Game information processing method and device, electronic equipment and storage medium

By allowing virtual characters to release skills and update the functions of virtual props in the game, the problem of fixed performance of virtual props is solved, improving the user experience and game fun.

CN120053984APending Publication Date: 2025-05-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510345097.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-20
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

The problem of fixed performance of virtual props in existing games leads to poor user experience.

Method used

Provides a graphical user interface through the terminal device, allowing controlled virtual characters to release game skills, determine the scope of skills, and update or replace virtual props' functions.

Benefits of technology

It realizes dynamic changes in virtual props, improves the fun and user experience of virtual props, and reduces the cost of code writing for game development.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game information processing method and device, electronic equipment and a storage medium. According to the embodiment of the invention, a first game skill is released in response to a controlled virtual character, and the skill action range in which the first game skill takes effect is determined in a game match scene; determining a first virtual prop located in the skill action range, wherein the first virtual prop is a prop put at the beginning of game playing and / or in the game playing process; and controlling to update a first prop function corresponding to the first virtual prop, and / or controlling to update the first virtual prop of the first prop function to a second virtual prop of the second prop function. According to the embodiment of the invention, the interestingness of the virtual prop can be improved, so that the user experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a game information processing method, apparatus, electronic device, and storage medium. Background Art

[0002] In the wave of the Internet, the continuous development and evolution of hardware and software technologies have promoted the emergence of intelligent devices and software. At the same time, a large number of games with different themes have emerged to meet the needs of users. With the vigorous development of various technologies in the game industry, people pay more attention to the game experience.

[0003] Currently, there are various virtual items in games, and the manifestations of different virtual items are fixed. When users face virtual items with fixed manifestations for a long time, it is boring, resulting in a poor user experience. Summary of the Invention

[0004] Embodiments of the present application provide a game information processing method, apparatus, electronic device, and storage medium, which can enhance the interest of virtual items and thus improve the user experience.

[0005] In a first aspect, an embodiment of the present application provides a game information processing method. A graphical user interface is provided through a terminal device, and the graphical user interface displays a game screen. The game screen includes at least part of a game session scene, and the game session scene includes at least a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a first game skill. The method includes:

[0006] In response to the controlled virtual character releasing the first game skill, determining a skill effect range in which the first game skill takes effect in the game session scene;

[0007] Determining a first virtual item located within the skill effect range, where the first virtual item is an item placed at the start of the game session and / or during the game session, and the first virtual item is configured with a first item function;

[0008] Controlling to update the function of the first item function corresponding to the first virtual item, and / or controlling to update the first virtual item with the first item function to a second virtual item with a second item function.

[0009] In a second aspect, an embodiment of the present application provides a game information processing apparatus. A graphical user interface is provided through a terminal device, and the graphical user interface displays a game screen. The game screen includes at least part of a game session scene, and the game session scene includes at least a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a first game skill. The apparatus includes:

[0010] A skill release module, configured to determine, in a game session scene, a skill effect range where a first game skill takes effect in response to a controlled virtual character releasing the first game skill;

[0011] An item determination module, configured to determine a first virtual item located within the skill effect range, where the first virtual item is an item placed at the start of the game session and / or during the game session, and the first virtual item is configured with a first item function;

[0012] An item update module, configured to control the function update of the first item function corresponding to the first virtual item, and / or control the update of the first virtual item with the first item function to a second virtual item with a second item function.

[0013] In a third aspect, an embodiment of the present application further provides an electronic device, including a memory storing multiple instructions; a processor loads the instructions from the memory to execute the steps of any one of the game information processing methods provided by the embodiments of the present application.

[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of any one of the game information processing methods provided by the embodiments of the present application.

[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, where when the computer program or instructions are executed by a processor, the steps in any one of the game information processing methods provided by the embodiments of the present application are implemented.

[0016] Adopting the solution of the embodiment of the present application, a graphical user interface is provided through a terminal device. The game screen displayed on the graphical user interface includes at least part of the game confrontation scene. In this game confrontation scene, there is at least a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a first game skill. In the embodiment of the present application, in response to the controlled virtual character releasing the first game skill, the skill range of effect where the first game skill takes effect can be determined in the game confrontation scene; the first virtual item located within the skill range of effect is determined, and it is controlled to update the corresponding first item function of the first virtual item, and / or control to update the first virtual item with the first item function to a second virtual item with a second item function. The first virtual item in the embodiment of the present application is an item placed at the start of the game confrontation and / or during the game confrontation process. Thus, by the controlled virtual character releasing the first game skill in the present application, the function of the virtual item in the virtual scene can be changed or the virtual item can be directly changed to another virtual item, which not only realizes the dynamic change of virtual items in the game, enhances the interest of virtual items, and improves the user experience, but also compared with the way of the game developer to realize the change of game items in the virtual scene by adding game code, the present application does not need to separately write code to set the change scheme for game items in every corner of the virtual scene of the game world, and hands over the change timing and range of effect to the game player. This not only improves the player's sense of participation, but also helps to reduce the data processing volume of the computer for the game, reduce the code writing cost, and ensure the computer operation efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for use in the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0018] Figure 1 It is a schematic flowchart of an embodiment of the game information processing method provided in the embodiment of the present application;

[0019] Figure 2 It is a schematic diagram of the controlled virtual character provided in the embodiment of the present application;

[0020] Figure 3 It is a schematic diagram of the first virtual item provided in the embodiment of the present application;

[0021] Figure 4 It is a schematic diagram of one display of the updated virtual item provided in the embodiment of the present application;

[0022] Figure 5 It is another schematic diagram of the display of the updated virtual item provided in the embodiment of the present application;

[0023] Figure 6 It is a schematic structural diagram of a game information processing device provided in an embodiment of the present application;

[0024] Figure 7 It is a schematic structural diagram of an electronic device provided in an embodiment of the present application. Detailed implementation manners

[0025] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts shall fall within the protection scope of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, "a plurality of" means two or more unless otherwise specifically defined.

[0026] Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.

[0027] Among them, the graphical user interface: It is a graphical user interface obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be the display interface of the terminal device. The graphical user interface may include a UI interface and a game screen for players to interact. The UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen presents all of the virtual scene, or may only present a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including the ground, mountains, rocks, vegetation, buildings, etc., and also includes a plurality of dynamic virtual objects, such as virtual characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0028] Among them, the game session scenario: is a virtual scenario displayed (or provided) when the application program runs on the terminal or server. Optionally, the game session scenario can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game session scenario can be any one of a two-dimensional virtual scenario, a 2.5D virtual scenario, or a three-dimensional virtual scenario. The embodiments of the present application do not limit the dimension of the game session scenario. For example, the game session scenario can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. The user can control the virtual character to move in the game session scenario.

[0029] In an alternative implementation, the game screen is the display screen corresponding to the game session scenario displayed by the terminal device. The game screen may include virtual objects such as virtual characters, NPC characters, and AI characters that execute game logic in the game session scenario.

[0030] Among them, the virtual character: refers to a dynamic object that can be controlled in the game session scenario. Optionally, the virtual character can be a virtual person, a virtual animal, an anime character, etc. The virtual character can be a virtual image in the game session scenario that represents the user. The game session scenario may include at least one virtual character. Each virtual character has its own shape and volume in the game session scenario and occupies a part of the space in the game session scenario. In a possible implementation, the user can control the virtual character to move in the game session scenario. For example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application program to fight with other virtual characters.

[0031] In this embodiment, the virtual character can be a virtual character controlled by the user through operations on the client. In some implementations, the virtual character can be a virtual person competing in the game session scenario. In some implementations, the number of virtual characters participating in the interaction in the game session scenario can be preset or dynamically determined according to the number of clients joining the interaction.

[0032] The embodiments of the present application provide a game information processing method, device, electronic device, and computer-readable storage medium.

[0033] Specifically, this embodiment will be described from the perspective of the game information processing device. The game information processing device can be specifically integrated in the electronic device, that is, the game information processing method of the embodiments of the present application can be executed by the electronic device. Optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC), etc.

[0034] The game information processing method provided in the embodiment of the present application can be applied to a game information processing system. The game information processing system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.

[0035] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

[0036] In one embodiment of the present disclosure, the game information processing method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0037] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0038] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to players can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game screens. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0039] The following will be described in detail with reference to the accompanying drawings. In this embodiment, the execution subject is taken as the terminal device. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in a different order from that shown in the drawings.

[0040] The game information processing method of this embodiment can enhance the interest of virtual items, thereby enhancing the user experience.

[0041] Please refer to Figure 1 , taking the terminal as an example for illustration. This embodiment provides a game information processing method. This method provides a graphical user interface through the terminal device. The above graphical user interface displays game screens. The above game screens include at least part of the game round scene. The above game round scene at least includes a controlled virtual character controlled by the above terminal device. The above controlled virtual character is configured with a first game skill. The specific process of this game information processing method can be as follows: Step 101 to Step 103, where:

[0042] Step 101, in response to the release of the first game skill by the controlled virtual character, determine the skill effect range where the first game skill takes effect in the game round scene.

[0043] Among them, the first game skill is a skill used for item update. The first game skill can be issued by the controlled virtual character controlled by the current player in the game round scene to release the first game skill in the game round scene.

[0044] In some embodiments, the virtual items in the above game play scenario may include virtual items arranged in the game play scenario (the virtual items are not held by the virtual characters in the game play scenario, that is, the virtual characters do not have the right to use the virtual items before picking them up), and virtual items held by the virtual characters in the game play scenario (the virtual characters have the right to use the virtual items held by the characters), etc., which can be specifically set according to requirements and are not limited here.

[0045] Specifically, the terminal can receive the triggering operation of the player on the control corresponding to the first game skill, or receive the triggering operation of the player on the shortcut key corresponding to the first game skill, so as to prompt the terminal to respond to the skill release operation of the first game skill and release the first game skill in the game play scenario.

[0046] In some embodiments, the above controlled virtual character can release the first game skill through virtual resources equipped or held by the character, such as a weapon. For example, if the weapon is a trident, the controlled virtual character releases the first game skill by waving the trident.

[0047] It can be understood that each weapon corresponds to a weapon skill. By pre-equipping the weapon corresponding to the first game skill for the controlled virtual character, the controlled virtual character can timely control the equipped weapon to release the corresponding first game skill when needed.

[0048] Exemplarily, as Figure 2 shown, Figure 2 shows the controlled virtual character "Virtual Character A", and Figure 2 the control 201 in

[0049] is the weapon control control corresponding to the first game skill. By triggering this control 201, the controlled virtual character is controlled to wave the weapon to release the first game skill.

[0050] In some embodiments, in order to better display the skill release effect of the first game skill, a skill animation can be set for the first game skill.

[0051] In some embodiments, the above game scenario includes a controlled virtual character controlled by the current player. When the first game skill is released in the game scenario, the skill range of action can include the area within a preset range centered on the controlled virtual character in the game scenario, that is, the first game skill is released within a preset range centered on the controlled virtual character in the game scenario (i.e., the skill range of action).

[0052] Step 102: Determine the first virtual item located within the skill range of action, where the first virtual item is an item placed at the start of the game and / or during the game process, and the first virtual item is configured with a first item function.

[0053] In this embodiment, the terminal determines the first virtual item among the virtual items located within the skill range of action by determining the skill range of action of the first game skill, and performs subsequent processing.

[0054] It can be understood that, in one example, all virtual items within the skill range of action can be determined as the first virtual item, or at least a part can be determined from the virtual items as the first virtual item.

[0055] In some embodiments, the step of "determining the first virtual item located within the skill range of action" may include:

[0056] Generate at least one skill object within the skill range of action and control the skill object to move towards the virtual items within the skill range of action;

[0057] In response to the skill object coming into contact with the target virtual item within the skill range of action, determine the target virtual item as the first virtual item.

[0058] Among them, the movement mode of the skill object includes but is not limited to floating. The floating direction and speed of each skill object can be different, creating an effect of random floating of the skill object.

[0059] In an alternative embodiment, the skill object can change the display parameters during the floating process, such as gradually becoming smaller or the color concentration decreasing, to indicate that the duration until its invalidation is shorter.

[0060] Optionally, the skill object can float out from the controlled virtual character and float within a certain range centered on the controlled virtual character, such as within a circular range. Optionally, the number and display style (such as color) of the floating skill objects can be determined according to the number and item function type of the virtual items in the skill effective area.

[0061] For example, the number of skill objects can determine the number of virtual items, such as the two being the same.

[0062] In one example, the display style of the skill object may indicate the type of prop function that the first virtual prop required for the first game skill to take effect should meet, or may indicate the type of prop function of the first virtual prop after function update, or both function and prop update, for the first game skill to take effect.

[0063] Optionally, at least some of the display styles corresponding to different prop function types are different. For example, they have the same shape but different colors.

[0064] In an optional example, within the range of the skill effect, the number of skill objects with the same display style is the same as the number of virtual props belonging to the prop function type corresponding to this display style.

[0065] Or, in an optional example, within the range of the skill effect, the number of skill objects with the same display style is the same as the number of virtual props belonging to the updated prop function type corresponding to this display style.

[0066] Step 103: Control to update the function of the first prop function corresponding to the first virtual prop, and / or control to update the first virtual prop with the first prop function to a second virtual prop with a second prop function.

[0067] In this embodiment, the terminal enhances the game fun and the diversity of prop experience by updating the function of the first virtual prop or directly updating the first virtual prop to a second virtual prop, provides more gameplay for the virtual character, and alleviates the dependence of the virtual character on a certain type of virtual prop, while ensuring the playability of the mid - and low - end games and enhancing the influence in the high - end games, thereby improving the user experience.

[0068] Among them, the function update of the above - mentioned first virtual prop function includes but is not limited to updating the prop function to another prop function, updating the function state (such as the conversion between the function on state and the function off state, etc.). It can be specifically set according to requirements and is not limited here.

[0069] It can be understood that the prop functions corresponding to different virtual props in the game match scene are different. For example, in a game match scene, there are virtual prop A (such as Figure 3 the bowl 301, cup, plate, etc. in Figure 3 ), virtual prop B (such as the vase 302 in Figure 3 ), virtual prop C (such as firecrackers, bombs, firecracker bundles, bomb packs, etc.), virtual prop D (such as perfume bottles), virtual prop E (such as spice jars), virtual prop F (such as balls), virtual prop G (such as ice cubes), virtual prop H (such as forks), virtual prop I (such as bats), virtual prop J (such as mousetraps), virtual prop K (such as Figure 3 the cheese 303 in ), virtual prop L (such as rockets), virtual prop M (wall cracks).

[0070] Among them, the function of virtual item A is that when it is thrown at an enemy virtual character, it can cause a relatively high effect of slowing down and / or reducing the health of the enemy virtual character, and when it is dropped on the ground, it can create porcelain chips and cause lag to passing virtual characters.

[0071] Among them, the function of virtual item B is that when it is thrown at an enemy virtual character, it can cause a relatively high effect of stunning and / or reducing the health of the enemy virtual character, and when it is dropped on the ground, it can create porcelain chips and cause lag to passing virtual characters.

[0072] Among them, the function of virtual item C is that after being picked up by a controlled virtual character, the controlled virtual character can trigger an interaction key to control virtual item C to enter a countdown state. In the countdown state, virtual item C can be thrown at an enemy virtual character, which can cause an explosion effect to the enemy virtual character. The enemy virtual character can also throw virtual item C back to the controlled virtual character in the countdown state until an explosion damage is caused at the end of the countdown.

[0073] Among them, the function of virtual item D is that when it is thrown at an enemy virtual character, it can cause a reverse effect to the enemy virtual character, and when it is dropped on the ground, it can create debris and cause a reverse effect to passing virtual characters, causing effects to a preset number of characters or automatically disappearing after a preset duration.

[0074] Among them, the function of virtual item E is that when it is thrown at an enemy virtual character, it can cause a blindness effect to the enemy virtual character, and when it is dropped on the ground, it can create smoke and cause a blindness effect to passing virtual characters, causing effects to a preset number of characters or automatically disappearing after a preset duration.

[0075] Among them, the function of virtual item F is that when it hits an enemy virtual character, it can cause a relatively high effect of slowing down and / or reducing the health of the enemy virtual character. It has special properties such as elasticity, does not disappear, and can be reused.

[0076] Among them, the function of virtual item G is that after being picked up by a controlled virtual character, it enters a countdown state. In the countdown state, virtual item G can be thrown at an enemy virtual character, which can cause a freezing effect to the enemy virtual character to reduce the health with relatively low damage, and when it is dropped on the ground, it can turn into a pool of water, and it can control a preset number of characters to slide on it.

[0077] Among them, the function of virtual item H is that when it hits an enemy virtual character, it can cause a stunning and / or health-reducing effect to the enemy virtual character. When inserted into the ground, it can block virtual characters (it can be pulled out), does not disappear, and can be reused.

[0078] Among them, the function of virtual item I is to cause damage to virtual characters of a special camp. For example, it can only cause damage to virtual characters of the mouse camp, and can be used to stun mice or capture virtual characters of the mouse camp. The number of uses of this virtual item I can be two times. When the number of uses of virtual item I is 0, virtual item I is damaged.

[0079] Among them, the function of virtual item J is that after being picked up by a controlled virtual character, the controlled virtual character can be placed at a random position in the game scene for capturing virtual characters of a special camp, such as virtual characters of the mouse camp. The virtual characters of the mouse camp can break free, and it can also be used to capture non-mouse camp virtual characters without special items. The virtual characters of the cat camp, which are hostile to the mouse camp, can carry a virtual item J at the beginning of the game.

[0080] Among them, the function of virtual item K is a virtual item for a special camp. For example, virtual characters of the mouse camp can transport it to a specific position to obtain a certain amount of experience points. After storing a preset number of virtual items K at a specific position, corresponding changes can occur at the specific position. For example, a wall crack appears for a specific item function.

[0081] Among them, the function of virtual item L is an item for virtual characters of one camp to eliminate virtual characters of another camp. For example, when a virtual character of another camp is associated with this virtual item L, it enters a countdown state, and after the countdown ends, the virtual character of the other camp will be eliminated.

[0082] Among them, the function of virtual item M is that when its blood volume drops to 0, it can help game characters of a specific camp leave the position where the wall crack is located. For example, virtual characters of the mouse camp can escape when the blood volume of the wall crack is 0.

[0083] In some embodiments, since the first game skill is triggered by a controlled virtual character, specific skill inhibition operations can be performed on the controlled virtual character to prompt the first virtual item after function update to be restored to the first virtual item before update, or the second virtual item to be restored to the first virtual item.

[0084] In some embodiments, the above-mentioned first virtual item, the first virtual item after function update, or the second virtual item can be used by virtual characters in the above-mentioned game scene. The virtual characters include at least one of a controlled virtual character, a friendly virtual character of the same camp as the controlled virtual character, and an enemy virtual character of a different camp from the controlled game character.

[0085] In some embodiments, since the virtual items in the above game scenario can include the virtual items arranged in the game scenario and the virtual items held by the virtual characters in the game scenario, correspondingly, the virtual items within the range of the above skill can include the virtual items arranged in the game scenario and / or the virtual items held by the virtual characters in the game scenario.

[0086] In an alternative embodiment, it can be understood that if the virtual item within the range of the skill is a virtual item held by a virtual character in the game scenario, then when the virtual character holding the virtual item is an enemy virtual character, the damage caused by the virtual item to the controlled virtual character can be reduced by updating the virtual item. Or, when the virtual character holding the virtual item is a friendly virtual character, the controlled virtual character can be assisted by updating the virtual item, etc. The specific situation can vary according to the actual scenario and will not be limited here.

[0087] In some embodiments, since there are different levels of the first game skill, it is possible to control the area of the skill range to increase as the level of the first game skill increases, and / or control the duration of the updated virtual item to increase as the level of the first game skill increases, and / or control the functional effect of the updated virtual item to increase as the level of the first game skill increases, and / or control the skill cooldown duration of the second game skill to decrease as the level of the first game skill increases, etc. The specific settings can be determined according to requirements and will not be limited here.

[0088] In some embodiments, the step of controlling the functional update of the first item function corresponding to the first virtual item may include: controlling the update of the first item function corresponding to the first virtual item to a third item function.

[0089] It can be understood that by updating the item function of the first virtual item, the game interest is enhanced. The update of the item function can be a random update or a specific update based on at least one of the information such as the function type of the first item function, the information related to the controlled virtual character (camp information, attribute information), and the state of the first item function, etc. The specific settings can be determined according to requirements and will not be limited here.

[0090] Among them, the above item function types can include multiple types, which can be specifically set according to the functional effects of the item functions and will not be limited here. For example, the above first item function includes but is not limited to control item functions (such as the stun item function of virtual item B), deceleration item functions (such as the deceleration item functions of virtual item A and virtual item F), profit and loss item functions, gain item functions, etc.

[0091] Among them, the above profit and loss item function is a function that is disadvantageous to the controlled virtual character or the friendly virtual character of the same camp as the controlled virtual character. When the profit and loss item function acts on the controlled virtual character, it produces a profit and loss effect. This type of function is beneficial for the enemy virtual character to use against the controlled virtual character or the friendly virtual character, that is, it causes profit and loss to the controlled virtual character or the friendly virtual character of the same camp as the controlled virtual character, such as negative effects. For example, when the controlled virtual character and the friendly virtual character are in the mouse camp, for example, virtual item I and virtual item J.

[0092] Among them, the above buff item function is a function that is beneficial to the controlled virtual character or the friendly virtual character of the same camp as the controlled virtual character. When the buff item function acts on the controlled virtual character, it produces a buff effect. This type of function is not used by the enemy camp, or is used by the controlled virtual character or the friendly virtual character of the same camp as the controlled virtual character to target the enemy virtual character, that is, it produces a positive effect on the controlled virtual character or the friendly virtual character of the same camp as the controlled virtual character. For example, when the controlled virtual character and the friendly virtual character are in the mouse camp, for example, virtual item K and virtual item M.

[0093] In an optional example, the first virtual item has a first item style, and the second virtual item has a second item style, and the second item style is at least partially different from the first item style.

[0094] In an optional example, the function types of the first item function and the second item function are different.

[0095] Among them, the above control to update the above first virtual item with the above first item function to a second virtual item with a second item function may include: controlling to update the above first virtual item with the above first item function to a second virtual item with a second item function based on the function type of the above first item function and / or the above controlled virtual character.

[0096] In some embodiments, the second item style includes multiple sub-item styles, and different sub-item styles are used to indicate corresponding types of second item functions.

[0097] In an optional example, the types of the second item functions include an auto-lock-on enemy item function and a forced displacement item function. The multiple sub-item styles at least include a first sub-item style and a second sub-item style. The first sub-item style is used to indicate the forced displacement item function, and the second sub-item style is used to indicate the auto-lock-on enemy item function.

[0098] Optionally, the prop style of the second virtual prop can be determined based on the skill object released in the skill animation corresponding to the above first game skill. For example, after the skill object contacts the first virtual prop, the first virtual prop becomes the second virtual prop, and the skill object is attached to the second virtual prop for display. Thus, the skill object on the second virtual prop can indicate that it belongs to the prop generated by the activation of the first game skill and the prop function type of the first virtual prop before the update.

[0099] In an optional example, after the function of the first virtual prop is updated, the display style of the new first virtual prop obtained may be at least partially different from the display style of the first virtual prop before the update.

[0100] For example, the size, color, etc. of the first virtual prop after the update change, or after the skill object contacts the first virtual prop, the skill object is attached to the first virtual prop for display, or the skill object replaces the first virtual prop after the update for display, etc., to indicate that it belongs to the prop generated by the activation of the first game skill and the prop function type of the first virtual prop before the update. It can be specifically set according to requirements and is not limited here.

[0101] For example, for the skill object displayed as a little demon special effect, different prop function types correspond to different colors of little demon special effects. For example, the stun type prop corresponds to a red little demon special effect, the slow type prop corresponds to a blue little demon special effect, and other props correspond to a green little demon special effect, etc.

[0102] In some optional embodiments, after controlling the function update of the first prop function corresponding to the above first virtual prop, it further includes: in response to the prop pickup operation on the updated first virtual prop, on the above graphical user interface, displaying the prop identifier corresponding to the updated first virtual prop for the above controlled virtual character.

[0103] Or, after controlling the update of the first virtual prop with the first prop function to the second virtual prop with the second prop function, it further includes:

[0104] In response to the prop pickup operation on the second virtual prop, on the graphical user interface, displaying the prop identifier corresponding to the second virtual prop for the controlled virtual character.

[0105] In an optional example, the prop identifier may include the skill object on the first virtual prop or the second virtual prop after the function update, such as the little demon special effect.

[0106] In an optional example, the prop identifier may indicate the prop function of the first virtual prop or the second virtual prop after the function update, which can be specifically set according to requirements and is not limited here.

[0107] Specifically, the corresponding item identifier for displaying the updated first virtual item or second virtual item for the above-mentioned controlled virtual character can be: displaying the item identifier in a preset area associated with the controlled virtual character (the head area of the controlled virtual character); displaying it in a fixed area, etc. It can be specifically set according to requirements and is not limited here.

[0108] Specifically, the above item identifier can match the item style of the second virtual item or the updated first virtual item in the game match scene, such as the display content being the same, but the display size being different, etc. There is no limitation in this example.

[0109] Optionally, when controlling the function update of the first item function corresponding to the first virtual item, or controlling the update of the first virtual item with the first item function to the second virtual item with the second item function, it may further include: determining the target item identifier corresponding to the item type of the first virtual item or the second virtual item among the preset item identifiers; displaying the above target item identifier as the updated virtual item.

[0110] Exemplarily, if there are item identifiers of different colors in the preset item identifiers, by determining the item identifier of a specific color corresponding to the item function type of the updated first virtual item or the second item, and using the item identifier of the specific color as the updated first virtual item for display.

[0111] Exemplarily, if the updated virtual item is Figure 3 the vase 302 in, then determine the black little devil special effect corresponding to the vase 302, and then, as Figure 4 shown, replace the black little devil special effect with the updated vase 302 for display in the game match scene.

[0112] Specifically, when controlling the function update of the first item function corresponding to the first virtual item, or controlling the update of the first virtual item with the first item function to the second virtual item with the second item function, it may further include: determining the target item identifier corresponding to the item function type of the first virtual item or the second virtual item among the preset item identifiers; attaching the above target item identifier to the first virtual item or the second virtual item for display.

[0113] Exemplarily, as Figure 5 shown, if the first virtual item or the second virtual item is cheese, the gray little devil special effect can be attached to the cheese to obtain the updated virtual item for display in the game match scene.

[0114] In some embodiments, when the first item function is a control-type item function, the second item function is a forced displacement-type item function.

[0115] The step of controlling to update the first virtual item with the first item function to a second virtual item with the second item function may include: controlling to replace the first virtual item with the control-type item function with a second virtual item with the forced displacement-type item function; wherein, the control-type item function includes at least one of the following: stun, silence, immobilization; the forced displacement-type item function includes at least one of the following: knockback, repel.

[0116] Exemplarily, for the above virtual item B and virtual item C, the virtual item B and virtual item C can be updated to other virtual items with the forced displacement function. After the virtual item is used, the hit virtual character can be forced to retreat a certain distance.

[0117] In some embodiments, when the first item function is a deceleration-type item function, the second item function is an auto-aiming-type item function.

[0118] The step of controlling to update the first virtual item with the first item function to a second virtual item with the second item function may include: controlling to replace the first virtual item with the deceleration-type item function with a second virtual item with the auto-aiming-type item function.

[0119] Exemplarily, for the above virtual item A and virtual item F, the virtual item A and virtual item F can be converted into new virtual items. The new virtual items no longer produce a deceleration effect, but after the item is thrown, the virtual item is controlled to automatically track the enemy virtual character for a period of time, and the flying speed is reduced after a collision. Among them, if the new virtual item belongs to a destructible item, it will be destroyed after being attacked by the enemy virtual character, otherwise, after being attacked by the enemy virtual character, it will be restored to the virtual item before the update.

[0120] In some embodiments, the first item function includes a control-type item function and / or a deceleration-type item function, and the second virtual item permanently replaces the first virtual item in the game match scenario.

[0121] In some embodiments, the step of controlling to update the first item function corresponding to the first virtual item to a third item function may include: controlling to convert the item function of the first virtual item from the first item function to the third item function.

[0122] Among them, the above control transforms the prop function of the above first virtual prop from the above first prop function to a third prop function, which may include: controlling the transformation of the prop function of the above first virtual prop from the above first prop function to a third prop function based on the function type of the first prop function and / or the controlled virtual character.

[0123] In some embodiments, since the profit and loss type prop function will have a negative effect on the controlled virtual character or friendly virtual characters in the same camp as the controlled virtual character, in order to prevent virtual characters in other camps from using virtual props with profit and loss type prop functions to attack virtual characters in the camp of the controlled virtual character, the profit and loss type prop function is updated to reduce the possible damage level. For example, taking the virtual character of the mouse camp as the controlled virtual character, in order to prevent virtual characters in other camps from using virtual props with profit and loss type prop functions to attack virtual characters in the mouse camp, the profit and loss type prop function of virtual prop I can be updated to alleviate the degree of damage caused to virtual characters in the mouse camp.

[0124] Specifically, when the first prop function is a profit and loss type prop function for the controlled virtual character, the steps of controlling the update of the prop function of the first virtual prop from the first prop function to the third prop function include:

[0125] Controlling to reduce the profit and loss function parameter corresponding to the profit and loss type prop function of the first virtual prop, so that the profit and loss effect is reduced when the first virtual prop acts on the controlled virtual character. Among them, the profit and loss type prop function after the profit and loss function parameter is reduced is the third prop function.

[0126] Optionally, the profit and loss function parameter includes but is not limited to reducing the generation speed, effective duration, final profit and loss degree, etc. of the profit and loss effect when the first virtual prop acts. The profit and loss function parameter can also include the function on state and function off state of the profit and loss type prop function, and the profit and loss function parameter can include the number of times the profit and loss effect of the first virtual prop can be generated.

[0127] In an optional example, the steps of controlling to reduce the profit and loss function parameter corresponding to the profit and loss type prop function of the first virtual prop, so that the profit and loss effect is reduced when the first virtual prop acts on the controlled virtual character, include:

[0128] If the profit and loss type prop function is in the function on state, then control to update the profit and loss type prop function corresponding to the first virtual prop to the function off state;

[0129] If the profit and loss type prop function is in the function effective state, then control to update the profit and loss type prop function corresponding to the first virtual prop to the function ineffective state;

[0130] If the profit and loss item function is to trigger a specified profit and loss effect for the first number of times, then control updates the profit and loss item function corresponding to the first virtual item to trigger the specified profit and loss effect for the second number of times, where the second number of times is lower than the first number of times.

[0131] Among them, the function effective state is used to indicate that the profit and loss item function of the first virtual item takes effect on a certain virtual character.

[0132] The function invalid state is used to indicate that the profit and loss item function of the first virtual item that originally took effect on a certain virtual character becomes an invalid state.

[0133] In the function enabled state, a virtual character (belonging to the camp of the controlled virtual character) touches the first virtual item, and the profit and loss item function of the first virtual item takes effect on this virtual character.

[0134] In the function disabled state, a virtual character (belonging to the camp of the controlled virtual character) touches the first virtual item, and the profit and loss item function of the first virtual item does not take effect.

[0135] Exemplarily, for virtual item I, the number of times the virtual item I can be used can be adjusted from two times to 1 time.

[0136] In some embodiments, since some virtual items in the game battle scene can only be used by the enemy virtual characters of the controlled virtual character. For example, when the controlled virtual character is a virtual character of the mouse camp, virtual item J is arranged by the enemy virtual character at a random position to capture the controlled virtual character. Therefore, when the controlled virtual character is a virtual character of the mouse camp, in order to prevent virtual characters of other camps from using virtual item J to capture virtual characters of the mouse camp, the item function of virtual item J can be updated to prevent the enemy virtual character from using virtual item J to attack the controlled virtual character.

[0137] Specifically, when the above first item function is the profit and loss item function of the above controlled virtual character, and the profit and loss item function is configured with a function enabled state, a function disabled state, a function effective state, and a function invalid state. If the profit and loss item function of the first virtual item is in the function enabled state, then control updates the profit and loss item function corresponding to the first virtual item to the function disabled state. For example, when the controlled virtual character is a virtual character of the mouse camp, by using the first game skill to control the profit and loss item function of the first virtual item in the virtual scene to change from the function enabled state to the function disabled state, it can prevent the controlled virtual character from being negatively affected when touching the item during activities in the virtual scene.

[0138] If the profit and loss item function described above is in an effective state, it means that it takes effect on the controlled virtual character or its friendly virtual character. At this time, the first game skill can update the profit and loss item function corresponding to the first virtual item to an ineffective state, making the profit and loss item function of the first virtual item ineffective and releasing the trapped virtual character.

[0139] For example, when the controlled virtual character is a virtual character of the mouse camp, the first virtual item is a mousetrap, and it has caught another little mouse (a friendly virtual character), the first game skill can be used to control the mousetrap to open (or disappear), allowing the little mouse to escape, thereby achieving the rescue of the friendly virtual character.

[0140] In some embodiments, since the buff item function has a positive effect on the controlled virtual character or the friendly virtual character of the same camp as the controlled virtual character, the item function of virtual item M, which is beneficial to the mouse camp, can be updated.

[0141] For example, when the controlled virtual character is a virtual character of the mouse camp, in order to enhance the positive effect on the virtual character of the mouse camp, the item function of virtual item M, which is beneficial to the mouse camp, can be updated.

[0142] In an optional example, when the first item function is a buff item function for the controlled virtual character, the step of controlling the update of the item function of the first virtual item from the first item function to the third item function includes:

[0143] Controlling to increase the buff function parameter corresponding to the buff item function of the first virtual item, so that the buff effect is enhanced when the first virtual item acts on the controlled virtual character. Among them, the buff item function after the increase of the buff function parameter is the third item function.

[0144] Optionally, the buff function parameters include, but are not limited to, the generation speed, effective duration, final buff degree, etc. of the buff effect when the first virtual item acts. The buff function parameters can include the number of times the buff effect of the first virtual item can be generated, etc.

[0145] Exemplarily, if the controlled virtual character is a virtual character of the mouse camp, then for virtual item M, the original item function of reducing blood volume by the function is upgraded to automatically continuously reduce blood volume, or the speed of blood volume reduction when being attacked is increased, and the more times of being attacked, the faster the blood volume reduction speed, so as to facilitate the escape of the characters in the mouse camp.

[0146] Exemplarily, if the controlled virtual character is a virtual character of the mouse camp, for the virtual prop K to be transported by the mouse camp, the enhancement degree of the throwing effect of the virtual prop K can be increased. For example, the virtual prop K can be made very light, so that when the controlled virtual character picks up the virtual prop K, it will no longer cause the character to slow down, but instead will produce a weightless floating effect, so as to throw the virtual prop K farther. For example, if it is directly thrown into a specific position (the hole) from a very far place, a certain progress will be directly pushed in based on the throwing distance.

[0147] In some embodiments, the first game skill is correspondingly provided with a skill effective duration. The step of controlling to update the prop function of the first virtual prop from the first prop function to the third prop function includes: within the skill effective duration, controlling to update the prop function of the first virtual prop from the first prop function to the third prop function.

[0148] After the skill effective duration ends, the third prop function can be revoked. For example, the third prop function is switched to the first prop function, or the first virtual prop is controlled to be damaged so that it does not have the third prop function, or the first virtual prop is controlled to disappear, etc.

[0149] In an optional example, in response to the end of the skill effective duration, it can be controlled to update the prop function of the first virtual prop from the third prop function to the first prop function.

[0150] In some embodiments, the level of the above-mentioned first prop function is different from that of the above-mentioned third prop function.

[0151] Specifically, since some virtual props in the game round scene are available for the controlled virtual character to use, while another part of the virtual props are not available for the controlled virtual character to use, for example, for the enemy virtual character to use. Therefore, in order to further assist the controlled virtual character or reduce the damage to the controlled virtual character, the game round scene includes the controlled virtual character controlled by the current player. Updating the first prop function of the first virtual prop to the third prop function may include: judging whether the virtual prop is available for the above-mentioned controlled virtual character to use, so as to determine the update direction of the level of the prop function of the virtual prop based on the judgment result.

[0152] Among them, if the above-mentioned virtual prop is available for the above-mentioned controlled virtual character to use, the level of the above-mentioned first prop function is increased to obtain the enhanced third prop function for assisting the controlled virtual character to better use the virtual prop; if the above-mentioned virtual prop is not available for the above-mentioned controlled virtual character to use, the level of the above-mentioned first prop function is decreased to obtain the reduced third prop function, so as to reduce the damage to the controlled virtual character when the enemy virtual character uses the updated virtual prop to attack the controlled virtual character.

[0153] In the embodiments of the present application, the controlled virtual character is further configured with a second game skill, which can take effect on virtual items, and the effects generated thereby include: controlling the virtual item on which the second game skill takes effect to move with the controlled virtual character so that the controlled virtual character can access it at any time.

[0154] Optionally, in one example, the method further includes:

[0155] In response to the controlled virtual character releasing the second game skill, determining, in the game scene, the target virtual item on which the second game skill takes effect, where the target virtual item includes the first virtual item and / or the second virtual item;

[0156] Controlling the target virtual item to move following the controlled virtual character.

[0157] Among them, the above-mentioned second game skill is used to indicate attracting at least one target virtual item to move following the controlled virtual character. Since the duration of the second game skill is fixed, the controlled virtual character can control the target virtual item moving following it to perform specific operations at an appropriate time. For example, throwing the target virtual item.

[0158] Among them, the target virtual item on which the second game skill takes effect can be the preset number of virtual items closest to the controlled virtual character that emits the second game skill, or the virtual item that matches the second game skill or the controlled virtual character that emits the second game skill. For example, it can be the virtual item that is for the controlled virtual character that emits the second game skill and is the closest.

[0159] In some embodiments, the second game skill can be configured with multiple game levels, and the skill levels of the second game skills of different virtual characters may be different. Optionally, the higher the level of the second game skill, the better the effect of controlling the virtual item to follow. For example, the more the number of virtual items following, or the longer the following duration of the virtual item, or the shorter the skill cooling duration, etc.

[0160] In one example, the number of target virtual items that the second game skill can control to follow can increase with the increase of the skill level of the second game skill. For example, when the skill level of the second game skill is 1, the number of target virtual items is 1, and when the skill level of the second game skill is 2, the number of target virtual items is 2; and / or the following duration of the target virtual item increases with the increase of the skill level of the second game skill, and / or, the skill cooling duration of the second game skill decreases with the increase of the skill level of the first game skill, etc. Specifically, it can be set according to requirements and is not limited herein.

[0161] In some alternative embodiments, the above game play scenario includes enemy virtual characters. The above first item function is configured to be unavailable for the controlled virtual character and available for the enemy virtual character. The above third item function is configured to be available for the controlled virtual character and / or unavailable for the enemy virtual character.

[0162] In an example of the present application, the item types of the first virtual item include: consumable type and permanent type. The consumable type means that the first virtual item will be consumed and even disappear as it is used. For example, a racket with a set number of uses. When the number of uses reaches 0, the racket disappears.

[0163] The permanent type means that the virtual item can be reused. For example, a fork that can slow down and damage the enemy when hitting them, and can be inserted into the ground to block the player (it can be pulled out) without disappearing and can be reused.

[0164] Optionally, in an alternative example of the present application, the step of controlling the update of the first virtual item with the first item function to the second virtual item with the second item function may include:

[0165] According to the item type of the first virtual item, control the update of the first virtual item with the first item function to the second virtual item with the second item function, so that the item type of the second virtual item is the same as that of the first virtual item.

[0166] Optionally, in an alternative example of the present application, the step of controlling the function update of the first item function corresponding to the first virtual item includes:

[0167] According to the item type of the first virtual item, control the function update of the first item function corresponding to the first virtual item and keep the item type of the first virtual item unchanged.

[0168] As can be seen from the above, by providing a graphical user interface through a terminal device, the game screen displayed on the graphical user interface includes at least part of the game session scene. The game session scene includes at least a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a first game skill. In the embodiment of the present application, in response to the controlled virtual character releasing the first game skill, the skill range of the first game skill taking effect can be determined in the game session scene; the first virtual item located within the skill range is determined, and it is controlled to update the function of the first item function corresponding to the first virtual item, and / or control to update the first virtual item with the first item function to a second virtual item with a second item function. The first virtual item in the embodiment of the present application is an item placed at the start of the game session and / or during the game session. Thus, by the controlled virtual character releasing the first game skill in the present application, the function of the virtual item in the virtual scene can be changed or the virtual item can be directly changed to another virtual item, which not only realizes the dynamic change of virtual items in the game, enhances the interest of virtual items, and improves the user experience, but also compared with the way of the game developer to realize the change of game items in the virtual scene by adding game code, the present application does not need to separately write code to set the change scheme for game items in every corner of the virtual scene of the game world, and hands over the change timing and effective range to the game player, which not only improves the player's sense of participation, but also helps to reduce the data processing volume of the computer for the game, reduces the code writing cost, and ensures the computing efficiency of the computer.

[0169] This embodiment also provides a game information processing device. By providing a graphical user interface through a terminal device, the above graphical user interface displays a game screen. The above game screen includes at least part of the game session scene. The above game session scene includes at least a controlled virtual character controlled by the above terminal device. The controlled virtual character is configured with a first game skill. The game information processing device can be specifically integrated in the terminal device. For example, as Figure 6 shown, the game information processing device may include:

[0170] A skill release module 601, configured to determine the skill range of the first game skill taking effect in the game session scene in response to the controlled virtual character releasing the first game skill;

[0171] An item determination module 602, configured to determine the first virtual item located within the skill range, where the first virtual item is an item placed at the start of the game session and / or during the game session, and the first virtual item is configured with a first item function;

[0172] An item update module 603, configured to control to update the function of the first item function corresponding to the first virtual item, and / or control to update the first virtual item with the first item function to a second virtual item with a second item function.

[0173] In some embodiments, the first virtual item has a first item style, and the second virtual item has a second item style, and the second item style is at least partially different from the first item style.

[0174] In some embodiments, the functional types of the first item function and the second item function are different.

[0175] In some embodiments, when the first item function is a control-type item function, the second item function is a forced displacement-type item function;

[0176] Among them, the control-type item function includes at least one of the following: stun, silence, imprisonment; the forced displacement-type item function includes at least one of the following: knockback, repel.

[0177] In some embodiments, when the first item function is a slow-down-type item function, the second item function is an auto-lock-on-type item function.

[0178] In some embodiments, the second item style includes multiple sub-item styles, and different sub-item styles are used to indicate corresponding types of second item functions.

[0179] In some embodiments, the multiple sub-item styles include at least a first sub-item style and a second sub-item style. The first sub-item style is used to indicate the forced displacement-type item function, and the second sub-item style is used to indicate the auto-lock-on-type item function.

[0180] In some embodiments, the item update module 603 is specifically configured to:

[0181] Control to update the item function of the first virtual item from the first item function to a third item function.

[0182] In some embodiments, when the first item function is a gain / loss-type item function of the controlled virtual character, the item update module 603 is specifically configured to:

[0183] Control to reduce the gain / loss function parameter corresponding to the gain / loss-type item function of the first virtual item, so that the gain / loss effect is reduced when the first virtual item acts on the controlled virtual character, where the gain / loss-type item function after the reduction of the gain / loss function parameter is the third item function.

[0184] In some embodiments, when the first item function is a buff-type item function of the controlled virtual character, the item update module 603 is specifically configured to:

[0185] Control the gain function parameters corresponding to the gain type item function that enhances the first virtual item, so that the gain effect is enhanced when the first virtual item acts on the controlled virtual character. Among them, the gain type item function after the gain function parameters are enhanced is the third item function.

[0186] In some embodiments, the first game skill is correspondingly set with a skill effective duration. The item update module 603 is specifically configured to: within the skill effective duration, control to update the item function of the first virtual item from the first item function to the third item function.

[0187] In some embodiments, the item update module 603 is further configured to: in response to the end of the skill effective duration, control to update the item function of the first virtual item from the third item function to the first item function.

[0188] In some embodiments, the item update module 603 is specifically configured to:

[0189] If the profit and loss type item function is in the function enabled state, control to update the profit and loss type item function corresponding to the first virtual item to the function disabled state;

[0190] If the profit and loss type item function is in the function effective state, control to update the profit and loss type item function corresponding to the first virtual item to the function ineffective state;

[0191] If the profit and loss type item function is the specified profit and loss effect that can trigger the first number of times, control to update the profit and loss type item function corresponding to the first virtual item to the specified profit and loss effect that can trigger the second number of times, where the second number is lower than the first number.

[0192] In some embodiments, the item determination module 602 is specifically configured to:

[0193] Generate at least one skill object within the skill range of action, and control the skill object to move towards the virtual item within the skill range of action;

[0194] In response to the skill object contacting the target virtual item within the skill range of action, determine the target virtual item as the first virtual item.

[0195] In some embodiments, the controlled virtual character is further configured with a second game skill. The game information processing device further includes a movement module. The movement module is specifically configured to:

[0196] In response to the controlled virtual character releasing the second game skill, determine the target virtual item on which the second game skill takes effect in the game match scene. The target virtual item includes the first virtual item and / or the second virtual item;

[0197] Control the target virtual item to move following the controlled virtual character.

[0198] In some embodiments, the above game information processing device further includes an identification display module, and the identification display module is specifically configured to:

[0199] After controlling the function update of the first prop function corresponding to the first virtual prop, in response to the prop pickup operation on the updated first virtual prop, on the graphical user interface, display the prop identification corresponding to the updated first virtual prop for the controlled virtual character;

[0200] Or,

[0201] After controlling the update of the first virtual prop with the first prop function to the second virtual prop with the second prop function, in response to the prop pickup operation on the second virtual prop, on the graphical user interface, display the prop identification corresponding to the second virtual prop for the controlled virtual character.

[0202] In some embodiments, the virtual props within the skill range of action include the virtual props arranged in the game match scene and / or the virtual props held by the virtual characters in the game match scene.

[0203] In some embodiments, the prop types of the first virtual prop include: consumable type and permanent type;

[0204] The prop update module is specifically configured to: according to the prop type of the first virtual prop, control the update of the first virtual prop with the first prop function to the second virtual prop with the second prop function, so that the prop type of the second virtual prop is consistent with the prop type of the first virtual prop;

[0205] Or, the prop update module is specifically configured to: according to the prop type of the first virtual prop, control the function update of the first prop function corresponding to the first virtual prop and keep the prop type of the first virtual prop unchanged.

[0206] As can be seen from the above, the device of the present application provides a graphical user interface through a terminal device. The game screen displayed on the graphical user interface includes at least part of the game session scene. The game session scene includes at least a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a first game skill. The device in the embodiment of the present application can respond to the release of the first game skill by the controlled virtual character, determine the skill effect range where the first game skill takes effect in the game session scene; determine the first virtual item located within the skill effect range, control the function update of the first item function corresponding to the first virtual item, and / or control the update of the first virtual item with the first item function to a second virtual item with a second item function. The first virtual item in the embodiment of the present application is an item placed at the start of the game session and / or during the game session. Thus, by releasing the first game skill by the controlled virtual character, the present application can change the function of the virtual item in the virtual scene or directly change the virtual item to another virtual item, not only realizing the dynamic change of virtual items in the game, enhancing the interest of virtual items and improving the user experience, but also compared with the way of the game developer to realize the change of game items in the virtual scene by adding game code, the present application does not need to separately write code to set the change scheme for game items in every corner of the virtual scene of the game world, and hands over the change timing and effect range to the game player, which not only improves the player's sense of participation, but also helps to reduce the data processing volume of the computer for the game, reduce the code writing cost, and ensure the computer operation efficiency.

[0207] Correspondingly, the embodiment of the present application further provides an electronic device. The electronic device can be a terminal, and the terminal can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Alternatively, the electronic device can be a server.

[0208] As Figure 7 shown, Figure 7 is a schematic structural diagram of the electronic device provided by the embodiment of the present application. The electronic device 700 includes a processor 701 with one or more processing cores, a memory 702 with one or more computer-readable storage media, and a computer program stored on the memory 702 and executable on the processor. Among them, the processor 701 is electrically connected to the memory 702. Those skilled in the art can understand that the structural diagram of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown, or combine some components, or have different component arrangements.

[0209] The processor 701 is the control center of the electronic device 700, connecting various parts of the entire electronic device 700 through various interfaces and circuits. By running or loading software programs and / or units stored in the memory 702, and calling the data stored in the memory 702, it executes various functions of the electronic device 700 and processes data, thereby monitoring the electronic device 700 as a whole. The processor 701 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present application.

[0210] In the embodiments of the present application, the processor 701 in the electronic device 700 will load the instructions corresponding to the processes of one or more application programs into the memory 702 according to the following steps, and the processor 701 will run the application programs stored in the memory 702 to implement various functions, such as:

[0211] Provide a graphical user interface through a terminal device, the graphical user interface displays a game screen, the game screen includes at least part of the game match scene, and the game match scene at least includes a controlled virtual character controlled by the terminal device. The controlled virtual character is configured with a first game skill. The method includes:

[0212] In response to the controlled virtual character releasing the first game skill, determine the skill effect range where the first game skill takes effect in the game match scene;

[0213] Determine a first virtual item located within the skill effect range, where the first virtual item is an item placed at the start of the game match and / or during the game match, and the first virtual item is configured with a first item function;

[0214] Control to update the function of the first virtual item corresponding to the first item function, and / or control to update the first virtual item with the first item function to a second virtual item with a second item function.

[0215] In some embodiments, the first virtual item has a first item style, the second virtual item has a second item style, and the second item style is at least partially different from the first item style.

[0216] In some embodiments, the function types of the first item function and the second item function are different.

[0217] In some embodiments, when the first item function is a control type item function, the second item function is a forced displacement type item function;

[0218] Among them, the control type item function includes at least one of the following: stun, silence, imprisonment; the forced displacement type item function includes at least one of the following: knockback, repel.

[0219] In some embodiments, when the first item function is a deceleration type item function, the second item function is an auto-targeting type item function.

[0220] In some embodiments, the second item style includes multiple sub-item styles, and different sub-item styles are used to indicate corresponding types of second item functions.

[0221] In some embodiments, the multiple sub-item styles at least include a first sub-item style and a second sub-item style. The first sub-item style is used to indicate a forced displacement type item function, and the second sub-item style is used to indicate an auto-targeting type item function.

[0222] In some embodiments, the step of controlling the function update of the first item function corresponding to the first virtual item includes:

[0223] Controlling to update the item function of the first virtual item from the first item function to a third item function.

[0224] In some embodiments, when the first item function is a gain / loss type item function for a controlled virtual character, the step of controlling to update the item function of the first virtual item from the first item function to a third item function includes:

[0225] Controlling to reduce the gain / loss function parameter corresponding to the gain / loss type item function of the first virtual item, so that the gain / loss effect is reduced when the first virtual item acts on the controlled virtual character. Among them, the gain / loss type item function after the reduction of the gain / loss function parameter is the third item function.

[0226] In some embodiments, when the first item function is a buff type item function for a controlled virtual character, the step of controlling to update the item function of the first virtual item from the first item function to a third item function includes:

[0227] Controlling to increase the buff function parameter corresponding to the buff type item function of the first virtual item, so that the buff effect is increased when the first virtual item acts on the controlled virtual character. Among them, the buff type item function after the increase of the buff function parameter is the third item function.

[0228] In some embodiments, the first game skill is correspondingly set with a skill effective duration. The step of controlling to update the item function of the first virtual item from the first item function to a third item function includes:

[0229] Within the skill effective duration, controlling to update the item function of the first virtual item from the first item function to a third item function.

[0230] In some embodiments, the method further includes:

[0231] In response to the end of the effective duration of the skill, control is performed to update the item function of the first virtual item from the third item function to the first item function.

[0232] In some embodiments, the step of controlling to reduce the profit and loss function parameter corresponding to the profit and loss item function of the first virtual item so that the profit and loss effect is reduced when the first virtual item acts on the controlled virtual character includes:

[0233] If the profit and loss item function is in the function enabled state, control is performed to update the profit and loss item function corresponding to the first virtual item to the function disabled state;

[0234] If the profit and loss item function is in the function effective state, control is performed to update the profit and loss item function corresponding to the first virtual item to the function ineffective state;

[0235] If the profit and loss item function is to trigger a specified profit and loss effect for the first number of times, control is performed to update the profit and loss item function corresponding to the first virtual item to trigger a specified profit and loss effect for the second number of times, where the second number is lower than the first number.

[0236] In some embodiments, the step of determining the first virtual item located within the range of the skill action includes:

[0237] Generate at least one skill object within the range of the skill action, and control the skill object to move towards the virtual item within the range of the skill action;

[0238] In response to the skill object contacting the target virtual item within the range of the skill action, determine the target virtual item as the first virtual item.

[0239] In some embodiments, the controlled virtual character is further configured with a second game skill, and the method further includes:

[0240] In response to the controlled virtual character releasing the second game skill, determine the target virtual item on which the second game skill takes effect in the game session scene, where the target virtual item includes the first virtual item and / or the second virtual item;

[0241] Control the target virtual item to move following the controlled virtual character.

[0242] In some embodiments, after controlling to update the first item function corresponding to the first virtual item, it further includes:

[0243] In response to the item pickup operation on the updated first virtual item, display the item identifier corresponding to the updated first virtual item on the graphical user interface for the controlled virtual character;

[0244] Or,

[0245] After controlling the update of the first virtual item with the first item function to the second virtual item with the second item function, it further includes:

[0246] In response to the item pickup operation of the second virtual item, on the graphical user interface, display the item identifier corresponding to the second virtual item for the controlled virtual character.

[0247] In some embodiments, the virtual items within the skill range include the virtual items arranged in the game session scene and / or the virtual items held by the virtual characters in the game session scene.

[0248] In some embodiments, the item types of the first virtual item include: consumable type and permanent type;

[0249] The steps of controlling the update of the first virtual item with the first item function to the second virtual item with the second item function include:

[0250] According to the item type of the first virtual item, control the update of the first virtual item with the first item function to the second virtual item with the second item function, so that the item type of the second virtual item is consistent with the item type of the first virtual item;

[0251] The steps of controlling the function update of the first item function corresponding to the first virtual item include:

[0252] According to the item type of the first virtual item, control the function update of the first item function corresponding to the first virtual item and keep the item type of the first virtual item unchanged.

[0253] Thus, the electronic device 700 provided in this embodiment can bring the following technical effects: enhancing the interest of virtual items and thus enhancing the user experience.

[0254] For the specific implementation of each of the above operations, reference can be made to the previous embodiments and will not be elaborated here.

[0255] Optionally, as Figure 7 shown, the electronic device 700 further includes: a touch display screen 703, a radio frequency circuit 704, an audio circuit 705, an input unit 706, and a power supply 707. Among them, the processor 701 is electrically connected to the touch display screen 703, the radio frequency circuit 704, the audio circuit 705, the input unit 706, and the power supply 707 respectively. Those skilled in the art can understand that Figure 7 the structure of the electronic device shown in

[0256] The touch display screen 703 can be used to display a graphical user interface and receive operation instructions generated by a user's interaction with the graphical user interface. The touch display screen 703 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using any suitable object or accessory such as a finger or a stylus on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into touch point coordinates, and then sends it to the processor 701, and can also receive and execute commands sent by the processor 701. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits it to the processor 701 to determine the type of touch event. Subsequently, the processor 701 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 703 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 703 can also be used as part of the input unit 706 to implement the input function.

[0257] The radio frequency circuit 704 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.

[0258] The audio circuit 705 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 705 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 705 and then converted into audio data. After the audio data is output to the processor 701 for processing, it is transmitted through the radio frequency circuit 704 to, for example, another electronic device, or the audio data is output to the memory 702 for further processing. The audio circuit 705 may also include an earphone jack to provide communication between the external earphone and the electronic device.

[0259] The input unit 706 can be used to receive input digital, character information or user characteristic information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0260] The power supply 707 is used to supply power to each component of the electronic device 700. Optionally, the power supply 707 can be logically connected to the processor 701 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 707 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0261] Although Figure 7 not shown in the figure, the electronic device 700 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0262] In the above embodiments, the descriptions of the respective embodiments have their own emphases. For parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0263] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0264] For this reason, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any game information processing method provided by the embodiment of the present application. The computer programs can execute the following steps of the game information processing method:

[0265] Provide a graphical user interface through a terminal device. The graphical user interface displays a game screen, and the game screen includes at least part of the game confrontation scene. The game confrontation scene includes at least a controlled virtual character controlled by the terminal device, and the controlled virtual character is configured with a first game skill;

[0266] In response to the controlled virtual character releasing the first game skill, determine the skill effect range where the first game skill takes effect in the game confrontation scene;

[0267] Determine a first virtual item located within the skill effect range. The first virtual item is an item placed at the start of the game confrontation and / or during the game confrontation, and the first virtual item is configured with a first item function;

[0268] Control the function update of the first prop function corresponding to the first virtual prop, and / or control the update of the first virtual prop with the first prop function to the second virtual prop with the second prop function.

[0269] It can be seen that the computer program can be loaded by the processor to execute any of the game information processing methods provided by the embodiments of the present application, thereby bringing the following technical effects: enhancing the interest of virtual props and thus enhancing the user experience.

[0270] For the specific implementation of each of the above operations, reference can be made to the previous embodiments and will not be elaborated here.

[0271] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.

[0272] Since the computer program stored in the computer-readable storage medium can execute any of the game information processing methods provided by the embodiments of the present application, the beneficial effects that can be achieved by any of the game information processing methods provided by the embodiments of the present application can be realized. For details, reference can be made to the previous embodiments and will not be elaborated here.

[0273] According to one aspect of the present application, there is also provided a computer program product or computer program. The computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in the various alternative implementations in the above embodiments.

[0274] In the above embodiments of the game information processing device, computer-readable storage medium, electronic device, and computer program product, the descriptions of the respective embodiments have their own focuses. For parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments. Those skilled in the art can clearly understand that for the sake of convenience and brevity of description, the specific working processes and the beneficial effects that can be brought by the above-described game information processing device, computer-readable storage medium, computer program product, electronic device and their corresponding units can refer to the description of the game information processing method in the above embodiments, and will not be elaborated here specifically.

[0275] The above has introduced in detail a game information processing method, apparatus, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principles and implementation manners of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manners and application scopes. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A method for processing game information, characterized in that: A graphical user interface is provided through a terminal device, the graphical user interface displays a game screen, the game screen includes at least a part of a game scene, the game scene includes at least a controlled virtual character controlled by the terminal device, and the controlled virtual character is configured with a first game skill, and the method includes: In response to the controlled virtual character releasing the first game skill, determining a skill action range within which the first game skill takes effect in the game match scene; Determine a first virtual prop located within the skill action range, wherein the first virtual prop is a prop dropped at the beginning of the game and / or during the game, and the first virtual prop is configured with a first prop function; Controlling the function update of the first prop function corresponding to the first virtual prop, and / or controlling the update of the first virtual prop of the first prop function to a second virtual prop of a second prop function.

2. The game information processing method according to claim 1, characterized in that: The first virtual prop has a first prop style, and the second virtual prop has a second prop style, and the second prop style is at least partially different from the first prop style.

3. The game information processing method according to claim 1, characterized in that: The first prop function and the second prop function have different function types.

4. The game information processing method according to claim 3, characterized in that: When the first prop function is a control prop function, the second prop function is a forced displacement prop function; Among them, the control props function includes at least one of the following: stun, silence, and imprisonment; the forced displacement props function includes at least one of the following: knockback and repel.

5. The game information processing method according to claim 3, characterized in that: When the first prop function is a deceleration prop function, the second prop function is an automatic enemy locking prop function.

6. The game information processing method according to claim 2, characterized in that: The second prop style includes multiple sub-prop styles, and different sub-prop styles are used to indicate corresponding types of second prop functions.

7. The game information processing method according to claim 6, characterized in that: The multiple sub-prop styles include at least a first sub-prop style and a second sub-prop style, wherein the first sub-prop style is used to indicate a forced displacement type prop function, and the second sub-prop style is used to indicate an automatic enemy locking type prop function.

8. The game information processing method according to claim 1, characterized in that: The step of controlling the function update of the first prop function corresponding to the first virtual prop includes: Controlling updating of the item function of the first virtual item from the first item function to a third item function.

9. The game information processing method according to claim 8, characterized in that: When the first item function is a profit-and-loss item function for the controlled virtual character, the step of controlling to update the item function of the first virtual item from the first item function to a third item function comprises: Control to reduce the profit and loss function parameter corresponding to the profit and loss item function of the first virtual item, so that the profit and loss effect of the first virtual item on the controlled virtual character is reduced, wherein the profit and loss item function after the profit and loss function parameter is reduced is the third item function.

10. The game information processing method according to claim 8, characterized in that: When the first item function is a gain item function for the controlled virtual character, the step of controlling to update the item function of the first virtual item from the first item function to a third item function comprises: The gain function parameter corresponding to the gain function of the first virtual prop is controlled to be increased, so that the gain effect of the first virtual prop is increased when it acts on the controlled virtual character, wherein the gain function of the first virtual prop after the gain function parameter is increased is a third prop function.

11. The game information processing method according to claim 8, characterized in that: The first game skill is correspondingly set with a skill effective time, and the step of controlling to update the prop function of the first virtual prop from the first prop function to a third prop function includes: During the effective time of the skill, the item function of the first virtual item is controlled to be updated from the first item function to the third item function.

12. The game information processing method according to claim 11, characterized in that: The method further comprises: In response to the skill validity period ending, the item function of the first virtual item is controlled to be updated from the third item function to the first item function.

13. The game information processing method according to claim 9, characterized in that: The step of controlling to reduce the profit and loss function parameter corresponding to the profit and loss item function of the first virtual item so that the profit and loss effect of the first virtual item when acting on the controlled virtual character is reduced includes: If the profit and loss item function is in the function-on state, controlling the profit and loss item function corresponding to the first virtual item to be updated to the function-off state; If the profit and loss item function is in a function-valid state, controlling the profit and loss item function corresponding to the first virtual item to be updated to a function-invalid state; If the profit and loss item function is capable of triggering a first number of specified profit and loss effects, then the profit and loss item function corresponding to the first virtual item is controlled to be updated to trigger a second number of specified profit and loss effects, wherein the second number is lower than the first number.

14. The game information processing method according to any one of claims 1 to 13, characterized in that: The step of determining the first virtual item within the skill action range comprises: generating at least one skill object within the skill action range, and controlling the skill object to move toward a virtual prop within the skill action range; In response to the skill object contacting a target virtual item within the skill action range, the target virtual item is determined as the first virtual item.

15. The game information processing method according to any one of claims 1 to 13, characterized in that: The controlled virtual character is also configured with a second game skill, and the method further comprises: In response to the controlled virtual character releasing the second game skill, determining a target virtual prop in the game match scene for the second game skill to take effect, the target virtual prop including the first virtual prop and / or the second virtual prop; The target virtual prop is controlled to move along with the controlled virtual character.

16. The game information processing method according to any one of claims 1 to 13, characterized in that: After controlling the first prop function corresponding to the first virtual prop to be updated, the method further includes: In response to a prop picking operation on the updated first virtual prop, displaying a prop identifier corresponding to the updated first virtual prop for the controlled virtual character on the graphical user interface; After the controlling updates the first virtual prop of the first prop function to a second virtual prop of a second prop function, the method further includes: In response to the prop picking operation on the second virtual prop, a prop identifier corresponding to the second virtual prop is displayed for the controlled virtual character on the graphical user interface.

17. The game information processing method according to any one of claims 1 to 13, characterized in that: The virtual props within the skill action range include virtual props arranged in the game scene and / or virtual props held by virtual characters in the game scene.

18. The game information processing method according to any one of claims 1 to 13, characterized in that: The prop types of the first virtual props include: consumable type and permanent type; The step of controlling the updating of the first virtual prop of the first prop function to the second virtual prop of the second prop function comprises: According to the prop type of the first virtual prop, controlling to update the first virtual prop of the first prop function to a second virtual prop of a second prop function, so that the prop type of the second virtual prop is consistent with the prop type of the first virtual prop; The step of controlling the function update of the first prop function corresponding to the first virtual prop includes: According to the prop type of the first virtual prop, the first prop function corresponding to the first virtual prop is controlled to be updated, and the prop type of the first virtual prop is kept unchanged.

19. A game information processing device, characterized in that: A graphical user interface is provided through a terminal device, the graphical user interface displays a game screen, the game screen includes at least a part of a game scene, the game scene includes at least a controlled virtual character controlled by the terminal device, and the controlled virtual character is configured with a first game skill, the device includes: A skill release module, configured to determine a skill action range within which the first game skill takes effect in the game match scenario in response to the controlled virtual character releasing the first game skill; A prop determination module, used to determine a first virtual prop located within the skill action range, wherein the first virtual prop is a prop dropped at the beginning of the game and / or during the game, and the first virtual prop is configured with a first prop function; The prop updating module is used to control the function update of the first prop function corresponding to the first virtual prop, and / or control the update of the first virtual prop of the first prop function to the second virtual prop of the second prop function.

20. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game information processing method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game information processing method as described in any one of claims 1 to 18.