A virtual resource processing method, related apparatus, device, and storage medium

CN120393421BActive Publication Date: 2026-10-30SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510674436.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-05-22
Publication Date
2026-10-30
Estimated Expiration
2045-05-22

AI Technical Summary

Technical Problem

[0004]然而,发明人发现目前的方案中至少存在如下问题,玩家需要经过漫长的囤积才有可能获得较好的虚拟物资

Benefits of technology

[0069]本申请实施例中,提供了一种虚拟资源的处理方法。在玩家的虚拟资源总值小于或等于第一阈值的情况下,向该玩家展示其他用户账号所对应的资源借用控件。在该玩家在触发资源借用控件之后,可向其他玩家发送资源借用请求,如果其他玩家同意借出虚拟资源,则该玩家可以使用借到的虚拟资源进行对局。对局结束后,该玩家将局内获得的虚拟资源返回给其他玩家。通过上述方式,利用玩家互助机制,允许“破产”的玩家在局外备战时向其他玩家借用虚拟资源开局,使得玩家能够更快地获得较好的虚拟物资进行对局。由此,提升游戏体验,从而有利于提升玩家的留存率。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a virtual resource processing method, related device, equipment and storage medium. The application method comprises: in the case that the total value of virtual resources of a first user account is less than or equal to a first threshold value, displaying a resource borrowing control corresponding to a second user account; in response to a selection operation on the resource borrowing control, sending a resource borrowing request to the second user account through the first user account; in the case that the second user account confirms the resource borrowing request, in response to a game entering operation, controlling a first virtual character to use target virtual resources in a first game; in the case that the first game ends, if the value of the first in-game resource is greater than or equal to the value of the target virtual resource, controlling the first user account to return the first virtual resource to the second user account. The application enables players to obtain better virtual resources for games more quickly, thereby improving the game experience and retention rate of players.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, related apparatus, device, and storage medium for processing virtual resources. Background Technology

[0002] In the "Search, Attack, and Escape" gameplay, players need to delve deep into the battlefield, searching for high-value virtual resources while simultaneously dealing with attacks from other players and non-player characters (NPCs). Only a successful escape can preserve the loot. If a player fails to escape, they will lose not only the found virtual resources but also all the virtual resources they are carrying.

[0003] After experiencing multiple consecutive losses, players may find themselves without any usable virtual resources to bring into the game, nor will they have enough virtual assets to purchase new virtual resources. This situation is considered "bankruptcy." Currently, to allow players to continue playing, the official team provides players with basic virtual resources daily as a safety net for starting new games.

[0004] However, the inventors discovered that the current solution suffers from at least the following problem: players need to accumulate resources over a long period before they can obtain decent virtual items. This can easily lead to player fatigue and frustration, reducing the gaming experience and causing player churn. Therefore, an effective method to solve these problems is urgently needed. Summary of the Invention

[0005] This application provides a method, related apparatus, device, and storage medium for processing virtual resources, enabling players to obtain better virtual resources for gameplay more quickly, thereby improving the player's gaming experience and retention rate.

[0006] In view of this, this application provides a method for processing virtual resources, including:

[0007] If the total value of virtual resources of the first user account is less than or equal to the first threshold, the resource borrowing control corresponding to the second user account is displayed. The total value of virtual resources of the second user account is greater than or equal to the second threshold, where the total value of virtual resources represents the total value of virtual resources, and the second threshold is greater than or equal to the first threshold.

[0008] In response to the selection operation of the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account. The resource borrowing request is used to request the acquisition of a target virtual resource, the value of which is less than or equal to the total value of the virtual resources of the second user account.

[0009] If the second user account confirms the resource borrowing request, in response to the game entry operation, the first virtual character is controlled to use the target virtual resources in the first game. The target virtual resources are derived from the target virtual resources, and the first virtual character is a virtual character controlled by the first user account.

[0010] If, at the end of the first game, the value of the resources in the first game is greater than or equal to the value of the target virtual resource, the first user account is controlled to return the first virtual resource to the second user account. The first virtual resource originates from the resources in the first game, which are the virtual resources obtained by the first virtual character in the first game.

[0011] Another aspect of this application provides a virtual resource processing apparatus, comprising:

[0012] The display module is used to display the resource borrowing control corresponding to the second user account when the total value of virtual resources of the first user account is less than or equal to the first threshold. The total value of virtual resources of the second user account is greater than or equal to the second threshold, where the total value of virtual resources represents the total value of virtual resources, and the second threshold is greater than or equal to the first threshold.

[0013] The sending module is used to respond to the selection operation of the resource borrowing control and send a resource borrowing request from the first user account to the second user account. The resource borrowing request is used to request the acquisition of the target virtual resource, and the value of the target virtual resource is less than or equal to the total value of the virtual resources of the second user account.

[0014] The control module is used to control the first virtual character to use the target virtual resources in the first game match in response to the game entry operation when the second user account confirms the resource borrowing request. The target virtual resources are derived from the target virtual resources, and the first virtual character is a virtual character controlled by the first user account.

[0015] The control module is also used to, upon the end of the first game, control the first user account to return the first virtual resource to the second user account if the value of the resources in the first game is greater than or equal to the value of the target virtual resource. The first virtual resource originates from the resources in the first game, which are the virtual resources obtained by the first virtual character in the first game.

[0016] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0017] The display module is also used to respond to a team viewing request and display at least one virtual character belonging to the same team as the first virtual character, wherein the at least one virtual character includes a second virtual character, which is a virtual character controlled by a second user account.

[0018] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0019] The display module is specifically used to respond to the viewing operation for the second user account and display the account information card of the second user account, wherein the account information card is used to provide the account information of the second user account;

[0020] The resource borrowing control corresponding to the second user account is displayed in the account information card.

[0021] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0022] The display module is specifically used to display T virtual characters, where the T virtual characters include a second virtual character, which is a virtual character controlled by a second user account, and T is an integer greater than or equal to 1;

[0023] Display the resource borrowing control corresponding to the second user account within the vicinity of the second virtual character.

[0024] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0025] The display module is specifically used to display a list of user accounts, wherein the list of user accounts includes account information corresponding to each user account in at least one user account, and at least one user account includes a second user account;

[0026] Display the resource borrowing control corresponding to the second user account in the user account list.

[0027] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0028] The sending module is specifically used to respond to the selection operation of the resource borrowing control and display N groups of virtual resources. The N groups of virtual resources are determined based on the total value of virtual resources of the second user account. Each group of virtual resources corresponds to an attribute strength value. The attribute strength value is positively correlated with the value of the virtual resources in the corresponding group. N is an integer greater than or equal to 1.

[0029] In response to the selection operation for the target virtual resource, a resource borrowing request is sent from the first user account to the second user account. The target virtual resource is included in N groups of virtual resources, and the resource borrowing request is used to request the acquisition of the target virtual resource.

[0030] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0031] The sending module is specifically used to respond to the selection operation of the resource borrowing control and display the material configuration area, where the material configuration area is used to configure a set of virtual materials;

[0032] In response to a resource allocation operation targeting a resource allocation area, a resource borrowing request is sent from the first user account to the second user account. The resource borrowing request is used to request the acquisition of the target virtual resources.

[0033] In one possible design, in another implementation of another aspect of the embodiments of this application, the virtual resource processing device further includes an exchange module;

[0034] The sending module is specifically used to respond to the selection operation of the resource borrowing control and display M virtual assets, wherein the M virtual assets are determined based on the total value of virtual resources of the second user account, and M is an integer greater than or equal to 1;

[0035] In response to the selection operation for the target virtual asset, a resource borrowing request is sent from the first user account to the second user account. The target virtual asset is included in M ​​virtual assets, and the resource borrowing request is used to request the acquisition of the target virtual asset.

[0036] The exchange module is used to respond to the game entry operation and control the first virtual character to exchange for the target virtual asset before using the target virtual resource in the first game.

[0037] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0038] The sending module is specifically used to respond to the selection operation of the resource borrowing control and display the asset configuration area, where the asset configuration area is used to configure a virtual asset;

[0039] In response to an asset allocation operation targeting an asset allocation area, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of the target virtual asset;

[0040] The exchange module is also used to respond to the game entry operation, control the first virtual character to exchange for the target virtual asset before using the target virtual resource in the first game, and obtain the target virtual resource.

[0041] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0042] The display module is also used to display a first prompt message when the second user account confirms the resource borrowing request, wherein the first prompt message is used to indicate that the second user account has confirmed the resource borrowing request.

[0043] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0044] The display module is also used to display a second prompt message when the second user account rejects the resource borrowing request, wherein the second prompt message is used to indicate that the second user account has rejected the resource borrowing request.

[0045] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0046] The display module is also used to display the virtual backpack of the first user account in response to a backpack viewing request during the first game match. The virtual backpack includes virtual items marked as to be returned, and the virtual items marked as to be returned are the first virtual resources.

[0047] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0048] The display module is also used to display a second virtual character and a betting mark for the second virtual character during the first game match. The second virtual character is a virtual character controlled by a second user account, and the betting mark is used to indicate the user account that provides the target virtual resources.

[0049] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0050] The display module is also used to respond to information viewing requests during the first game match and display the value to be returned for each of the K user accounts. The value to be returned represents the value of the virtual resources to be returned by the first user account to the corresponding user account, and K is an integer greater than or equal to 1.

[0051] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0052] The control module is specifically used to display the resources in the first game after the first game ends. The resources in the first game include virtual materials marked as to be returned, and the virtual materials marked as to be returned are the first virtual resources.

[0053] If the value of the resource in the first round is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account.

[0054] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0055] The control module is specifically used to display the resources obtained in the first game after the first game has ended. These resources include the virtual assets obtained by the first virtual character in the first game.

[0056] If the value of the resource in the first game is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account. The first virtual resource comes from the virtual assets obtained by the first virtual character in the first game.

[0057] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0058] The control module is specifically used to display the resources from the first game session after the first game session ends.

[0059] If the value of the resource in the first round is greater than or equal to the value of the target virtual resource, in response to the resource selection request triggered by the second user account, the first user account is controlled to return the first virtual resource to the second user account, wherein the first virtual resource is determined based on the various resource identifiers carried in the resource selection request.

[0060] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0061] The control module is also used to, if the value of the resources in the first game is less than the value of the target virtual resources, control the first user account to return the resources in the first game to the second user account after the first game ends.

[0062] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0063] The control module is also used to control the first virtual character to enter the second game match in response to the game entry operation;

[0064] The control module is also used to, upon the end of the second game, control the first user account to return the second virtual resource to the second user account if the sum of the value of the resources in the second game and the resources in the first game is greater than or equal to the value of the target virtual resource. The second virtual resource originates from the resources in the second game, which are the virtual resources obtained by the first virtual character in the second game.

[0065] In another aspect, this application provides a computer device including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the methods described above.

[0066] Another aspect of this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the methods described above.

[0067] Another aspect of this application provides a computer program product, including a computer program that, when executed by a processor, implements the methods described above.

[0068] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0069] This application provides a method for processing virtual resources. When a player's total virtual resource value is less than or equal to a first threshold, a resource borrowing control corresponding to another user's account is displayed to that player. After triggering the resource borrowing control, the player can send a resource borrowing request to other players. If other players agree to lend virtual resources, the player can use the borrowed virtual resources to play the game. After the game ends, the player returns the virtual resources obtained in the game to the other players. Through the above method, utilizing a player mutual assistance mechanism, "bankrupt" players are allowed to borrow virtual resources from other players to start a game while preparing outside of the game, enabling players to obtain better virtual resources for the game more quickly. This improves the game experience and thus helps to increase player retention. Attached Figure Description

[0070] Figure 1 This is a schematic diagram of an implementation environment for the virtual resource processing method in the embodiments of this application;

[0071] Figure 2 This is a flowchart illustrating a virtual resource processing method in an embodiment of this application.

[0072] Figure 3 This is a schematic diagram of a process for borrowing virtual resources in an embodiment of this application;

[0073] Figure 4 This is a schematic diagram of an interface for entering team mode in an embodiment of this application;

[0074] Figure 5 This is a schematic diagram of an interface for a resource borrowing control provided in an embodiment of this application;

[0075] Figure 6 This is another schematic diagram of the interface for providing the resource borrowing control in the embodiments of this application;

[0076] Figure 7This is another schematic diagram of the interface for providing the resource borrowing control in the embodiments of this application;

[0077] Figure 8 This is a schematic diagram of an interface that triggers a resource borrowing request in an embodiment of this application;

[0078] Figure 9 This is a schematic diagram of a process for selecting target virtual materials in an embodiment of this application;

[0079] Figure 10 This is another schematic diagram of the interface that triggers the resource borrowing request in this embodiment of the application;

[0080] Figure 11 This is another schematic diagram of the interface that triggers the resource borrowing request in this embodiment of the application;

[0081] Figure 12 This is another schematic diagram of the interface that triggers the resource borrowing request in this embodiment of the application;

[0082] Figure 13 This is a schematic diagram of an interface for other players to confirm resource borrowing requests in an embodiment of this application;

[0083] Figure 14 This is a schematic diagram of an interface in an embodiment of this application where another player rejects a resource borrowing request;

[0084] Figure 15 This is a flowchart illustrating how other players respond to resource borrowing requests in an embodiment of this application.

[0085] Figure 16 This is a schematic diagram of an interface for displaying a virtual backpack during a game, as described in this application embodiment.

[0086] Figure 17 This is a schematic diagram of an interface in this application embodiment that highlights the investor during a game match;

[0087] Figure 18 This is a schematic diagram of an interface displaying the value to be returned during a game in an embodiment of this application.

[0088] Figure 19 This is a schematic diagram of an interface for returning virtual resources in an embodiment of this application;

[0089] Figure 20 This is a schematic diagram of an interface for returning virtual assets in an embodiment of this application;

[0090] Figure 21 This is a schematic diagram of an interface for the funder to select virtual assets in an embodiment of this application;

[0091] Figure 22This is a schematic diagram of a process for returning virtual resources in an embodiment of this application;

[0092] Figure 23 This is a schematic diagram of a virtual resource processing device in an embodiment of this application;

[0093] Figure 24 This is a schematic diagram of the structure of a terminal in an embodiment of this application. Detailed Implementation

[0094] This application provides a method, related apparatus, device, and storage medium for processing virtual resources, enabling players to obtain better virtual resources for gameplay more quickly, thereby improving the player's gaming experience and retention rate.

[0095] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0096] The "Search, Fight, and Escape" gameplay in the game has three main characteristics. First, it's high-risk, high-reward: players must compete for scarce resources within the game. A successful escape converts resources into growth capital outside the game, while failure may result in the loss of all carried virtual supplies, creating intense and exciting survival pressure. Second, it features a cyclical integration of in-game and out-of-game elements: virtual supplies acquired during battle directly impact the out-of-game economic system (e.g., warehouses, flea markets), providing a long-term growth impetus through equipment upgrades and trading. Third, it combines randomness and strategy: random elements such as map design, resource spawns, and changes in extraction points enhance the game's unpredictability, requiring players to adjust their tactics based on the dynamic environment, such as utilizing weather systems or terrain.

[0097] In the "Search, Attack, and Withdraw" gameplay, players must select virtual resources from their inventory to bring into the game for combat and trading each round. If a player successfully withdraws, they can take out not only the virtual resources they searched for during the round but also those brought into the game from their original inventory. However, if a player fails to withdraw, they will lose all virtual resources, including those searched and those brought into the game from their inventory. Because the risk and probability of withdrawal failure in "Search, Attack, and Withdraw" is high, it's possible to enter a game with extremely valuable virtual resources only to lose everything. After multiple failures, the virtual resources stored in the inventory will be depleted. When inventory resources are exhausted, players will have no virtual resources to bring into the game, making it impossible to participate. This hinders players' gameplay and severely impacts the gaming experience and motivation to continue playing.

[0098] Based on this, this application provides a method for processing virtual resources, which utilizes a player mutual assistance mechanism to allow "bankrupt" players to borrow virtual resources from other players to start a new game while preparing outside of the main match. Furthermore, it specifies methods for lending and recovering virtual resources, enabling players to increase their chances of winning in new game matches and thus allowing for a cyclical economic development. In addition, it promotes player interaction and mutual assistance.

[0099] Before introducing the specific methods of this application, the application scenarios of this application will be illustrated by example. It should be understood that the following application scenarios are merely illustrative and are not limited to these examples.

[0100] (1) Survival games;

[0101] In survival games, players need to search for various virtual resources on the map, such as items, equipment, food, and medicine, to maintain their character's survival and enhance their combat abilities. At the same time, players must engage in combat with other players or NPCs, and choose the appropriate time to retreat from the battlefield while ensuring their own safety.

[0102] Before a match begins, if a player's inventory is insufficient, they can request to borrow resources from other players. If another player agrees to lend virtual resources (e.g., virtual items or virtual assets), the player receives the desired virtual resources. Once in the game, players will appear in a specific scenario, such as city ruins, a desert, or the wilderness. Players need to carefully search for various virtual resources in these scenarios. When encountering enemies, players must choose the appropriate combat strategy based on the enemy's distance, location, and the characteristics of their own equipment.

[0103] After collecting a certain amount of virtual resources, players need to choose a suitable extraction route based on the extraction point location on the map and their own situation. During the extraction process, if enemies are encountered, players can choose to fight them or bypass them to reach the extraction point. After a successful extraction, the virtual resources carried by the player will be retained and will be returned to the other players who lent them the virtual resources.

[0104] (2) Strategy games;

[0105] In strategy games, players need to devise strategies, deciding when to search for virtual resources, when to engage enemies, and when to retreat. This requires players to have a deep understanding of the map, enemy distribution, and resource locations, while also making flexible adjustments based on the real-time battlefield situation.

[0106] (3) Role-playing games;

[0107] Role-playing games typically feature a character progression system. Players gain experience and resources by searching for virtual resources, completing quests, or engaging in combat, which are then used to upgrade their virtual characters' levels, abilities, and equipment. Different virtual characters' abilities and equipment configurations affect combat and extraction effectiveness, requiring players to develop their virtual characters according to their playstyle and strategies.

[0108] It should be noted that the above application scenarios are merely examples, and the virtual resource processing method provided in this embodiment can also be applied to other scenarios, which are not limited here.

[0109] The method provided in this application can be applied to... Figure 1 The illustrated implementation environment includes a first terminal 101, a second terminal 102, and a server 103. The terminals and server 103 can communicate via a communication network. This communication network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), mobile, private networks, or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0110] The terminals involved in this application include, but are not limited to, mobile phones, tablets, laptops, desktop computers, smart voice interaction devices, virtual reality devices, smart home appliances, vehicle terminals, and aircraft. The client is deployed on the terminal and can run via a browser, a standalone application (APP), or a mini-program. Player A logs into a first user account on the first terminal 101 and controls a first virtual character through the first terminal 101. Player B logs into a second user account on a second terminal 102 and controls a second virtual character through the second terminal 102.

[0111] The server 103 involved in this application can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence (AI) platforms.

[0112] In the above implementation environment, in step A1, if the total value of virtual resources in the first user account is less than or equal to the first threshold, the first terminal 101 displays the resource borrowing control corresponding to the second user account. In step A2, player A triggers the resource borrowing control. In step A3, the first terminal 101 sends a resource borrowing request to the second terminal 102 through the server 103. In step A4, player B triggers a confirmation operation for the resource borrowing request through the second terminal 102. In step A5, the second terminal 102 sends a borrowing confirmation response to the first terminal 101 through the server 103. In step A6, player A triggers a game entry operation and controls the first virtual character to use the target virtual resources in the game through the first terminal 101, wherein the target virtual resources originate from the target virtual resources provided by player B. In step A7, if the game ends, player A controls the first user account to return the first virtual resources acquired during the game to the second user account.

[0113] Based on the above introduction, the method for processing virtual resources in this application will be described below. Please refer to [link / reference]. Figure 2 The virtual resource processing method in this application embodiment can be completed independently by the terminal or in cooperation with the server. The method of this application includes:

[0114] S201. If the total value of virtual resources of the first user account is less than or equal to the first threshold, display the resource borrowing control corresponding to the second user account, wherein the total value of virtual resources of the second user account is greater than or equal to the second threshold, the total value of virtual resources represents the total value of virtual resources, and the second threshold is greater than or equal to the first threshold.

[0115] In one or more embodiments, Player A can log in to a game application running on a client using a first user account and control a first virtual character. A corresponding game screen is displayed on the terminal where the client running the game application is located. In a third-person perspective, the game screen displays the first virtual character controlled by the player; in a first-person perspective, the game screen may not display the first virtual character controlled by the player.

[0116] Specifically, for ease of understanding, please refer to Figure 3 , Figure 3 This is a flowchart illustrating the process of borrowing virtual resources in an embodiment of this application. As shown in the figure, in step 301, player A is in an outside environment (e.g., in a team-up phase). In step 302, it is detected whether the total value of virtual resources in the first user account is less than or equal to a first threshold (e.g., 1000). If so, the borrowing function is activated in step 303. In step 304, player A can view the information of other players. Taking player B's information as an example, player B has logged into the game application using a second user account. In step 305, it is detected whether the total value of virtual resources in the second user account is greater than or equal to a second threshold (e.g., 10000). If so, a resource borrowing control for the second user account is displayed in step 306.

[0117] It should be noted that the total value of virtual resources represents the sum of the values ​​of virtual resources, which include virtual materials and virtual assets. Virtual materials include, but are not limited to, equipment (e.g., armor, accessories), consumables (e.g., food, potions), and material resources (e.g., stones, ores). Virtual assets include, but are not limited to, digital assets such as gold coins, diamonds, and points. For example, suppose player A has only one piece of armor in their inventory, valued at 100, and currently possesses 200 gold coins. Based on this, the total value of virtual resources for the first user account is 300.

[0118] S202. In response to the selection operation of the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of a target virtual resource, and the value of the target virtual resource is less than or equal to the total value of the virtual resources of the second user account.

[0119] In one or more embodiments, player A triggers a selection operation on the resource borrowing control, and then sends a resource borrowing request to the second user account used by player B through the first user account logged in by player A.

[0120] Specifically, Player B can view the request content corresponding to the resource borrowing request. The request content includes the borrower's account information (e.g., Player A's game nickname) and the content of the target virtual resource. The target virtual resource includes at least one of virtual materials and virtual assets. Virtual materials include, but are not limited to, a consumable item, a set of equipment, etc. It is worth noting that the value of the target virtual resource is less than or equal to the total value of the second user's virtual resources; that is, the value of the target virtual resource that Player A can obtain cannot exceed the current total value of the lender's virtual resources.

[0121] It should be noted that the term "in response to" in this application refers to the conditions or states upon which the execution of an operation depends, and one or more operations that can be executed when certain conditions or states are met. These operations can be real-time or have a certain delay.

[0122] S203. If the second user account confirms the resource borrowing request, in response to the game entry operation, control the first virtual character to use the target virtual resources in the first game, wherein the target virtual resources are derived from the target virtual resources, and the first virtual character is a virtual character controlled by the first user account.

[0123] In one or more embodiments, if player B agrees to provide the target virtual resource to user A, the resource borrowing request is confirmed through a second user account, thereby the first user account receives the target virtual resource.

[0124] Specifically, in one scenario, the target virtual resource includes target virtual materials; that is, after triggering the game entry operation, player A can control the first virtual character to use the target virtual materials in the first game. In another scenario, the target virtual resource includes target virtual assets; therefore, player A needs to first exchange the target virtual assets for the required virtual materials, and then use the exchanged virtual materials to enter the first game.

[0125] S204. If, at the end of the first game, the value of the resources in the first game is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account. The first virtual resource originates from the resources in the first game, which are the virtual resources obtained by the first virtual character in the first game.

[0126] In one or more embodiments, upon the end of the first game, player A needs to return the first virtual resource from the resources of the first game to player B.

[0127] Specifically, if the value of the resources in the first round is greater than or equal to the value of the target virtual resource, it means that Player A can directly repay the loan. Therefore, the first virtual resource in the first round is returned to Player B; that is, the first user account returns the first virtual resource to the second user account. If there are any remaining virtual resources after returning the first virtual resource to Player B, then those virtual resources belong to Player A.

[0128] It should be noted that, in one scenario, the value of the first virtual resource equals the value of the target virtual resource, meaning player B may obtain more virtual resources. In another scenario, the value of the first virtual resource is greater than the value of the target virtual resource, meaning player B may not only obtain more virtual resources but also gain certain additional benefits.

[0129] This application provides a method for processing virtual resources. By utilizing a player-assisted mechanism, players who are "bankrupt" can borrow virtual resources from other players to start a game while preparing outside of it, allowing players to acquire better virtual resources more quickly. This improves the gaming experience and thus helps increase player retention.

[0130] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0131] In response to a team viewing request, at least one virtual character belonging to the same team as the first virtual character is displayed, wherein the at least one virtual character includes a second virtual character, which is a virtual character controlled by a second user account.

[0132] In one or more embodiments, a method for supporting the borrowing of virtual resources from teammates is described. As can be seen from the foregoing embodiments, player A can request target virtual resources from teammates during team formation. In practical applications, a team includes at least two virtual characters.

[0133] Specifically, for ease of understanding, please refer to Figure 4 , Figure 4 This is a schematic diagram of an interface for entering team mode in an embodiment of this application. As shown in the figure, 401 is used to indicate the second virtual character, and 402 is used to indicate the third virtual character. The third virtual character is a virtual character controlled by another player (e.g., player C) after logging into a third user account. It is understood that the second virtual character, the third virtual character, and the first virtual character controlled by player A belong to the same team. It should be noted that from player A's perspective, the first virtual character may not be displayed.

[0134] Secondly, this application provides a method for borrowing virtual resources from teammates. This method, on the one hand, leverages social relationships to ensure a certain level of return on resources for the borrower. On the other hand, it can make in-game social relationships more active and help increase social topics among players.

[0135] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the resource borrowing control corresponding to the second user account is displayed, specifically including:

[0136] In response to a viewing operation for the second user account, the account information card for the second user account is displayed, wherein the account information card is used to provide the account information of the second user account;

[0137] The resource borrowing control corresponding to the second user account is displayed in the account information card.

[0138] In one or more embodiments, a method for displaying a resource borrowing control is described. As can be seen from the foregoing embodiments, player A can request to borrow virtual resources from another player, who can be player A's teammate or a player randomly matched by the system. The following description uses player A requesting to borrow virtual resources from player B as an example.

[0139] Specifically, for ease of understanding, please refer to Figure 5 , Figure 5 This is a schematic diagram of an interface for a resource borrowing control provided in an embodiment of this application, such as... Figure 5 As shown in Figure (A), 501 indicates the second virtual character, which is controlled by Player B using the second user account. When Player A clicks on the second virtual character indicated by 501, a viewing operation is triggered for the second user account, thus displaying the following... Figure 5 The interface shown in Figure (B) is as follows: 502 is used to indicate the account information card for the second user account, which provides account information such as player B's game nickname, player B's virtual resources, and player B's virtual asset quantity. 503 is used to indicate the resource borrowing control corresponding to the second user account.

[0140] Secondly, this application provides a method for displaying resource borrowing controls. By displaying resource borrowing controls on the account information card, players can understand other players' core data through the account information card, making it easier for the player to decide whether to borrow virtual resources from other players.

[0141] Optionally, in the above Figure 2Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the resource borrowing control corresponding to the second user account is displayed, specifically including:

[0142] Display T virtual characters, where the T virtual characters include the second virtual character, which is a virtual character controlled by the second user account, and T is an integer greater than or equal to 1;

[0143] Display the resource borrowing control corresponding to the second user account within the vicinity of the second virtual character.

[0144] In one or more embodiments, another method for displaying the resource borrowing control is described. As seen in the foregoing embodiments, Player A can request to borrow virtual resources from another player, who can be Player A's teammate or a player randomly matched by the system. The following explanation uses Player A requesting to borrow virtual resources from a teammate as an example.

[0145] Specifically, for ease of understanding, please refer to Figure 6 , Figure 6 The figure shows another interface diagram of the resource borrowing control provided in this embodiment of the application. The figure illustrates two virtual characters (i.e., T equals 2 at this time). 601 indicates the second virtual character, and 602 indicates the resource borrowing control corresponding to the second user account. 603 indicates the third virtual character, and 604 indicates the resource borrowing control corresponding to the third user account. The third virtual character is the virtual character controlled by player C after logging into the third user account.

[0146] Secondly, this application provides another method for displaying resource borrowing controls. Through this method, players can intuitively see whether other players have the ability to borrow virtual resources, and for those players with this ability, the corresponding resource borrowing control can be directly displayed. This improves player efficiency and enhances the user experience.

[0147] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the resource borrowing control corresponding to the second user account is displayed, specifically including:

[0148] Display a list of user accounts, wherein the list of user accounts includes account information for each user account in at least one user account, and at least one user account includes a second user account;

[0149] Display the resource borrowing control corresponding to the second user account in the user account list.

[0150] In one or more embodiments, another method for displaying the resource borrowing control is described. As described in the foregoing embodiments, Player A can request to borrow virtual resources from another player, who can be Player A's teammate or a player randomly matched by the system. The following explanation uses Player A requesting to borrow virtual resources from a randomly matched player as an example.

[0151] Specifically, for ease of understanding, please refer to Figure 7 , Figure 7 As shown in the figure, another interface diagram of the resource borrowing control provided in this embodiment of the application is illustrated. 701 is used to indicate the user account list. The user account list displays the account information and resource borrowing control for each of the four user accounts. The account information card provides the user account's information, such as the player's game nickname and the player's virtual asset amount. Taking "Xiao Jie 123" as an example, which belongs to the game nickname of the second user account, 702 is used to indicate the resource borrowing control corresponding to the second user account.

[0152] Secondly, this application provides another method for displaying resource borrowing controls. By displaying resource borrowing controls corresponding to different user accounts in the user account list, players can quickly compare data and decide which player to borrow virtual resources from. Furthermore, players do not need to repeatedly switch interfaces to search for other players' account information, thus saving time and operational costs.

[0153] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, in response to a selection operation on the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account, specifically including:

[0154] In response to the selection operation of the resource borrowing control, N groups of virtual resources are displayed. The N groups of virtual resources are determined based on the total value of virtual resources of the second user account. Each group of virtual resources corresponds to an attribute strength value. The attribute strength value is positively correlated with the value of the virtual resources in the corresponding group. N is an integer greater than or equal to 1.

[0155] In response to the selection operation for the target virtual resource, a resource borrowing request is sent from the first user account to the second user account. The target virtual resource is included in N groups of virtual resources, and the resource borrowing request is used to request the acquisition of the target virtual resource.

[0156] In one or more embodiments, a method for a player to trigger a resource borrowing request is described. As described in the foregoing embodiments, after player A clicks the resource borrowing control, the game system generates N sets of virtual resources based on the total virtual resource value of the second user account, with each set of virtual resources corresponding to a value. Typically, the value of each set of virtual resources does not exceed 50% of the total virtual resource value of the second user account. The following explanation uses the target virtual resource as the target virtual resource and the generation of three sets of virtual resources as an example (i.e., N equals 3 in this case).

[0157] Specifically, for ease of understanding, please refer to Figure 8 , Figure 8 This is a schematic diagram of an interface that triggers a resource borrowing request in an embodiment of this application, such as... Figure 8 As shown in Figure (A), the game system recommends three sets of virtual resources: basic virtual resources indicated by 801, intermediate virtual resources indicated by 802, and advanced virtual resources indicated by 803. These three sets of virtual resources have different qualities; higher quality indicates higher value and attribute strength. Attribute strength is used to measure the performance of virtual resources; higher attribute strength values ​​indicate more prominent effects of the corresponding attributes.

[0158] Suppose Player A selects a high-level virtual resource from three groups of virtual resources; that is, the high-level virtual resource indicated by 803 is Player A's selected target virtual resource. Based on this, when Player A clicks the application control indicated by 804, a selection operation for the target virtual resource is triggered, resulting in the following display: Figure 8 In the interface shown in Figure (B), 805 is used to indicate a resource borrowing message. That is, it informs player A that a resource borrowing request has been sent from the first user account to the second user account.

[0159] For clarity, please refer to the above explanation. Figure 9 , Figure 9 This is a flowchart illustrating the selection of target virtual resources in an embodiment of this application. As shown in the figure, in step 901, player A clicks the resource borrowing control corresponding to the second user account. In step 902, N groups of virtual resources are displayed for player A to choose from. In step 903, the N groups of virtual resources are divided into different tiers, each tier corresponding to an attribute strength value. In step 904, player A selects one group of virtual resources, which is the target virtual resource. In step 905, player A can see a prompt message, such as "Request sent". In step 906, player B can view the target virtual resource requested by player A and choose whether to lend it to player A.

[0160] Secondly, this application provides a method for players to trigger resource borrowing requests. Through this method, players can select one set of virtual resources from several sets generated by the system and request to borrow that set from other players. This reduces the decision-making cost for players, as they only need to choose from a given set of virtual resources, thus improving selection efficiency. Furthermore, the system generates virtual resources with different attribute strength values, allowing players to choose according to the actual situation, thereby increasing the flexibility of selection.

[0161] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, in response to a selection operation on the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account, specifically including:

[0162] In response to a selection operation on the resource borrowing control, the material configuration area is displayed, where a set of virtual materials are configured.

[0163] In response to a resource allocation operation targeting a resource allocation area, a resource borrowing request is sent from the first user account to the second user account. The resource borrowing request is used to request the acquisition of the target virtual resources.

[0164] In one or more embodiments, another method for a player to trigger a resource borrowing request is described. As can be seen from the foregoing embodiments, after player A clicks the resource borrowing control, the game system generates a maximum allocation amount based on the total virtual resource value of the second user account. Typically, the maximum allocation amount does not exceed 50% of the total virtual resource value of the second user account. The following explanation uses the target virtual resource as an example of target virtual material.

[0165] Specifically, for ease of understanding, please refer to Figure 10 , Figure 10 This is another schematic diagram of the interface that triggers the resource borrowing request in this application embodiment, such as... Figure 10 As shown in Figure (A), 1001 indicates the resource allocation area. Player A can allocate one or more virtual resources according to the maximum allocation amount. Each time virtual resources are allocated, the remaining allocation amount indicated by 1002 will be updated synchronously. Here, the maximum allocation amount represents the maximum sum of the values ​​of the configurable virtual resources, and the remaining allocation amount represents the maximum allocation amount minus the sum of the values ​​of the currently allocated virtual resources.

[0166] For example, 1003 is used to instruct player A to configure a set of virtual resources, i.e., the target virtual resources. Based on this, when player A clicks the application control indicated by 1004, a resource configuration operation is triggered in the resource configuration area, thereby displaying as shown below. Figure 10In the interface shown in Figure (B), 1005 is used to indicate a resource borrowing message. That is, it informs player A that a resource borrowing request has been sent from the first user account to the second user account.

[0167] Secondly, this application provides another method for players to trigger resource borrowing requests. Through this method, players can configure a set of target virtual resources according to their own needs. This fully satisfies personalized needs. Furthermore, the customization process increases the game's fun and challenge, promotes communication and sharing among players, and helps enhance player engagement and the overall appeal of the game.

[0168] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, in response to a selection operation on the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account, specifically including:

[0169] In response to a selection operation on the resource borrowing control, display M virtual assets, where the M virtual assets are determined based on the total value of virtual resources of the second user account, and M is an integer greater than or equal to 1;

[0170] In response to the selection operation for the target virtual asset, a resource borrowing request is sent from the first user account to the second user account. The target virtual asset is included in M ​​virtual assets, and the resource borrowing request is used to request the acquisition of the target virtual asset.

[0171] In response to the game entry operation, before controlling the first virtual character to use the target virtual resource in the first game, it may also include:

[0172] In response to the exchange operation targeting the virtual asset, the target virtual resources are obtained.

[0173] In one or more embodiments, another method for a player to trigger a resource borrowing request is described. As described in the previous embodiments, after player A clicks the resource borrowing control, the game system generates M virtual assets based on the total virtual resource value of the second user account. Typically, the value of each virtual asset does not exceed 50% of the total virtual resource value of the second user account. The following explanation uses the target virtual resource as the target virtual asset and the generation of three virtual assets as an example (i.e., M equals 3 in this case).

[0174] Specifically, for ease of understanding, please refer to Figure 11 , Figure 11 This is another schematic diagram of the interface that triggers the resource borrowing request in this embodiment of the application, such as... Figure 11As shown in Figure (A), the game system recommends three virtual assets: a small amount of virtual assets indicated by 1101, a medium amount of virtual assets indicated by 1102, and a large amount of virtual assets indicated by 1103.

[0175] Suppose Player A selects a large number of virtual assets from three options; that is, the large number of virtual assets indicated by 1103 is the target virtual asset selected by Player A. Based on this, when Player A clicks the application control indicated by 1104, a selection operation for the target virtual asset is triggered, thus displaying the following... Figure 11 The interface shown in Figure (B) is used to indicate a resource borrowing message. That is, it informs player A that a resource borrowing request has been sent from the first user account to the second user account.

[0176] After Player B confirms the resource borrowing request, Player A receives the corresponding target virtual asset. Based on this, Player A can use the target virtual asset to exchange for the required target virtual resources and bring those resources into the game.

[0177] Secondly, this application embodiment provides another method for players to trigger resource borrowing requests. Through this method, players can select one virtual asset from several virtual assets generated by the system and request to borrow that virtual asset from other players. This reduces the decision-making cost for players, as they only need to choose from a given pool of virtual assets, thus improving selection efficiency. Furthermore, players can use virtual assets to exchange for desired target virtual assets, thereby enhancing the game's strategic depth and flexibility.

[0178] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, in response to a selection operation on the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account, specifically including:

[0179] In response to a selection action on the resource borrowing control, the asset configuration area is displayed, where a virtual asset is configured.

[0180] In response to an asset allocation operation targeting an asset allocation area, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of the target virtual asset;

[0181] In response to the game entry operation, before controlling the first virtual character to use the target virtual resource in the first game, it may also include:

[0182] In response to the exchange operation targeting the virtual asset, the target virtual resources are obtained.

[0183] In one or more embodiments, another method for a player to trigger a resource borrowing request is described. As described in the foregoing embodiments, after player A clicks the resource borrowing control, the game system generates a maximum allocation amount based on the total virtual resource value of the second user account. Typically, the maximum allocation amount does not exceed 50% of the total virtual resource value of the second user account. The following explanation uses the target virtual resource as the target virtual asset as an example.

[0184] Specifically, for ease of understanding, please refer to Figure 12 , Figure 12 This is another schematic diagram of the interface that triggers the resource borrowing request in this embodiment of the application, such as... Figure 12 As shown in Figure (A), 1201 indicates the asset configuration area. Player A can configure a value as the target virtual asset based on the maximum configuration limit. 1202 indicates the amount of the target virtual asset entered by Player A. Therefore, when Player A clicks the application control indicated by 1203, an asset configuration operation is triggered in the asset configuration area, resulting in the following display: Figure 12 In the interface shown in Figure (B), 1204 is used to indicate a resource borrowing message. That is, it informs player A that a resource borrowing request has been sent from the first user account to the second user account.

[0185] After Player B confirms the resource borrowing request, Player A receives the corresponding target virtual asset. Based on this, Player A can use the target virtual asset to exchange for the required target virtual resources and bring those resources into the game.

[0186] Secondly, this application provides another method for players to trigger resource borrowing requests. Through this method, players can input a target amount of virtual assets according to their needs. This allows for flexible resource allocation based on individual strategies, thereby meeting the diverse needs of players.

[0187] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0188] If the second user account confirms the resource borrowing request, a first prompt message is displayed, which indicates that the second user account has confirmed the resource borrowing request.

[0189] In one or more embodiments, a method for prompting other players to agree to borrow virtual resources is described. As can be seen from the foregoing embodiments, if player B agrees to lend the target virtual resource to player A, the corresponding consent feedback can be triggered. Thus, player A will receive the corresponding prompt message.

[0190] Specifically, for ease of understanding, please refer to Figure 13 , Figure 13 This is a schematic diagram of an interface for other players to confirm resource borrowing requests in an embodiment of this application, such as... Figure 13 As shown in Figure (A), from Player B's perspective, information related to the target virtual resource is displayed based on the resource borrowing request triggered by Player A. When Player B clicks the confirmation button indicated by 1301, they can purchase the target virtual resource by consuming their own virtual assets and lend it to Player A; that is, the operation of confirming the resource borrowing request is triggered through a second user account. To enhance the sense of ceremony and explain the rules, from Player B's perspective, one can also see... Figure 13 The interface shown in Figure (B) is shown in Figure 1302, which is used to indicate the loan agreement pop-up window from Player B's perspective.

[0191] Based on this, such as Figure 13 As shown in Figure (C), from Player A's perspective, the first notification message indicated by 1303 can be viewed. This first notification message indicates that the second user account has confirmed the resource borrowing request, meaning Player A has obtained the target virtual resource. 1304 indicates the loan notification control. When Player A clicks the loan notification control indicated by 1304, the following message is displayed: Figure 13 The interface shown in Figure (D) is as follows. At this time, from Player A's perspective, the loan prompt information indicated by 1305 can be viewed.

[0192] To enhance the sense of ceremony and explain the rules, from Player A's perspective, one can also see... Figure 13 The interface shown in Figure (E) includes 1306, which indicates the loan agreement pop-up window from Player A's perspective.

[0193] Secondly, this application provides a method for notifying other players of their consent to borrow virtual resources. Through this method, after another player agrees to lend a target virtual resource, the player receiving the target virtual resource can receive timely feedback, thereby avoiding information errors and enhancing the realism and ritual of player interaction through visual prompts.

[0194] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0195] If the second user account rejects the resource borrowing request, a second prompt message is displayed, which indicates that the second user account has rejected the resource borrowing request.

[0196] In one or more embodiments, a method for prompting other players to refuse to lend virtual resources is described. As can be seen from the foregoing embodiments, if player B refuses to lend the target virtual resource to player A, a corresponding refusal feedback can be triggered. Thus, player A will receive a corresponding notification message.

[0197] Specifically, for ease of understanding, please refer to Figure 14 , Figure 14 This is a schematic diagram of an interface in this application embodiment where other players refuse resource borrowing requests, such as... Figure 14 As shown in Figure (A), from Player B's perspective, information related to the target virtual resource is displayed based on the resource borrowing request triggered by Player A. When Player B clicks the deny control indicated by 1401, that is, the operation of denying the resource borrowing request is triggered through the second user account.

[0198] Based on this, such as Figure 14 As shown in Figure (B), from Player A's perspective, the second notification message indicated by 1402 can be viewed. This second notification message indicates that the second user account has rejected the resource borrowing request; that is, Player A cannot obtain the target virtual resource from Player B.

[0199] For clarity, please refer to the above explanation. Figure 15 , Figure 15 This is a flowchart illustrating how other players respond to resource borrowing requests in this embodiment of the application. As shown in the figure, in step 1501, player B receives a borrowing request pop-up window, which displays details of the target virtual resource requested by player A. In step 1502, it is checked whether player B has accepted the resource borrowing request issued by player A. If yes, step 1504 is executed; otherwise, step 1503 is executed. In step 1503, after player B clicks the reject control, player A receives a polite rejection message, and the process ends. In step 1504, after player B clicks the confirm control, player B consumes their own virtual resources to obtain the target virtual resource and lends it to player A. In step 1505, player A obtains the target virtual resource from their inventory. In step 1506, player A receives a corresponding notification message. In step 1507, a loan agreement pop-up window appears for both parties.

[0200] Secondly, this application provides a method for notifying other players when they refuse to lend virtual resources. Through this method, the player requesting to borrow the target virtual resource receives timely feedback after another player refuses to lend it, thus avoiding unnecessary waiting and misunderstandings.

[0201] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0202] During the first game match, in response to a request to view the inventory, the virtual inventory of the first user account is displayed. The virtual inventory includes virtual items marked as to be returned, and the virtual items marked as to be returned are the first virtual resources.

[0203] In one or more embodiments, a method for viewing in-game virtual resources during a game is described. As can be seen from the foregoing embodiments, player A can pick up virtual resources during a game and view which virtual resources have been picked up in the virtual inventory.

[0204] Specifically, for ease of understanding, please refer to Figure 16 , Figure 16 This is a schematic diagram of an interface for displaying a virtual backpack during a game, as described in an embodiment of this application. Figure 16 As shown in Figure (A), suppose that player A's first virtual character picks up a virtual item (e.g., an attack item) during the first game. The pickup notification message indicated by 1601 will then be displayed, along with a thumbnail of the picked-up virtual item. If the virtual item needs to be returned to player B, a "to be returned" marker indicated by 1602 will also be displayed.

[0205] After player A picks up virtual items, they can view all the virtual items they have picked up through the virtual inventory. When player A clicks the inventory control indicated by 1603, a request to view the inventory is triggered, thus displaying the following... Figure 16 The interface shown in Figure (B) is as follows. 1604 indicates the virtual inventory of the first user account. For example, 1605 indicates a virtual item in the virtual inventory, and 1606 indicates a "to be returned" marker, that is, marking the virtual item indicated by 1605 as a virtual item to be returned. For example, 1607 indicates another virtual item in the virtual inventory that does not have a "to be returned" marker; therefore, this virtual item belongs to player A.

[0206] As can be seen, in the virtual inventory of the first user account, five virtual items are marked as "to be returned," meaning these five virtual items need to be returned to player B. Four virtual items are not marked as "to be returned," therefore, these four virtual items belong to player A.

[0207] Since Player A gradually collects virtual resources during the game, and each virtual resource has a corresponding value, all collected virtual resources need to be marked as pending return when the total value of the collected virtual resources does not reach the value of the target virtual resource.

[0208] However, when the total value of the collected virtual items reaches the value of the target virtual resource, one implementation method is to intelligently analyze the importance priority of all virtual items picked up by Player A during the game, and mark virtual items with lower importance priority as "to be returned" (for example, redundant virtual items and virtual items that do not fit Player A's role have lower importance priority). Another implementation method is to mark all virtual items picked up during the game as "to be returned," allowing Player A or Player B to choose which to return after the game ends. Furthermore, the "to be returned" mark can be placed according to the order in which they were picked up, or according to their value, placing the "to be returned" mark on virtual items with higher value. It is important to note that the total value of these "to be returned" marked virtual items should be greater than or equal to the value of the target virtual resource.

[0209] It should be noted that, generally, virtual items marked as "to be returned" must be returned to Player B, and therefore, these virtual items cannot be sold. Virtual items without the "to be returned" mark can be sold based on Player A's actual needs. If the virtual items are sold, Player A will receive virtual assets of corresponding value, and these virtual assets will be credited to Player A's primary user account. If the virtual items are not sold, they will be directly credited to Player A's primary user account, meaning the virtual items will be added to the primary user account's corresponding warehouse.

[0210] Secondly, this application provides a method for viewing in-game virtual resources during a game. Using this method, players can view the virtual resources they have acquired during a game. Since some of these virtual resources may be items awaiting return, marking these resources allows players to easily understand their ownership status, thereby improving the gaming experience.

[0211] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0212] During the first game match, a second virtual character and a betting marker for the second virtual character are displayed. The second virtual character is a virtual character controlled by a second user account, and the betting marker is used to indicate the user account that provides the target virtual resources.

[0213] In one or more embodiments, a method for viewing funder information during a game is described. As can be seen from the foregoing embodiments, during the first game, player A can also view the funder's investment marker. The following explanation uses player B as an example of a funder.

[0214] Specifically, for ease of understanding, please refer to Figure 17 , Figure 17 This is a schematic diagram of an interface that highlights the funder during a game in this embodiment of the application. As shown in the figure, 1701 is used to indicate the second virtual character, and 1702 is used to indicate the fund contribution mark for the second virtual character. The fund contribution mark will be continuously displayed during the game, and the fund contribution mark is only visible to the borrower (i.e., player A).

[0215] Secondly, this application provides a method for viewing funder information during a game. Through this method, players can identify funders based on their funder identifiers after entering a game. This facilitates better interaction and cooperation between players who are funders, encourages connections between players through virtual resources, and enhances the game's cooperative aspect.

[0216] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0217] During the first game, in response to an information viewing request, the value to be returned for each of the K user accounts is displayed. The value to be returned represents the value of the virtual resources to be returned by the first user account to the corresponding user account, and K is an integer greater than or equal to 1.

[0218] In one or more embodiments, a method for displaying information to be returned is provided. As can be seen from the foregoing embodiments, during the first game, Player A can also view the information to be returned to each funding party in real time. It should be noted that a player may borrow virtual resources from multiple other players; therefore, one player can correspond to multiple funding parties. The following will illustrate this using the example of Player A borrowing virtual resources from two players.

[0219] Specifically, for ease of understanding, please refer to Figure 18 , Figure 18 This is a schematic diagram of an interface displaying the value to be returned during a game, as shown in this embodiment of the application. Figure 18 As shown in Figure (A), 1801 is used to indicate the information viewing control. When Player A clicks the information viewing control indicated by 1801, an information viewing request is triggered. This results in the following display: Figure 18The interface shown in Figure (B) is used to indicate information to be returned.

[0220] As can be seen, the information to be returned includes the value to be returned for each of the two user accounts (i.e., K equals 2 at this time). That is, one user account requires player A to return virtual materials with a value of 1,050,000, and the other user account requires player A to return virtual materials with a value of 560,000.

[0221] Secondly, this application provides a method for displaying information about items to be returned. Through this method, players can readily access information about the value of items to be returned to other players, thereby enhancing their sense of control over the game.

[0222] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, if the value of the resources in the first game is greater than or equal to the value of the target virtual resources after the first game ends, the first user account is controlled to return the first virtual resources to the second user account, specifically including:

[0223] When the first game ends, the resources in the first game are displayed. The resources in the first game include virtual items marked as to be returned. The virtual items marked as to be returned are the first virtual resources.

[0224] If the value of the resource in the first round is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account.

[0225] In one or more embodiments, a method for returning virtual resources is provided. As described in the foregoing embodiments, when player A ends the first game, the virtual resources picked up during the first game are considered as the resources for that first game. Based on this, if the value of the resources for that first game is greater than or equal to the value of the target virtual resource, the first virtual resource within the resources for that first game is preferentially returned to the funder (i.e., player B); that is, the first virtual resource is considered a virtual resource. The following explanation uses the example of player A returning virtual resources to player B.

[0226] Specifically, for ease of understanding, please refer to Figure 19 , Figure 19This is a schematic diagram of an interface for returning virtual resources in an embodiment of this application. As shown in the figure, taking the first in-game resources as an example, which include 9 virtual resources, the virtual resources marked to be returned include those indicated by 1901, 1902, 1903, 1904, and 1905. Based on this, these five virtual resources are designated as the first virtual resource and returned to player B. The remaining four virtual resources without the "to be returned" mark belong to player A.

[0227] It can be seen that the value of the resources in the first round is 2,050,000, of which the value of the first virtual resource is 1,050,000. Therefore, the final value of the player A's gains is 1,000,000.

[0228] For example, the first virtual resource can be determined based on the pickup time of each virtual item in the first game resource, that is, the virtual item picked up first is taken as the first virtual resource.

[0229] For example, the most valuable virtual items in the first game can be used as the first virtual resource.

[0230] For example, from the resources available in the first round, virtual items with lower priority for player A are selected and designated as the first virtual resource. For instance, if player A already owns a certain virtual item, and picks up the same item, then that item is considered to have lower priority for player A. Or, for example, if player A's character is a mage, and the virtual item picked up by player A is only usable by players whose character is an archer, then that item is considered to have lower priority for player A.

[0231] For example, based on the intelligent recommendation algorithm, the virtual resources needed by player B are known (for example, if player B's defense is low, virtual resources such as armor are recommended first). If the resources in the first game include the virtual resources needed by player B, then these virtual resources are used as the first virtual resources.

[0232] For example, Player B can choose virtual resources from the resources available in the first round as their first virtual resource, based on their needs. The value of the virtual resources returned by Player A to Player B must be greater than or equal to the value of the target virtual resource.

[0233] Secondly, this application provides a method for returning virtual resources. Through this method, players can see after a game ends which virtual resources need to be returned to the other player and which can be kept. This allows players to more intuitively understand their game performance.

[0234] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, if the value of the resources in the first game is greater than or equal to the value of the target virtual resources after the first game ends, the first user account is controlled to return the first virtual resources to the second user account, specifically including:

[0235] If the first game session ends, display the resources from the first game session, which include the virtual assets obtained by the first virtual character in the first game session.

[0236] If the value of the resource in the first game is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account. The first virtual resource comes from the virtual assets obtained by the first virtual character in the first game.

[0237] In one or more embodiments, a method for returning virtual assets is described. As described in the foregoing embodiments, player A can obtain corresponding virtual assets upon the end of the first game. The sources of virtual assets include two aspects: First, player A directly obtains virtual assets during the first game (e.g., obtaining a corresponding number of virtual assets by opening a treasure chest). Second, player A exchanges virtual materials picked up during the first game for virtual assets. Therefore, both virtual materials picked up during the first game and virtual assets are considered resources within the first game. Based on this, if the value of the resources within the first game is greater than or equal to the value of the target virtual resource, the first virtual resource is returned to the investor first; that is, the first virtual resource is considered a virtual asset. The following example illustrates player A returning virtual materials to the investor (i.e., player B).

[0238] Specifically, for ease of understanding, please refer to Figure 20 , Figure 20 This is a schematic diagram of an interface for returning virtual assets in an embodiment of this application. As shown in the figure, taking the resources in the first game, which include 9 virtual items and virtual assets worth 50,000, as an example, assume that player A needs to return virtual assets worth 1,050,000 to player B. Therefore, after returning the virtual assets worth 50,000, player A still needs to exchange some virtual items from the 9 virtual items to obtain virtual assets worth 1,000,000.

[0239] For example, one implementation is that when player A clicks the sell control indicated by 2001, the game system can automatically select to exchange a portion of virtual resources for virtual assets. Another implementation is that player A can independently choose the virtual resources they wish to sell in exchange for corresponding virtual assets. Thus, the exchanged virtual assets, along with the virtual assets valued at 50,000, are considered the first virtual resource.

[0240] It can be seen that the value of the resources in the first round is 2,050,000, of which the value of the first virtual resource is 1,050,000. Therefore, the final value of the player A's profit is 1,000,000.

[0241] It should be noted that the value of the virtual assets returned to the investor must be greater than or equal to the value of the target virtual resource.

[0242] Secondly, this application provides a method for returning virtual assets. Through this method, players can understand how much virtual asset needs to be returned to the other player after a game ends, and how much virtual asset can be kept. This allows players to more intuitively understand their game performance.

[0243] Optionally, in the above Figure 2 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, if the value of the resources in the first game is greater than or equal to the value of the target virtual resources after the first game ends, the first user account is controlled to return the first virtual resources to the second user account, specifically including:

[0244] If the first game has ended, display the resources from that game.

[0245] If the value of the resource in the first round is greater than or equal to the value of the target virtual resource, in response to the resource selection request triggered by the second user account, the first user account is controlled to return the first virtual resource to the second user account, wherein the first virtual resource is determined based on the various resource identifiers carried in the resource selection request.

[0246] In one or more embodiments, a method for the funder to select virtual resources is described. As described in the foregoing embodiments, when player A finishes the first game, the virtual resources picked up during the first game are considered as the first game's resources. Based on this, if the value of the first game's resources is greater than or equal to the value of the target virtual resource, the funder (i.e., player B) can mark the virtual resources within the first game's resources according to their own needs, thus obtaining the first virtual resource, which is considered a virtual resource. The following example illustrates this: player A returning virtual resources to player B.

[0247] Specifically, for ease of understanding, please refer to Figure 21 , Figure 21 This is a schematic diagram of an interface for selecting virtual assets by the funder in this application embodiment. As shown in the figure, taking the first in-game resources as an example, which include 9 virtual items, player B selects the virtual items indicated by 2101, 2102, 2103, 2104, and 2105 from the 9 virtual items. That is, the triggered resource selection request carries the resource identifiers of these five virtual items. Based on this, these five virtual items are designated as the first virtual resource and returned to player B. The remaining four virtual items without any return mark belong to player A.

[0248] It can be seen that the value of the resources in the first round is 2,050,000, of which the value of the first virtual resource is 1,050,000. Therefore, the final value of the player A's profit is 1,000,000.

[0249] Secondly, this application embodiment provides a method for the investor to select virtual resources. Through this method, the investor can choose the virtual resources needed from the resources available in the first round according to their own needs. Based on this, the rights and interests of the investor can be better protected, and the richness of the game strategy can be enhanced.

[0250] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0251] If, at the end of the first game, the value of the resources in the first game is less than the value of the target virtual resources, then the first user account will return the resources from the first game to the second user account.

[0252] In one or more embodiments, a method for returning virtual resources is described. As can be seen from the foregoing embodiments, when the first game session ends, the allocation method of virtual resources is determined based on the value of the resources in the first session.

[0253] Specifically, for ease of understanding, please refer to Figure 22 , Figure 22This is a flowchart illustrating the return of virtual resources in an embodiment of this application. As shown in the figure, in step 2201, player B, as the funder, is marked in the background. In step 2202, player A, as the borrower, can see the loan notification. In step 2203, player A, as the borrower, can see a fund marker displayed above the head of the second virtual character controlled by player B during the game. In step 2204, player A, as the borrower, searches for virtual resources within the game and uses these virtual resources as in-game resources. In step 2205, the game settlement node is entered, that is, the value of the in-game resources is calculated. In step 2206, it is determined whether the value of the virtual resources collected in the game is greater than or equal to the value of the borrowed virtual resources. If yes, step 2207 is executed; otherwise, step 2210 is executed.

[0254] In step 2207, Player A first returns the virtual resources collected during the game to Player B. In step 2208, if there are any remaining virtual resources, they belong to Player A. In step 2209, the background process clears the loan event marker corresponding to Player A.

[0255] In step 2210, Player A returns all the virtual resources collected during the game to Player B. In step 2211, the backend retains the loan event marker corresponding to Player A. In step 2212, Player A continues to the next round of the game.

[0256] Secondly, this application provides a method for returning virtual resources. Using this method, if the value of the resources in the first round is less than the value of the target virtual resource, all resources in the first round are preferentially returned to the investor. This, to a certain extent, protects the interests of the investor.

[0257] Optionally, in the above Figure 2 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0258] In response to the game entry operation, control the first virtual character to enter the second game;

[0259] If, at the end of the second game, the sum of the value of the resources in the second game and the resources in the first game is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the second virtual resource to the second user account. The second virtual resource originates from the resources in the second game, which are the virtual resources obtained by the first virtual character in the second game.

[0260] In one or more embodiments, a method for returning virtual resources is described. As can be seen from the foregoing embodiments, player A may fail to return virtual resources equivalent to the target virtual resource in the first game. Therefore, player A needs to continue returning virtual resources in subsequent game games.

[0261] Scenario 1: Victory in the first game;

[0262] Specifically, Player A, controlling the first virtual character, wins the first game match, but the value of the resources acquired in that first match may be less than the value of the target virtual resource. For example, suppose Player A borrows a target virtual resource from Player B with a value of 1,050,000. Player A obtains a resource with a value of 1,000,000 in the first game match. Therefore, after returning the resource to the second user account through the first user account, Player A still needs to repay 50,000 worth of virtual resources. Since Player A won the first game match, they can continue to carry the target virtual resource into the second game match.

[0263] Upon the conclusion of the second game, if the sum of the values ​​of the resources from the second game and the resources from the first game is greater than or equal to the value of the target virtual resource, then the second virtual resource is retrieved from the resources from the second game and returned to player B. The remaining virtual resources from the second game, excluding the second virtual resource, belong to player A. For example, assuming player A obtains 80,000 worth of second virtual resources in the second game, then player A can return 50,000 worth of second virtual resources to the second user account through the first user account, while the remaining second virtual resources belong to the first user account.

[0264] Scenario 2: The first game is lost;

[0265] Specifically, if Player A's first virtual character loses in the first game, Player A will not only lose the resources from that game but also the borrowed virtual resources. Therefore, Player A can choose to borrow virtual resources from other players to enter subsequent game rounds. For example, suppose Player A borrows 1,050,000 worth of virtual resources from Player B. Suppose Player A borrows 1,000,000 worth of virtual resources from Player C.

[0266] Upon the conclusion of the second game, if the sum of the values ​​of the resources from the second game and the resources from the first game is greater than or equal to the value of the target virtual resource, then the second virtual resource is preferentially retrieved from the resources from the second game and returned to player B. The remaining virtual resources from the second game, excluding the second virtual resource, are returned to player C. For example, assuming player A obtains a second virtual resource with a value of 3,000,000 in the second game, then the first user account will preferentially return the second virtual resource worth 1,050,000 to its own account. Then, the virtual resource worth 1,000,000 from the second game will be returned to the third user account used by player C, and the remaining second virtual resource will be allocated to the first user account.

[0267] Secondly, this application provides a method for returning virtual resources. Through this method, if a player loses a round of gameplay, they can continue to borrow virtual resources from other players to continue playing. This gives players more opportunities to play, thus enhancing their gaming experience.

[0268] The virtual resource processing apparatus in this application is described in detail below. Please refer to [link / reference]. Figure 23 , Figure 23 This is a schematic diagram of one embodiment of the virtual resource processing device in this application. The virtual resource processing device 230 includes:

[0269] Display module 2301 is used to display a resource borrowing control corresponding to a second user account when the total value of virtual resources of the first user account is less than or equal to a first threshold, wherein the total value of virtual resources of the second user account is greater than or equal to a second threshold, the total value of virtual resources represents the total value of virtual resources, and the second threshold is greater than or equal to the first threshold.

[0270] The sending module 2302 is used to respond to the selection operation of the resource borrowing control and send a resource borrowing request to the second user account through the first user account. The resource borrowing request is used to request to obtain the target virtual resource, and the value of the target virtual resource is less than or equal to the total value of the virtual resources of the second user account.

[0271] Control module 2303 is used to control the first virtual character to use the target virtual resources in the first game match in response to the game entry operation when the second user account confirms the resource borrowing request. The target virtual resources are derived from the target virtual resources, and the first virtual character is a virtual character controlled by the first user account.

[0272] The control module 2303 is also used to, upon the end of the first game, if the value of the resources in the first game is greater than or equal to the value of the target virtual resource, control the first user account to return the first virtual resource to the second user account, wherein the first virtual resource originates from the resources in the first game, and the resources in the first game are the virtual resources obtained by the first virtual character in the first game.

[0273] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0274] The display module 2301 is also configured to respond to a team viewing request by displaying at least one virtual character belonging to the same team as the first virtual character, wherein the at least one virtual character includes a second virtual character, the second virtual character being a virtual character controlled by a second user account.

[0275] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0276] Display module 2301 is specifically used to respond to the viewing operation for the second user account and display the account information card of the second user account, wherein the account information card is used to provide the account information of the second user account;

[0277] The resource borrowing control corresponding to the second user account is displayed in the account information card.

[0278] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0279] Display module 2301 is specifically used to display T virtual characters, wherein the T virtual characters include a second virtual character, the second virtual character is a virtual character controlled by a second user account, and T is an integer greater than or equal to 1;

[0280] Display the resource borrowing control corresponding to the second user account within the vicinity of the second virtual character.

[0281] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0282] Display module 2301 is specifically used to display a list of user accounts, wherein the list of user accounts includes account information corresponding to each user account in at least one user account, and at least one user account includes a second user account;

[0283] Display the resource borrowing control corresponding to the second user account in the user account list.

[0284] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0285] The sending module 2302 is specifically used to respond to the selection operation of the resource borrowing control and display N groups of virtual resources. The N groups of virtual resources are determined based on the total value of virtual resources of the second user account. Each group of virtual resources corresponds to an attribute strength value. The attribute strength value is positively correlated with the value of the virtual resources in the corresponding group. N is an integer greater than or equal to 1.

[0286] In response to the selection operation for the target virtual resource, a resource borrowing request is sent from the first user account to the second user account. The target virtual resource is included in N groups of virtual resources, and the resource borrowing request is used to request the acquisition of the target virtual resource.

[0287] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0288] The sending module 2302 is specifically used to respond to the selection operation of the resource borrowing control and display the material configuration area, wherein the material configuration area is used to configure a set of virtual materials;

[0289] In response to a resource allocation operation targeting a resource allocation area, a resource borrowing request is sent from the first user account to the second user account. The resource borrowing request is used to request the acquisition of the target virtual resources.

[0290] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application, the virtual resource processing device 230 further includes an exchange module 2304;

[0291] The sending module 2302 is specifically used to respond to the selection operation of the resource borrowing control and display M virtual assets, wherein the M virtual assets are determined based on the total value of virtual resources of the second user account, and M is an integer greater than or equal to 1;

[0292] In response to the selection operation for the target virtual asset, a resource borrowing request is sent from the first user account to the second user account. The target virtual asset is included in M ​​virtual assets, and the resource borrowing request is used to request the acquisition of the target virtual asset.

[0293] The exchange module 2304 is used to respond to the game entry operation and control the first virtual character to exchange for the target virtual asset before using the target virtual resource in the first game.

[0294] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0295] The sending module 2302 is specifically used to respond to the selection operation of the resource borrowing control and display the asset configuration area, wherein the asset configuration area is used to configure a virtual asset;

[0296] In response to an asset allocation operation targeting an asset allocation area, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of the target virtual asset;

[0297] The exchange module 2304 is also used to respond to the game entry operation, control the first virtual character to use the target virtual resources in the first game, and respond to the exchange operation for the target virtual assets to obtain the target virtual resources.

[0298] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0299] The display module 2301 is also used to display a first prompt message when the second user account confirms the resource borrowing request, wherein the first prompt message is used to prompt the second user account that the resource borrowing request has been confirmed.

[0300] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0301] The display module 2301 is also used to display a second prompt message when the second user account rejects the resource borrowing request, wherein the second prompt message is used to indicate that the second user account has rejected the resource borrowing request.

[0302] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0303] The display module 2301 is also used to display the virtual backpack of the first user account in response to a backpack viewing request during the first game match. The virtual backpack includes virtual items marked as to be returned, and the virtual items marked as to be returned are the first virtual resources.

[0304] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0305] The display module 2301 is also used to display a second virtual character and a betting mark for the second virtual character during the first game match, wherein the second virtual character is a virtual character controlled by a second user account, and the betting mark is used to indicate the user account that provides the target virtual resources.

[0306] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0307] The display module 2301 is also used to respond to an information viewing request during the first game match and display the value to be returned for each of the K user accounts, where the value to be returned represents the value of the virtual resources to be returned by the first user account to the corresponding user account, and K is an integer greater than or equal to 1.

[0308] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0309] The control module 2303 is specifically used to display the resources in the first game after the first game ends. The resources in the first game include virtual materials marked as to be returned, and the virtual materials marked as to be returned are the first virtual resources.

[0310] If the value of the resource in the first round is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account.

[0311] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0312] The control module 2303 is specifically used to display the resources in the first game after the first game has ended, wherein the resources in the first game include the virtual assets obtained by the first virtual character in the first game.

[0313] If the value of the resource in the first game is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the first virtual resource to the second user account. The first virtual resource comes from the virtual assets obtained by the first virtual character in the first game.

[0314] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0315] The control module 2303 is also used to, if the value of the resources in the first game is less than the value of the target virtual resources, control the first user account to return the resources in the first game to the second user account after the first game ends.

[0316] Optionally, in the above Figure 23 Based on the corresponding embodiments, in another embodiment of the virtual resource processing device 230 provided in this application,

[0317] The control module 2303 is also used to control the first virtual character to enter the second game match in response to the game entry operation;

[0318] The control module 2303 is also used to, in the event that the second game ends, if the sum of the value of the resources in the second game and the resources in the first game is greater than or equal to the value of the target virtual resource, control the first user account to return the second virtual resource to the second user account, wherein the second virtual resource originates from the resources in the second game, and the resources in the second game are the virtual resources obtained by the first virtual character in the second game.

[0319] This application also provides a terminal, such as... Figure 24 As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. In the embodiments of this application, a mobile phone is used as an example for illustration:

[0320] Figure 24 This is a block diagram illustrating a portion of the structure of a mobile phone related to the terminal provided in the embodiments of this application. (Reference) Figure 24 The mobile phone includes components such as a radio frequency (RF) circuit 2410, a memory 2420, an input unit 2430, a display unit 2440, a sensor 2450, an audio circuit 2460, a wireless fidelity (WiFi) module 2470, a processor 2480, and a power supply 2490. Those skilled in the art will understand that... Figure 24The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0321] The following is combined with Figure 24 A detailed introduction to each component of a mobile phone:

[0322] RF circuit 2410 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 2480; additionally, it transmits uplink data to the base station. Typically, RF circuit 2410 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), and a duplexer. Furthermore, RF circuit 2410 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Message Service (SMS).

[0323] The memory 2420 can be used to store software programs and modules. The processor 2480 executes various functions and data processing of the mobile phone by running the software programs and modules stored in the memory 2420. The memory 2420 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 2420 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0324] The input unit 2430 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 2430 may include a touch panel 2431 and other input devices 2432. The touch panel 2431, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 2431), and drive the corresponding connected devices according to a pre-set program. Optionally, the touch panel 2431 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 2480, and can also receive and execute commands sent by the processor 2480. In addition, the touch panel 2431 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 2431, the input unit 2430 may also include other input devices 2432. Specifically, other input devices 2432 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), mouse, joystick, etc.

[0325] The display unit 2440 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 2440 may include a display panel 2441, which may optionally be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar form. Further, a touch panel 2431 may cover the display panel 2441. When the touch panel 2431 detects a touch operation on or near it, it transmits the information to the processor 2480 to determine the type of touch event. Subsequently, the processor 2480 provides corresponding visual output on the display panel 2441 according to the type of touch event. Although in Figure 24 In this embodiment, the touch panel 2431 and the display panel 2441 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 2431 and the display panel 2441 can be integrated to realize the input and output functions of the mobile phone.

[0326] The mobile phone may also include at least one sensor 2450, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 2441 according to the ambient light level, and the proximity sensor can turn off the display panel 2441 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0327] Audio circuit 2460, speaker 2461, and microphone 2462 provide an audio interface between the user and the mobile phone. Audio circuit 2460 converts received audio data into electrical signals and transmits them to speaker 2461, where speaker 2461 converts them into sound signals for output. On the other hand, microphone 2462 converts collected sound signals into electrical signals, which are received by audio circuit 2460, converted into audio data, and then processed by processor 2480 before being transmitted via RF circuit 2410 to, for example, another mobile phone, or the audio data can be output to memory 2420 for further processing.

[0328] WiFi is a short-range wireless transmission technology. Mobile phones, through the WiFi module 2470, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 24 WiFi module 2470 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.

[0329] The processor 2480 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes various functions and processes data by running or executing software programs and / or modules stored in the memory 2420, and by calling data stored in the memory 2420. Optionally, the processor 2480 may include one or more processing units; optionally, the processor 2480 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into the processor 2480.

[0330] The mobile phone also includes a power supply 2490 (such as a battery) that supplies power to various components. Optionally, the power supply can be logically connected to the processor 2480 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0331] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0332] The steps performed by the terminal in the above embodiments can be based on this Figure 24 The terminal structure shown.

[0333] This application also provides a computer device, including a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, it implements the steps of the methods described in the foregoing embodiments.

[0334] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0335] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0336] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0337] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0338] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0339] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0340] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0341] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a server or terminal device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0342] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A method for processing virtual resources, characterized in that, include: If the total value of virtual resources of the first user account is less than or equal to the first threshold, the resource borrowing control corresponding to the second user account is displayed, wherein the total value of virtual resources of the second user account is greater than or equal to the second threshold, the total value of virtual resources represents the total value of virtual resources, and the second threshold is greater than or equal to the first threshold; In response to a selection operation on the resource borrowing control, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of a target virtual resource, and the value of the target virtual resource is less than or equal to the total value of the virtual resources of the second user account; If the second user account confirms the resource borrowing request, in response to the game entry operation, the first virtual character is controlled to use the target virtual resources in the first game, wherein the target virtual resources are derived from the target virtual resources, and the first virtual character is a virtual character controlled by the first user account; If, upon the end of the first game, the value of the resources in the first game is greater than or equal to the value of the target virtual resource, the first user account is controlled to return the first virtual resource to the second user account. The first virtual resource originates from the resources in the first game, which are the virtual resources obtained by the first virtual character in the first game. Wherein, the step of controlling the first user account to return the first virtual resource to the second user account when the first game session ends, if the value of the resource in the first game session is greater than or equal to the value of the target virtual resource, includes: When the first game session ends, the first in-game resources are displayed, wherein the first in-game resources include virtual items marked as to be returned, and the virtual items marked as to be returned are the first virtual resources; if the value of the first in-game resources is greater than or equal to the value of the target virtual resource, the first user account is controlled to return the first virtual resource to the second user account; or, When the first game session ends, the first in-game resources are displayed, wherein the first in-game resources include the virtual assets obtained by the first virtual character in the first game session; if the value of the first in-game resources is greater than or equal to the value of the target virtual resources, the first user account is controlled to return the first virtual resources to the second user account, wherein the first virtual resources originate from the virtual assets obtained by the first virtual character in the first game session; or, When the first game session ends, the first in-game resources are displayed; if the value of the first in-game resources is greater than or equal to the value of the target virtual resource, in response to a resource selection request triggered by the second user account, the first user account is controlled to return the first virtual resource to the second user account, wherein the first virtual resource is determined based on the various resource identifiers carried in the resource selection request.

2. The processing method according to claim 1, characterized in that, The method further includes: In response to a team viewing request, at least one virtual character belonging to the same team as the first virtual character is displayed, wherein the at least one virtual character includes a second virtual character, which is a virtual character controlled by the second user account.

3. The processing method according to claim 1 or 2, characterized in that, The control that displays the resource borrowing corresponding to the second user account includes: In response to a viewing operation on the second user account, an account information card for the second user account is displayed, wherein the account information card is used to provide account information of the second user account; The resource borrowing control corresponding to the second user account is displayed in the account information card.

4. The processing method according to claim 1 or 2, characterized in that, The control that displays the resource borrowing corresponding to the second user account includes: Display T virtual characters, wherein the T virtual characters include a second virtual character, which is a virtual character controlled by the second user account, and T is an integer greater than or equal to 1; Display the resource borrowing control corresponding to the second user account in the vicinity of the second virtual character.

5. The processing method according to claim 1 or 2, characterized in that, The control that displays the resource borrowing corresponding to the second user account includes: Display a list of user accounts, wherein the list of user accounts includes account information corresponding to each user account in at least one user account, and the at least one user account includes the second user account; The resource borrowing control corresponding to the second user account is displayed in the user account list.

6. The processing method according to claim 1, characterized in that, The step of sending a resource borrowing request from the first user account to the second user account in response to a selection operation on the resource borrowing control includes: In response to the selection operation of the resource borrowing control, N groups of virtual resources are displayed, wherein the N groups of virtual resources are determined based on the total value of virtual resources of the second user account, each group of virtual resources corresponds to an attribute strength value, the attribute strength value is positively correlated with the value of the virtual resources in the corresponding group, and N is an integer greater than or equal to 1; In response to the selection operation for the target virtual resource, a resource borrowing request is sent from the first user account to the second user account, wherein the target virtual resource is included in the N groups of virtual resources, and the resource borrowing request is used to request the acquisition of the target virtual resource.

7. The processing method according to claim 1, characterized in that, The step of sending a resource borrowing request from the first user account to the second user account in response to a selection operation on the resource borrowing control includes: In response to a selection operation on the resource borrowing control, a resource configuration area is displayed, wherein the resource configuration area is used to configure a set of virtual resources; In response to a resource allocation operation for the resource allocation area, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of the target virtual resource.

8. The processing method according to claim 1, characterized in that, The step of sending a resource borrowing request from the first user account to the second user account in response to a selection operation on the resource borrowing control includes: In response to a selection operation on the resource borrowing control, M virtual assets are displayed, wherein the M virtual assets are determined based on the total value of virtual resources of the second user account, and M is an integer greater than or equal to 1; In response to the selection operation for the target virtual asset, a resource borrowing request is sent from the first user account to the second user account, wherein the target virtual asset is included in the M virtual assets, and the resource borrowing request is used to request to obtain the target virtual asset; Before controlling the first virtual character to use the target virtual resource in the first game match in response to the game entry operation, the method further includes: In response to the exchange operation for the target virtual asset, the target virtual resources are obtained through exchange.

9. The processing method according to claim 1, characterized in that, The step of sending a resource borrowing request from the first user account to the second user account in response to a selection operation on the resource borrowing control includes: In response to a selection operation on the resource borrowing control, an asset configuration area is displayed, wherein the asset configuration area is used to configure a virtual asset; In response to an asset configuration operation for the asset configuration area, a resource borrowing request is sent from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of the target virtual asset; Before controlling the first virtual character to use the target virtual resource in the first game match in response to the game entry operation, the method further includes: In response to the exchange operation for the target virtual asset, the target virtual resources are obtained through exchange.

10. The processing method according to claim 1, characterized in that, The method further includes: If the second user account confirms the resource borrowing request, a first prompt message is displayed, wherein the first prompt message is used to indicate that the second user account has confirmed the resource borrowing request.

11. The processing method according to claim 1, characterized in that, The method further includes: If the second user account rejects the resource borrowing request, a second prompt message is displayed, wherein the second prompt message is used to indicate that the second user account has rejected the resource borrowing request.

12. The processing method according to claim 1, characterized in that, The method further includes: During the first game match, in response to a request to view the inventory, the virtual inventory of the first user account is displayed, wherein the virtual inventory includes virtual items marked as to be returned, and the virtual items marked as to be returned are the first virtual resources.

13. The processing method according to claim 1, characterized in that, The method further includes: During the first game match, a second virtual character and a funding marker for the second virtual character are displayed, wherein the second virtual character is a virtual character controlled by the second user account, and the funding marker is used to indicate the user account that provides the target virtual resources.

14. The processing method according to claim 1, characterized in that, The method further includes: During the first game match, in response to an information viewing request, the value to be returned for each of the K user accounts is displayed, where the value to be returned represents the value of the virtual resources to be returned by the first user account to the corresponding user account, and K is an integer greater than or equal to 1.

15. The processing method according to claim 1, characterized in that, The method further includes: If, upon the end of the first game session, the value of the resources in the first session is less than the value of the target virtual resource, then the first user account is controlled to return the resources in the first session to the second user account.

16. The processing method according to claim 15, characterized in that, The method further includes: In response to the game entry operation, control the first virtual character to enter the second game; If, upon the end of the second game, the sum of the value of the resources in the second game and the value of the resources in the first game is greater than or equal to the value of the target virtual resource, then the first user account is controlled to return the second virtual resource to the second user account. The second virtual resource originates from the resources in the second game, which are the virtual resources obtained by the first virtual character in the second game.

17. A virtual resource processing device, characterized in that, include: The display module is used to display a resource borrowing control corresponding to a second user account when the total value of virtual resources of the first user account is less than or equal to a first threshold, wherein the total value of virtual resources of the second user account is greater than or equal to a second threshold, the total value of virtual resources represents the total value of virtual resources, and the second threshold is greater than or equal to the first threshold. The sending module is configured to respond to a selection operation on the resource borrowing control by sending a resource borrowing request from the first user account to the second user account, wherein the resource borrowing request is used to request the acquisition of a target virtual resource, and the value of the target virtual resource is less than or equal to the total value of the virtual resources of the second user account; The control module is configured to, in response to a game entry operation, control a first virtual character to use target virtual resources in a first game when the second user account confirms the resource borrowing request, wherein the target virtual resources originate from the target virtual resources, and the first virtual character is a virtual character controlled by the first user account. The control module is further configured to, upon the end of the first game, if the value of the resources in the first game is greater than or equal to the value of the target virtual resource, control the first user account to return the first virtual resource to the second user account, wherein the first virtual resource originates from the resources in the first game, and the first resources in the first game are the virtual resources obtained by the first virtual character in the first game. Specifically, the control module is used for: When the first game session ends, the first in-game resources are displayed, wherein the first in-game resources include virtual items marked as to be returned, and the virtual items marked as to be returned are the first virtual resources; if the value of the first in-game resources is greater than or equal to the value of the target virtual resource, the first user account is controlled to return the first virtual resource to the second user account; or, When the first game session ends, the first in-game resources are displayed, wherein the first in-game resources include the virtual assets obtained by the first virtual character in the first game session; if the value of the first in-game resources is greater than or equal to the value of the target virtual resources, the first user account is controlled to return the first virtual resources to the second user account, wherein the first virtual resources originate from the virtual assets obtained by the first virtual character in the first game session; or, When the first game session ends, the first in-game resources are displayed; if the value of the first in-game resources is greater than or equal to the value of the target virtual resource, in response to a resource selection request triggered by the second user account, the first user account is controlled to return the first virtual resource to the second user account, wherein the first virtual resource is determined based on the various resource identifiers carried in the resource selection request.

18. The apparatus according to claim 17, characterized in that, The display module is further configured to respond to a team viewing request by displaying at least one virtual character belonging to the same team as the first virtual character, wherein the at least one virtual character includes a second virtual character, which is a virtual character controlled by the second user account.

19. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the virtual resource processing method according to any one of claims 1 to 16.

20. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the virtual resource processing method according to any one of claims 1 to 16.

21. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method for processing virtual resources as described in any one of claims 1 to 16.

Citation Information

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