure message needs to be displayed.

[0113] In one alternative implementation, in order to enhance the player's freedom of choice in selecting the first type of game items to be combined or adjusted, and to further improve the efficiency of human-computer interaction and the player's gaming experience, the first type of game items can be displayed in the item adjustment interface. After receiving the switching command, the player can choose to combine or adjust the first type of game items independently.

[0114] Specifically, the assembly method further includes:

[0115] h1: In response to a switching command for the first type of game item, display the multiple first type of game items currently owned by the target virtual character.

[0116] h2: In response to the selection instruction for the plurality of first-type game items, determine the first-type game item to be adjusted.

[0117] In one alternative implementation, a switching control can be displayed in the item adjustment interface, and players can issue switching commands by triggering the switching control.

[0118] Furthermore, after the player issues the switching command, an item display interface is displayed, showing multiple first-type game items stored in the target virtual character's storage space. The player can select the first-type game item to be adjusted by selecting from the multiple first-type game items.

[0119] For example, if the item adjustment interface currently displays type A game item, and the player does not want to adjust type A game item, a switch command is issued, displaying the item display interface. The item display interface shows type A game item, type B game item, and type C game item currently owned by the target virtual character. If the player selects type C game item, it is determined that type C game item is currently to be adjusted or combined. At this time, type A game item displayed in the item adjustment interface is switched to type C game item, and the player can continue to adjust type C game item in the item adjustment interface.

[0120] Furthermore, after identifying the first type of game item that needs adjustment, multiple game items that meet the item combination requirements can be combined through the item combination command triggered by the target virtual character.

[0121] S103. In response to the item combination command triggered by the target virtual character, combine multiple game items that meet the item combination requirements to form a target item in the game scene obtained by combining the multiple game items, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game match.

[0122] In this embodiment of the disclosure, corresponding interactive controls may be displayed in the display prop adjustment interface, and multiple game props that meet the prop combination requirements may be combined by triggering operations on the interactive controls.

[0123] Specifically, the step "in response to the item combination command triggered by the target virtual character, combining multiple game items that meet the item combination requirements" includes:

[0124] i1: In response to the item combination command triggered by the target virtual character, combine multiple game items that meet the item combination requirements according to at least one candidate game item displayed in the item adjustment interface.

[0125] In this embodiment of the disclosure, after receiving an instruction to trigger an item combination for a target virtual character, at least one candidate game item is displayed in the item adjustment interface. The candidate game items include a first type of game item and a second type of game item, and multiple game items that meet the item combination requirements can be combined.

[0126] In one optional implementation, the second type of game prop is an assembly accessory game prop. In this case, multiple game props that meet the prop combination requirements are combined, that is, the second type of game prop that meets the prop combination requirements is assembled on the first type of game prop.

[0127] Specifically, the step "in response to the item combination command triggered by the target virtual character, combining multiple game items that meet the item combination requirements" includes:

[0128] j1: In response to the item combination command triggered by the target virtual character, equip at least one second type game item that meets the item combination requirements onto the first type game item.

[0129] In one alternative implementation, when it is determined that the props need to be combined, it is necessary to determine the first type of game props to be assembled. Here, for different first type of game props, different first type of game props correspond to different accessory assembly positions. At the same time, it is also necessary to assemble different assembly accessories (second type of game props) into the corresponding positions. Therefore, when combining multiple game props that meet the prop combination requirements, it is necessary to first determine the first type of game props to be combined, and select the corresponding second type of game props for assembly according to the corresponding positions of the determined first type of game props.

[0130] Specifically, the step "combining multiple game props that meet the prop combination requirements to form a target prop obtained by combining the multiple game props in the game scene" includes:

[0131] k1: In response to the selection operation for the at least one candidate game item, determine the first type of game item to be combined.

[0132] k2: In response to the combination command for the first type of game item, configure the second type of game item that meets the item combination requirements into the corresponding position of the first type of game item to obtain the target item.

[0133] In this embodiment of the disclosure, the item adjustment interface can display first-type game items currently equipped by the target virtual character, or first-type game items stored in the storage space of any target virtual character. These first-type game items displayed in the item adjustment interface can be directly used as first-type game items to be combined. If the player is not satisfied with the displayed first-type game items, they can select the first-type game items to be combined by switching commands. After confirming the selection of the first-type game items to be combined, it is necessary to select and equip second-type game items in different equipment positions of the first-type game items.

[0134] Specifically, the step "in response to an item combination command triggered by the target virtual character, equipping at least one second-type game item that meets the item combination requirements onto the first-type game item" includes:

[0135] l1: In response to an item combination command triggered by the target virtual character, display at least one position of the first type of game item to be equipped.

[0136] l2: In response to a selection operation for a target assembly position, display at least one second-type game item owned by the target virtual character that corresponds to the accessory type of the target assembly position.

[0137] l3: In response to the selection operation for the at least one second type of game item, configure the selected target second type of game item to the target assembly position of the first type of game item.

[0138] In one alternative implementation, after determining that a prop combination instruction triggered by the target virtual character has been received, at least one position of the first type of game prop to be assembled is displayed in the graphical user interface. Here, the accessory assembly status of the first type of game prop can be displayed according to the display format of different assembly position areas.

[0139] For example, if the first type of game item has a total of three slots to be equipped, and slot A has already been equipped with a second type of game item, then slot A can be highlighted; if slot B has not been equipped with a second type of game item, then slot B can be grayed out.

[0140] Furthermore, a selection operation can be performed for each assembly position. If the player selects a target assembly position, at least one second-type game item owned by the target virtual character will be displayed at a preset position in the graphical user interface according to the accessory type corresponding to the target assembly position. Based on the player's selection operation for at least one second-type game item, the selected second-type game item will be assembled into the target assembly position of the first-type game item.

[0141] For example, if the first type of game item is a virtual firearm, and the player selects a scope attachment position as the target attachment position, then the second type of game item needs to be displayed based on the scope type currently possessed by the target virtual character. If the target virtual character currently possesses a 2x scope, an 8x scope, and a red dot scope, then the 2x scope, 8x scope, and red dot scope will be displayed simultaneously in the graphical user interface. If the player selects a 2x scope, then the 2x scope will be attached to the target attachment position of the virtual firearm.

[0142] Here, for the first type of game item, the second type of game item in each position to be equipped can be replaced and adjusted as long as no confirmation operation is performed. After confirming that the second type of game item will be equipped to the first type of game item and receiving the player's confirmation operation, the equipped target item is obtained.

[0143] Furthermore, after determining that at least one second-type game item will be equipped to a first-type game item, the item parameters corresponding to the second-type game item will be canceled to save storage space for the target virtual character, increase the probability of the target virtual character picking up other virtual items in the game, and further improve human-computer interaction efficiency and player experience.

[0144] Specifically, after the step "in response to the item combination command triggered by the target virtual character, equip at least one second-type game item that meets the item combination requirements onto the first-type game item", the assembly method further includes:

[0145] m1: Cancels the item parameters corresponding to each second type of game item.

[0146] In one alternative trial method, the prop parameters are also one of the following:

[0147] The parameters affecting the storage space of the target virtual character, the parameters affecting the weight of the target virtual character, the parameters affecting the stamina of the target virtual character, and the parameters affecting the number of items carried by the target virtual character.

[0148] Here, if the second type of game item is equipped onto the second type of game item, it will save the target virtual character's storage space, thereby affecting the parameter of the game item's influence on the target virtual character's item carrying capacity.

[0149] For example, if the target virtual character's storage space has five storage slots, and the first type of game item picked up by the target virtual character occupies one storage slot, and two second type game items occupy two storage slots, then the target virtual character's storage space will have two remaining storage slots. However, if both second type game items are equipped onto the first type game item, then the second type game items become part of the first type game item and will share one storage slot with the first type game item. At this time, the storage slot occupied by the two second type game items will be in an idle state, leaving four storage slots in the target virtual character's storage space. This can save the target virtual character's storage space, increase the probability of the target virtual character picking up other virtual items in the game, and further improve human-computer interaction efficiency and player experience.

[0150] In another alternative implementation, after the target virtual character enters the game with the target object, in addition to combining game items through the first interaction command for the target object, the target object can also allocate a preset number of storage items to the target virtual character through the second interaction command with the target object. The target virtual character can store the picked-up target materials into the storage items and obtain the target materials again outside the game.

[0151] Specifically, the assembly method further includes:

[0152] n1: In response to the second interaction command for the target object, randomly allocate a preset number of storage items to the target virtual character.

[0153] In one alternative implementation, the target object is stored in the storage space of the target virtual character. When the player opens the storage space of the target virtual character through a trigger operation, the game props and the target object stored in the storage space of the target virtual character are displayed in the graphical user interface. The second interactive instruction for scoring the target object can be a trigger operation for the storage space where the target object is located.

[0154] Furthermore, if it is confirmed that a second interactive instruction for the target object has been received, the number of storage items to be allocated to the target virtual character can be determined and allocated. During the determination and allocation of storage items, in order to prevent players from getting bored while waiting, an animation can be played in the graphical user interface. After the animation ends, the storage items allocated to the target virtual character can be determined, thereby reducing the boredom of waiting and further enhancing the player's gaming experience.

[0155] Specifically, the assembly method further includes:

[0156] o1: In response to the second interactive command for the target object, play the storage item allocation animation.

[0157] o2: In response to the end of the storage item allocation animation, display the preset allocation quantity of the storage item.

[0158] In one alternative implementation, after determining that a second interactive instruction for the target object has been received, a storage item allocation animation will be played in the graphical user interface. The storage item allocation animation can be displayed as a lottery animation. After the allocation animation ends, the storage items will be allocated to the target virtual character, and the preset allocation quantity of the storage items allocated to the target virtual character will be displayed.

[0159] The playback time of the item allocation animation can be a preset time or determined based on the time required for the allocation of stored items; no specific limitation is made here.

[0160] In one alternative implementation, the number of storage items allocated to the target virtual character is randomly assigned within a predetermined range.

[0161] For example, the preset allocation quantity range can be 0-3. That is, after receiving the second interaction instruction for the target object, the number of storage items that can be allocated to the target virtual character can be 0, 1, 2, or 3. The specific preset allocation quantity for storage items is random.

[0162] In one alternative implementation, virtual items in a game will drop and be picked up by other virtual characters after the target virtual character is defeated. If the target virtual character stores the target items in a storage item, the target items will not drop in the game and will be returned to the target virtual character's game account after the target virtual character leaves the game.

[0163] Specifically, the assembly method further includes:

[0164] p1: Control the target virtual character to store the target materials it is carrying into the storage item.

[0165] p2: In response to the target virtual character completing the game or being eliminated from the game, control the return of the target resources to the game account corresponding to the target virtual character.

[0166] In this disclosed example, the target virtual character can choose to store some of its target resources in a storage item. Since the storage space of each storage item is limited, the target virtual character can choose to store some of the more important target resources in the storage item. The target items stored in the storage item will not be dropped during the game.

[0167] Furthermore, in response to the target virtual character completing a game or being eliminated from a game, the target resources stored in the inventory will be returned to the game account controlling the target virtual character. That is, the ownership of the target resources still belongs to the game account and will not be lost in the game.

[0168] For example, a target virtual character possesses virtual item A, virtual item B, and virtual item C. After the target virtual character obtains a storage item, virtual item A is stored in the storage item. When the target virtual character is defeated by other virtual characters in a game, virtual items B and C are dropped in the game and picked up by other virtual characters, no longer belonging to the target virtual character's game account. However, virtual item A is not dropped. At the same time, after the target virtual character leaves the game, virtual item A is returned to the target virtual character's game account.

[0169] In one alternative implementation, the target virtual character may also bring storage items into the game. The storage items obtained through the second interaction command with the target have the same function as the storage items brought into the game by the target virtual character. The possibility of obtaining additional storage items can be increased by the second interaction command with the target, ensuring that the target virtual character can preserve the target resources to the maximum extent, which helps to improve the player's experience.

[0170] In another optional implementation, if the target virtual character's game account owns the target object and the target virtual character brings the target object into the game, the target object will provide the target virtual character with a distance prompt function, so that the target virtual character can more accurately and timely detect other virtual characters that are close to it, and then quickly make corresponding reactions, reducing the possibility of being defeated by other virtual characters, thereby improving the efficiency of human-computer interaction and the player's game experience.

[0171] Specifically, the assembly method further includes:

[0172] q1: In response to the target virtual character among the multiple game characters meeting the specified conditions, grant the target virtual character the permission to obtain distance prompt information in the game.

[0173] q2: In response to the distance between other virtual characters and the target virtual character being less than a preset distance threshold, display a distance prompt message for the user who owns the target virtual character.

[0174] In one optional implementation, if it is determined that the target virtual character's game account owns the target object and the target virtual character carries the target object into the game, the target object moves with the target virtual character in the game. When it is determined that the distance between other virtual characters and the target virtual character is less than a preset distance, a distance prompt message will be displayed in the graphical user interface of the terminal device controlling the target virtual character, indicating that the target virtual character may be in a dangerous situation.

[0175] The preset distance threshold can be set according to game requirements. For example, it can be set to 20 meters (game distance). When it is determined that the distance between other virtual characters and the target virtual character is less than or equal to 20 meters, a distance prompt message will be displayed.

[0176] In one alternative implementation, the distance prompt can be displayed by connecting lines on the ground of the game scene to show other virtual characters in the game scene. It can also be an auxiliary text prompt such as "An enemy virtual character has entered the preset range, please be careful".

[0177] Furthermore, the target virtual character can pick up target dropped resources in the game scene. Target dropped resources can be dropped by other virtual characters after the target virtual character defeats them, or they can be dropped by the system during the game according to a preset time period. After losing the target dropped resources, the target virtual character can open the target dropped resources to obtain additional target resources. If the target virtual character's game account owns the target object and the target virtual character enters the game with the target object, then the probability of the target virtual character obtaining the target resources is greater than that of other virtual characters.

[0178] Specifically, the assembly method further includes:

[0179] r1: In response to the target virtual character picking up target dropped resources in the game, control the target virtual character to obtain the target resources.

[0180] The probability that the target virtual character obtains the target resource is greater than the probability that other virtual characters obtain the target resource.

[0181] In one optional implementation, the target dropped resources include target tokens for obtaining target resources. After taking the target tokens out of the current game, they can be exchanged for high-value resources. The acquisition of target tokens for target resources is random and based on probability. For target virtual characters that meet specified conditions, the probability of acquiring target tokens for target resources is higher.

[0182] In another alternative implementation, the target dropped items may also directly include the target resource. After obtaining the target resource, the target virtual character can use it directly in the game. Similarly, the acquisition of the target resource is random and based on probability. For target virtual characters that meet the specified conditions, the probability of obtaining the target resource token is higher.

[0183] The following will illustrate the assembly process of virtual items in the game according to specific examples:

[0184] Please see Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this disclosure, such as Figure 2 As shown, if an instruction to open the storage space of a target virtual character is received, the opening storage space interface 210 is displayed in the graphical user interface 200. The storage space of the target virtual character includes multiple game items 211 of the target virtual character and target objects 220 owned by the target virtual character.

[0185] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 3 As shown, if a second interactive command is received for the target object 220, the storage item allocation animation 230 is played.

[0186] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 4 As shown, after the storage item allocation animation ends, a preset number of storage items 240 are randomly allocated to the target virtual character, as follows: Figure 4 As shown, there are three storage items 240 for the target virtual character. The target virtual character can store its target resources in the storage items 240. When the target virtual character finishes a game or is eliminated from a game, the control will return the target resources to the game account corresponding to the target virtual character. Furthermore, if a trigger operation is received for the interaction control 250, it is confirmed that the first interaction command for the target object has been received. At this time, the item adjustment interface will be opened.

[0187] For further details, please refer to Figure 5 , Figure 5 This is one of the schematic diagrams of the prop adjustment interface provided in the embodiments of this disclosure, such as... Figure 5 As shown, the item adjustment interface 500 includes a first type of game item 510 to be combined; if the player wants to switch the first type of game item 510, they can issue a switching command through the switching control 520; if they want to combine the current first type of game item 510 directly, they can trigger the combination operation of the first type of game item 510 through the trigger operation of the assembly control 530.

[0188] For further details, please refer to Figure 6 , Figure 6 This is a second schematic diagram of the prop adjustment interface provided in the embodiments of this disclosure, as shown below. Figure 6As shown, after receiving the switching instruction, at least one first-type game item currently owned by the target virtual character is displayed, and the first-type game item 510 to be combined is determined based on at least one first-type game item.

[0189] For further details, please refer to Figure 7 , Figure 7 This is the third schematic diagram of the prop adjustment interface provided in the embodiments of this disclosure, as shown below. Figure 7 As shown, a first type of game item 510 and at least one assembly position 540 are displayed. A second type of game item can be determined to be assembled to the first type of game item 510 by selecting each assembly position 540.

[0190] For further details, please refer to Figure 8 , Figure 8 This is the fourth schematic diagram of the prop adjustment interface provided in the embodiments of this disclosure, as shown below. Figure 8 As shown, if a trigger operation is received for the target assembly position 541, at least one second type game item 550 belonging to the target virtual character that corresponds to the accessory type of the target assembly position is displayed. Through the assembly operation for at least one second type game item 550, the selected second type game item is assembled into the first type game item.

[0191] For further details, please refer to Figure 9 , Figure 9 This is a fourth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 9 As shown, in response to the distance between other virtual characters 260 and the target virtual character being less than a preset distance threshold, a distance prompt message 270 is displayed to indicate that there is an enemy virtual character approaching the target virtual character and that precautions need to be taken in advance.

[0192] For further details, please refer to Figure 10 , Figure 10 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this disclosure, as shown below. Figure 10 As shown, in response to the target virtual character picking up target dropped materials 280 in the game, the target virtual character is controlled to obtain target resources 290.

[0193] The method for assembling virtual items in a game provided in this embodiment responds to a game start command by controlling multiple game accounts to enter the game scene corresponding to the game, generating multiple game characters corresponding to the multiple game accounts in the game scene; responding to a target virtual character among the multiple game characters meeting specified conditions, the target virtual character is granted permission to combine items in the game; responding to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined to form a target item obtained by combining multiple game items in the game scene. In this way, for a target virtual character that meets specified conditions, permission to combine items within the game can be provided, avoiding the need to exit the game to combine items, reducing the time spent by the target virtual character entering and exiting the game, and allowing immediate use of game items picked up within the game, thus improving human-computer interaction efficiency and the player's gaming experience.

[0194] Based on the same inventive concept, this disclosure also provides a device for assembling virtual items in a game, which corresponds to the method for assembling virtual items in a game. Since the principle of the device in this disclosure for solving the problem is similar to the method for assembling virtual items in a game as described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0195] Please see Figure 11 , Figure 11 This is a schematic diagram of the structure of an assembly device for virtual items in a game, provided as an embodiment of this disclosure. Figure 11 As shown, the assembly device 1100 includes:

[0196] The game entry module 1110 is used to respond to the game start command, control multiple game accounts to enter the game scene corresponding to the game, and generate multiple game characters corresponding to the multiple game accounts in the game scene;

[0197] The combination permission providing module 1120 is used to provide the target virtual character with the permission to combine items in the game when the target virtual character among the multiple game characters meets the specified conditions;

[0198] The item combination module 1130 is used to respond to the item combination command triggered by the target virtual character, combine multiple game items that meet the item combination requirements, and form a target item obtained by combining the multiple game items in the game scene, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game match.

[0199] In one optional implementation, the target virtual character among the plurality of game characters satisfies the specified condition as follows:

[0200] The target game account corresponding to the target virtual character is configured with the target object, and the target object is brought into the game.

[0201] In one optional implementation, bringing the target object into the game includes:

[0202] Before the game begins, the target game account allocates the target object as a pre-prepared game item to the corresponding storage space to generate the target virtual character with the target object in the game scene.

[0203] In one alternative implementation, the target object is configured so that the target virtual character does not drop after being killed.

[0204] In an optional implementation, when the combination permission providing module 1120 is used to grant the target virtual character the permission to combine items in the game, the combination permission providing module 1120 is configured to:

[0205] In response to a first interactive command for the target object, an item adjustment interface is displayed; the item adjustment interface displays at least one candidate game item.

[0206] In an optional implementation, when the item combination module 1130 combines multiple game items that meet the item combination requirements in response to an item combination command triggered by the target virtual character, the item combination module 1130 is used to:

[0207] In response to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined according to at least one candidate game item displayed in the item adjustment interface.

[0208] In one optional implementation, the game props include a first type of game props and a second type of game props;

[0209] For each type of game item, set corresponding item parameters; the item parameters are one of the following:

[0210] The parameters affecting the storage space of the target virtual character, the parameters affecting the weight of the target virtual character, the parameters affecting the stamina of the target virtual character, and the parameters affecting the number of items carried by the target virtual character.

[0211] In an optional implementation, when the item combination module 1130 combines multiple game items that meet the item combination requirements in response to an item combination command triggered by the target virtual character, the item combination module 1130 is used to:

[0212] In response to an item combination command triggered by the target virtual character, at least one second-type game item that meets the item combination requirements is assembled onto a first-type game item.

[0213] In an optional embodiment, the assembly device 1100 further includes a parameter cancellation module (not shown in the figure), the parameter cancellation module being used for:

[0214] Cancel the item parameters corresponding to each second type of game item.

[0215] In an optional embodiment, the assembly device 1100 further includes an out-of-game prop generation module (not shown in the figure), the out-of-game prop generation module being used for:

[0216] Before the start of the game, each game account is given the right to combine items.

[0217] For each game account, in response to the item combination command, multiple game items that meet the item combination requirements are combined to generate at least one out-of-game item corresponding to that game account that can be carried into the game.

[0218] In an optional embodiment, the assembly device 1100 further includes a combined access control module (not shown in the figure), the combined access control module being used for:

[0219] If the target virtual character among the plurality of game characters does not meet the specified conditions, the target virtual character does not have the permission to combine items brought into the game match or the permission to combine items in the game match.

[0220] In an optional implementation, when the combined permission providing module 1120 displays the prop adjustment interface in response to a first interaction instruction for the target object, the combined permission providing module 1120 is configured to:

[0221] In response to a first interaction command for the target object, the system detects whether the target virtual character can perform item combination based on the object attribute value of the target object;

[0222] If the target virtual character can combine items, display the item adjustment interface.

[0223] In an optional implementation, when the prop combination module 1130 is used to combine multiple game props that meet the prop combination requirements to form a target prop obtained by combining the multiple game props in the game scene, the prop combination module 1130 is used to:

[0224] In response to a selection operation for the at least one candidate game item, a first type of game item to be combined is determined;

[0225] In response to a combination command for the first type of game item, a second type of game item that meets the combination requirements is configured in the corresponding position of the first type of game item to obtain the target item.

[0226] In an optional embodiment, the assembly device 1100 further includes a first type of game prop display module (not shown in the figure), which is used for:

[0227] In response to a first interactive command for the target object, the first type of game item currently equipped by the target virtual character is displayed on the item adjustment interface; or,

[0228] In response to a first interactive command for the target object, the first type of game item stored in the target virtual character's storage space is displayed on the item adjustment interface.

[0229] In an optional embodiment, the assembly device 1100 further includes a first type of game item switching module (not shown in the figure), which is used for:

[0230] In response to a switching command for the first type of game item, display the multiple first type of game items currently owned by the target virtual character;

[0231] In response to the selection instruction for the plurality of first-type game items, the first-type game item to be adjusted is determined.

[0232] In one optional implementation, when the item combination module 1130 equips at least one second-type game item that meets the item combination requirements onto a first-type game item in response to an item combination command triggered by the target virtual character, the item combination module 1130 is configured to:

[0233] In response to an item combination command triggered by the target virtual character, at least one position of the first type of game item to be equipped is displayed;

[0234] In response to a selection operation for a target assembly position, at least one second-type game item owned by the target virtual character that corresponds to the accessory type of the target assembly position is displayed;

[0235] In response to a selection operation for at least one second-type game item, the selected target second-type game item is configured at the target assembly position of the first-type game item.

[0236] In an optional embodiment, the assembly device 1100 further includes a failure information display module (not shown in the figure), the failure information display module being used for:

[0237] In response to the first interaction command for the target object, if the target virtual character does not currently possess the first type of game item, display an item combination failure message.

[0238] In an optional embodiment, the assembly device 1100 further includes a storage item allocation module (not shown in the figure), the storage item allocation module being used for:

[0239] In response to the second interaction command for the target object, a preset number of storage items are randomly assigned to the target virtual character.

[0240] In an optional embodiment, the assembly device 1100 further includes a material return module (not shown in the figure), the material return module being used for:

[0241] Control the target virtual character to store the target resources it carries into the storage item;

[0242] In response to the target virtual character completing the game or being eliminated from the game, the system controls the return of the target resources to the game account corresponding to the target virtual character.

[0243] In an optional embodiment, the assembly device 1100 further includes an animation playback module (not shown in the figure), the animation playback module being used for:

[0244] In response to the second interactive command for the target object, play the storage item allocation animation;

[0245] In response to the end of the storage item allocation animation, the preset allocation quantity of the storage item is displayed.

[0246] In an optional embodiment, the assembly device 1100 further includes a distance indication information display module (not shown in the figure), the distance indication information display module being used for:

[0247] In response to a target virtual character among the plurality of game characters meeting a specified condition, the target virtual character is granted the permission to obtain distance prompt information during the game match.

[0248] In response to the distance between other virtual characters and the target virtual character being less than a preset distance threshold, a distance prompt message is displayed to the user who owns the target virtual character.

[0249] In an optional embodiment, the assembly device 1100 further includes a target resource acquisition module (not shown in the figure), the target resource acquisition module being used for:

[0250] In response to the target virtual character picking up target dropped resources in the game, control the target virtual character to obtain the target resources;

[0251] The probability that the target virtual character obtains the target resource is greater than the probability that other virtual characters obtain the target resource.

[0252] In one alternative implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

[0253] The virtual item assembly device for games provided in this embodiment responds to a game start command by controlling multiple game accounts to enter the game scene corresponding to the game, generating multiple game characters corresponding to the multiple game accounts in the game scene; responding to a target virtual character among the multiple game characters meeting specified conditions, the device provides the target virtual character with the permission to combine items in the game; responding to an item combination command triggered by the target virtual character, the device combines multiple game items that meet the item combination requirements, forming a target item obtained by combining multiple game items in the game scene. In this way, for a target virtual character meeting specified conditions, the device can provide the target virtual character with the permission to combine items in the game, avoiding the need to exit the game to combine items, reducing the time spent by the target virtual character entering and exiting the game, and allowing immediate use of game items picked up in the game, thus improving human-computer interaction efficiency and the player's gaming experience.

[0254] Please see Figure 12 , Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 12 As shown, the electronic device 1200 includes a processor 1210, a memory 1220, and a bus 1230.

[0255] The memory 1220 stores machine-readable instructions executable by the processor 1210. When the electronic device 1200 is running, the processor 1210 communicates with the memory 1220 via the bus 1230, causing the processor 1210 to execute the following instructions during operation:

[0256] In response to a game start command, multiple game accounts are controlled to enter the game scene corresponding to the game match, and multiple game characters corresponding to the multiple game accounts are generated in the game scene.

[0257] In response to a target virtual character among the plurality of game characters meeting specified conditions, the target virtual character is granted the permission to combine items in the game match;

[0258] In response to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined to form a target item in the game scene, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game match.

[0259] In one optional implementation, the target virtual character among the plurality of game characters satisfies the specified condition as follows:

[0260] The target game account corresponding to the target virtual character is configured with the target object, and the target object is brought into the game.

[0261] In one optional implementation, bringing the target object into the game includes:

[0262] Before the game begins, the target game account allocates the target object as a pre-prepared game item to the corresponding storage space to generate the target virtual character with the target object in the game scene.

[0263] In one alternative implementation, the target object is configured so that the target virtual character does not drop after being killed.

[0264] In one optional implementation, the instructions executed by the processor 1210, wherein granting the target virtual character the permission to combine items in the game, includes:

[0265] In response to a first interactive command for the target object, an item adjustment interface is displayed; the item adjustment interface displays at least one candidate game item.

[0266] In one optional implementation, the instructions executed by the processor 1210, wherein the item combination instruction triggered by the target virtual character combines multiple game items that meet the item combination requirements, includes:

[0267] In response to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined according to at least one candidate game item displayed in the item adjustment interface.

[0268] In one optional implementation, the game props include a first type of game props and a second type of game props;

[0269] For each type of game item, set corresponding item parameters; the item parameters are one of the following:

[0270] The parameters affecting the storage space of the target virtual character, the parameters affecting the weight of the target virtual character, the parameters affecting the stamina of the target virtual character, and the parameters affecting the number of items carried by the target virtual character.

[0271] In one optional implementation, the instructions executed by the processor 1210, wherein the item combination instruction triggered by the target virtual character combines multiple game items that meet the item combination requirements, includes:

[0272] In response to an item combination command triggered by the target virtual character, at least one second-type game item that meets the item combination requirements is assembled onto a first-type game item.

[0273] In one optional implementation, the instructions executed by the processor 1210 further include:

[0274] Cancel the item parameters corresponding to each second type of game item.

[0275] In one optional implementation, the instructions executed by the processor 1210 further include:

[0276] Before the start of the game, each game account is given the right to combine items.

[0277] For each game account, in response to the item combination command, multiple game items that meet the item combination requirements are combined to generate at least one out-of-game item corresponding to that game account that can be carried into the game.

[0278] In one optional implementation, the instructions executed by the processor 1210 further include:

[0279] If the target virtual character among the plurality of game characters does not meet the specified conditions, the target virtual character does not have the permission to combine items brought into the game match or the permission to combine items in the game match.

[0280] In one optional implementation, the instructions executed by the processor 1210, wherein the response to the first interaction instruction for the target object, displays the item adjustment interface, includes:

[0281] In response to a first interaction command for the target object, the system detects whether the target virtual character can perform item combination based on the object attribute value of the target object;

[0282] If the target virtual character can combine items, display the item adjustment interface.

[0283] In one optional implementation, the instructions executed by the processor 1210, which involve combining multiple game items that meet the item combination requirements to form a target item in the game scene, include:

[0284] In response to a selection operation for the at least one candidate game item, a first type of game item to be combined is determined;

[0285] In response to a combination command for the first type of game item, a second type of game item that meets the combination requirements is configured in the corresponding position of the first type of game item to obtain the target item.

[0286] In one optional implementation, the instructions executed by the processor 1210 further include:

[0287] In response to a first interactive command for the target object, the first type of game item currently equipped by the target virtual character is displayed on the item adjustment interface; or,

[0288] In response to a first interactive command for the target object, the first type of game item stored in the target virtual character's storage space is displayed on the item adjustment interface.

[0289] In one optional implementation, the instructions executed by the processor 1210 further include:

[0290] In response to a switching command for the first type of game item, display the multiple first type of game items currently owned by the target virtual character;

[0291] In response to the selection instruction for the plurality of first-type game items, the first-type game item to be adjusted is determined.

[0292] In one optional implementation, the instructions executed by the processor 1210, in response to an item combination instruction triggered by the target virtual character, include equipping at least one second-type game item that meets the item combination requirements onto a first-type game item, including:

[0293] In response to an item combination command triggered by the target virtual character, at least one position of the first type of game item to be equipped is displayed;

[0294] In response to a selection operation for a target assembly position, at least one second-type game item owned by the target virtual character that corresponds to the accessory type of the target assembly position is displayed;

[0295] In response to a selection operation for at least one second-type game item, the selected target second-type game item is configured at the target assembly position of the first-type game item.

[0296] In one optional implementation, the instructions executed by the processor 1210 further include:

[0297] In response to the first interaction command for the target object, if the target virtual character does not currently possess the first type of game item, display an item combination failure message.

[0298] In one optional implementation, the instructions executed by the processor 1210 further include:

[0299] In response to the second interaction command for the target object, a preset number of storage items are randomly assigned to the target virtual character.

[0300] In one optional implementation, the instructions executed by the processor 1210 further include:

[0301] Control the target virtual character to store the target resources it carries into the storage item;

[0302] In response to the target virtual character completing the game or being eliminated from the game, the system controls the return of the target resources to the game account corresponding to the target virtual character.

[0303] In one optional implementation, the instructions executed by the processor 1210 further include:

[0304] In response to the second interactive command for the target object, play the storage item allocation animation;

[0305] In response to the end of the storage item allocation animation, the preset allocation quantity of the storage item is displayed.

[0306] In one optional implementation, the instructions executed by the processor 1210 further include:

[0307] In response to a target virtual character among the plurality of game characters meeting a specified condition, the target virtual character is granted the permission to obtain distance prompt information during the game match.

[0308] In response to the distance between other virtual characters and the target virtual character being less than a preset distance threshold, a distance prompt message is displayed to the user who owns the target virtual character.

[0309] In one optional implementation, the instructions executed by the processor 1210 further include:

[0310] In response to the target virtual character picking up target dropped resources in the game, control the target virtual character to obtain the target resources;

[0311] The probability that the target virtual character obtains the target resource is greater than the probability that other virtual characters obtain the target resource.

[0312] In one optional implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

[0313] Through the above methods, for target virtual characters that meet specified conditions, the permission to combine items within a game can be granted, avoiding the need to exit the game to combine items, reducing the time spent by the target virtual character entering and exiting the game, and allowing immediate use of game items picked up within the game, thus improving human-computer interaction efficiency and the player's gaming experience; furthermore, setting the object attribute value of the target object is to control the number of times the target virtual character possessing the target object can combine items. The target virtual character possessing the target object cannot continuously combine items within the game, thus reducing the time spent by the target virtual character to combine items. In-game, there is no gap between the target virtual character and other virtual characters to ensure game balance. Furthermore, to increase player freedom in choosing which type of game items to combine or adjust, and to improve human-computer interaction efficiency and player experience, the first type of game items can be displayed in the item adjustment interface. After receiving a switching command, players can then choose which type of game items to combine or adjust. Furthermore, after confirming that at least one second type of game item is equipped to a first type of game item, the item parameters corresponding to the second type of game item will be canceled to save time. The storage space of the target virtual character increases the probability of the target virtual character picking up other virtual items in the game, further improving human-computer interaction efficiency and player experience. Furthermore, the storage items obtained through the second interaction command with the target have the same function as the storage items the target virtual character brings into the game. The second interaction command with the target increases the possibility of obtaining additional storage items, ensuring the target virtual character can preserve target resources to the maximum extent, which helps improve the player experience. Furthermore, if the target virtual character's game account owns the target and the target virtual character brings the target into the game... The target will provide an additional distance indicator for the target virtual character, enabling the target virtual character to more accurately and promptly detect other virtual characters approaching it, thus allowing for a quicker response and reducing the possibility of being defeated by other virtual characters. This improves human-computer interaction efficiency and the player's gaming experience. Furthermore, the target's dropped resources may directly include target resources. After acquiring these resources, the target virtual character can use them directly in the game. Similarly, the acquisition of target resources is random and based on probability. For target virtual characters that meet specific conditions, the probability of acquiring target tokens for target resources is higher.

[0314] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0315] In response to a game start command, multiple game accounts are controlled to enter the game scene corresponding to the game match, and multiple game characters corresponding to the multiple game accounts are generated in the game scene.

[0316] In response to a target virtual character among the plurality of game characters meeting specified conditions, the target virtual character is granted the permission to combine items in the game match;

[0317] In response to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined to form a target item in the game scene, wherein the multiple game items are game items obtained in the game scene, and / or the multiple game accounts are game items prepared in advance for the game match.

[0318] In one optional implementation, the target virtual character among the plurality of game characters satisfies the specified condition as follows:

[0319] The target game account corresponding to the target virtual character is configured with the target object, and the target object is brought into the game.

[0320] In one optional implementation, bringing the target object into the game includes:

[0321] Before the game begins, the target game account allocates the target object as a pre-prepared game item to the corresponding storage space to generate the target virtual character with the target object in the game scene.

[0322] In one alternative implementation, the target object is configured so that the target virtual character does not drop after being killed.

[0323] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein granting the target virtual character the permission to combine items in the game, includes:

[0324] In response to a first interactive command for the target object, an item adjustment interface is displayed; the item adjustment interface displays at least one candidate game item.

[0325] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein the item combination instruction triggered by the target virtual character combines multiple game items that meet the item combination requirements, includes:

[0326] In response to an item combination command triggered by the target virtual character, multiple game items that meet the item combination requirements are combined according to at least one candidate game item displayed in the item adjustment interface.

[0327] In one optional implementation, the game props include a first type of game props and a second type of game props;

[0328] For each type of game item, set corresponding item parameters; the item parameters are one of the following:

[0329] The parameters affecting the storage space of the target virtual character, the parameters affecting the weight of the target virtual character, the parameters affecting the stamina of the target virtual character, and the parameters affecting the number of items carried by the target virtual character.

[0330] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein the item combination instruction triggered by the target virtual character combines multiple game items that meet the item combination requirements, includes:

[0331] In response to an item combination command triggered by the target virtual character, at least one second-type game item that meets the item combination requirements is assembled onto a first-type game item.

[0332] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0333] Cancel the item parameters corresponding to each second type of game item.

[0334] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0335] Before the start of the game, each game account is given the right to combine items.

[0336] For each game account, in response to the item combination command, multiple game items that meet the item combination requirements are combined to generate at least one out-of-game item corresponding to that game account that can be carried into the game.

[0337] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0338] If the target virtual character among the plurality of game characters does not meet the specified conditions, the target virtual character does not have the permission to combine items brought into the game match or the permission to combine items in the game match.

[0339] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein the response to a first interactive instruction for the target object, displays an item adjustment interface, includes:

[0340] In response to a first interaction command for the target object, the system detects whether the target virtual character can perform item combination based on the object attribute value of the target object;

[0341] If the target virtual character can combine items, display the item adjustment interface.

[0342] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein combining multiple game items that meet the item combination requirements to form a target item in the game scene by combining the multiple game items, includes:

[0343] In response to a selection operation for the at least one candidate game item, a first type of game item to be combined is determined;

[0344] In response to a combination command for the first type of game item, a second type of game item that meets the combination requirements is configured in the corresponding position of the first type of game item to obtain the target item.

[0345] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0346] In response to a first interactive command for the target object, the first type of game item currently equipped by the target virtual character is displayed on the item adjustment interface; or,

[0347] In response to a first interactive command for the target object, the first type of game item stored in the target virtual character's storage space is displayed on the item adjustment interface.

[0348] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0349] In response to a switching command for the first type of game item, display the multiple first type of game items currently owned by the target virtual character;

[0350] In response to the selection instruction for the plurality of first-type game items, the first-type game item to be adjusted is determined.

[0351] In one optional implementation, the instructions executed by the computer-readable storage medium, in response to an item combination instruction triggered by the target virtual character, equip at least one second-type game item that meets the item combination requirements onto a first-type game item, including:

[0352] In response to an item combination command triggered by the target virtual character, at least one position of the first type of game item to be equipped is displayed;

[0353] In response to a selection operation for a target assembly position, at least one second-type game item owned by the target virtual character that corresponds to the accessory type of the target assembly position is displayed;

[0354] In response to a selection operation for at least one second-type game item, the selected target second-type game item is configured at the target assembly position of the first-type game item.

[0355] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0356] In response to the first interaction command for the target object, if the target virtual character does not currently possess the first type of game item, display an item combination failure message.

[0357] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0358] In response to the second interaction command for the target object, a preset number of storage items are randomly assigned to the target virtual character.

[0359] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0360] Control the target virtual character to store the target resources it carries into the storage item;

[0361] In response to the target virtual character completing the game or being eliminated from the game, the system controls the return of the target resources to the game account corresponding to the target virtual character.

[0362] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0363] In response to the second interactive command for the target object, play the storage item allocation animation;

[0364] In response to the end of the storage item allocation animation, the preset allocation quantity of the storage item is displayed.

[0365] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0366] In response to a target virtual character among the plurality of game characters meeting a specified condition, the target virtual character is granted the permission to obtain distance prompt information during the game match.

[0367] In response to the distance between other virtual characters and the target virtual character being less than a preset distance threshold, a distance prompt message is displayed to the user who owns the target virtual character.

[0368] In one optional implementation, the instructions executed by the computer-readable storage medium further include:

[0369] In response to the target virtual character picking up target dropped resources in the game, control the target virtual character to obtain the target resources;

[0370] The probability that the target virtual character obtains the target resource is greater than the probability that other virtual characters obtain the target resource.

[0371] In one optional implementation, in the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

[0372] Through the above methods, for target virtual characters that meet specified conditions, the permission to combine items within a game can be granted, avoiding the need to exit the game to combine items, reducing the time spent by the target virtual character entering and exiting the game, and allowing immediate use of game items picked up within the game, thus improving human-computer interaction efficiency and the player's gaming experience; furthermore, setting the object attribute value of the target object is to control the number of times the target virtual character possessing the target object can combine items. The target virtual character possessing the target object cannot continuously combine items within the game, thus reducing the time spent by the target virtual character to combine items. In-game, there is no gap between the target virtual character and other virtual characters to ensure game balance. Furthermore, to increase player freedom in choosing which type of game items to combine or adjust, and to improve human-computer interaction efficiency and player experience, the first type of game items can be displayed in the item adjustment interface. After receiving a switching command, players can then choose which type of game items to combine or adjust. Furthermore, after confirming that at least one second type of game item is equipped to a first type of game item, the item parameters corresponding to the second type of game item will be canceled to save time. The storage space of the target virtual character increases the probability of the target virtual character picking up other virtual items in the game, further improving human-computer interaction efficiency and player experience. Furthermore, the storage items obtained through the second interaction command with the target have the same function as the storage items the target virtual character brings into the game. The second interaction command with the target increases the possibility of obtaining additional storage items, ensuring the target virtual character can preserve target resources to the maximum extent, which helps improve the player experience. Furthermore, if the target virtual character's game account owns the target and the target virtual character brings the target into the game... The target will provide an additional distance indicator for the target virtual character, enabling the target virtual character to more accurately and promptly detect other virtual characters approaching it, thus allowing for a quicker response and reducing the possibility of being defeated by other virtual characters. This improves human-computer interaction efficiency and the player's gaming experience. Furthermore, the target's dropped resources may directly include target resources. After acquiring these resources, the target virtual character can use them directly in the game. Similarly, the acquisition of target resources is random and based on probability. For target virtual characters that meet specific conditions, the probability of acquiring target tokens for target resources is higher.

[0373] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0374] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0375] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0376] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0377] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0378] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method of assembling a virtual prop in a game, characterized by, The assembly method comprises: in response to a game match starting instruction, controlling a plurality of game accounts to enter a game scene corresponding to a game match, wherein the plurality of game accounts include a target game account, and the target game account distributes a target object as a game prop prepared in advance for the game match into a corresponding storage space before the game match starts; generating a plurality of game characters corresponding to the plurality of game accounts in the game scene, wherein the plurality of game characters include a target virtual character corresponding to the target game account, and the target virtual character carries the target object; in response to a first interaction instruction triggered by the target virtual character for the target object, displaying a prop adjustment interface; and the prop adjustment interface displays at least one candidate game prop; in response to a prop combination instruction triggered by the target virtual character, combining a plurality of candidate game props that meet prop combination requirements according to the at least one candidate game prop displayed in the prop adjustment interface, and forming a target prop combined by the plurality of candidate game props in the game scene, wherein the plurality of candidate game props are game props obtained in the game scene, and / or the plurality of game accounts are game props prepared in advance for the game match.

2. The method of assembling according to claim 1, wherein, The target object is configured to not drop after the target virtual character is killed.

3. The method of assembling according to claim 1, wherein, The game props include first-type game props and second-type game props; a corresponding prop parameter is set for each type of game prop; and the prop parameter is one of the following: an influence parameter of the game prop on the storage space of the target virtual character, a weight influence parameter of the game prop on the target virtual character, a physical influence parameter of the game prop on the target virtual character, and a prop carrying quantity influence parameter of the game prop on the target virtual character.

4. The method of assembling according to claim 3, wherein, In response to the prop combination instruction triggered by the target virtual character, combining a plurality of candidate game props that meet prop combination requirements according to the at least one candidate game prop displayed in the prop adjustment interface, comprises: in response to the prop combination instruction triggered by the target virtual character, assembling at least one second-type game prop that meets the prop combination requirements on the first-type game prop.

5. The method of assembling according to claim 4, wherein, After assembling at least one second-type game prop that meets the prop combination requirements on the first-type game prop in response to the prop combination instruction triggered by the target virtual character, the assembly method further comprises: canceling the prop parameter corresponding to each second-type game prop.

6. The method of assembling according to claim 1, wherein, The assembly method further comprises: providing a prop combination permission for each game account before the game match starts; in response to a prop combination instruction for each game account, combining a plurality of game props that meet the prop combination requirements to generate at least one out-of-game prop corresponding to the game account that can be carried into the game match.

7. The method of assembling according to claim 6, wherein, The assembly method further comprises: In response to a target virtual character in the plurality of game characters not satisfying a specified condition, the target virtual character does not have the right to perform prop combination on a prop combination right carried into the game session and in the game session.

8. The method of assembling according to claim 1, wherein, The response to the first interaction instruction for the target object displays a prop adjustment interface, including: In response to the first interaction instruction for the target object, it is detected whether the target virtual character can perform prop combination based on the object attribute value of the target object; If the target virtual character can perform prop combination, a prop adjustment interface is displayed.

9. The method of assembling according to claim 3, wherein, The combination of the plurality of candidate game props satisfying the prop combination requirement forms a target prop obtained by combining the plurality of candidate game props in the game scene, including: In response to the selection operation for the at least one candidate game prop, a first type game prop to be combined is determined; In response to the combination instruction for the first type game prop, a second type game prop satisfying the prop combination requirement is configured at a position corresponding to the first type game prop to obtain the target prop.

10. The method of assembling according to claim 9, wherein, The assembly method further includes: In response to the first interaction instruction for the target object, the first type game prop currently assembled by the target virtual character is displayed on the prop adjustment interface; or In response to the first interaction instruction for the target object, any stored first type game prop of the target virtual character is displayed on the prop adjustment interface.

11. The method of assembling of claim 9, wherein, The assembly method further includes: In response to the switching instruction for the first type game prop, a plurality of first type game props currently owned by the target virtual character are displayed; In response to the selection instruction for the plurality of first type game props, a first type game prop to be adjusted is determined.

12. The method of assembling of claim 4, wherein, In response to the prop combination instruction triggered by the target virtual character, at least one second type game prop satisfying the prop combination requirement is assembled onto the first type game prop, including: In response to the prop combination instruction triggered by the target virtual character, at least one assembly position of the first type game prop is displayed; In response to the selection operation for the target assembly position, at least one second type game prop owned by the target virtual character corresponding to the accessory type of the target assembly position is displayed; In response to the selection operation for the at least one second type game prop, the selected target second type game prop is configured at the target assembly position of the first type game prop.

13. The method of assembling according to claim 3, wherein, The assembly method further includes: In response to the first interaction instruction for the target object, if the target virtual character currently does not own a first type game prop, a prop combination failure information is displayed.

14. The method of assembling of claim 1, wherein, The assembly method further includes: In response to the second interaction instruction for the target object, a preset allocation number of storage props are randomly allocated to the target virtual character.

15. The method of assembly of claim 14, wherein, The assembly method further includes: The target virtual character is controlled to store the target resources carried into the storage prop; In response to the target virtual character completing the game match or being eliminated from the game match, the target virtual character corresponding game account is controlled to return the target material.

16. The method of assembling of claim 14, wherein, The assembly method further includes: In response to a second interaction instruction for the target object, a storage prop distribution animation is played; In response to the storage prop distribution animation playing ending, a preset distribution quantity of the storage prop is displayed.

17. The method of assembling of claim 1, wherein, The assembly method further includes: In response to a target virtual character in the plurality of game characters meeting a specified condition, the target virtual character is provided with a permission to obtain distance prompt information in the game match; In response to a distance between other virtual characters and the target virtual character being less than a preset distance threshold, distance prompt information is displayed for the target virtual character.

18. The method of assembling of claim 1, wherein, The assembly method further includes: In response to the target virtual character picking up a target dropped material in the game match, the target virtual character is controlled to obtain a target resource; Wherein, a probability of the target virtual character obtaining the target resource is greater than a probability of other virtual characters obtaining the target resource.

19. The method of assembling of claim 1, wherein, In the game scene, the target object is a follower virtual object of the target virtual character, and the follower virtual object is only visible to the target virtual character.

20. An assembly device for virtual props in a game, characterized in that The assembly device includes: A match entering module is configured to, in response to a game match starting instruction, control a plurality of game accounts to enter a game scene corresponding to a game match, wherein the plurality of game accounts include a target game account, the target game account assigns a target object as a game prop prepared in advance for the game match to a corresponding storage space before the game match starts; a plurality of game characters corresponding to the plurality of game accounts are generated in the game scene, the plurality of game characters include a target virtual character corresponding to the target game account, and the target virtual character carries the target object; A prop combination module is configured to, in response to a first interaction instruction for the target object triggered by the target virtual character, display a prop adjustment interface; the prop adjustment interface displays at least one candidate game prop; in response to a prop combination instruction triggered by the target virtual character, the plurality of candidate game props that meet the prop combination requirement are combined according to the at least one candidate game prop displayed in the prop adjustment interface, and a target prop obtained by combining the plurality of candidate game props is formed in the game scene, wherein the plurality of candidate game props are game props obtained in the game scene, and / or the plurality of game accounts are game props prepared in advance for the game match.

21. An electronic device, comprising: It includes: A processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, the machine readable instructions are executed by the processor to execute the steps of the game virtual prop assembly method in claim 1 to 19.

22. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program is run by the processor to execute the steps of the method for assembling a virtual prop in a game according to any one of claims 1 to 19.

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