Game processing method and device, equipment, medium and program product
By realizing the special effects transfer between virtual props in the game, the problem of virtual prop cultivation and segmentation is solved, and the game experience of gamers is improved.
Patent Information
- Application Number
- CN202410023013.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-06
- Publication Date
- 2025-07-08
AI Technical Summary
In the game, the development of virtual props is relatively divided, which causes gamers to face the problem of weighing choices and reducing the gaming experience.
It provides a game processing method and device that allows special effects transfer between different virtual props. By displaying props obtained by virtual characters, select candidate props with skill special effects sets, and transfer them to target props to realize lossless transfer of skill special effects sets.
It improves the flexibility of cultivating virtual props, avoids the limitations of cultivating props in traditional games, and improves the gaming experience of gamers.
Smart Images

Figure CN120268050A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, particularly to the field of game processing, and specifically to a game processing method, a game processing device, a computer device, a computer-readable storage medium, and a computer program product. Background Art
[0002] Virtual props are widely applicable in various games for cultivation pursuits and are also the most strongly perceived cultivation system by game players after playing games; game players are often willing to invest in virtual props to obtain virtual props with higher levels (or qualities), thereby improving the game capabilities of the virtual characters controlled by game players in virtual scenarios.
[0003] Currently, an independent cultivation mode is supported in games to cultivate different virtual props. For example, when a game player has two virtual props with different levels at the same time, the game player faces the problem of weighing which virtual prop to cultivate; this leads to a relatively fragmented cultivation of different virtual props in the game, with limitations in the cultivation of virtual props and a reduced game experience for game players. Summary of the Invention
[0004] Embodiments of this application provide a game processing method, device, equipment, medium, and program product, which can achieve the transfer of special effects between different virtual props and improve the flexibility of cultivating virtual props.
[0005] On the one hand, embodiments of this application provide a game processing method, which includes:
[0006] Display the first virtual prop obtained by the virtual character in the virtual scene; one or more candidate virtual props are associated with the virtual character, and the prop types of the candidate virtual props are the same as those of the first virtual prop;
[0007] Select a second virtual prop from the one or more candidate virtual props; the second virtual prop has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; the virtual character dressed with the second virtual prop has a skill intensity matching the special effect resources when using game skills in the virtual scene;
[0008] Transfer the set of skill special effects possessed by the second virtual prop to the first virtual prop; after the transfer of the set of skill special effects, the first virtual prop has the set of skill special effects, and the virtual character dressed with the first virtual prop has a skill intensity matching the special effect resources when using game skills in the virtual scene.
[0009] On the other hand, embodiments of this application provide a game processing device, which includes:
[0010] A display unit for displaying a first virtual item obtained by a virtual character in a virtual scene; one or more candidate virtual items are associated with the virtual character, and the item types of the candidate virtual items are the same as the item type of the first virtual item;
[0011] A processing unit for selecting a second virtual item from one or more candidate virtual items; the second virtual item has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; when the virtual character equipped with the second virtual item uses a game skill in the virtual scene, it has a skill intensity matching the special effect resources;
[0012] The processing unit is further configured to transfer the set of skill special effects of the second virtual item to the first virtual item; wherein, after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and when the virtual character equipped with the first virtual item uses a game skill in the virtual scene, it has a skill intensity matching the special effect resources.
[0013] In one implementation, the set of skill special effects of the second virtual item includes N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill;
[0014] Wherein, the special effect group includes special effect resources corresponding to the corresponding game skill; the number of special effect resources included in the special effect group is positively correlated with the skill intensity of the corresponding game skill;
[0015] When the number of special effect resources included in the special effect group reaches the upper limit of the quantity, the game skill obtains a special effect set; the skill intensity of the special effect set is the sum of the skill intensity when the number of special effect resources corresponding to the game skill reaches the upper limit of the quantity and the reference skill intensity; the reference skill intensity is the skill intensity increased for the game skill when the number of special effect resources included in the special effect group reaches the upper limit of the quantity; the upper limit of the quantity is positively correlated with the item level of the virtual item.
[0016] In one implementation, when the display unit is configured to display the first virtual item obtained by the virtual character in the virtual scene, it is specifically configured to:
[0017] Display the game access interface of the game, and the game access interface includes a first access component for accessing the virtual items of the virtual character;
[0018] In response to a trigger operation on the first access component, display the virtual item interface of the virtual character; the virtual item interface includes a second access component for accessing the item inheritance system;
[0019] If the second access component is in a selected state, then display the first virtual item obtained by the virtual character in the virtual item interface;
[0020] Among them, if there is a virtual item that can be inherited by the virtual character, a prompt message is displayed in the first access component and the second access component, and the prompt message is used to prompt that the virtual character has a virtual item that can be inherited.
[0021] In one implementation, the virtual item interface includes an item selection area for displaying virtual items that have been dressed on the virtual character; the determination method of the first virtual item displayed in the virtual item interface includes:
[0022] Taking the virtual item that is default selected in the item selection area as the first virtual item; or,
[0023] Taking the selected virtual item as the first virtual item according to the item selection operation performed in the item selection area.
[0024] In one implementation, when the display unit is used to display the first virtual item obtained by the virtual character in the virtual scene, it is specifically used for:
[0025] Displaying an item prompt window, where the item prompt window includes the new target virtual item obtained by the virtual character in the virtual scene; the item prompt window also includes a dressing option and an item inheritance option;
[0026] In response to the selection operation of the dressing option, dressing the target virtual item on the virtual character;
[0027] When the item inheritance option is selected, displaying the virtual item interface of the virtual character; and,
[0028] Displaying the first virtual item obtained by the virtual character in the virtual scene in the virtual item interface, with the target virtual item as the first virtual item.
[0029] In one implementation, the virtual item interface includes a first display area for displaying the item information of the first virtual item; when the processing unit is used to display the first virtual item obtained by the virtual character in the virtual scene in the virtual item interface, it is specifically used for:
[0030] Displaying the item information of the first virtual item obtained by the virtual character in the virtual scene in the first display area;
[0031] Among them, the item information of the virtual item at least includes: the item identifier of the virtual item, the attribute information of the virtual item, and the set of skill special effects of the virtual item.
[0032] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character, and the virtual item interface also includes an item selection option; when the processing unit is used to select a second virtual item from one or more candidate virtual items, it is specifically used for:
[0033] In response to a trigger operation for a prop selection option, a prop display window is displayed; the prop display window includes one or more candidate virtual props whose prop types are the same as the prop type of the first virtual prop;
[0034] Select a second virtual prop from one or more of the candidate virtual props in the prop display window.
[0035] In one implementation, the first virtual prop is displayed in the virtual prop interface of the virtual character, and the virtual prop interface includes a second display area and a third display area; the second display area is used to display one or more candidate virtual props whose prop types are the same as the prop type of the first virtual prop; the third display area is used to display the prop information of the selected second virtual prop;
[0036] The processing unit, when used to select a second virtual prop from one or more candidate virtual props, is specifically used for:
[0037] Select a second virtual prop from one or more candidate virtual props according to the selection operation performed in the second display area;
[0038] Wherein, the selection operation includes: a trigger operation for the second virtual prop, or a drag operation for moving the second virtual prop from the second display area to the third display area.
[0039] In one implementation, the processing unit is further used for:
[0040] In response to a preview operation for any candidate virtual prop in the second display area, output a preview window on the virtual prop interface;
[0041] Display the prop information of any candidate virtual prop in the preview window;
[0042] Wherein, the preview operation includes any one of the following: a long press operation for any candidate virtual prop, or a trigger operation for any candidate virtual prop; when the preview operation is a long press operation for a candidate virtual prop, if the long press operation for the candidate virtual prop is cancelled, the preview window is cancelled from being displayed on the virtual prop interface; when the preview operation is a trigger operation for a candidate virtual prop, the preview window is displayed in a countdown form on the virtual prop interface.
[0043] In one implementation, one or more candidate virtual props belong to multiple prop levels; the prop display window and the second display area are represented as a target interface, and the target interface includes level options corresponding to multiple prop levels respectively; the processing unit is further used for:
[0044] According to the triggering operation for the level option in the target interface, display candidate virtual items belonging to the item level indicated by the triggered level option in the target interface.
[0045] In one implementation, the processing unit is further configured to:
[0046] Display the item prompt information corresponding to each candidate virtual item among one or more candidate virtual items in the target interface;
[0047] Among them, the item prompt information corresponding to the candidate virtual item includes at least one of the following: the number of skill types of the game skills included in the skill special effect set, the number of special effect resources included in the skill special effect set, and the number of set pieces of the entry set included in the skill special effect set.
[0048] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character; the virtual item interface includes a third display area for displaying the item information of the selected second virtual item; the processing unit is further configured to:
[0049] Display the item information of the second virtual item in the third display area.
[0050] In one implementation, the virtual item interface further includes a first display area for displaying the item information of the first virtual item; the third display area includes a confirmation option; when the processing unit transfers the skill special effect set possessed by the second virtual item to the first virtual item, it is specifically configured to:
[0051] When the confirmation option is triggered, output a confirmation prompt message on the virtual item interface;
[0052] In response to the confirmation operation for the confirmation prompt message, transfer the skill special effect set possessed by the second virtual item to the first virtual item; after the transfer of the skill special effect set, the skill special effect set possessed by the second virtual item is displayed in the first display area.
[0053] In one implementation, the processing unit is further configured to:
[0054] Obtain the item levels of the first virtual item and the second virtual item respectively, and compare the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result;
[0055] If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, trigger the step of transferring the skill special effect set possessed by the second virtual item to the first virtual item.
[0056] In one implementation, the processing unit is further configured to:
[0057] If the comparison result indicates that the item level of the second virtual item is higher than that of the first virtual item, output feedback information, which is used to prompt that the inheritance of the items between the first virtual item and the second virtual item fails.
[0058] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character; the inheritance of the items between the first virtual item and the second virtual item is recorded; the processing unit is further configured to:
[0059] In response to a viewing operation for item inheritance in the virtual item interface, display a query interface; the viewing operation includes any one of the following: gesture operation, trigger operation, or voice input operation;
[0060] In the query interface, display the record information of the inheritance of the items between the first virtual item and the second virtual item; the record information at least includes: the set of skill special effects transferred from the second virtual item to the first virtual item, the item identifier of the first virtual item, the item identifier of the second virtual item, the attribute information of the first virtual item, and the attribute information of the second virtual item.
[0061] On the other hand, an embodiment of the present application provides a computer device, which includes:
[0062] A processor, configured to load and execute a computer program;
[0063] A computer-readable storage medium, in which a computer program is stored, and when the computer program is executed by the processor, the above game processing method is implemented.
[0064] On the other hand, the present application provides a computer-readable storage medium, which stores a computer program, and the computer program is suitable for being loaded and executed by a processor to implement the above game processing method.
[0065] On the other hand, the present application provides a computer program product or a computer program, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above game processing method.
[0066] In an embodiment of the present application, a first virtual item obtained by a virtual character in a virtual scene is displayed. The first virtual item is a virtual item to receive special effects. Among them, one or more candidate virtual items are associated with the virtual character, and the item types of the candidate virtual items are the same as those of the first virtual item. It is supported to select a second virtual item from one or more candidate virtual items. The second virtual item is a virtual item to transfer special effects; that is to say, the second virtual item is a virtual item that has been cultivated by the game player. The second virtual item has a set of cultivated skill special effects. When the virtual character dressed with the second virtual item uses game skills in the virtual scene, it has a skill intensity matching the special effect resources included in the set of skill special effects. Further, the set of skill special effects possessed by the second virtual item can be transferred to the first virtual item; after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and when the virtual character dressed with the first virtual item uses game skills in the virtual scene, it has a skill intensity matching the special effect resources included in the set of skill special effects. Through the above solution, it can be seen that the embodiment of the present application designs a special effect transfer solution for virtual items. This solution supports losslessly transferring the set of skill special effects possessed by the cultivated second virtual item to the first virtual item, avoiding starting the cultivation of the first virtual item from scratch, overcoming the defect of the cultivation segmentation between different virtual items in traditional games, and improving the transfer flexibility of the set of skill special effects between virtual items. BRIEF DESCRIPTION OF THE DRAWINGS
[0067] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0068] Figure 1 It is a schematic diagram of the architecture of a game processing system provided by an exemplary embodiment of the present application;
[0069] Figure 2 It is a schematic diagram of the process of a game processing method provided by an exemplary embodiment of the present application;
[0070] Figure 3 It is a schematic diagram of triggering the display of a virtual item interface by a second access component provided by an exemplary embodiment of the present application;
[0071] Figure 4 It is a schematic diagram of selecting a first virtual item from a prop selection area provided by an exemplary embodiment of the present application;
[0072] Figure 5It is a schematic diagram of triggering the display of a virtual item interface through an item prompt window provided by an exemplary embodiment of the present application;
[0073] Figure 6 It is a schematic diagram of dynamically setting the selectable state of dressing options provided by an exemplary embodiment of the present application;
[0074] Figure 7 It is a schematic diagram of outputting a prompt message provided by an exemplary embodiment of the present application;
[0075] Figure 8 It is a schematic diagram of selecting a second virtual item through an item selection option provided by an exemplary embodiment of the present application;
[0076] Figure 9 It is a schematic diagram of selecting a second virtual item through a drag operation provided by an exemplary embodiment of the present application;
[0077] Figure 10 It is a schematic diagram of a preview window provided by an exemplary embodiment of the present application;
[0078] Figure 11a It is a schematic diagram of displaying a preview window through a long - press operation provided by an exemplary embodiment of the present application;
[0079] Figure 11b It is a schematic diagram of displaying a preview window through a trigger operation provided by an exemplary embodiment of the present application;
[0080] Figure 12 It is a schematic diagram of item bonus provided by an exemplary embodiment of the present application;
[0081] Figure 13 It is a schematic diagram of the flowchart of another game processing method provided by an exemplary embodiment of the present application;
[0082] Figure 14 It is a schematic diagram of displaying a level option in an item display window provided by an exemplary embodiment of the present application;
[0083] Figure 15a It is a schematic diagram of outputting a feedback message provided by an exemplary embodiment of the present application;
[0084] Figure 15b It is a schematic diagram of outputting a confirmation prompt message provided by an exemplary embodiment of the present application;
[0085] Figure 16 It is a schematic diagram of replacing or canceling a second virtual item provided by an exemplary embodiment of the present application;
[0086] Figure 17It is a schematic diagram for viewing historical inheritance records provided by an exemplary embodiment of the present application;
[0087] Figure 18 It is a schematic diagram of the background process of a game processing method provided by an exemplary embodiment of the present application;
[0088] Figure 19 It is a schematic structural diagram of a game processing device provided by an exemplary embodiment of the present application;
[0089] Figure 20 It is a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0090] 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 of ordinary skill in the art without making creative efforts belong to the scope of protection of the present application.
[0091] In the embodiments of the present application, a game processing solution is provided. Specifically, a solution for transferring special effects to virtual items in an electronic game to encourage game players to pursue new items is proposed. Next, a brief introduction to the electronic game and virtual items involved in the embodiments of the present application is given, where:
[0092] (1) An electronic game (abbreviated as a game) is a game controlled by a computer program that emerged with the advent of computers. Game players play virtual roles in the electronic game to play the electronic game. The virtual role is a digital game role used by game players to represent themselves in the electronic game; the virtual role is the image of various virtual people and virtual objects that can interact in the electronic game, or movable objects in the electronic game (such as virtual characters, virtual animals, and anime characters). For example, the movable object is a virtual character and a virtual animal displayed in any virtual scene provided by the electronic game (such as the virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment; the virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene). In the electronic game, game players can control the virtual role to perform any operation that the game players want to perform; such as controlling the virtual role to jump, run, or lie prone and other behavioral operations.
[0093] Video games can be classified into different game types according to different classification dimensions. Optionally, classifying video games according to the game operation mode, video games can be classified into: mobile games, client games, web games, cloud gaming, virtual reality games, and augmented reality games, etc. ① Client games can be simply referred to as PC games, which are games running on intelligent computers; after the installation package of the game needs to be downloaded and installed on an intelligent computer (such as a personal computer), the client game can be operated. ② Web games can be called Web (World wide web) games, or web games (which can be simply referred to as browser games), which are a type of online game that operates the game after opening the game web page based on a browser. ③ Mobile games can be simply referred to as mobile games, which are games running on smart phones; after the installation package of the mobile game needs to be downloaded and installed on the smart phone, the mobile game can be operated on the smart phone. ④ Augmented reality games are games that virtualize and overlay the real world. Compared with virtual reality games, the game scenes provided by them are often overlaid on the real physical environment where the game player is currently located. ⑤ Virtual reality games can include games manipulated by wearing wearable devices (such as virtual reality helmets, etc.); such games often simulate a completely virtual game scene, which may have nothing to do with the real physical environment where the game player is currently located; and by wearing wearable devices, the game player seems to be in the real game scene. ⑥ Cloud gaming can also be called gaming on demand, which is an online game technology based on cloud computing technology; in the operation mode of cloud gaming, cloud gaming does not run on the terminal devices (such as smart phones, personal computers, or wearable devices, etc.) held by game players, but runs on cloud servers, and the cloud servers render the game scenes into video and audio streams, and the cloud servers transmit the rendered video and audio streams to the terminal devices through the network, so that the terminal devices can directly play the video and audio streams.
[0094] Optionally, according to the gameplay, electronic games can be classified into: role-playing games (RPG), shooting games, and action games (ACT), etc. ① An action game is a game in which the game player controls the game character and uses various methods to eliminate enemies or ensure passing the levels; action games often do not deliberately pursue the plot. The design purpose is to target ordinary game players and aim at pure entertainment and leisure, belonging to popular games. ② Shooting games include first-person shooting games (FPS), third-person shooting games (TPS), or multiplayer online battle arena games (MOBA), etc. A first-person shooting game refers to a shooting game in which the game player can play the game from the first-person perspective, and the picture of the virtual scene in the game is the picture of observing the virtual scene from the perspective of the first virtual object. A third-person shooting game refers to a shooting game in which the game player plays the game from the third-person perspective, and the picture of the virtual scene in the game is the picture of observing the virtual scene from the third-person perspective. A multiplayer online battle arena game refers to a competitive game in which multiple game players can form the same game group or game camp online to conduct competitions. ③ A role-playing game is a game in which the game player plays one or several game characters (or called game objects, virtual objects, etc.) in the game and has a complete plot; in a multiplayer online role-playing game, the game player can improve the game ability of the game character (such as confrontation ability or blood recovery ability, etc.) by completing the game tasks set by the game or purchasing and selling virtual items, etc., so as to better interact with the game characters controlled by other game players in the network virtual space.
[0095] It should be understood that the above are only two exemplary game classification methods; for the convenience of description, in the following embodiments of the present application, an electronic game is a role-playing game (RPG), and the role-playing game is a mobile game (this mobile game may also be a cloud game or a local game) as an example to describe the embodiments of the present application.
[0096] (2) A virtual item refers to an item that exists in digital form in an electronic game and is used to dress up a virtual character to improve the game ability of the virtual character. A virtual item can also be called a virtual object or virtual equipment (abbreviated as equipment), including but not limited to: virtual clothes, virtual hats, virtual rings, and virtual armors, etc.; when the game player dresses up the virtual item on the virtual character, the game ability of the virtual item (such as the improvement of the defense ability) can be added to the virtual character.
[0097] Further, virtual items have item levels (or item qualities). For two virtual items of the same item type, the higher the item level, the stronger the item ability of the virtual item; conversely, the lower the item level, the weaker the item ability of the virtual item. Among them, the item ability (or game ability) of a virtual item can be reflected in the item attributes (such as vitality attribute, or magic attribute, etc.) of the virtual item, the intensity upper limit of the skill intensity of game skills (such as defense skills, offensive skills, and flash skills, etc.); for example, the stronger the item ability of a virtual item, the higher the intensity upper limit of the skill intensity of the game skills of the virtual item, that is, the game skills of the virtual item can reach a higher skill intensity. Exemplarily, the item levels of virtual items of the same item type can be distinguished by color; when the item level ranges from low to high, the corresponding colors of the virtual items are: green, blue, purple, orange, gold; that is to say, the item level of a golden virtual item is higher than that of an orange virtual item, the item level of an orange virtual item is higher than that of a purple virtual item, the item level of a purple virtual item is higher than that of a blue virtual item, and the item level of a blue virtual item is higher than that of a green virtual item.
[0098] Furthermore, the types of game skills of a virtual item can be one or more, and the present application embodiment does not limit the number of game skills of a virtual item; moreover, the skill intensity of the game skills of a virtual item can be continuously improved as the cultivation goal is achieved. Specifically, the cultivation of the skill intensity of game skills can be achieved by game players collecting the special effect resources (or called special effect entries) corresponding to the game skills. For example, game players obtain the special effect resources corresponding to the game skills by performing the game tasks provided by the video game or even by directly purchasing the virtual goods provided by the video game; as the quantity of the special effect resources accumulates, various cultivation goals included in the cultivation line of the game skills provided by the video game can be achieved (such as when the quantity of the special effect resources is 1, the game skill reaches cultivation goal 1, when the quantity of the special effect resources is 2, the game skill reaches cultivation goal 2, etc.) to obtain the skill intensity corresponding to the achieved cultivation goal; as the skill intensity of the game skills is improved, the item ability of the virtual item to which the game skill belongs is thus improved. When such a game player equips the virtual item on a virtual character and uses the item skill (such as confrontation ability, defense ability, etc.) of the virtual item, the corresponding skill intensity can be effectively improved, thereby helping the game player to better complete the game and enhancing the game experience. It should be noted that the higher the item level of a virtual item, the higher the intensity upper limit of the skill intensity of the game skills of the virtual item, and the higher the quantity of the special effect resources required to cultivate a higher intensity of the skill intensity of the game skills; that is to say, the higher the upper limit of the quantity of the special effect resources that can be collected for the game skills.
[0099] As can be seen from the above description, regardless of the item level of the virtual item, the special effect resources corresponding to the game skills of the virtual item are the evaluation factors directly affecting the quality of the virtual item. The more the number of special effect resources, the higher the skill intensity of the game skill corresponding to the special effect resources, and thus the stronger the item ability of the virtual item to which the game skill belongs.
[0100] In practical applications, a game player may have multiple virtual items of the same item type. In this case, the game player faces the problem of weighing how to cultivate multiple virtual items. For example, the game player has a purple virtual item, and the purple virtual item has been cultivated (or has) a set of skill special effects (such as special effect resources corresponding to one or more game skills); when the game player obtains a higher-quality gold virtual item, the game player needs to start cultivating the gold virtual item from scratch; in this way, when obtaining a higher-quality item, the previously cultivated virtual item (such as the purple virtual item) needs to be abandoned, which may result in the situation that although the game player obtains a higher-quality virtual item, because the higher-quality virtual item has not been cultivated in time, the item ability of the higher-quality virtual item is weaker than that of the previously cultivated lower-quality virtual item.
[0101] To overcome the defects such as the rigidity and fragmentation of traditional item cultivation, the game processing solution proposed in the embodiments of this application specifically provides an equipment inheritance solution; this solution adds a new equipment inheritance system (or called an item transfer system, etc.) in the electronic game. The equipment inheritance system aims to improve the flexibility of item cultivation by losslessly transferring the set of skill special effects of a virtual item to another virtual item of the same item type. The general logic of the equipment inheritance solution provided in the examples of this application may include: when the game player has a need for equipment inheritance, the game player can select a first virtual item to receive the special effects. At this time, the first virtual item obtained by the virtual character in the virtual scene is displayed on the terminal device held by the game player; the virtual character is associated with one or more candidate virtual items, and the item types of the candidate virtual items are the same as the item type of the first virtual item. Then, the game player can select a second virtual item to transfer the special effects from one or more candidate virtual items associated with the virtual character. The second virtual item has a set of skill special effects (including special effect resources corresponding to game skills), that is, the second virtual item has been cultivated with special effect resources (or special effect entries) corresponding to game skills. In this way, according to the virtual items independently selected by the game player, the set of skill special effects possessed by the second virtual item can be transferred to the first virtual item. After the skill special effects are converted, the first virtual item has the set of skill special effects of the second virtual item, so that when the virtual character dresses up the first virtual item and uses the game skill of the first virtual item in the virtual scene, it has a skill intensity matching the special effect resources corresponding to the game skill (such as the more the number of special effect resources, the stronger the skill intensity).
[0102] As can be seen, through the way of equipment inheritance in the embodiments of the present application, the skill effect set can be transferred from the second virtual item to the first virtual item, and the skill effect set is an important factor in the skill intensity of the game skills for cultivating or developing virtual items. By improving the inheritance flexibility of the skill effect set among virtual items of the same type, it can promote game players to pursue better-quality virtual items without pressure, and also avoid the defect that game players start cultivating from scratch when obtaining higher-quality virtual items, thereby improving the cultivation speed and efficiency of virtual items.
[0103] To better understand the above-mentioned game processing solution, the game processing solution involved in the embodiments of the present application will be introduced below in combination with an actual game scenario. Please refer to Figure 1 , Figure 1 shows a schematic structural diagram of a game processing system provided by an exemplary embodiment of the present application; as Figure 1 shown, the system includes a terminal device and a server, and the types and quantities of the terminal device and the server are not limited in the embodiments of the present application. For example, when the electronic game is a multiplayer online role-playing game, the number of terminal devices can be multiple, which are the devices used by each game player participating in the electronic game; the embodiments of the present application will be described by taking the operation of any one of the multiple game players on the electronic game as an example. Among them:
[0104] 1) The terminal device 101 can be a control device used by any game player participating in the electronic game. The terminal device 102 is a terminal device used by other game players who are in the same virtual scene (or game room) provided by the electronic game as the game player holding the terminal device 101. Each game player can access the same virtual scene provided by the electronic game through the terminal device used by each of them for real-time game interaction, improving the interest and authenticity of the game. Among them, the terminal device (such as the terminal device 101 and the terminal device 102) can include but are not limited to: smart phones (such as Android phones, iOS phones, etc.), tablet computers, portable personal computers, mobile Internet devices (Mobile Internet Devices, abbreviated as MID), smart TVs, in-vehicle devices, head-mounted devices, game controllers, remote controls, arcade devices, etc., which are smart devices that can perform touch screen operations. Specifically, a game application for providing the electronic game is deployed in the terminal device 101 and the terminal device 102, and the game player specifically starts the electronic game and realizes the playing of the electronic game through this game application.
[0105] 2) The server 103 can be the back-end server of the terminal device 101 and the terminal device 102, used to interact with the terminal device 101 and the terminal device 102 to provide computing and application service support for the terminal device 101 and the terminal device 102. The server 103 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. As described above, the electronic game can be a cloud game, and the cloud game can also be called gaming on demand, which refers to a game running in a cloud server (or called a cloud-based server); then in the scenario where the electronic game is a cloud game, the server 103 can also be a cloud server or a cloud-based server; in this implementation mode, the electronic game can forward the data (such as input instructions or signals) sent by the terminal device to the cloud server, and the cloud server is responsible for rendering the game screen according to the data, and after compressing the rendered game screen, it is transmitted to the terminal device used by the game player through the network. At this time, the terminal device only performs the operation of displaying the game screen. This operation mode of the cloud game enables the terminal device held by the player not to need to have a powerful graphics operation and data processing ability, but only needs to have basic streaming media playback ability (such as the ability to display the game screen), human-computer interaction ability (the ability to obtain the input operations of the game player), and data transmission ability (such as the ability to send instructions to the cloud server).
[0106] Among them, the terminal device (such as the terminal device 101 and the terminal device 102) and the server 103 can be directly or indirectly communicatively connected by wired or wireless means, and the embodiments of the present application do not limit the connection method between the terminal device and the server. The game processing solution provided by the embodiments of the present application can be executed by the above-mentioned terminal device, or the server, or the terminal device and the server together; specifically, it is executed by the game application deployed in the terminal device and the server corresponding to the game application. Taking the terminal device and the server together to execute the game data processing solution and the electronic game being a client game as an example, the processing flow of this solution is introduced exemplarily.
[0107] In a specific implementation, when a game player wants to control an electronic game, the player can use the terminal device in their hand to open and start the game application deployed in the terminal device. At this time, the terminal device can send a data acquisition request to the server. This data acquisition request is used to request the server to return resource data related to the electronic game (such as the player's historical game data and game data related to the electronic game). In this way, after receiving the data acquisition request, the server can respond to the request and return the corresponding resource data to the terminal device. After receiving the resource data returned by the server, the terminal device can render and display the game screen based on the resource data to output the game interface of the electronic game on the display screen of the terminal device. Among them, the game interface displayed on the terminal device can be any access interface that the game player has access rights to. For example, when the game player wants to perform equipment inheritance, the game interface can be a virtual item interface, and the game player can select the first virtual item to receive special effects in this virtual item interface. Further, one or more candidate virtual items that have been cultivated are associated with the virtual character controlled by the game player in the electronic game. The game player can select the second virtual item to transfer the special effects from these one or more candidate virtual items. The second virtual item has a cultivated set of skill special effects. In this way, if the game player triggers the transfer of the set of skill special effects of the second virtual item to the first virtual item on the terminal device, the terminal device can generate a transfer notification message and send this transfer notification message to the server, so that the server side can perform relevant operations related to equipment inheritance in response to this transfer notification message (such as judging the level relationship between the first virtual item and the second virtual item, or realizing the redistribution of the set of skill special effects). Optionally, after redistributing the set of skill special effects of the second virtual item, the server can also send a confirmation message to the terminal device (such as the confirmation message includes the interface data after the transfer of the skill special effects). In this way, the terminal device can associate and display the first virtual item and the set of skill special effects in the interface based on this confirmation message, so that the game player can intuitively perceive that the set of skill special effects has been transferred from the second virtual item to the first virtual item.
[0108] It should be noted that: ① According to the different operating modes of the electronic game, the processing flow of the game processing solution provided in this embodiment of the application is different from the above description. For example, when the electronic game is a cloud game, the terminal device is only responsible for playing or displaying the game screen, and the cloud server performs the rendering of the game screen.
[0109] ② As mentioned above, the virtual props have prop levels. The embodiment of the present application does not limit the hierarchical relationship between the prop levels of the first virtual prop and the second virtual prop for equipment inheritance. For example, the prop level of the first virtual prop can be higher than the prop level of the second virtual prop. For another example, the prop level of the first virtual prop can be equal to the prop level of the first virtual prop. For another example, the prop level of the first virtual prop can be lower than the prop level of the first virtual prop.
[0110] For the sake of convenience, the following explanation will be given by taking the prop level of the first virtual prop as an example, that is, it supports the inheritance of the skill effect set possessed by the low-quality virtual prop to the high-quality virtual prop. In this way, for game players, the pursuit of prop level is smooth and unimpeded, and every time they obtain high-quality props, they do not need to worry about whether to cultivate high-quality props or retain the cultivated low-quality props. It can promote game players to use the equipment inheritance function to transfer the skill effect set of low-quality props to high-quality props, thereby promoting game players to pursue the prop ability of higher-quality props while retaining the skill effect set of low-quality props, providing game players with a linear cultivation experience in prop cultivation, greatly improving the game experience of game players.
[0111] ③ The collection and processing of relevant data in the embodiments of this application should be strictly in accordance with the requirements of relevant laws and regulations. The acquisition of personal information requires the knowledge or consent of the individual subject (or the legal basis for obtaining the information), and the subsequent use and processing of data shall be carried out within the scope of authorization of laws and regulations and the subject of personal information. For example, when the embodiments of this application are applied to specific products or technologies, such as when the equipment inheritance between the first virtual props and the second virtual props is carried out, the permission or consent of the game players holding the first virtual props and the second virtual props shall be obtained, and the collection, use and processing of relevant data shall comply with the relevant laws, regulations and standards of the relevant regions.
[0112] Based on the relevant description of the above game processing solution, the embodiment of the present application provides a more detailed game processing method in combination with the accompanying drawings. The method can be executed by the terminal device mentioned above, or by the game application deployed in the terminal device; for the sake of convenience, the embodiment of the present application takes the terminal device executing the game processing method as an example. Figure 2 As shown, the game processing method may include the following steps S201-S203:
[0113] S201: Displaying a first virtual prop obtained by a virtual character in a virtual scene.
[0114] The first virtual item can be any virtual item obtained by a virtual character in a virtual scene. Among them, the virtual scene can be any scene provided by an electronic game for the virtual character, including but not limited to: the game scene when the virtual character participates in the game in the game room, the equipment upgrade scene when the virtual character upgrades the equipment, and the login scene when the game player logs in to the electronic game to obtain rewards, etc. Further, considering that only when the virtual item is dressed on the virtual character (such as the virtual upper garment is worn on the virtual character), the virtual character can release the game skills possessed by the virtual item when using the virtual item in the virtual scene; based on this, the embodiment of the present application supports that the first virtual item selected to receive the special effect is associated with the virtual character and has been dressed on the virtual character. In other words, the first virtual item to be inherited (i.e., to receive the special effect) is the virtual item that has been dressed on the virtual character; in this way, after the game player inherits the first virtual item, the game player can directly use the game skills with the corresponding skill intensity obtained after the inheritance of the first virtual item in the virtual scene, realizing the quick use of the game skills and improving the game experience of the game player.
[0115] The embodiment of the present application supports displaying the selected first virtual item in the virtual item interface of the virtual character provided by the electronic game; this virtual item interface can be the main interface of the equipment inheritance system (or called the item inheritance system) set in the electronic game, so as to realize the equipment inheritance between different virtual items associated with the virtual character in the main interface. It should be noted that the embodiment of the present application does not limit the triggering method or path for triggering the display of the virtual item interface of the virtual character in the electronic game. The following gives two exemplary ways to trigger the display of the virtual item interface of the virtual character and display the first virtual item obtained by the virtual character in the virtual scene; among them:
[0116] (1) Trigger the display of the virtual item interface of the virtual character through the second access component for accessing the item inheritance system, and display the first virtual item to receive the special effect in this virtual item interface. That is to say, when the game player has the need for equipment inheritance, the game player can actively trigger the second access component for accessing the item inheritance system in the electronic game to trigger the display of the virtual item interface of the virtual character, meeting the game need of the game player to actively initiate equipment inheritance.
[0117] In a specific implementation, when a game player has a need to equip and inherit virtual items in their possession, the game player can use and open the game application on the terminal device they hold to start the video game provided by the game application, thereby displaying the game access interface of the video game on the display screen of the terminal device. Among them, this game access interface can be understood as the main interface of the video game. In this main interface, there are access entrances to various game systems provided by the video game (such as a game settings system, a game room system, and an equipment system (such as a subsystem is embedded in the equipment system, and the subsystem is an equipment inheritance system for implementing equipment inheritance)), so that corresponding operations can be quickly entered into each game system from the game access interface.
[0118] In the embodiment of the present application, the game access interface of the video game includes a first access component for accessing the virtual items of the virtual character (i.e., the first access component for accessing the equipment system). When the game player performs a trigger operation on this first access component in the game access interface, the terminal device responds to the trigger operation on the first access component, enters the equipment system provided by the video game, and displays the virtual item interface of the equipment system; considering that this equipment system is related to the virtual character controlled by the game player, the virtual item interface of the equipment system is also called the virtual item interface of the virtual character. Among them, different function subsystems related to virtual items can be embedded in the equipment system; by way of example, the subsystems include but are not limited to: an enhanced item system, an item backpack system, an item inheritance system (i.e., the aforementioned equipment inheritance system), and an equipment synthesis system, etc. Therefore, in the virtual item interface of the equipment system, there are access entrances corresponding to different function subsystems, such as a second access component for accessing the item inheritance system is included in the virtual item interface (this component includes the access entrance to the item inheritance system). In this way, if the second access component in the virtual item interface is in a selected state (manifested as the color depth (or brightness) of the second access component being greater than that of other access components, or manifested as the transparency of the second access component being lower than that of other access components, etc.), then the interface content of the item inheritance system is displayed in the virtual item interface, specifically, the first virtual item obtained by the virtual character in the virtual scene is displayed in the virtual item interface.
[0119] An exemplary process schematic diagram of triggering the display of the virtual item interface of the virtual character by triggering the second access component for accessing the item inheritance system can be seen Figure 3 . As Figure 3As shown, after a game player uses and opens a game application deployed in a terminal device, a game access interface 301 of an electronic game can be displayed on the screen of the terminal device; the game access interface 301 includes entrances for accessing different game systems in the electronic game, such as a first access component 3011 for accessing the equipment system in the electronic game. When the game player has a need to operate virtual items, such as when the game player wants to change the equipment on a virtual character, or when the game player wants to update or inherit virtual items, etc., the game player can perform a trigger operation on the first access component 3011 in the game access interface 301. At this time, the terminal device (specifically, the game application or the electronic game deployed in the terminal device) can respond to the trigger operation on the first access component 3011 and display a virtual item interface 302 of the equipment system. Considering that the virtual items displayed in the virtual item interface 302 are all related to the virtual character, it can also be called the virtual item interface 302 of the virtual character. Among them, an option area 3021 is included in the virtual item interface 302, and the option area 3021 is used to display access entrances corresponding to each subsystem in the equipment system. For example, the "strengthen option" for accessing the strengthen item system, the "wear option" for accessing the item backpack system, and the "second access component" for accessing the item inheritance system, etc., are included in the option area 3021.
[0120] In this way, the game player can perform a trigger operation on the corresponding option in the virtual item interface 302 according to the operation requirements of the virtual item. The option on which the trigger operation is performed is set to the selected state, and the corresponding interface content is displayed in the virtual item interface 302 according to the triggered option, so that the game player can edit the corresponding interface content in the virtual item interface. As shown in Figure 3 , assuming that the "wear option" in the option area 3021 is default selected when the virtual item interface 302 is triggered and displayed, then the "wear option" is set to the selected state, and the interface content corresponding to the "wear option" is displayed in the virtual item interface 302 (such as partitioning and displaying the virtual items that have been dressed on the virtual character and the virtual items that have not been dressed on the virtual character in the virtual item interface, etc.). In this implementation, if the game player has a need for equipment inheritance, the game player can perform a trigger operation on the "second access component" in the virtual item interface 302. At this time, the second access component can be set to the selected state, and the selection state of the "wear option" can be cancelled, and the interface content related to the second access component is displayed in the virtual item interface.
[0121] Further, when the second access component is in the selected state, the interface content related to the second access component displayed in the virtual item interface includes an item selection area; this item selection area is used to display the virtual items that have been dressed on the virtual character. Therefore, after determining the first virtual item selected from the item selection area, the selected first virtual item can be displayed in the virtual item interface, that is, it realizes displaying the first virtual item obtained in the virtual scene of the virtual character in the virtual item interface. It should be noted that the determination method of the first virtual item displayed in the virtual item interface can at least include: ① Regarding the virtual item default selected in the item selection area as the first virtual item; that is to say, when the second access component is triggered, a virtual item can be default selected in the item selection area of the virtual item interface. At this time, if the game player does not perform the replacement of the selected virtual item, the default selected virtual item will be used as the first virtual item. Among them, the selection rules of the virtual item selected in the item selection area can include but are not limited to: default selecting the virtual item at the specified position in the item selection area (such as the virtual item located at the first display position), or default selecting the virtual item of a certain item type in the item selection area (for example, the item types included in the item selection area are clothing type, jewelry type, and shoe type, and the priority order from high to low is clothing type → jewelry type → shoe type. Then, when only jewelry type and shoe type virtual items are included in the item selection area, a virtual item is default selected from one or more virtual items of the jewelry type), or default selecting the virtual item in the item selection area according to the item inheritance strategy (such as the item inheritance strategy indicates that the first virtual item is a virtual item with an item level greater than the level threshold (such as the color of the first virtual item must be greater than blue), then only a virtual item with an item level greater than the level threshold can be default selected from one or more virtual items in the item selection area), and so on.
[0122] ② The game player can perform an item selection operation in the item selection area of the virtual item interface. At this time, the terminal device uses the virtual item selected according to the item selection operation performed in the item selection area as the first virtual item to receive special effects. That is to say, the embodiments of the present application support the game player to personally select the first virtual item to receive special effects from the item selection area according to their own equipment inheritance needs, endowing the game player with the selection right in the equipment inheritance scenario and meeting the game player's need to customize the first virtual item. Exemplarily, the interface schematic diagram of selecting the first virtual item from the item selection area according to the item selection operation can be seen in Figure 4 ; as Figure 4As shown, when the second access component 401 in the virtual item interface is in the selected state, it indicates that the game player has the need to perform equipment inheritance. At this time, one or more virtual items that have been dressed on the virtual character are displayed in the item selection area 402 included in the virtual item interface, such as virtual item 4021, virtual item 4022, virtual item 4023, and so on. Moreover, the virtual item that can be default selected in the item selection area 402 is virtual item 4021. If the game player exactly wants to use this virtual item 4021 as the first virtual item, then the game player does not need to perform an item selection operation in the item selection area 402; conversely, if the game player wants to use a virtual item other than this virtual item 4021 in the item selection area 402 (such as virtual item 4022) as the first virtual item, then the game player can perform an item selection operation in the item selection area 402 to select virtual item 4022.
[0123] Furthermore, the virtual item interface of the virtual character further includes a first display area, and this first display area is used to display the item information of the first virtual item. Among them, the item information of the virtual item is some data related to the virtual item that is convenient for the game player to master the item capabilities of the virtual item, including but not limited to: the item identifier of the virtual item (such as the number or icon used to uniquely identify the virtual item, etc.), the attribute information of the virtual item (such as health value or magic value, etc.), the set of skill special effects of the virtual item (such as the number of special effect entries corresponding to each game skill that the virtual item has cultivated, etc.). In this way, after selecting the first virtual item in the virtual item selection area, the item information of this first virtual item can be displayed in the first display area in the virtual item interface; that is, the item information of the first virtual item obtained by the virtual character in the virtual scene is displayed in the first display area, so that the game player can intuitively perceive the selected first virtual item from the virtual item interface. For the schematic diagram of the first display area displayed in the virtual item interface, please continue to refer to Figure 4 in Figure 4 the virtual item interface shown includes a first display area 403; when the virtual item (such as virtual item 4022) in the item selection area 402 in the virtual item interface is in the selected state, the item information of virtual item 4022 can be displayed in the first display area 403 together.
[0124] (2) When the virtual character obtains a new target virtual item, the virtual item interface of the virtual character is triggered to be displayed from the item prompt window, and the first virtual item to receive the special effect is displayed in the virtual item interface; at this time, the target virtual item is defaulted as the first virtual item (or the game player can re-select a new virtual item as the first virtual item in the virtual item interface). In other words, the embodiments of the present application support triggering the display of the virtual item interface of the virtual character through the item prompt window, and displaying the first virtual item to receive the special effect in the virtual item interface. Among them, the item prompt window is output to the game player when the virtual character obtains a new target virtual item (such as a virtual item of any item type), so that the game player can intuitively perceive the newly obtained target virtual item. That is to say, when the game player obtains a new target virtual item, the embodiments of the present application support directly triggering the display of the virtual item interface of the first virtual item from the item prompt window displaying the target virtual item; shortening the path for the game player to open the virtual item interface, having advantages such as simple operation and high speed, and being able to improve the game experience of the game player.
[0125] In specific implementation, during the process of the game player controlling the electronic game, the game player may obtain a new target virtual item issued by the electronic game (such as obtaining a new target virtual item by completing a game task, or obtaining a new target virtual item by purchasing game resources, or obtaining a new target virtual item by equipment synthesis, etc.). At this time, the electronic game can display or output an item prompt window to prompt the game player that a new target virtual item has been obtained; the item prompt window includes the new target virtual item obtained by the virtual character in the virtual scene. Among them, the item prompt window also includes a dressing option; when the dressing option in the item prompt window is triggered, it means that the game player wants to dress the target virtual item on the virtual character. Then, the terminal device (specifically, the electronic game) responds to the selection operation of the dressing option in the item prompt window by the game player, and dresses the target virtual item on the virtual character to achieve rapid dressing change of the virtual item. For example, if the virtual character has dressed a virtual item with the same item type as the target virtual item, then the virtual item that has been dressed on the virtual item and has the same item type as the target virtual item is replaced with the target virtual item. Among them, the item prompt window also includes an item inheritance option; when the item inheritance option in the item prompt window is selected, it means that the game player wants to directly use the newly obtained target virtual item as the first virtual item. Then, the virtual item interface of the virtual character is displayed, and the first virtual item obtained by the virtual character in the virtual scene is displayed in the virtual item interface. At this time, the first virtual item is the target virtual item.
[0126] An exemplary interface diagram for triggering the display of the virtual item interface through the item prompt window and displaying the first virtual item in the virtual item interface can be seenFigure 5 For example Figure 5 As shown, assume that when a game player is playing a game by controlling a virtual character in a game scene and obtains a new target virtual item (such as the target virtual item is a virtual hat), a prop prompt window 501 can be output. The prop prompt window 501 includes a new target virtual item 502, a dressing option 503, and a prop inheritance option 504. When the game player performs a selection operation on the dressing option 503 in the prop prompt window 501, the terminal device can, in response to the selection operation for the dressing option 503, dress the target virtual item on the virtual character; for example, if the target virtual item in Figure 5 is a virtual hat, then when the dressing option 503 is selected and it is detected that the virtual character is not currently dressed with a hat, the virtual hat can be directly added to the head position of the virtual character. From the visual effect of the game player, the virtual character wears the virtual hat. Further, if the game player wants to directly use the target virtual item that has been dressed on the virtual character as the first virtual item in equipment inheritance, then the game player can continue to perform a selection operation on the prop inheritance option 504 in the prop prompt window 501. At this time, a virtual item interface of the virtual character can be triggered to be displayed; and a target virtual character is newly added to the item selection area in the virtual item interface, and the item information of the target virtual item is displayed in the first display area in the virtual item interface, so as to intuitively inform the game player that the target virtual item has been selected as the first virtual item.
[0127] It should be noted that the above Figure 5 is only an exemplary display method of a prop prompt window and each option (such as a dressing option and a prop inheritance option) provided by this application, and will not limit the embodiments of this application.
[0128] For example: Considering that the first virtual item that can perform equipment inheritance is a virtual item that has been dressed on the virtual character, the embodiments of this application support setting the prop inheritance option to an unselectable state when the dressing option in the prop prompt window is not selected; when the dressing option has been selected, the prop inheritance option is set to an selectable state. By dynamically setting the state of the prop inheritance option according to whether the target virtual item has been dressed on the virtual character, it helps the game player intuitively understand whether the target virtual item can perform equipment inheritance, and avoids misoperation of the prop inheritance option when the target virtual item has not been dressed on the virtual character. As Figure 6 shown, when the dressing option 502 in the prop prompt window is not selected, the prop inheritance option 503 is in an unselectable state (such as the prop inheritance option 503 is shown in gray scale); when the dressing option 502 is selected, the prop inheritance option 503 is switched from an unselectable state to an selectable state.
[0129] For another example, the display of at least one of the item prompt window, the dressing option in the item prompt window, and the item inheritance option in the item prompt window is time-limited. Exemplarily, assuming that the display duration of the item prompt window is set to 10 seconds, then when the display duration of the item prompt window reaches 10 seconds, the item prompt window is closed regardless of whether the game player performs an operation on the item prompt window. Exemplarily, assuming that the display duration of the dressing option is set to 5 seconds (as Figure 6 shown, the remaining duration 504 is displayed in a countdown form at a position adjacent to the dressing option 502), then when the dressing option is displayed in the item prompt window for 5 seconds, the item prompt window is automatically closed; if the game player performs a selection operation on the dressing option within 5 seconds, the timer of the dressing option is closed, and the timer of the item inheritance option in the item prompt window is started. Similarly, assuming that the display duration of the item inheritance option is set to 3 seconds, then when the item inheritance option is displayed in the item prompt window for 3 seconds, the item prompt window is automatically closed; if the game player performs a selection operation on the item inheritance option within 3 seconds, the item inheritance option is closed and the virtual item interface of the virtual character is triggered to enter. It should be understood that the specific values of the display durations of at least one of the item prompt window, the dressing option, and the item inheritance option given above are all examples. By setting timers for the item prompt window, the dressing option, and the item inheritance option, the display time of the item prompt window on the terminal screen can be effectively controlled, avoiding the item prompt window occupying the terminal screen for a long time and blocking the content on the terminal screen; for example, when the game player is vigorously manipulating the virtual character in the game scene, they may not want to immediately perform item replacement or inheritance when receiving the target virtual item. Therefore, by setting the timer, not only can the effect of prompting the game player to obtain a new item be achieved, but also the screen can be prevented from being blocked for a long time, improving the game experience of the game player.
[0130] For another example, if the game player does not perform item inheritance through the item prompt window, and the virtual character has a virtual item with a lower item level of the same type as the target virtual item, it is determined that the virtual character has a virtual item that can be item-inherited (i.e., the target virtual item). Then, the embodiment of the present application outputs a prompt message to prompt the game player that item inheritance can be performed. At this time, the prompt message is used to prompt that the virtual character has a virtual item that can be item-inherited. The above method of prompting the game player that there is a virtual item that can be item-inherited through the prompt message is equivalent to helping the game player record item inheritance in the case where the game player is not convenient to perform item inheritance through the item prompt window, avoiding the game player forgetting the matter that there is a virtual item that can be item-inherited, facilitating the game player to master the item inheritance situation, and improving the item inheritance experience of the game player.
[0131] The embodiments of the present application do not limit the display position and display mode of the prompt information. For example, the prompt information can be displayed in the first access component in the aforementioned game access interface, or in the second access component in the aforementioned virtual item interface, etc.; the presentation form of the prompt information can be text, icon, or colored dot, etc. A schematic diagram of a prompt information in the form of a dot can be seen in Figure 7 ; as Figure 7 shown, when the virtual character has a virtual item capable of item inheritance, the prompt information 701 can be displayed at a position adjacent to the first access component in the game access interface, and / or the prompt information 701 can be displayed at a position adjacent to the second access component in the virtual item interface, etc. It should be noted that the trigger conditions for the electronic game to output prompt information to prompt the game player to perform equipment inheritance are not limited to the above description that the game player does not perform item inheritance through the item prompt window, and the virtual character has a virtual item with a lower item level of the same type as the target virtual item. The trigger conditions can also include: the electronic game can periodically and automatically judge the item levels of the virtual items of the same type possessed by the virtual character. When it is detected that the virtual item with the lower item level among the two virtual items of the same type has a transferable skill effect set, prompt information can be output to prompt the game player that item inheritance can be performed between the two virtual items. Specifically, the skill effect set possessed by the virtual item with the lower item level is transferred to the virtual item with the higher item level. Of course, in addition to being the Figure 7 dot shown, the prompt information can also include other static or dynamic animations, images, sound effects, etc., so as to better attract the attention of the game player to the prompt information; such as Figure 7 the animated image 702 shown.
[0132] S202: Select a second virtual item from one or more candidate virtual items.
[0133] One or more candidate virtual items are associated with the virtual character controlled by the game player in the electronic game. Specifically, one or more candidate virtual items can be virtual characters that are associated with the virtual character, not dressed on the virtual character, and have the same item type as the first virtual item selected for equipment inheritance. For example, the virtual character is associated with virtual item 1, virtual item 2, and virtual item 3 belonging to the first item type, and virtual item 3 has been dressed on the virtual character; the virtual character is also associated with virtual item 4 and virtual item 5 belonging to the second item type, and both virtual item 4 and virtual item 5 have not been dressed on the virtual character; then when the virtual item 3 dressed on the virtual character is selected as the first virtual item, it is determined that the candidate virtual items associated with the virtual character include: virtual item 1 and virtual item 2 of the same item type as virtual item 3.
[0134] As described above, the first virtual item selected for equipment inheritance can be displayed in the virtual item interface of the virtual character; the virtual item interface also includes a third display area, which is mainly used to display the item information of the selected second virtual item. Therefore, after the gamer selects the second virtual item from one or more candidate virtual items, the item information of the second virtual item can be displayed in the third display area of the virtual item interface, so that the gamer can intuitively perceive the selected second virtual item.
[0135] According to the different interface contents included in the virtual item interface, the specific selection process for the gamer to select the second virtual item from one or more candidate virtual items associated with the virtual character is also different; the following gives two exemplary specific implementation processes for selecting the second virtual item, where:
[0136] (1) The virtual item interface includes an item selection option, and the second virtual item is selected from one or more candidate virtual items through this item selection option.
[0137] Specifically, the virtual item interface of the virtual character also includes an item selection option; in this way, when the gamer has a second virtual item selected for equipment inheritance, the gamer can perform a trigger operation on the item selection option in the virtual item interface. At this time, the terminal device responds to the trigger operation on the item selection option received on the terminal screen and can display an item display window. Among them, the item display window includes one or more candidate virtual items whose item types are the same as the item type of the first virtual item. Then, the gamer can select the second virtual item from one or more candidate virtual items in the item display window.
[0138] A schematic diagram of an interface for an exemplary selection of the second virtual item from one or more candidate virtual items through the item selection option can be seen in Figure 8 . As Figure 8 shown, the virtual item interface of the virtual character includes an item selection option 801, and this item selection option 801 can be displayed at any display position in the virtual item interface (such as Figure 8 the item selection option 801 shown is displayed in the third display area 802 of the virtual item interface). When the gamer performs a trigger operation on the item selection option 801 in the virtual item interface, an item display window 803 can be displayed, and this item display window 803 can be as Figure 8It can be shown in the form of a floating window as shown, or it can also be displayed in a separate interface form. The embodiments of the present application do not limit the display form of the item display window 803; one or more candidate virtual items associated with the virtual character are included in the item display window 803 (specifically, it includes the item identifiers of the candidate virtual items), such as candidate virtual item 8031, candidate virtual item 8032, candidate virtual item 8033, etc. In this way, the game player can select any candidate virtual item from the item display window 803 according to their inheritance needs. At this time, the selected candidate virtual item is used as the second virtual item, and the item information of the second virtual item is displayed in the third display area 802 in the virtual item interface.
[0139] (2) The virtual item interface also includes a second display area. By dragging the candidate virtual item from the second display area to the third display area, the second virtual item is selected from one or more candidate virtual items.
[0140] Specifically, the virtual item interface of the virtual character also includes a second display area, which can be used to display one or more candidate virtual items whose item types are the same as that of the first virtual item; that is to say, the embodiments of the present application support displaying the item information of the selected first virtual item in the first display area in the virtual item interface, support displaying candidate virtual items whose item types are the same as that of the first virtual item in the second display area in the virtual item interface, and also support displaying the item information of the selected second virtual item in the third display area in the virtual item interface. In this implementation, the game player can directly perform a selection operation in the second display area in the virtual item interface. At this time, the terminal device can respond to the selection operation performed in the second display area and select the second virtual item from one or more candidate virtual items displayed in the second display area. Among them, the selection operation performed by the game player in the second display area can include: a triggering operation for the second virtual item in the second display area (such as a click operation, a double-click operation, or a long-press operation, etc.); or, a dragging operation for moving the second virtual item from the second display area to the third display area; the embodiments of the present application do not limit the specific implementation of the selection operation for selecting the second virtual item.
[0141] Taking the selection operation as a dragging operation as an example below, the interface process for selecting the second virtual item from one or more candidate virtual items based on the dragging operation is given. As Figure 9As shown in the figure, the virtual item interface of the virtual character includes a first display area 403, a second display area 901, and a third display area 802. Among them, the first display area 403 is used to display the item information of the first virtual item selected for equipment inheritance. The second display area 901 is used to display one or more candidate virtual items with the same item type as the first virtual item. The third display area 802 is used to display the item information of the second virtual item selected from one or more candidate virtual items. Suppose the second display area 901 includes candidate virtual item 9011, candidate virtual item 9012, and candidate virtual item 9013, and the game player wants to select candidate virtual item 9011 as the second virtual item for equipment inheritance. Then the game player can perform a selection operation on this candidate virtual item 9011 in the second display area 901. For example, the selection operation includes: continuously pressing candidate virtual item 9011 and moving candidate virtual item 9011 to the third display area 802, and then releasing the drag operation of pressing on this candidate virtual item 9011, etc. After the selection operation is performed on candidate virtual item 9011 in the second display area 901, the item information of this candidate virtual item 9011 can be displayed in the third display area 802 in the virtual item interface, so as to intuitively prompt the game player that candidate virtual item 9011 has been selected as the second virtual item.
[0142] It should be noted that Figure 9 only the exemplary display styles and display positions of the three display areas (the first display area, the second display area, and the third display area) in the virtual item interface are given; in practical applications, the display styles and display positions of the three display areas can change, and the embodiments of the present application do not limit this.
[0143] Furthermore, considering that the display area of the second display area in the virtual item interface is limited, and the game player can only select a more suitable second virtual item for equipment inheritance on the premise of mastering more detailed item information of the candidate virtual items. To facilitate the game player to view the more detailed item information of the candidate virtual items, the embodiments of the present application also support previewing the item information of any candidate virtual item from the second display area, which is convenient for the game player to view the item information of the candidate virtual items.
[0144] In a specific implementation, the process of previewing the item information of candidate virtual items in the second display area may include: If a game player has a need to view the item information of any candidate virtual item in the second display area, then the game player can perform a preview operation on the any candidate virtual item. At this time, in response to the game player's preview operation on the any candidate virtual item in the second display area, the terminal device can output a preview window on the virtual item interface, so that the item information of the any candidate virtual item on which the preview operation is performed can be displayed in the preview window. For a schematic diagram of the interface of the preview window, please refer to Figure 10 , the second display area includes candidate virtual item 9011; if the game player wants to view the item information of the candidate virtual item 9011, then the game player can perform a preview operation on the candidate virtual item 9011. In this way, in response to the preview operation on the candidate virtual item 9011, the terminal device can output a preview window 1001; and display the item information of the candidate virtual item 9011 in the preview window 1001.
[0145] It should be noted that the specific implementation manner of the preview operation performed on the candidate virtual item in the embodiments of the present application is not limited; according to different preview operations, the display duration and display manner of the preview window also vary. For example, the preview operation includes any one of the following: ① A long-press operation on any candidate virtual item; when the preview operation is a long-press operation on the candidate virtual item, if the long-press operation on the candidate virtual item is cancelled, the preview window is cancelled from being displayed on the virtual item interface; that is to say, the display duration of the preview window is the same as the execution duration of the long-press operation, and the preview window is displayed as the long-press operation is performed and is cancelled from being displayed as the long-press operation ends. As Figure 11a shown, when the game player performs a long-press operation on the candidate virtual item 9011 in the second display area, the preview window 1001 is triggered to be displayed, and the item information of the candidate virtual item 9011 is included in the preview window 1001; when the long-press operation on the candidate virtual item 9011 is cancelled, the display of the preview window 1001 is cancelled. This way of displaying the preview window according to the execution duration of the game player's long-press operation helps the game player to control the display duration of the preview window and meets the game player's personalized control requirement for the display of the preview window. ② A trigger operation on any candidate virtual item; when the preview operation is a trigger operation on the candidate virtual item, the preview window is displayed in a countdown form on the virtual item interface; that is to say, after the trigger operation is performed on the candidate virtual item in the second display area, the preview window is displayed, and the display duration of the preview window is fixed, and the remaining display duration is displayed in a countdown form in the preview window. As Figure 11bAs shown, when a game player performs a triggering operation on the candidate virtual item 9011 in the second display area, the preview window 1001 is triggered and a countdown 1002 is displayed to inform the game player of the remaining display duration of the preview window 1001 through this countdown 1000.
[0146] S203: Transfer the set of skill special effects of the second virtual item to the first virtual item.
[0147] In a specific implementation, after determining the first virtual item and the second virtual item for equipment inheritance through the foregoing steps, the set of skill special effects of the second virtual item can be transferred to the first virtual item to achieve equipment inheritance between the first virtual item and the second virtual item. Among them, the set of skill special effects of the second virtual item includes the special effect resources corresponding to the game skills; and the virtual character equipped with the second virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene. Here, the matching can be reflected as: the more the number of special effect resources, the higher the skill intensity of the virtual character when using the game skill. In this way, after transferring the set of skill special effects of the second virtual item to the first virtual item, directly delete the second virtual item from the virtual backpack of the virtual character; and add the set of skill special effects of the second virtual item to the first virtual item, so that the first virtual item has the set of skill special effects of the second virtual item after the transfer of the skill special effects set. Among them, the virtual character equipped with the first virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene.
[0148] The relevant content of the above-mentioned set of skill special effects is introduced in detail below: The set of skill special effects of the second virtual item is a set containing the special effect resources (or called special effect entries) collected for the second virtual item. Specifically, the set of skill special effects includes N special effect groups, N is a positive integer, and one of the N special effect groups corresponds to a game skill. The special effect group includes the special effect resources corresponding to the corresponding game skill; among them, the game skill can refer to the game method in the electronic game that causes effects such as attack, defense, and assistance through game actions; the game skill has a skill level, and the higher the skill level, the higher the skill intensity of the game skill. For example, if the game skill is a defense skill, then the higher the skill level of the defense skill, the higher the damage that the virtual character can resist when using the defense skill.
[0149] Further, the improvement of the skill level of the game skill can be achieved by cultivating the special effect resources corresponding to the game skill. Specifically, the number of special effect resources included in the special effect group is positively correlated with the skill strength of the corresponding game skill; that is, the more special effect resources corresponding to the game skill included in the special effect group, the higher the skill level of the corresponding game skill, that is, the higher the skill strength of the corresponding game skill. In other words, the number of special effect resources corresponding to the game skill can be used to characterize the proficiency of the virtual character in the game skill. The more special effect resources, the higher the proficiency, that is, the higher the skill strength of the game skill. For example: when the number of special effect resources corresponding to the game skill is 1, the proficiency is a beginner, and the skill strength of the game skill may be 100; when the number of special effect resources corresponding to the game skill is 2, the proficiency is skilled, and the skill strength of the game skill may be 200; and so on. For another example, for each increase in the number of special effect resources corresponding to the game skill, the skill strength of the game skill increases by a corresponding value (such as 200 or 2% increase on the basis of the original skill strength value, etc.).
[0150] Among them, the prop levels of the virtual props belonging to the game skills are different. When the number of special effect resources corresponding to the game skills increases, the addition range of the skill strength of the corresponding game skills may be different. For example, in order to motivate game players to pursue higher-level virtual props, the higher the prop level of the virtual props, the greater the addition range of the skill strength of the corresponding game skills when the number of special effect resources corresponding to the game skills possessed by the virtual props increases. As mentioned above, the prop levels of virtual props can include: green, blue, purple, orange, and gold from low to high; then it is determined that the prop level of the gold virtual prop is the highest, and the value of its special effect resources is unique. For example, the value of the special effect resources of the gold virtual props can be added by 50%. This not only ensures that the gold props can add more skill strength when collecting special effect resources, but also ensures that after the gold props inherit the skill special effect set of props of other levels, the game players can continue to pursue the remaining 50%, so that game players have the motivation to continue pursuing. An exemplary schematic diagram of the gold prop addition can be seen in Figure 12 ;like Figure 12 As shown, the skill value of the game skill with skill ID 1001 is 200. Then, when the item level of the virtual item is the highest level (such as gold level), the skill value of the game skill can be increased by 50% on the basis of 200, that is, the skill value of the game skill possessed by the highest level virtual item can reach 200+200*50%=300.
[0151] Furthermore, there is an upper limit to the skill intensity of game skills; that is, the number of special effect resources corresponding to a game skill cannot increase infinitely. To encourage game players to pursue a higher skill intensity of game skills, that is, to collect more special effect resources corresponding to game skills, the embodiments of the present application support multiplying the skill intensity of the corresponding game skill when the number of special effect entries reaches the upper limit, so that game players can obtain a higher skill intensity when cultivating game skills to the limit, enrich the skill cultivation form, and enhance the interest of game players in cultivating game skills. In the embodiments of the present application, when the number of special effect resources included in the special effect group reaches the upper limit, the skill intensity obtained by the corresponding game skill is called a special effect set, and this special effect set is the multiplied skill intensity added to the game skill. In other words, the skill intensity of the game skill under the special effect set is: the sum of the skill intensity when the number of special effect resources corresponding to the game skill is at the upper limit and the reference skill intensity; this reference skill intensity is the additional skill intensity added to the corresponding game skill when the number of special effect resources included in the special effect group reaches the upper limit.
[0152] It should be noted that the upper limit that the number of special effect resources corresponding to a game skill can reach is positively correlated with the item level of the virtual item to which the game skill belongs. In other words, the higher the item level of the virtual item, the higher the upper limit of the special effect resources of the virtual item. This enables game players to continue to pursue and collect special effect resources to cultivate game skills after inheriting the skill special effect set of a lower-level virtual item when obtaining a higher-level virtual item, allowing game players to continuously have a linear pursuit experience. Exemplarily, as mentioned above, the item levels of virtual items from low to high can include: green, blue, purple, orange, and gold; then the upper limits of the number of special effect resources corresponding to each item level can be seen in Table 1:
[0153] Table 1
[0154] Prop Level (Color) Upper Limit of Special Effect Resources Green Level 1 Blue Level 2 Purple Level 3 Orange Level 6 Gold Level 10
[0155] As can be seen from Table 1, the higher the item level, the higher the upper limit of the number of special effect resources corresponding to the game skill of the virtual item. For example: A game player obtains an orange-level virtual item and transfers the skill special effect set (such as including 3 special effect groups, and each special effect group includes 1 special effect resource) of the same type of purple-level virtual item obtained previously to the orange-level virtual item. After determining that the orange-level virtual item has the skill special effect set of the purple-level virtual item, that is, it has 3 special effect groups, and each special effect group includes 1 special effect resource. Then, when the upper limit of the number of special effect resources corresponding to the orange-level virtual item is 6, the game player can continue to pursue each of the 3 special effect groups of the orange-level virtual item through equipment synthesis.
[0156] In the embodiments of the present application, it is emphasized to transfer the skill special effects set (specifically, special effect resources / special effect entries) of low-quality virtual items to high-quality virtual items without loss, avoiding the need to cultivate the first virtual item from scratch, overcoming the defect of the cultivation segmentation between different virtual items in traditional games, and improving the transfer flexibility of the skill special effects set between virtual items. Moreover, it is also emphasized that the upper limit of the number of special effect resources corresponding to high-quality virtual items is greater than the upper limit of the number of special effect resources corresponding to low-quality virtual items. This enables even if the skill special effects set of low-quality items is transferred to high-quality items, the high-quality items still have something to pursue, that is, they can continue to collect special effect resources to further cultivate game skills. In addition, the equipment inheritance provided in the embodiments of the present application specifically inherits the skill special effects set while keeping the attributes of the virtual item from being inherited. This can make the attributes of the virtual item always be a pursuit point of the virtual item (for example, when the virtual item is initially obtained, the attribute value of its attribute is only 80% of the maximum attribute value, and the remaining 20% of the attribute value still needs to be pursued through equipment synthesis), meeting the needs of game players to pursue the attributes of virtual items.
[0157] Please refer to Figure 13 , Figure 13 FIG. is a schematic flowchart of another game processing method provided by an exemplary embodiment of the present application; this method can be executed by the aforementioned terminal device or by a game application deployed in the terminal device; for the sake of easy explanation, the embodiments of the present application take the terminal device executing this game processing method as an example for illustration. Refer to Figure 13 As shown, this game processing method may include the following steps S1301 - S1305:
[0158] S1301: Display the first virtual item obtained by the virtual character in the virtual scene.
[0159] S1302: Select a second virtual item from one or more candidate virtual items.
[0160] It should be noted that the specific implementation processes shown in steps S1301 - S1302 are similar to the specific implementation processes shown in steps S201 - S202 in the foregoing Figure 2 shown embodiment. Reference can be made to the relevant descriptions shown in the foregoing steps S201 - S202, and details are not described herein again.
[0161] It should also be noted that, considering that one or more candidate virtual items associated with a virtual character belong to multiple item levels (such as the gold level, purple level, blue level, etc. mentioned above), for the convenience of game players to select candidate virtual items of a certain item level. The embodiments of the present application support independently displaying candidate virtual items of any item level among one or more candidate virtual items according to the needs of game players; it is convenient for game players to select a second virtual item from at least one candidate virtual item belonging to a certain item level, so as to realize the item inheritance between the second virtual item and the first virtual item of the specified item level, and meet the game needs of game players to screen candidate virtual items of the specified item level.
[0162] In specific implementation, in step S202, it is mentioned that one or more candidate virtual items associated with the virtual item can be displayed in the item display window or in the second display area in the virtual item interface; for the convenience of description, any one of the item display window and the second display area is supported to be represented as the target interface. The embodiments of the present application support setting level options corresponding to multiple item levels in the target interface, that is to say, the target interface can include multiple level options, and one level option among the multiple level options corresponds to one item level. In this way, when a game player wants to screen candidate virtual characters belonging to a specified item level, a trigger operation can be performed on the level option corresponding to the item level in the target interface. At this time, the terminal device can display candidate virtual items belonging to the item level indicated by the triggered level option in the target interface according to the trigger operation on the level option in the target interface.
[0163] Taking the target interface as the item display window as an example, as Figure 14 shown, the item display window can include level options corresponding to each item level among multiple item levels, such as level option 1401 corresponding to the first item level, level option 1402 corresponding to the second item level, level option 1403 corresponding to the third item level, etc. The game player can perform a trigger operation on any level option. At this time, only candidate virtual characters belonging to the item level corresponding to the triggered level option are displayed in the item display window; if level option 1401 is triggered, then only candidate virtual items belonging to the item level corresponding to level option 1401 are displayed in the item display window. Continuing to refer to Figure 14 , for the convenience of game players to view all candidate virtual items, it is also supported to set an all option 1404 in the item display window; in response to the trigger operation on the all option 1404, all candidate virtual items associated with the virtual item and of the same type as the first virtual item can be displayed in the item display window.
[0164] Figure 14This is only an exemplary schematic diagram provided by the embodiments of the present application for displaying level options in a target interface (such as a prop display window); the embodiments of the present application do not limit the interface elements included in the target interface. For example, since there are often many types of prop levels and the display area of the prop display window is limited, it is very likely that only the level options corresponding to some prop levels among multiple prop levels can be displayed in the prop display window, while the remaining level options can only be hidden; to facilitate game players to view all level options, the embodiments of the present application also support game players to slide the operation in the prop display window to display the hidden level options; of course, the hidden level options can also be displayed by triggering the expansion component 1405 in the prop display window, etc.
[0165] For another example, to facilitate game players to view the key information related to equipment inheritance and about candidate virtual props in a limited target interface, and better select the second virtual prop for equipment inheritance; the embodiments of the present application support displaying the prop hint information (such as the aforementioned key information) corresponding to each candidate virtual prop among one or more candidate virtual props in the target interface, so that game players can view the prop hint information of the candidate virtual props to select the second virtual prop. Among them, the specific content of the prop hint information of the candidate virtual props is related to equipment inheritance, and this relevance is reflected in that the prop hint information corresponding to the candidate virtual props can be used to indicate the set special effects of the set of skill special effects possessed by the corresponding candidate virtual props. Exemplarily, the prop hint information corresponding to the candidate virtual props includes at least one of the following: ① The number of skill types of the game skills included in the set of skill special effects; for example, if the number of skill types of the game skills possessed by the candidate virtual prop is 3, it means that the candidate virtual prop has started to cultivate 3 game skills, and at this time, the prop hint information "3" is displayed at the position adjacent to the candidate virtual prop in the target interface. ② The number of special effect resources included in the set of skill special effects; for example, if the candidate virtual prop has collected a total of 3 special effect entries, then as Figure 14 shown, the prop hint information 1407 is displayed at the position adjacent to the candidate virtual prop (such as candidate virtual prop 1406). ③ The number of set numbers of the entry sets included in the set of skill special effects; for example, if the candidate virtual prop has cultivated 2 entry sets, that is, the number of special effect entries corresponding to the 2 game skills possessed by the candidate virtual prop has reached the upper limit, then the prop hint information "2" is displayed at the position adjacent to the candidate virtual prop in the target interface.
[0166] In addition, as described above, to ensure that game players can pursue virtual items of higher quality, embodiments of the present application may set the item level of the first virtual item to be greater than the item level of the second virtual item. Based on this, after detecting that a game player selects the second virtual item from one or more candidate virtual items, embodiments of the present application also support comparing the levels of the first virtual item and the second virtual item to ensure that the item level of the second virtual item must be lower than that of the first virtual item, thereby helping game players pursue high-quality items.
[0167] In specific implementation, when the terminal device detects the selection of the second virtual item from one or more candidate virtual items, it respectively obtains the item level of the first virtual item and the item level of the second virtual item, and compares the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result. If the comparison result indicates that the item level of the second virtual item is lower than that of the first virtual item, step S1303 can be triggered for execution. Conversely, if the comparison result indicates that the item level of the second virtual item is higher than that of the first virtual item, it means that the selected second virtual item cannot perform outfit inheritance with the first virtual item, and feedback information is output, and this feedback information is used to indicate the failure of item inheritance between the first virtual item and the second virtual item.
[0168] The following combines the attached Figure 15a Introduce the above-described feedback information; as Figure 15a shown, after the game player selects the second virtual item, the terminal device or the server can perform the step of comparing the item level of the first virtual item and the item level of the second virtual item. If the comparison result indicates that the item level of the second virtual item is lower than that of the first virtual item, the item information of the second virtual item is displayed in the third display area. Conversely, when the comparison result indicates that the item level of the second virtual item is higher than that of the first virtual item, feedback information 1501 can be output, and this feedback information 1501 prompts that the second virtual item does not have the permission to perform item inheritance with the first virtual item, and the item information of the second virtual item is not displayed in the third display area.
[0169] S1303: Display the item information of the second virtual item in the third display area in the virtual item interface, and the third display area includes a confirmation option.
[0170] S1304: When the confirmation option is triggered, output a confirmation prompt message on the virtual item interface.
[0171] S1305: In response to the confirmation operation for the confirmation prompt message, transfer the set of skill special effects possessed by the second virtual item to the first virtual item.
[0172] In steps S1303 - S1305, after the game player selects a second virtual item from one or more candidate virtual items associated with the virtual character, to facilitate the game player to preview the item information of the selected second virtual item, the embodiments of the present application support displaying the item information of the second virtual item in the third display area of the virtual item interface. A confirmation option is also included in this third display area. When the game player performs a trigger operation on the confirmation option in the third display area, it means that the game player confirms to transfer the skill effect set of the second virtual item to the first virtual item. Then, after the transfer of the skill effect set, the second virtual item is deleted in the third display area, and the skill effect set possessed by the second virtual item is displayed in the first display area; that is, after the transfer of the skill effect set, the skill effect set of the second virtual item and the item information of the first virtual item are displayed together in the first display area, which is beneficial for the game player to intuitively perceive the inheritance of the skill effect set.
[0173] Further, a confirmation option (such as the OK option 1502 as shown) is displayed in the third display area of the virtual item interface; if the game player confirms to transfer the skill effect set of the second virtual item in the third display area to the first virtual item, the game player can perform a trigger operation on this confirmation option. At this time, a confirmation prompt message (such as the confirmation prompt message 1503 as shown) can be output in the virtual item, so as to facilitate the game player to confirm again whether to perform item inheritance between the second virtual item and the first virtual item. If the game player performs a confirmation operation on this confirmation prompt message (such as clicking the OK option 15031 in the confirmation prompt message 1503), the skill effect set possessed by the second virtual item is transferred to the first virtual item, and the skill effect set possessed by the second virtual item is displayed in the first display area, the entire second virtual item is deleted, and the display of the item information of the second virtual item in the third display area is cancelled. Figure 15b shown Figure 15b shown
[0174] In addition, considering that the game player may change their intention after selecting the second virtual item, such as wanting to select other candidate virtual items as the second virtual item, or canceling the virtual item in the third display area as the second virtual item; therefore, to enrich the operation permissions of the game player, the embodiments of the present application also support setting a replacement option and a cancellation option in the third display area. As Figure 16As shown, a replacement option 1601 and a cancellation option 1602 are displayed in the third display area of the virtual item; when a game player performs a trigger operation on the replacement option 1601, a prop display window can be triggered to be displayed, so that the game player can continue to select a new candidate virtual item from the prop display window to replace the second virtual item displayed in the third display area; similarly, when the game player performs a trigger operation on the cancellation option 1602, the display of the item information of the second virtual item can be directly cancelled in the third display area, indicating that the game player cancels the selection of the candidate virtual item in the third display area as the second virtual item.
[0175] In addition, the embodiment of the present application also supports game players to view historical inheritance records in real time, facilitating the game players to trace the equipment inheritance within a historical time period. It should be understood that there may be one or more equipment inheritances that occur within the historical time period. Taking the equipment inheritance between the first virtual item and the second virtual item as an example in the embodiment of the present application, the item inheritance between the first virtual item and the second virtual item is recorded and stored. In this way, when the game player has a tracing requirement, a viewing operation can be performed in the virtual item interface. At this time, the terminal device responds to the viewing operation on the item inheritance in the virtual item interface and displays a query interface, and the record information of the item inheritance between the first virtual item and the second virtual item is displayed in the form of a log in this viewing interface. Among them: ① The embodiment of the present application does not limit the viewing operation performed by the game player in the virtual item interface. For example, the viewing operation may include any one of the following: gesture operations (such as an "S"-shaped moving operation, a two-finger pinch operation, or a triple-click operation, etc.), trigger operations, or voice input operations (during the display of the virtual item interface, the microphone of the terminal device is in an on state, so when the microphone collects a voice signal in the physical environment for indicating viewing the item inheritance record, it is determined that a voice input operation is detected). ② The embodiment of the present application does not limit the information type of the record information of the item inheritance between the first virtual item and the second virtual item, including at least: a set of skill special effects transferred from the second virtual item to the first virtual item (such as special effect resources and special effect sets), the item identifier of the first virtual item, the item identifier of the second virtual item, the attribute information of the first virtual item (basic attributes, such as life attributes or magic attributes, etc.), and the attribute information of the second virtual item, etc. ③ The embodiment of the present application does not limit the display form of the record information in the viewing interface; for example, it supports storing the item inheritance between the first virtual item and the second virtual item in the form of a log, so that the record information is displayed in the form of a log; another example: it supports storing the item inheritance between the first virtual item and the second virtual item in the form of a table, so that the record information is displayed in the form of a table.
[0176] Exemplarily, taking the viewing operation as a gesture operation as an example and combining Figure 17Provide the interface process for triggering the display of the viewing interface; for example Figure 17 As shown, when a game player has a need to view the inheritance of historical items, a gesture operation (such as a moving operation of drawing an "S" shape) can be performed in the virtual item interface. Then, in response to the gesture operation in the virtual item interface, the display of the viewing interface 1701 can be triggered; the viewing interface 1701 can be displayed in the form of a floating window or in the form of an independent interface, which is not limited herein. Moreover, in the viewing interface 1701, the record information of each item inheritance in one or more item inheritances within a historical time period is displayed; for example Figure 17 As shown, the record information of the item inheritance between virtual item A and virtual item B is displayed in the form of a log, and the record information at least includes: the item identifier (or ID) of virtual item A, the item identifier of virtual item B, the transferred special effect resources, the transfer time, and other information.
[0177] The above Figure 2 and Figure 13 The embodiments shown mainly introduce the game processing method proposed in the embodiments of the present application from the interface dimension; the following combines Figure 18 to provide the background processing flow of the game processing method, and this background processing flow can be executed by Figure 1 the terminal device and / or the server in the system shown; for the convenience of description, the example of jointly executing the background processing flow between the terminal device and the server is used. For example Figure 18As shown, after the terminal device detects a selection operation of a game player for a first virtual item, it can send the first virtual item (such as the item identifier of the first virtual item) to the server; in this way, the server can record the high-quality item to be used for equipment inheritance as the first virtual item. Similarly, when the terminal device detects a selection operation of a game player for a second virtual item from one or more candidate virtual items, it can send the second virtual item (such as the item identifier of the second virtual item) to the server; in this way, the server can record the second virtual item to be used for equipment inheritance. Then, the server also compares the item level of the first virtual item with the item level of the second virtual item to obtain a comparison result; if the comparison result indicates that the item level of the first virtual item is higher than the item level of the second virtual item, indicating that item inheritance can be performed between the first virtual item and the second virtual item, the server notifies the terminal device of a message, and this notification message is used to indicate that the item level of the first virtual item is higher than the item level of the second virtual item; in this way, the terminal device can, in response to this notification message, display the item information of the first virtual item and the set of skill special effects of the second virtual item together in the first display area, so that the game player can intuitively perceive that the set of skill special effects of the second virtual item is transferred to the first virtual item. On the contrary, if the comparison result indicates that the item level of the first virtual item is lower than the item level of the second virtual item, indicating that item inheritance can be performed between the first virtual item and the second virtual item, the server returns feedback information to the terminal device, and this feedback information is used to indicate that the item level of the first virtual item is lower than the item level of the second virtual item, so that the terminal device can output this feedback information on the terminal screen, so that the game player can re-perform the selection of the second virtual item based on this feedback information.
[0178] Further, in the case where the item level of the second virtual item is lower than the item level of the first virtual item, if the terminal device detects a trigger operation of the game player for the confirmation option in the third display area, then the terminal device can output a confirmation prompt message, so that the game player can confirm again whether it is necessary to transfer the set of skill special effects of the second virtual item to the first virtual item. If the game player performs a confirmation operation for this confirmation prompt message, the terminal device sends a first message to the server, and this first message indicates that the game player confirms to perform item inheritance between the first virtual item and the second virtual item, then the server can recycle the second virtual item and transfer the set of skill special effects of the second virtual item to the first virtual item. If the game player performs a negative operation for this confirmation prompt message, the terminal device sends a second message to the server, and this second message indicates that the game player does not need to perform item inheritance between the first virtual item and the second virtual item, then the server can retain the second virtual item and does not transfer the set of skill special effects of the second virtual item to the first virtual item.
[0179] In summary, in addition to supporting the lossless transfer of the skill effect set of the cultivated second virtual item to the first virtual item, the embodiments of the present application improve the transfer flexibility of the skill effect set between virtual items. It also supports outputting a confirmation prompt message again after a game player triggers the transfer of the skill effect set of the second virtual item to the first virtual item, so as to facilitate the game player to re-determine whether to inherit, and avoid the transfer of the skill effect set caused by the misoperation of the game player.
[0180] The method of the embodiments of the present application is elaborated in detail above. To facilitate the better implementation of the above solutions of the embodiments of the present application, correspondingly, the device of the embodiments of the present application is provided below. In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0181] Figure 19 The structural schematic diagram of a game processing device provided by an exemplary embodiment of the present application is shown; this game processing device can be used to execute Figure 2 and Figure 13 Some or all of the steps in the method embodiments shown. Please refer to Figure 19 . This device includes the following units:
[0182] A display unit 1901, configured to display a first virtual item obtained by a virtual character in a virtual scene; one or more candidate virtual items are associated with the virtual character, and the item type of the candidate virtual item is the same as that of the first virtual item;
[0183] A processing unit 1902, configured to select a second virtual item from one or more candidate virtual items; the second virtual item has a skill effect set, and the skill effect set includes special effect resources corresponding to game skills; when the virtual character equipped with the second virtual item uses a game skill in the virtual scene, it has a skill intensity matching the special effect resources;
[0184] The processing unit 1902 is further configured to transfer the skill effect set of the second virtual item to the first virtual item; wherein, after the skill effect set is transferred, the first virtual item has the skill effect set, and when the virtual character equipped with the first virtual item uses a game skill in the virtual scene, it has a skill intensity matching the special effect resources.
[0185] In one implementation, among the skill special effect sets of the second virtual item, there are N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill;
[0186] Among them, the special effect group includes the special effect resources corresponding to the corresponding game skill; the number of special effect resources included in the special effect group is positively correlated with the skill intensity of the corresponding game skill;
[0187] When the number of special effect resources included in the special effect group reaches the upper limit, the game skill obtains a special effect set; the skill intensity of the special effect set is the sum of the skill intensity when the number of special effect resources corresponding to the game skill reaches the upper limit and the reference skill intensity; the reference skill intensity is the skill intensity increased for the game skill when the number of special effect resources included in the special effect group reaches the upper limit; the upper limit is positively correlated with the item level of the virtual item.
[0188] In one implementation, when the display unit 1901 is used to display the first virtual item obtained by the virtual character in the virtual scene, it is specifically used for:
[0189] Display the game access interface, and the game access interface includes a first access component for accessing the virtual items of the virtual character;
[0190] In response to a trigger operation on the first access component, display the virtual item interface of the virtual character; the virtual item interface includes a second access component for accessing the item inheritance system;
[0191] If the second access component is in a selected state, display the first virtual item obtained by the virtual character in the virtual scene in the virtual item interface;
[0192] Among them, if the virtual character has a virtual item that can be item-inherited, a prompt message is displayed in the first access component and the second access component, and the prompt message is used to prompt that the virtual character has a virtual item that can be item-inherited.
[0193] In one implementation, the virtual item interface includes an item selection area for displaying the virtual items that have been dressed on the virtual character; the determination method of the first virtual item displayed in the virtual item interface includes:
[0194] Take the virtual item that is default selected in the item selection area as the first virtual item; or,
[0195] According to the item selection operation performed in the item selection area, take the selected virtual item as the first virtual item.
[0196] In one implementation, when the display unit is used to display the first virtual item obtained by the virtual character in the virtual scene, it is specifically used for:
[0197] Display a prop hint window, where the prop hint window includes new target virtual props obtained by the virtual character in the virtual scene; the prop hint window also includes a dressing option and a prop inheritance option;
[0198] In response to a selection operation on the dressing option, dress the target virtual prop on the virtual character;
[0199] When the prop inheritance option is selected, display the virtual prop interface of the virtual character; and,
[0200] In the virtual prop interface, display the first virtual prop obtained by the virtual character in the virtual scene, where the target virtual prop is used as the first virtual prop.
[0201] In one implementation, the virtual prop interface includes a first display area for displaying the prop information of the first virtual prop; the processing unit 1902, when specifically used to display the first virtual prop obtained by the virtual character in the virtual scene in the virtual prop interface, is specifically used for:
[0202] Display the prop information of the first virtual prop obtained by the virtual character in the virtual scene in the first display area;
[0203] Wherein, the prop information of the virtual prop at least includes: the prop identifier of the virtual prop, the attribute information of the virtual prop, and the skill special effect set of the virtual prop.
[0204] In one implementation, the first virtual prop is displayed in the virtual prop interface of the virtual character, and the virtual prop interface also includes a prop selection option; the processing unit 1902, when specifically used to select a second virtual prop from one or more candidate virtual props, is specifically used for:
[0205] In response to a trigger operation on the prop selection option, display a prop display window; the prop display window includes one or more candidate virtual props whose prop types are the same as that of the first virtual prop;
[0206] Select a second virtual prop from one or more of the candidate virtual props in the prop display window.
[0207] In one implementation, the first virtual prop is displayed in the virtual prop interface of the virtual character, and the virtual prop interface includes a second display area and a third display area; the second display area is used to display one or more candidate virtual props whose prop types are the same as that of the first virtual prop; the third display area is used to display the prop information of the selected second virtual prop;
[0208] The processing unit 1902, when specifically used to select a second virtual prop from one or more candidate virtual props, is specifically used for:
[0209] Select a second virtual item from one or more candidate virtual items according to a selection operation performed in the second display area;
[0210] The selection operation includes: a trigger operation for the second virtual item, or a drag operation for moving the second virtual item from the second display area to the third display area.
[0211] In one implementation, the processing unit 1902 is further configured to:
[0212] In response to a preview operation on any candidate virtual item in the second display area, output a preview window on the virtual item interface;
[0213] Display the item information of any candidate virtual item in the preview window;
[0214] The preview operation includes any one of the following: a long - press operation on any candidate virtual item, or a trigger operation on any candidate virtual item; when the preview operation is a long - press operation on a candidate virtual item, if the long - press operation on the candidate virtual item is cancelled, cancel the display of the preview window on the virtual item interface; when the preview operation is a trigger operation on a candidate virtual item, the preview window is displayed in a countdown form on the virtual item interface.
[0215] In one implementation, one or more candidate virtual items belong to multiple item levels; the item display window and the second display area are represented as a target interface, and the target interface includes level options corresponding to multiple item levels respectively; the processing unit 1902 is further configured to:
[0216] According to a trigger operation on the level option in the target interface, display candidate virtual items belonging to the item level indicated by the triggered level option in the target interface.
[0217] In one implementation, the processing unit 1902 is further configured to:
[0218] Display the item hint information corresponding to each candidate virtual item among one or more candidate virtual items in the target interface;
[0219] The item hint information corresponding to the candidate virtual item includes at least one of the following: the number of skill types of game skills included in the skill effect set, the number of special effect resources included in the skill effect set, and the number of set pieces of the item set included in the skill effect set.
[0220] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character; the virtual item interface includes a third display area for displaying the item information of the selected second virtual item; the processing unit 1902 is further configured to:
[0221] Display the item information of the second virtual item in the third display area.
[0222] In one implementation, the virtual item interface further includes a first display area for displaying the item information of the first virtual item; the third display area includes a confirmation option; the processing unit 1902, when transferring the set of skill special effects of the second virtual item to the first virtual item, is specifically used for:
[0223] When the confirmation option is triggered, output a confirmation prompt message on the virtual item interface;
[0224] In response to a confirmation operation for the confirmation prompt message, transfer the set of skill special effects of the second virtual item to the first virtual item; after the transfer of the set of skill special effects, the set of skill special effects of the second virtual item is displayed in the first display area.
[0225] In one implementation, the processing unit 1902 is further used for:
[0226] Obtain the item levels of the first virtual item and the second virtual item respectively, and compare the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result;
[0227] If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, trigger the step of transferring the set of skill special effects of the second virtual item to the first virtual item.
[0228] In one implementation, the processing unit 1902 is further used for:
[0229] If the comparison result indicates that the item level of the second virtual item is higher than the item level of the first virtual item, output feedback information, and the feedback information is used to prompt the failure of item inheritance between the first virtual item and the second virtual item.
[0230] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character; the item inheritance between the first virtual item and the second virtual item is recorded; the processing unit 1902 is further used for:
[0231] In response to a viewing operation for item inheritance in the virtual item interface, display a query interface; the viewing operation includes any one of the following: gesture operation, trigger operation, or voice input operation;
[0232] Display the record information of item inheritance between the first virtual item and the second virtual item in the query interface; the record information includes at least: the set of skill special effects transferred from the second virtual item to the first virtual item, the item identifier of the first virtual item, the item identifier of the second virtual item, the attribute information of the first virtual item, and the attribute information of the second virtual item.
[0233] According to an embodiment of the present application, Figure 19 Each unit in the game processing device shown can be separately or entirely combined into one or several other units to form, or some of the units can be further split into multiple smaller units with more specific functions to form, which can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application. The above units are divided based on logical functions. In practical applications, the function of one unit can also be realized by multiple units, or the functions of multiple units can be realized by one unit. In other embodiments of the present application, the game processing device may also include other units. In practical applications, these functions can also be assisted by other units and can be realized through the cooperation of multiple units. According to another embodiment of the present application, it can be achieved by running a computer program (including program code) that can execute the respective steps involved in the corresponding method shown in Figure 2 or Figure 13 on a general computing device such as a computer including processing elements and storage elements such as a central processing unit (CPU), a random access storage medium (RAM), and a read-only storage medium (ROM), to construct the game processing device shown in Figure 19 and to implement the game processing method of the embodiments of the present application. The computer program can be recorded on, for example, a computer-readable recording medium, loaded into the above computing device through the computer-readable recording medium, and run therein.
[0234] Based on the same inventive concept, the principle of problem-solving and the beneficial effects of the game processing device of the computer device provided in the embodiments of the present application are similar to those of the game processing method in the method embodiments of the present application. For the principle and beneficial effects of the method implementation, reference can be made, and for the sake of brevity, they will not be elaborated here.
[0235] Figure 20 Shows a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application. Please refer to Figure 20, the computer device includes a processor 2001, a communication interface 2002, and a computer-readable storage medium 2003. Among them, the processor 2001, the communication interface 2002, and the computer-readable storage medium 2003 can be connected through a bus or other means. Among them, the communication interface 2002 is used to receive and send data. The computer-readable storage medium 2003 can be stored in the memory of the computer device. The computer-readable storage medium 2003 is used to store a computer program. The computer program includes program instructions. The processor 2001 is used to execute the program instructions stored in the computer-readable storage medium 2003. The processor 2001 (or CPU (Central Processing Unit, central processor)) is the computing core and control core of the computer device. It is suitable for implementing one or more instructions. Specifically, it is suitable for loading and executing one or more instructions to implement the corresponding method flow or corresponding function.
[0236] The embodiment of the present application also provides a computer-readable storage medium (Memory). The computer-readable storage medium is a memory device in the computer device and is used to store programs and data. It can be understood that the computer-readable storage medium here can include both the built-in storage medium in the computer device and, of course, the extended storage medium supported by the computer device. The computer-readable storage medium provides a storage space. This storage space stores the processing system of the computer device. And, one or more instructions suitable for being loaded and executed by the processor 2001 are also stored in this storage space. These instructions can be one or more computer programs (including program codes). It should be noted that the computer-readable storage medium here can be a high-speed RAM memory or a non-volatile memory, such as at least one disk memory; optionally, it can also be at least one computer-readable storage medium located far from the aforementioned processor.
[0237] In one embodiment, the computer device can be the device deploying the game application mentioned in the foregoing embodiment; one or more instructions are stored in the computer-readable storage medium; the processor 2001 loads and executes one or more instructions stored in the computer-readable storage medium to implement the corresponding steps in the foregoing embodiment of the game processing method; in specific implementation, one or more instructions in the computer-readable storage medium are loaded and executed by the processor 2001 as follows:
[0238] Display the first virtual item obtained by the virtual character in the virtual scene; one or more candidate virtual items are associated with the virtual character, and the item types of the candidate virtual items are the same as the item type of the first virtual item;
[0239] Select a second virtual item from one or more candidate virtual items; the second virtual item has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; the virtual character equipped with the second virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene.
[0240] Transfer the set of skill special effects possessed by the second virtual item to the first virtual item; wherein, after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and the virtual character equipped with the first virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene.
[0241] In one implementation, the set of skill special effects possessed by the second virtual item includes N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill.
[0242] Among them, the special effect group includes special effect resources corresponding to the corresponding game skill; the number of special effect resources included in the special effect group is positively correlated with the skill intensity of the corresponding game skill.
[0243] When the number of special effect resources included in the special effect group reaches the upper limit of the quantity, the game skill obtains a special effect set; the skill intensity of the special effect set is the sum of the skill intensity when the number of special effect resources corresponding to the game skill is the upper limit of the quantity and the reference skill intensity; the reference skill intensity is the skill intensity increased for the game skill when the number of special effect resources included in the special effect group reaches the upper limit of the quantity; the upper limit of the quantity is positively correlated with the item level of the virtual item.
[0244] In one implementation, when one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and execute to display the first virtual item obtained by the virtual character in the virtual scene, the following steps are specifically executed:
[0245] Display the game access interface of the game, and the game access interface includes a first access component for accessing the virtual items of the virtual character.
[0246] In response to the trigger operation on the first access component, display the virtual item interface of the virtual character; the virtual item interface includes a second access component for accessing the item inheritance system.
[0247] If the second access component is in a selected state, display the first virtual item obtained by the virtual character in the virtual item interface.
[0248] Among them, if the virtual character has virtual items that can be inherited, a prompt message is displayed in the first access component and the second access component, and the prompt message is used to prompt that the virtual character has virtual items that can be inherited.
[0249] In one implementation, the virtual item interface includes an item selection area for displaying virtual items that have been dressed on a virtual character; the method for determining the first virtual item displayed in the virtual item interface includes:
[0250] Taking the virtual item that is default selected in the item selection area as the first virtual item; or,
[0251] Taking the selected virtual item as the first virtual item according to the item selection operation performed in the item selection area.
[0252] In one implementation, when one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and execute to display the first virtual item obtained by the virtual character in the virtual scene, the following steps are specifically executed:
[0253] Displaying an item prompt window, where the item prompt window includes a new target virtual item obtained by the virtual character in the virtual scene; the item prompt window also includes a dressing option and an item inheritance option;
[0254] In response to the selection operation on the dressing option, dressing the target virtual item on the virtual character;
[0255] When the item inheritance option is selected, displaying the virtual item interface of the virtual character; and,
[0256] Displaying the first virtual item obtained by the virtual character in the virtual scene in the virtual item interface, with the target virtual item as the first virtual item.
[0257] In one implementation, the virtual item interface includes a first display area for displaying the item information of the first virtual item; when one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and execute to display the first virtual item obtained by the virtual character in the virtual scene in the virtual item interface, the following steps are specifically executed:
[0258] Displaying the item information of the first virtual item obtained by the virtual character in the virtual scene in the first display area;
[0259] Wherein, the item information of the virtual item at least includes: the item identifier of the virtual item, the attribute information of the virtual item, and the set of skill special effects of the virtual item.
[0260] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character, and the virtual item interface also includes an item selection option; when one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and execute to select a second virtual item from one or more candidate virtual items, the following steps are specifically executed:
[0261] In response to a triggering operation for a prop selection option, a prop display window is displayed; the prop display window includes one or more candidate virtual props whose prop types are the same as the prop type of the first virtual prop;
[0262] Select a second virtual prop from the one or more candidate virtual props in the prop display window.
[0263] In one implementation, the first virtual prop is displayed in the virtual prop interface of the virtual character, and the virtual prop interface includes a second display area and a third display area; the second display area is used to display one or more candidate virtual props whose prop types are the same as the prop type of the first virtual prop; the third display area is used to display the prop information of the selected second virtual prop;
[0264] One or more instructions in the computer-readable storage medium are loaded by the processor 2001 and when executing to select a second virtual prop from one or more candidate virtual props, the following steps are specifically executed:
[0265] Select a second virtual prop from one or more candidate virtual props according to the selection operation performed in the second display area;
[0266] Wherein, the selection operation includes: a triggering operation for the second virtual prop, or a dragging operation to move the second virtual prop from the second display area to the third display area.
[0267] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further execute the following steps:
[0268] In response to a preview operation on any candidate virtual prop in the second display area, a preview window is output on the virtual prop interface;
[0269] Display the prop information of any candidate virtual prop in the preview window;
[0270] Wherein, the preview operation includes any one of the following: a long-press operation on any candidate virtual prop, or a triggering operation on any candidate virtual prop; when the preview operation is a long-press operation on the candidate virtual prop, if the long-press operation on the candidate virtual prop is cancelled, the preview window is cancelled from being displayed on the virtual prop interface; when the preview operation is a triggering operation on the candidate virtual prop, the preview window is displayed in a countdown form on the virtual prop interface.
[0271] In one implementation, one or more candidate virtual items belong to multiple item levels; the item display window and the second display area are represented as the target interface, and the target interface includes level options corresponding to multiple item levels respectively; one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2001 to perform the following steps:
[0272] According to the trigger operation for the level option in the target interface, display the candidate virtual items belonging to the item level indicated by the triggered level option in the target interface.
[0273] In one implementation, one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2001 to perform the following steps:
[0274] Display the item prompt information corresponding to each candidate virtual item among one or more candidate virtual items in the target interface;
[0275] Wherein, the item prompt information corresponding to the candidate virtual item includes at least one of the following: the number of skill types of the game skills included in the skill special effect set, the number of special effect resources included in the skill special effect set, and the number of set pieces of the entry set included in the skill special effect set.
[0276] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character; the virtual item interface includes a third display area for displaying the item information of the selected second virtual item; one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2001 to perform the following steps:
[0277] Display the item information of the second virtual item in the third display area.
[0278] In one implementation, the virtual item interface further includes a first display area for displaying the item information of the first virtual item; the third display area includes a confirmation option; when one or more instructions in the computer-readable storage medium are loaded and executed by the processor 2001 to transfer the skill special effect set possessed by the second virtual item to the first virtual item, the following steps are specifically performed:
[0279] When the confirmation option is triggered, output a confirmation prompt message on the virtual item interface;
[0280] In response to the confirmation operation for the confirmation prompt message, transfer the skill special effect set possessed by the second virtual item to the first virtual item; after the transfer of the skill special effect set, the skill special effect set possessed by the second virtual item is displayed in the first display area.
[0281] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:
[0282] Obtain the item levels of the first virtual item and the second virtual item respectively, and compare the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result;
[0283] If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, trigger the step of transferring the set of skill effects possessed by the second virtual item to the first virtual item.
[0284] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:
[0285] If the comparison result indicates that the item level of the second virtual item is higher than the item level of the first virtual item, output feedback information, where the feedback information is used to prompt the failure of item inheritance between the first virtual item and the second virtual item.
[0286] In one implementation, the first virtual item is displayed in the virtual item interface of the virtual character; the item inheritance between the first virtual item and the second virtual item is recorded; one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:
[0287] In response to a viewing operation for item inheritance in the virtual item interface, display a query interface; the viewing operation includes any one of the following: gesture operation, trigger operation, or voice input operation;
[0288] Display the record information of the item inheritance between the first virtual item and the second virtual item in the query interface; the record information includes at least: the set of skill effects transferred from the second virtual item to the first virtual item, the item identifier of the first virtual item, the item identifier of the second virtual item, the attribute information of the first virtual item, and the attribute information of the second virtual item.
[0289] Based on the same inventive concept, the principle of problem-solving and the beneficial effects of the computer device provided in the embodiments of the present application are similar to the principle of problem-solving and the beneficial effects of the game processing method in the method embodiments of the present application. The principle and beneficial effects of the method implementation can be referred to. For the sake of brevity, they will not be elaborated here.
[0290] The embodiments of the present application further provide a computer-readable storage medium. The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded and executed by a processor to perform the game processing method as described above.
[0291] Those of ordinary skill in the art can realize that the units and algorithm steps of each example described in combination with the embodiments disclosed in this application can be implemented by electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are executed in a hardware or software manner depends on the specific application and design constraints of the technical solution. A professional technician can use different methods to implement the described functions for each specific application, but such implementation should not be considered to exceed the scope of this application.
[0292] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the processes or functions according to the embodiments of this application are generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions can be stored in a computer-readable storage medium or transmitted through a computer-readable storage medium. The computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center in a wired manner (such as coaxial cable, optical fiber, digital subscriber line (DSL)) or a wireless manner (such as infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that the computer can access or a data storage device such as a server or data center that includes one or more integrated available media. The available medium can be a magnetic medium (such as a floppy disk, hard disk, magnetic tape), an optical medium (such as a DVD), or a semiconductor medium (such as a solid state disk (SSD)), etc.
[0293] The foregoing is only the specific implementation manner of this application, but the protection scope of this application is not limited thereto. Any person skilled in the art within the technical scope disclosed in this application can easily think of changes or substitutions, which should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.
Claims
1. A game processing method, characterized in that, Including: Displaying a first virtual item obtained by a virtual character in a virtual scene; One or more candidate virtual items are associated with the virtual character, and the item types of the candidate virtual items are the same as the item type of the first virtual item; Selecting a second virtual item from one or more of the candidate virtual items; The second virtual item has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; the virtual character dressed with the second virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene; Transferring the set of skill special effects of the second virtual item to the first virtual item; wherein, after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and the virtual character dressed with the first virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene.
2. The method according to claim 1, wherein The set of skill special effects of the second virtual item includes N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill; Wherein, the special effect group includes special effect resources corresponding to the corresponding game skill; the number of special effect resources included in the special effect group is positively correlated with the skill intensity of the corresponding game skill; When the number of special effect resources included in the special effect group reaches the upper limit of the quantity, the game skill obtains a special effect set; the skill intensity of the special effect set is the sum of the skill intensity when the number of special effect resources corresponding to the game skill is the upper limit of the quantity and the reference skill intensity; the reference skill intensity is the skill intensity increased for the game skill when the number of special effect resources included in the special effect group reaches the upper limit of the quantity; the upper limit of the quantity is positively correlated with the item level of the virtual item.
3. The method according to claim 1, wherein The display of the first virtual item obtained by the virtual character in the virtual scene includes: Displaying a game access interface of the game, and the game access interface includes a first access component for accessing the virtual items of the virtual character; In response to a trigger operation on the first access component, displaying the virtual item interface of the virtual character; the virtual item interface includes a second access component for accessing the item inheritance system; If the second access component is in a selected state, then displaying the first virtual item obtained by the virtual character in the virtual item interface; Wherein, if the virtual character has virtual items that can be inherited, a prompt message is displayed in the first access component and the second access component, and the prompt message is used to prompt that the virtual character has virtual items that can be inherited.
4. The method according to claim 3, wherein The virtual item interface includes an item selection area for displaying the virtual items dressed on the virtual character; the determination method of the first virtual item displayed in the virtual item interface includes: Taking the virtual item default selected in the item selection area as the first virtual item; or, Taking the selected virtual item as the first virtual item according to the item selection operation performed in the item selection area.
5. The method according to claim 1, characterized in that, Display the first virtual item obtained by the virtual character in the virtual scene, including: Display a prop prompt window, where the prop prompt window includes the new target virtual item obtained by the virtual character in the virtual scene; the prop prompt window also includes a dressing option and a prop inheritance option; In response to a selection operation on the dressing option, dress the target virtual item on the virtual character; When the prop inheritance option is selected, display the virtual item interface of the virtual character; and, In the virtual item interface, display the first virtual item obtained by the virtual character in the virtual scene, with the target virtual item being the first virtual item.
6. The method according to claim 3 or 5, characterized in that The virtual item interface includes a first display area for displaying the item information of the first virtual item; The step of displaying the first virtual item obtained by the virtual character in the virtual scene in the virtual item interface includes: Display the item information of the first virtual item obtained by the virtual character in the virtual scene in the first display area; Among them, the item information of the virtual item at least includes: the item identifier of the virtual item, the attribute information of the virtual item, and the set of skill special effects of the virtual item.
7. The method according to claim 1, wherein The first virtual item is displayed in the virtual item interface of the virtual character, and the virtual item interface also includes an item selection option; the step of selecting a second virtual item from one or more of the candidate virtual items includes: In response to a trigger operation on the item selection option, display an item display window; the item display window includes one or more candidate virtual items with the same item type as the first virtual item; Select a second virtual item from one or more of the candidate virtual items in the item display window.
8. The method according to claim 1, characterized in that, The first virtual item is displayed in the virtual item interface of the virtual character, and the virtual item interface includes a second display area and a third display area; the second display area is used to display one or more candidate virtual items with the same item type as the first virtual item; The third display area is used to display the item information of the selected second virtual item; The step of selecting a second virtual item from one or more of the candidate virtual items includes: Select a second virtual item from one or more of the candidate virtual items according to the selection operation performed in the second display area; Among them, the selection operation includes: a trigger operation on the second virtual item, or a drag operation of moving the second virtual item from the second display area to the third display area.
9. The method according to claim 8, wherein The method further includes: In response to a preview operation on any candidate virtual item in the second display area, output a preview window on the virtual item interface; Display the item information of the any candidate virtual item in the preview window; Among them, the preview operation includes any one of the following: a long - press operation on any one of the candidate virtual items, or a trigger operation on any one of the candidate virtual items; when the preview operation is a long - press operation on the candidate virtual item, if the long - press operation on the candidate virtual item is cancelled, the preview window is cancelled from being displayed on the virtual item interface; when the preview operation is a trigger operation on the candidate virtual item, the preview window is displayed in a countdown form on the virtual item interface.
10. The method according to claim 7 or 8, characterized in that One or more of the candidate virtual items belong to multiple item levels; The item display window and the second display area are represented as the target interface, and the target interface includes level options corresponding to multiple item levels respectively; the method further includes: According to the trigger operation on the level option in the target interface, candidate virtual items belonging to the item level indicated by the triggered level option are displayed in the target interface.
11. The method according to claim 10, wherein The method further includes: Displaying, in the target interface, item hint information corresponding to each of the one or more candidate virtual items; Among them, the item hint information corresponding to the candidate virtual item includes at least one of the following: the number of skill types of the game skills included in the skill special effect set, the number of special effect resources included in the skill special effect set, and the number of set pieces of the entry set included in the skill special effect set.
12. The method according to claim 1, 7 or 8, characterized in that The first virtual item is displayed in the virtual item interface of the virtual character; the virtual item interface includes a third display area for displaying the item information of the selected second virtual item; After selecting the second virtual item from one or more of the candidate virtual items, it further includes: Displaying the item information of the second virtual item in the third display area.
13. The method according to claim 12, wherein The virtual item interface further includes a first display area for displaying the item information of the first virtual item; the third display area includes a confirmation option; transferring the skill special effect set possessed by the second virtual item to the first virtual item includes: When the confirmation option is triggered, a confirmation prompt message is output on the virtual item interface; In response to the confirmation operation on the confirmation prompt message, transferring the skill special effect set possessed by the second virtual item to the first virtual item; after the transfer of the skill special effect set, the skill special effect set possessed by the second virtual item is displayed in the first display area.
14. The method according to claim 1, characterized in that, Before transferring the skill special effect set possessed by the second virtual item to the first virtual item, it further includes: Respectively obtaining the item levels of the first virtual item and the second virtual item, and comparing the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result; If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, triggering the execution of the step of transferring the skill special effect set possessed by the second virtual item to the first virtual item.
15. The method according to claim 14, characterized in that, The method further includes: If the comparison result indicates that the item level of the second virtual item is higher than that of the first virtual item, output feedback information, where the feedback information is used to prompt that the item inheritance between the first virtual item and the second virtual item fails.
16. The method according to claim 1, wherein The first virtual item is displayed in the virtual item interface of the virtual character; The item inheritance between the first virtual item and the second virtual item is recorded; the method further includes: In response to a viewing operation for item inheritance in the virtual item interface, display a query interface; the viewing operation includes any one of the following: gesture operation, trigger operation, or voice input operation; In the query interface, display the record information of the item inheritance between the first virtual item and the second virtual item; the record information at least includes: the set of skill special effects transferred from the second virtual item to the first virtual item, the item identifier of the first virtual item, the item identifier of the second virtual item, the attribute information of the first virtual item, and the attribute information of the second virtual item.
17. A game processing device, characterized in that, Includes: A display unit for displaying a first virtual item obtained by a virtual character in a virtual scene; One or more candidate virtual items are associated with the virtual character, and the item type of the candidate virtual item is the same as that of the first virtual item; A processing unit for selecting a second virtual item from one or more of the candidate virtual items; The second virtual item has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; when the virtual character equipped with the second virtual item uses the game skill in the virtual scene, it has a skill intensity matching the special effect resources; The processing unit is further configured to transfer the set of skill special effects possessed by the second virtual item to the first virtual item; wherein, after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and when the virtual character equipped with the first virtual item uses the game skill in the virtual scene, it has a skill intensity matching the special effect resources.
18. A computer device, characterized in that, Includes: A processor adapted to execute a computer program; A computer-readable storage medium, in which a computer program is stored, and when the computer program is executed by the processor, it implements the game processing method according to any one of claims 1-16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is adapted to be loaded and executed by a processor to implement the game processing method according to any one of claims 1-16.
20. A computer program product, characterized in that, The computer program product includes computer instructions, and when the computer instructions are executed by a processor, they implement the game processing method according to any one of claims 1-16.