Virtual game settlement method, apparatus and device, medium and program product

By introducing a score-locking function in the virtual game, the virtual attributes of veteran players are kept unchanged, which solves the problem of veteran players' attributes declining due to the influence of new players, increases the enthusiasm of veteran players, and promotes social interaction between veteran and new players.

CN121754875APending Publication Date: 2026-03-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In existing technologies, rewarding veteran players with virtual items to lead new players in the game is not attractive enough, causing veteran players to stop cooperating with new players after they run out of virtual items, which affects the game experience.

Method used

The introduction of a points lock feature allows master virtual accounts that meet specific conditions to maintain at least one virtual attribute unchanged in the game, such as rank or number of wins, to encourage experienced players to lead new players.

Benefits of technology

By keeping the virtual attributes of veteran players unchanged, the activity of veteran players is increased, and social interaction between veteran and new players is promoted, thus solving the problem of veteran players' attributes declining due to the influence of new players.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual game settlement method, device and equipment, a medium and a program product, and belongs to the field of man-machine interaction. The method comprises the following steps: under the condition that a master control virtual account and a teammate virtual account meet a lock score opening condition, opening a lock score function of the master control virtual account; in response to the role control operation, controlling a master control virtual role corresponding to the master control virtual account to participate in the game; and in the game settlement process of the game, at least one virtual attribute of the master control virtual account is kept unchanged after the game based on the lock division function. According to the method, at least one virtual attribute of the master control virtual account is kept unchanged after the game is finished by opening the score locking function of the master control virtual account, so that the virtual attribute reduction of the master control virtual account caused by the problem of the teammate virtual account is avoided, the enthusiasm of the master control virtual account for leading the teammate virtual account is improved, and the user experience is improved. And social interaction between the users is promoted.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a settlement method, apparatus, device, medium, and program product for virtual games. Background Technology

[0002] Among the diverse game genres, team-based cooperative games are becoming increasingly popular. These games require players to form teams before the game begins and cooperate to play together.

[0003] During the game, players in the game team will cooperate as a team. In order to improve the game experience for new players, the game usually launches activities to encourage experienced players to lead new players to play the game, and encourages experienced players to help new players through virtual item rewards in the game.

[0004] However, this approach may lead to veteran players ceasing to play with new players if the virtual item rewards are not attractive to them or if all virtual items have been redeemed. Therefore, other methods are needed to encourage veteran players to lead new players. Summary of the Invention

[0005] This application provides a settlement method, apparatus, device, medium, and program product for virtual games, and the technical solution includes at least one of the following aspects.

[0006] According to one aspect of the embodiments of this application, a settlement method for virtual games is provided, the method comprising:

[0007] If both the master virtual account and the teammate virtual account meet the conditions for enabling the point lock, then enable the point lock function for the master virtual account.

[0008] In response to character control operations, control the main virtual character corresponding to the main virtual account to participate in this game;

[0009] During the settlement process of this match, at least one virtual attribute of the main virtual account will remain unchanged after the match due to the point locking function.

[0010] According to another aspect of the embodiments of this application, a settlement device for virtual games is provided, the device comprising:

[0011] The enable module is used to enable the point locking function of the main control virtual account when the main control virtual account and the teammate virtual account meet the point locking enable conditions;

[0012] The control module is used to respond to character control operations and control the main virtual character corresponding to the main virtual account to participate in the current game.

[0013] The settlement module is used to maintain at least one virtual attribute of the main virtual account unchanged after the game, based on the score locking function, during the game settlement process.

[0014] According to another aspect of the embodiments of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one program; the processor is configured to execute the at least one program in the memory to implement the above-described virtual game settlement method.

[0015] According to another aspect of the embodiments of this application, a computer-readable storage medium is provided, which stores at least one program, which is loaded and executed by a processor to implement the above-described virtual game settlement method.

[0016] According to another aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium, a processor obtaining the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to implement the above-described virtual game settlement method.

[0017] The technical solutions provided in this application embodiment may include the following beneficial effects:

[0018] This method enables the locking function of the master virtual account, keeping at least one virtual attribute of the master virtual account unchanged after the current game. This avoids the virtual attributes of the master virtual account decreasing due to issues with teammates' virtual accounts, increases the enthusiasm of the master virtual account (as an experienced player) to lead teammates (as new players), and promotes social interaction between users. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 A schematic diagram of a computer system provided in an exemplary embodiment of this application is shown;

[0021] Figure 2 A schematic diagram of a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0022] Figure 3 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0023] Figure 4 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0024] Figure 5 This illustration shows a schematic diagram of the lock acquisition function provided in an exemplary embodiment of this application;

[0025] Figure 6 This illustration shows a schematic diagram of an exemplary embodiment of the present application where the locking function is not enabled;

[0026] Figure 7 This illustration shows a schematic diagram of an exemplary embodiment of the present application where the locking function is not enabled;

[0027] Figure 8 This illustration shows a schematic diagram of the viewing lock function provided in an exemplary embodiment of this application;

[0028] Figure 9 This illustration shows a schematic diagram of the unlocking and locking function provided in an exemplary embodiment of this application;

[0029] Figure 10 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0030] Figure 11 A schematic diagram illustrating a display of a lockout marker provided in an exemplary embodiment of this application is shown;

[0031] Figure 12 A schematic diagram illustrating a display of a lockout marker provided in an exemplary embodiment of this application is shown;

[0032] Figure 13 A schematic diagram illustrating a display of a lockout marker provided in an exemplary embodiment of this application is shown;

[0033] Figure 14 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0034] Figure 15 A schematic diagram illustrating the adjustment of virtual room types provided in an exemplary embodiment of this application is shown;

[0035] Figure 16 This illustration shows a schematic diagram of an exemplary embodiment of the present application, which provides for maintaining the type of virtual room unchanged;

[0036] Figure 17 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0037] Figure 18A schematic diagram of a quick dialog bar provided in an exemplary embodiment of this application is shown;

[0038] Figure 19 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0039] Figure 20 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0040] Figure 21 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function;

[0041] Figure 22 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function;

[0042] Figure 23 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function;

[0043] Figure 24 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function;

[0044] Figure 25 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0045] Figure 26 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0046] Figure 27 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0047] Figure 28 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0048] Figure 29 A flowchart illustrating the process of finding a game, provided in an exemplary embodiment of this application, is shown.

[0049] Figure 30 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0050] Figure 31 A flowchart illustrating the priority of rights presentation provided in an exemplary embodiment of this application is shown;

[0051] Figure 32 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown;

[0052] Figure 33 A block diagram of a virtual game settlement apparatus provided in an exemplary embodiment of this application is shown;

[0053] Figure 34 A structural block diagram of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation

[0054] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0055] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0056] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0057] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0058] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0059] First, let me explain some of the terms used in this application:

[0060] Multiplayer Online Battle Arena (MOBA): A game genre where players can choose their preferred character from various types and engage in battles between two opposing teams. Victory is achieved by breaking through the enemy's defenses and destroying the buildings they are protecting.

[0061] Ranked Matches: A gameplay mode in MOBA games where players earn rank levels, which are used to assess a player's skill level.

[0062] Five-player ranked matches: This refers to a mode where players need to form a team of five to play ranked matches. Players are allowed to team up within a certain rank range. For example, if players A, B, C, and D are all at the fourth rank, then player E in the same team is usually allowed to be at the third to fifth rank.

[0063] Game interface: refers to the client interface of game software, including design elements that players directly or indirectly interact with, such as buttons, animations, text, sounds, and windows.

[0064] Game features: These are the functions or permissions that players can obtain in the game, usually with benefits or specific types of abilities, and players can choose whether or not to use them.

[0065] Figure 1 A schematic diagram of a computer system 100 provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a terminal 110 and a server 120.

[0066] Terminal 110 has a client 111 that supports a virtual environment installed and running. When terminal 110 runs client 111, the user interface of client 111 is displayed on the screen of terminal 110. This client 111 can be any of the following: Virtual Reality (VR) application, Augmented Reality (AR) application, 3D mapping application, Virtual Reality game, Augmented Reality game, First-Person Shooter (FPS) game, Third-Person Shooter (TPS) game, Multiplayer Online Battle Arena (MOBA) game, or Strategy Card Game. In this embodiment, the terms object, user, account, and player have the same meaning, and this application does not limit them.

[0067] Terminal 110 is the terminal used by user 112. Terminal 110 can refer to one of multiple terminals, but this embodiment only uses terminal 110 as an example. The device type of terminal 110 includes at least one of the following: smartphone, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer.

[0068] Figure 1 Only one terminal is shown, but in different embodiments, other terminals 130 may be connected to the server 120. Optionally, one or more other terminals 130 may be terminals corresponding to developers, on which a development and editing platform for a client 111 supporting a virtual environment is installed. Developers can edit and update the client 111 on other terminals 130 and transmit the updated client installation package to the server 120 via a wireless or wired network. Terminal 110 can download the client installation package from the server 120 to update the client 111.

[0069] Terminal 110 and other terminals 130 are connected to server 120 via wireless or wired networks.

[0070] Server 120 is a network device that includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services to clients 111 that support a virtual environment. Optionally, server 120 performs the primary computing task, and terminal 110 performs secondary computing tasks; or, server 120 performs secondary computing tasks, and terminal 110 performs primary computing tasks; or, server 120 and terminal 110 collaborate on computing using a distributed computing architecture.

[0071] Optionally, server 120 includes a user-facing input / output (I / O) interface 121, a processor 122, a user account database 123, and a battle service module 124. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store data of user accounts used by the terminal 110 and other terminals 130, such as the user account's avatar, nickname, combat power index, and service area. The battle service module 124 is used to provide multiple battle modes for users to play, such as 1V1 battle mode, 3V3 battle mode, 5V5 battle mode, or a battle mode in which one or more users form a camp, and then multiple camps (more than 3) fight against each other and are ranked and eliminated according to the results of the battles. The user-facing I / O interface 121 is used to establish communication and exchange data with the terminal 110 and / or other terminals 130 through a wireless network or wired network.

[0072] Those skilled in the art will understand that the number of terminals 110 described above can be more or less. For example, there may be only one terminal 110, or there may be dozens or hundreds of terminals 110, or even more. This application does not limit the number or type of terminals 110 in its embodiments.

[0073] Among the diverse game genres, team-based games are increasingly prevalent. These games require players to form teams before the game begins and cooperate to complete it. During gameplay, players within the team will cooperate. To enhance the gaming experience for new players, games often offer activities that encourage experienced players to guide newcomers, using in-game virtual item rewards to incentivize veteran players to help newcomers. However, this approach may fail when the virtual item rewards become unattractive to veteran players, or when all virtual items have been redeemed. This could lead to veteran players ceasing to play with newcomers, thus necessitating alternative methods to incentivize experienced players to guide newcomers.

[0074] In most cases, experienced players are reluctant to lead new players because the new player's unfamiliarity with the game might lead to the team's defeat, thus lowering some of the experienced player's virtual attributes, such as their ranking. To address this issue, this application proposes a settlement method for virtual matches. Figure 2 A schematic diagram of a virtual game settlement method provided in an exemplary embodiment of this application is shown, which is executed by a terminal 110 and a server 120.

[0075] Terminal 110 has a client 111 installed and running that supports a virtual environment. The client 111 displays at least one of the following: a lock-point function display area 210, an account display area 220, a lock-point function related information display area 230, a virtual room information display area 240, a matching control 250, and a status control 260.

[0076] Optionally, the account display area 220 displays information related to one or more accounts. For example, the account display area 220 displays information for account A and account B, wherein the information for account A includes at least one of the following: account flag 2211, account avatar 2212, and account name 2213; and the information for account B includes at least one of the following: account flag 2221, account avatar 2222, and account name 2223. In this embodiment, account A is typically used as an example of a veteran player's main virtual account for illustration.

[0077] In some embodiments, if the master virtual account meets the conditions for obtaining the lock score function, the master virtual account obtains the lock score function.

[0078] like Figure 2 As shown, when the main control virtual account meets the conditions for obtaining the lock score function, in response to clicking the status control 260, the lock score function display area 210 is displayed, and the lock score function display area 210 includes the lock score control 211.

[0079] Optionally, the conditions for obtaining the lock score function include: the master virtual account's rank level reaching a specified rank level, which is used to indicate the master virtual account's game level.

[0080] Optionally, the conditions for obtaining the score locking function also include: the reputation level of the master virtual account reaches a specified reputation level, which is used to indicate the credit level of the master virtual account.

[0081] The MMR lock feature, also known as MMR lock privileges or MMR lock permissions, is used to maintain at least one virtual attribute of the controlling virtual account. For example, with the MMR lock feature enabled, the controlling virtual account's rank will remain unchanged after the current match.

[0082] In addition to displaying the lock point control 211, the lock point function display area 210 can also display other information, such as the gain value of the main virtual account (total experience bonus +100%, total crystal bonus +100%), the effect of virtual items, etc. This application does not limit this, and will only show the information mainly related to the lock point function in the lock point function display area 210, and reduce or omit the display of other information as an example.

[0083] In some embodiments, at least one virtual attribute corresponding to the locking function is allowed to be set.

[0084] For example, only one virtual attribute can be kept unchanged, such as the rank of the master virtual account; or multiple virtual attributes can be kept unchanged, such as the rank of the master virtual account, the number of wins, and the number of games played.

[0085] By way of example and not limitation, virtual attributes include at least one of the following: the rank of the master virtual account; the number of wins of the master virtual account; the number of matches played by the master virtual account; the number of wins of the master virtual character corresponding to the master virtual account; the rating of the master virtual character corresponding to the master virtual account; and the number of matches played by the master virtual character corresponding to the master virtual account.

[0086] In some embodiments, the lock-point function related information display area 230 is used to display at least one of the following information: the on / off status of the lock-point function; the reputation level of the master virtual account; and the rank level of the master virtual account.

[0087] For example, when the score locking function is not enabled, the score locking function related information display area 230 displays the score locking function's on / off status as "score locking function not enabled"; the main control virtual account's reputation level is "reputation level: level 5"; and the main control virtual account's rank level is "rank level: level 5, diamonds".

[0088] In some embodiments, the point locking function of the main virtual account is enabled when the main virtual account and the teammate virtual account meet the conditions for enabling point locking.

[0089] If the conditions for enabling the lock points are met, the lock points function of the main control virtual account can be enabled by enabling the lock points control 211.

[0090] As an example, and not a limitation, the conditions for enabling MMR lock include at least one of the following: the difference between the rank level of the master virtual account and the rank level of the teammate virtual account is greater than a first threshold; the difference between the game time of the master virtual account and the game time of the teammate virtual account is greater than a second threshold; the difference between the account level of the master virtual account and the account level of the teammate virtual account is greater than a third threshold; the difference between the proficiency of the master virtual character corresponding to the master virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fourth threshold; the difference between the proficiency of the lane corresponding to the master virtual account and the proficiency of the lane corresponding to the teammate virtual account is greater than a fifth threshold.

[0091] Among them, rank level is used to indicate the game skill level of the virtual account; game time is used to indicate the time spent by the virtual account on the corresponding game in the client; account level is used to indicate the game level of the virtual account; virtual character (main virtual character or teammate virtual character) proficiency is used to indicate the virtual account's familiarity with the operation of the virtual character; match lane proficiency is used to indicate the virtual account's familiarity with the operation of the match lane.

[0092] The purpose of setting up the score locking feature is to encourage experienced players to lead new players in the game without affecting the virtual attributes of experienced players. Therefore, under normal circumstances, the score locking control 211 is not allowed to be activated when a player is playing alone; it is only allowed when playing with at least one teammate's virtual account.

[0093] Taking the condition for enabling MMR (Matchmaking Rating) locking as an example, where the difference between the rank of the controlling virtual account and the rank of the teammate's virtual account exceeds a first threshold, the following applies. Since new players typically have lower rank levels and experienced players typically have higher rank levels, a large difference between the rank of the controlling virtual account and the teammate's virtual account indicates that the controlling virtual account corresponds to an experienced player and the teammate's virtual account corresponds to a new player. Only in this case is MMR locking allowed. For example, if the controlling virtual account is at rank 5, and assuming the first threshold is two ranks, then the teammate's virtual account must be at least at rank 3.

[0094] By setting conditions for unlocking points, it is ensured that virtual accounts playing the game together correspond to at least one old player and at least one new player.

[0095] In some embodiments, the conditions for enabling the point lock function include at least one of the following: the master virtual account and the teammate virtual account are friends; the remaining number of times the point lock function can be used is greater than zero; and the number of virtual accounts in the team to which the master virtual account belongs that have enabled the point lock function is less than a certain number threshold.

[0096] To encourage experienced players to bring their friends (new players) into the game, the MMR (Matchmaking Points) locking feature is only enabled if the main virtual account controlled by the experienced player and the teammate virtual accounts controlled by the friend are friends. Being friends with the main virtual account and the teammate virtual accounts includes: the main virtual account being friends with one teammate virtual account, or the main virtual account being friends with multiple teammate virtual accounts. If the main virtual account is not friends with any of the teammate virtual accounts, the MMR locking feature is not allowed.

[0097] Alternatively, you can set a limit on the number of remaining uses for the points lock feature. For example, the weekly limit for remaining uses could be 6, and the points lock feature could not be enabled once the remaining uses are zero.

[0098] Alternatively, the number of virtual accounts that can enable the point-locking function within the same team is limited; the number of virtual accounts enabling the point-locking function must be lower than a certain threshold. Assuming the threshold is 2, if two virtual accounts have already enabled the point-locking function, then a third virtual account cannot enable it in the same virtual room. For example, if two teammate virtual accounts have enabled the point-locking function, then the controlling virtual account cannot enable it. The threshold can be set to a value such as 3 or 4; this embodiment does not limit this setting.

[0099] The above-mentioned lock-and-open conditions are all preset conditions. In specific implementations, one or more lock-and-open conditions can be set. Moreover, the above-mentioned lock-and-open conditions are only examples. More other lock-and-open conditions can be set. This application does not limit this.

[0100] In some embodiments, when the locking function is enabled in the master virtual account, a locking mark is displayed in a specified area.

[0101] As an example and not a limitation, the designated area includes at least one of the following: the area around the avatar of the master virtual account; the team information display area in the recruitment interface; and the team information display area in the chat channel; wherein the team information display area is used to display relevant information about the team to which the master virtual account belongs.

[0102] Taking account A as the master virtual account as an example, in response to the operation of opening the points lock control 211, the points lock function is enabled, and the points lock mark 2214 is displayed below account A's avatar 2212. The shield-shaped mark under account A's avatar 2212 corresponds to account A's points lock mark 2214.

[0103] In some embodiments, based on the lock-and-open function being enabled, lock-and-open prompt information 270 is displayed.

[0104] In response to the activation of the score lock control 211, a score lock prompt message 270 is displayed. For example, in the center of the game screen, the text "Score lock function successfully activated, room has been switched to five-person room" is displayed.

[0105] In some embodiments, when the main virtual account enables the points locking function, the type of the virtual room is adjusted based on the points locking enable conditions, or the type of the virtual room remains unchanged.

[0106] In response to the opening operation of the lock control 211, the type of the virtual room is adjusted or kept unchanged based on the lock opening conditions, and a lock prompt message 270 is displayed.

[0107] For example, if the conditions for unlocking MMR require the main virtual account to be friends with all teammate virtual accounts, the virtual room type can be adjusted to a five-person room; or, if the conditions for unlocking MMR require the main virtual account to be friends with one teammate virtual account, the virtual room can be adjusted to a two-person room.

[0108] If the condition for enabling the MMR lock is that the main virtual account and all teammates' virtual accounts are friends, the text "MMR lock function successfully enabled, room has been switched to a five-person room" will be displayed in the center of the game screen, and the virtual room type displayed in virtual room information display area 240 will change from a single room to a five-person room. If the virtual room was originally a five-person room, then the virtual room type will remain unchanged, and the text "MMR lock function successfully enabled" will be displayed in the center of the game screen.

[0109] In some embodiments, the point locking function is not allowed to be enabled if the master virtual account and teammate virtual accounts do not meet the conditions for enabling point locking.

[0110] For example, if the conditions for enabling MMR lock include a difference between the rank of the master virtual account and the rank of the teammate virtual account being greater than a first threshold, then if the rank of the master virtual account and the rank of the teammate virtual account are the same, then the MMR lock function is not allowed to be enabled.

[0111] In some embodiments, in response to a role control operation, the master virtual character corresponding to the master virtual account is controlled to participate in the current game.

[0112] By clicking the match control 250, you will enter the current game if you are matched with an opponent, and enter the game settlement process after the game is completed.

[0113] In some embodiments, the game process includes at least one of the following: a process of summoning teammates; a process of matching opponents; a process of selecting a character; a process of loading a game; a process of fighting a game; and a process of settling a game.

[0114] The process includes: gathering teammates (entering a virtual room until matchmaking begins); matchmaking (starting matchmaking until an opponent is matched); character selection (matchmaking until all virtual accounts have selected their characters); game loading (all virtual accounts have selected their characters until the game begins); game battle (the game begins until the game ends); and game settlement (after the game ends, all game data is calculated).

[0115] In some embodiments, during the settlement process of this game, at least one virtual attribute of the master virtual account is kept unchanged after the game based on the point locking function.

[0116] By way of example and not limitation, the types of virtual attributes include at least one of the following: the rank of the master virtual account; the number of wins of the master virtual account; the number of matches played by the master virtual account; the number of wins of the master virtual character corresponding to the master virtual account; the rating of the master virtual character corresponding to the master virtual account; and the number of matches played by the master virtual character corresponding to the master virtual account.

[0117] For example, when the MMR lock function is enabled, before the game starts, the master virtual account's rank is Level 5, Diamond 3. After the game ends, the master virtual account's rank remains unchanged at Level 5, Diamond 3. It will not change to Level 5, Diamond 4 due to a win, nor will it change to Level 5, Diamond 2 due to a loss.

[0118] In some embodiments, during the game settlement process, based on the locked score function which is in the enabled state, a settlement locked score prompt message 280 is displayed. The locked score prompt message is used to indicate that at least one virtual attribute of the master virtual account will remain unchanged after this game.

[0119] For example, during the game settlement process, since the point locking function was enabled before the game started, the point locking function is in the enabled state, and the settlement point locking prompt message 280 is displayed in the center of the settlement interface 20: "Because you have enabled the point locking function, the result of this game will not change your rank level."

[0120] In summary, the method provided in this embodiment, by enabling the locking function of the master virtual account, maintains at least one virtual attribute of the master virtual account unchanged after the current game, avoids the decline of the virtual attributes of the master virtual account due to problems with teammates' virtual accounts, increases the enthusiasm of the master virtual account to lead teammates' virtual accounts, and promotes social interaction between users.

[0121] The method provided in this embodiment also sets lock-point activation conditions, allowing only players who meet the lock-point activation conditions to activate the lock-point function. For example, when the rank difference is greater than a first threshold, the main virtual account can activate the lock-point function, satisfying the needs of new and old players with large rank differences who want to play together, and new players who want help from old players.

[0122] Figure 3 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0123] Step 310: If the main virtual account and the teammate's virtual account meet the conditions for locking points, enable the locking point function of the main virtual account.

[0124] In some embodiments, the points locking function is a function used to keep at least one virtual attribute of a virtual account unchanged.

[0125] For example, when the MMR lock function of the master virtual account is enabled, the rank of the master virtual account remains unchanged after this game.

[0126] The point-locking function can also be referred to as point-locking privileges or point-locking permissions. Optionally, the point-locking function can be implemented in the form of a system function or virtual items. For example, the point-locking function can be implemented as: locking rank, locking number of matches, locking virtual character evaluation score, etc., or it can be implemented as: locking rank cards, locking number of matches virtual currency, locking virtual character evaluation score gems, etc.

[0127] Among them, the rank lock function and rank lock card are used to keep the rank level unchanged; the number of matches lock function and number of matches lock virtual currency are used to keep the number of matches unchanged; the virtual character evaluation score lock function and virtual character evaluation score gem are used to keep the virtual character evaluation score unchanged.

[0128] In some embodiments, the lock-out activation condition is used to indicate the conditions that need to be met to enable the lock-out function.

[0129] The purpose of setting up the MMR lock function is to encourage experienced players to lead new players in the game without affecting the virtual attributes of experienced players. Therefore, under normal circumstances, when a player is playing the game alone, the MMR lock function is not allowed to be enabled. The player must play the game with at least one teammate's virtual account before the conditions for enabling the MMR lock function are met, and then the player can decide whether to enable the MMR lock function.

[0130] In some embodiments, the lock-opening conditions can be preset.

[0131] Relevant technical personnel can pre-set the locking and unlocking conditions for each dimension according to the actual application scenario of the locking and unlocking function.

[0132] For example, the lock-up conditions can be set based on the rank level of the virtual account; or, the lock-up conditions can be set based on the game time of the virtual account; or, the lock-up conditions can be set based on the virtual relationship between the main virtual account and the teammate virtual accounts. This application embodiment does not limit the specific lock-up conditions.

[0133] Step 320: In response to the character control operation, control the main virtual character corresponding to the main virtual account to participate in this game.

[0134] In some embodiments, the game process includes at least one of the following: a process of summoning teammates; a process of matching opponents; a process of selecting a character; a process of loading a game; a process of fighting a game; and a process of settling a game.

[0135] The process includes: gathering teammates (entering a virtual room until matchmaking begins); matchmaking (starting matchmaking until an opponent is matched); character selection (matchmaking until all virtual accounts have selected their characters); game loading (all virtual accounts have selected their characters until the game begins); game battle (the game begins until the game ends); and game settlement (after the game ends, all game data is calculated).

[0136] During the battle, responding to character control operations, control the main virtual character corresponding to the main virtual account to participate in the battle.

[0137] Step 330: During the settlement process of this game, based on the point locking function, at least one virtual attribute of the main virtual account is kept unchanged after this game.

[0138] Since the score locking function is enabled, at least one virtual attribute corresponding to the score locking function will not change after this game.

[0139] In some embodiments, the virtual attributes of the master virtual account are used to indicate the capabilities of the master virtual account.

[0140] For example, the rank of the master virtual account is used to indicate the master virtual account's game skill level; the reputation level of the master virtual account is used to indicate the master virtual account's credit level.

[0141] Optionally, the point locking function corresponds to a virtual attribute. During the settlement of this game, the point locking function keeps the corresponding virtual attribute of the main virtual account unchanged after this game.

[0142] For example, if the MMR lock function corresponds to a rank level, then the rank level of the main virtual account will remain unchanged after this game.

[0143] Optionally, the point locking function corresponds to multiple virtual attributes. During the settlement of this game, the point locking function keeps the multiple virtual attributes of the corresponding master virtual account unchanged after this game.

[0144] For example, if the MMR lock function corresponds to the rank level and the rating score of the main virtual character, then the rank level and rating score of the main virtual account will remain unchanged after this match.

[0145] In summary, the method provided in this embodiment, by enabling the locking function of the master virtual account, maintains at least one virtual attribute of the master virtual account unchanged after the current game, avoids the decline of the virtual attributes of the master virtual account due to problems with teammates' virtual accounts, increases the enthusiasm of the master virtual account to lead teammates' virtual accounts, and promotes social interaction between users.

[0146] Figure 4 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0147] Step 301: If the master virtual account meets the conditions for obtaining the lock score function, the master virtual account obtains the lock score function.

[0148] The purpose of setting up the points-locking feature is to encourage experienced players to guide new players in the game without affecting the virtual attributes of experienced players. Therefore, normally only experienced players can obtain the points-locking feature. To differentiate between experienced and new players, conditions are set for obtaining the points-locking feature, and the master virtual account that meets the conditions corresponds to the virtual account of the experienced player.

[0149] In some embodiments, the conditions for obtaining the lock score function include at least one of the following: the rank level of the master virtual account reaches a specified rank level; the reputation level of the master virtual account reaches a specified reputation level;

[0150] Among them, the rank level is used to indicate the game level of the main virtual account, and the reputation level is used to indicate the credit level of the main virtual account.

[0151] The conditions for obtaining the lock score function may also include other conditions, such as the game time of the main virtual account reaching a specified time, or the number of games played by the main virtual account reaching a specified number. This application embodiment does not limit this, but only uses the above conditions as an example for illustration.

[0152] In some embodiments, when the rank level of the master virtual account reaches a specified rank level and the reputation level of the master virtual account reaches a specified reputation level, the master virtual account acquires the lock score function.

[0153] If the above two conditions are met, it is determined that the master virtual account is the virtual account corresponding to the old player, and therefore the master virtual account can obtain the lock score function.

[0154] Figure 5 A schematic diagram of the lock acquisition function provided in an exemplary embodiment of this application is shown.

[0155] exist Figure 5In the example, assuming the specified rank is level 4 and the specified reputation level is level 5, since the display area 230 for the MMR lock function shows the reputation level of the main virtual account as "Reputation Level: Level 5" and the rank level of the main virtual account as "Rank Level: Level 5, Diamond 3", the conditions for obtaining the MMR lock function are met. Therefore, the text 510 for obtaining the MMR lock function is displayed: "You have obtained the MMR lock function and can activate it here". This is to inform the player that they have obtained the MMR lock function and can activate it by clicking the status control 260.

[0156] Step 312: If the master virtual account and the teammate virtual account meet the conditions for locking points, in response to the operation of opening the locking point control, enable the locking point function of the master virtual account; or, if the master virtual account and the teammate virtual account meet the conditions for locking points, automatically enable the locking point function of the master virtual account.

[0157] In some embodiments, the locking function can be enabled manually or automatically.

[0158] For example, if the locking function can be manually enabled, such as Figure 2 As shown, in response to the activation operation of the lock point control 211, the lock point function of the master virtual account is enabled. For example, if the lock point function is allowed to be enabled automatically, there is no need to manually activate the lock point control; as long as the master virtual account and the teammate virtual accounts meet the lock point activation conditions, the lock point function will be automatically enabled.

[0159] In some embodiments, the lock release condition includes at least one of the following:

[0160] • The difference between the rank of the master virtual account and the rank of the teammate virtual account is greater than the first threshold;

[0161] • The difference between the game time of the master virtual account and the game time of the teammate's virtual account is greater than the second threshold;

[0162] • The difference between the account level of the master virtual account and the account level of the teammate virtual account is greater than the third threshold;

[0163] • The difference between the proficiency of the master virtual character corresponding to the master virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than the fourth threshold;

[0164] • The difference between the proficiency of the main virtual account in the game's lane and the proficiency of the teammate's virtual account in the game's lane is greater than the fifth threshold.

[0165] Among them, rank level is used to indicate the game skill level of the virtual account; game time is used to indicate the time spent by the virtual account on the corresponding game in the client; account level is used to indicate the game level of the virtual account; virtual character (main virtual character or teammate virtual character) proficiency is used to indicate the virtual account's familiarity with the operation of the virtual character; match lane proficiency is used to indicate the virtual account's familiarity with the operation of the match lane.

[0166] For example, consider a condition for enabling MMR (Matchmaking Rating) locking that includes a difference between the rank of the controlling virtual account and the rank of the teammate's virtual account exceeding a first threshold. Since new players typically have lower rank levels and experienced players typically have higher rank levels, a large difference between the rank of the controlling virtual account and the teammate's virtual account indicates that the controlling virtual account and the teammate's virtual account correspond to an experienced player and a new player, respectively, and only then is the MMR locking function allowed.

[0167] Assuming the first threshold is 2 rank levels, the master virtual account is at rank 5 (Platinum), and the teammate's virtual account is at rank 2 (Bronze). The difference between the two is 3 rank levels, which is greater than the first threshold. Therefore, the conditions for locking MMR are met.

[0168] In some embodiments, the lock release condition further includes at least one of the following:

[0169] (1) The main virtual account and the teammate's virtual account are friends;

[0170] (2) The remaining number of uses of the lock function is greater than zero;

[0171] (3) The number of virtual accounts with the point-locking function enabled in the team to which the main virtual account belongs is lower than the number threshold;

[0172] (4) The game mode is ranked match mode.

[0173] Regarding the condition for enabling the MMR lock (1), to encourage experienced players to bring their friends (new players) to play the game together, the MMR lock function is only allowed if the main virtual account controlled by the experienced player and the teammate virtual accounts controlled by the friend are friends. Being friends with the main virtual account and the teammate virtual accounts includes: the main virtual account and one teammate virtual account being friends, or the main virtual account and multiple teammate virtual accounts being friends. If the main virtual account and none of the teammate virtual accounts are friends, the MMR lock function is not allowed.

[0174] Regarding the condition for enabling the points lock (2), the points lock function is set to have a remaining number of uses. For example, the maximum number of remaining uses per week is 6, and the points lock function is not allowed to be enabled after the remaining number of uses is zero.

[0175] Regarding the condition for enabling the point-locking feature (3), the number of virtual accounts that can enable the point-locking feature within the same team is limited, and the number of virtual accounts enabling the point-locking feature must be lower than a certain threshold. Assuming the threshold is 2, if two virtual accounts have already enabled the point-locking feature, then a third virtual account cannot enable the point-locking feature in the same virtual room. For example, if two teammate virtual accounts have enabled the point-locking feature, then the controlling virtual account cannot enable the point-locking feature. The threshold can be set to a value such as 3 or 4; this embodiment does not limit this setting.

[0176] Regarding the conditions for enabling the lock score (4), since most players value the virtual attributes in ranked mode more and do not care much about the virtual attributes in entertainment mode or other modes, the lock score function can only be enabled in ranked mode.

[0177] In some embodiments, the lock release condition includes at least one of the following:

[0178] 1) Teammates sent negative messages using virtual accounts;

[0179] 2) The match lane assigned to the teammate's virtual account is the same as the match lane assigned to the main control virtual account;

[0180] 3) The virtual character corresponding to the teammate's virtual account interferes with the virtual character corresponding to the master virtual account.

[0181] Optionally, the teammate's virtual account and the master virtual account are not friends.

[0182] During the process of controlling the master virtual account and teammates' virtual accounts, there is a possibility that teammates' virtual accounts may engage in passive gameplay. Passive gameplay refers to situations where negative behavior is exhibited during a match, thereby affecting the normal gameplay of the master virtual account and even the entire team.

[0183] Negative play manifests in the following ways: 1) Teammates send negative messages using virtual accounts. These messages include words expressing negative emotions, such as "I don't want to play anymore, I'm tired" or "Stop playing, we're going to lose."

[0184] 2) The lane assigned to the teammate's virtual account is the same as the lane assigned to the master virtual account. For example, if the master virtual account has already selected the "Mage" lane, and the teammate's virtual account also selects the "Mage" lane, then it can be considered that the teammate's virtual account is playing passively.

[0185] 3) A teammate's virtual account and corresponding virtual character interfere with the main virtual account and corresponding virtual character. For example, if the main virtual character selects the "jungle" role and needs to acquire a specific virtual resource on the map, but a teammate's virtual account repeatedly steals the main virtual character's specified virtual resource, this can be considered as interfering with the main virtual account and corresponding virtual character.

[0186] Alternatively, if a teammate's virtual character does not perform any actions during the game, such as idling at the base, this can also be considered as interfering with the main virtual character corresponding to the main virtual account.

[0187] In the event of a teammate's virtual account engaging in passive gameplay, the controlling virtual account automatically activates the point-locking function to minimize losses and prevent a decline in virtual attributes. The point-locking activation conditions described above are all pre-configurable. In a specific implementation, one or more point-locking activation conditions can be set. Furthermore, the above point-locking activation conditions are merely examples; many other point-locking activation conditions can be set, and this application does not limit this specific implementation.

[0188] Figure 6 This illustration shows a schematic diagram of an exemplary embodiment of the present application where the locking function is not enabled.

[0189] Since there is only one virtual account (Account A, the main virtual account) in the virtual room, and no teammate virtual accounts, the MMR lock function cannot be enabled. The text "Available in team queue" is displayed in the MMR lock function display area 210, indicating that the MMR lock function can only be enabled when Account A is queueing with teammate virtual accounts.

[0190] Figure 7 This illustration shows a schematic diagram of an exemplary embodiment of the present application where the locking function is not enabled.

[0191] Since the remaining uses of the points-locking function are 0 (the points-locking function display area 210 shows 0 uses remaining), the points-locking function cannot be enabled. The text "Used up for this week" is displayed in the points-locking function display area 210 to indicate that account A has no remaining uses for the points-locking function this week.

[0192] Figure 8 A schematic diagram of the viewing lock function provided in an exemplary embodiment of this application is shown.

[0193] In some embodiments, the ability to view score lock functionality is allowed during at least one game session.

[0194] The game process includes at least one of the following: teammate recruitment; opponent matching; character selection; game loading; game battle; and game settlement.

[0195] The process includes: gathering teammates (entering a virtual room until matchmaking begins); matchmaking (starting matchmaking until an opponent is matched); character selection (matchmaking until all virtual accounts have selected their characters); game loading (all virtual accounts have selected their characters until the game begins); game battle (the game begins until the game ends); and game settlement (after the game ends, all game data is calculated).

[0196] For example, such as Figure 8 As shown, the point locking function can be viewed during the role selection process. The point locking function display area 210 indicates that the point locking function is enabled by displaying the text "Enabled".

[0197] Figure 9 A schematic diagram of the unlocking and locking function provided in an exemplary embodiment of this application is shown.

[0198] In some embodiments, a score-locking function is allowed during at least one game session.

[0199] For example, such as Figure 9 As shown, the point locking function can be enabled during the character selection process. Since the main virtual account and the teammate virtual account meet the conditions for enabling point locking, the point locking control 211 is displayed in the point locking function display area 210. The point locking function can be enabled by clicking the point locking control 211.

[0200] The score locking function also allows viewing or enabling during other game processes. This application embodiment does not limit this, but only uses the process of gathering teammates and selecting characters as examples for illustration.

[0201] Step 320: In response to the character control operation, control the main virtual character corresponding to the main virtual account to participate in this game.

[0202] Step 330: During the settlement process of this game, based on the point locking function, at least one virtual attribute of the main virtual account is kept unchanged after this game.

[0203] In some embodiments, the type of virtual attribute includes at least one of the following:

[0204] • The rank and level of the main virtual account;

[0205] • The number of wins by the controlling virtual account;

[0206] • The number of games played by the main virtual account;

[0207] • The number of wins of the virtual character corresponding to the virtual account;

[0208] • The rating score of the virtual character corresponding to the virtual account being controlled;

[0209] • The number of matches played by the virtual character corresponding to the virtual account.

[0210] Among them, the rank level of the master virtual account is used to indicate the game level of the master virtual account; the number of wins of the master virtual account is used to indicate the total number of wins of the master virtual account, that is, the sum of the historical wins of all master virtual characters corresponding to the master virtual account; the number of matches of the master virtual account is used to indicate the total number of matches of the master virtual account, that is, the sum of the historical matches of all master virtual characters corresponding to the master virtual account; the number of wins of the master virtual characters corresponding to the master virtual account is used to indicate the sum of the historical wins of the master virtual character in this match; the rating score of the master virtual character corresponding to the master virtual account is used to indicate the average historical rating score of the master virtual character in this match; and the number of matches of the master virtual character corresponding to the master virtual account is used to indicate the sum of the historical matches of the master virtual character in this match.

[0211] Virtual attributes may also include other types, but this application embodiment does not limit them, and only uses the above types as examples for illustration.

[0212] In summary, the method provided in this embodiment sets lock-up conditions so that only players who meet the conditions can enable the lock-up function. For example, when the rank difference is greater than a first threshold, the main virtual account can enable the lock-up function. This satisfies the needs of new and old players with large rank differences who want to play together, and new players who want help from old players.

[0213] The method provided in this embodiment also allows the locking function to be manually enabled by the master virtual account or automatically enabled by the system, meeting the needs of the master virtual account in different scenarios. For example, if the master virtual account wants to keep the locking function enabled for a long time, it can be set to be automatically enabled by the system; if the master virtual account wants to change the virtual attributes, it can manually enable or disable the locking function.

[0214] Figure 10 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method and Figure 3 Compared to the previous embodiment, the following steps are also included.

[0215] Step 315: With the locking function enabled in the master virtual account, display the locking mark in the specified area.

[0216] The lock segment marker is used to indicate that the master virtual account has enabled the lock segment function.

[0217] Figure 11 This illustration shows a schematic diagram of a locked account marker provided in an exemplary embodiment of this application. When the locked account function is enabled for account A (the controlling virtual account), the locked account marker 2214 for account A is displayed below account A's avatar 2212. The shield-shaped marker below account A's avatar 2212 corresponds to account A's locked account marker 2214.

[0218] In some embodiments, a lockout marker prompt message is displayed in response to a click on the lockout marker.

[0219] like Figure 11 As shown, when account A has the points locking function enabled, in response to the click operation on the points locking mark 2214, the points locking mark prompt message 1101 is displayed: "Points locking function has been enabled".

[0220] In some embodiments, the designated region includes at least one of the following:

[0221] • The area around the avatar of the main virtual account;

[0222] • The team information display area in the recruitment interface;

[0223] • Team information display area in the chat channel;

[0224] The team information display area is used to display relevant information about the team to which the main virtual account belongs.

[0225] like Figure 11 As shown, when the point locking function is enabled on account A (the main virtual account), the recruitment prompt text 1110 is displayed: "You have enabled the point locking function. Recruit 5 people!", which prompts users to click the recruitment control 1120 to go to the recruitment interface 1130.

[0226] In response to a click on the recruitment control 1120, the recruitment interface 1130 is displayed. The recruitment interface 1130 includes team information display areas for each team, such as team information display area 1140 for team A and team information display area 1150 for team B. Team A is the team to which account A belongs.

[0227] When account A has the point locking function enabled, a point locking marker 1141 is displayed in the team information display area 1140 of team A in the recruitment interface 1130. This embodiment does not limit the specific display position of the point locking marker 1141; it can be displayed on the far left of the team information display area 1140 of team A, or below the account A's avatar. Since the virtual accounts in team B have not enabled the point locking function, no point locking marker is displayed in the team information display area 1150 of team B.

[0228] Figure 12 A schematic diagram showing a display lock tag is provided in an exemplary embodiment of this application.

[0229] Figure 12 The interface shown is with Figure 11 The recruitment interface shown 1130 is another possible recruitment interface, including the team information display area 1210 for team A, which is the team to which account A (the main virtual account) belongs.

[0230] When account A has the point lock function enabled, a point lock marker 1211 is displayed in the team information display area 1210 of team A. This embodiment does not limit the specific display position of the point lock marker 1211; it can be displayed on the far left of the team information display area 1210 of team A, or it can be displayed below the account A's avatar.

[0231] Figure 13 A schematic diagram showing a display lock tag is provided in an exemplary embodiment of this application.

[0232] When other virtual accounts send a team-up message 1301 in the chat channel, the team information is displayed in the team information display area 1302 of the chat channel. For example, if account X is another virtual account, and account X sends a team-up message 1301 in the chat channel: "Anyone want to start a team at 8:30?", the team information 1310 of team A will be displayed in the team information display area 1302. Team A is the team to which account A (the controlling virtual account) belongs.

[0233] When account A has the point locking function enabled, a point locking marker 1311 is displayed in team information 1310 of team A. This embodiment of the application does not limit the specific display position of the point locking marker 1311; it can be displayed to the left of team information 1310 of team A, or below account A's avatar.

[0234] In summary, the method provided in this embodiment, by displaying a locked MMR marker in a designated area when the main virtual account has the MMR locked function enabled, can better distinguish the game skill levels of different virtual accounts and facilitate the server in matching teams with similar skill levels together. For example, during the matchmaking process, the server matches teams with locked MMR markers.

[0235] Figure 14 This application illustrates a flowchart of a virtual game settlement method provided in an exemplary embodiment, where the master virtual account and teammate virtual accounts are in the same virtual room. The method and... Figure 3 Compared to the previous embodiment, the following steps are also included.

[0236] Step 316: With the main virtual account having the points locking function enabled, adjust the type of virtual room based on the points locking enable conditions.

[0237] Virtual rooms include single rooms, double rooms, triple rooms, and five-person rooms. During the matchmaking process, virtual rooms of the same type will be matched together. For example, a five-person virtual room will be matched with another five-person virtual room.

[0238] In some embodiments, when the main virtual account enables the point locking function, and the point locking enable conditions include that the main virtual account and the teammate virtual account are friends and the virtual room type is not a specified type, the virtual room type is adjusted to the specified type; wherein, the specified type is the type of virtual room associated with the point locking enable conditions.

[0239] like Figure 2 As shown, the conditions for enabling the point lock include that the main virtual account and the teammate's virtual account are friends, and the specified type is a five-person room. Before account A (the main virtual account) enables the point lock function, the virtual room information display area 240 shows that the virtual room type is a single room, not a five-person room.

[0240] If account A has the points lock function enabled and the virtual room type is not the specified type, change the virtual room type to a five-person room.

[0241] Optionally, after adjusting the virtual room type, a score-locking prompt message 270 can be displayed. For example, in the center of the game screen, the text "Score-locking function successfully enabled, room has been switched to a five-person room" can be displayed.

[0242] Figure 15 A schematic diagram illustrating the adjustment of virtual room types provided in an exemplary embodiment of this application is shown.

[0243] In some embodiments, when a teammate's virtual account enables the point locking function, and the point locking enable conditions include that the master virtual account and the teammate's virtual account are friends and the virtual room type is not a specified type, the virtual room type is adjusted to the specified type; wherein, the specified type is the type of virtual room associated with the point locking enable conditions.

[0244] In some embodiments, when the conditions for unlocking the points include the game mode being ranked mode and the main virtual account and the teammate's virtual account being friends, the associated specified type is a five-player team.

[0245] Optionally, if the conditions for unlocking the points include the game mode being ranked mode and the main virtual account and the teammate's virtual account being friends, the associated specified type is a 10-player game.

[0246] like Figure 15 As shown, assuming the conditions for enabling MMR lock include the game mode being ranked, the controlling virtual account and the teammate's virtual account being friends, and the associated specified type being a five-player room. Before the MMR lock function is enabled on account A (controlling virtual account) and account B (teammate's virtual account), the virtual room information display area 240 shows the virtual room type as a single room.

[0247] If account B has the points lock function enabled and the virtual room type is not the specified type, change the virtual room type to a five-person room.

[0248] Optionally, after adjusting the type of virtual room, a lock-points notification message 270 can be displayed. For example, in the center of the game screen, the text "Account B has enabled the lock-points function, and the room has been switched to a five-person room" can be displayed.

[0249] Figure 16 This illustration shows a schematic diagram of keeping the type of the virtual room unchanged, provided by an exemplary embodiment of this application.

[0250] In some embodiments, when the main virtual account enables the score locking function, and the score locking enable conditions include that the main virtual account and the teammate virtual account are friends and the virtual room type is a specified type, the virtual room type remains unchanged; wherein, the specified type is the type of virtual room associated with the score locking enable conditions.

[0251] like Figure 16 As shown, assuming the conditions for enabling MMR lock include the game mode being ranked, the main virtual account and the teammate's virtual account being friends, and the associated specified type being a five-player room. Before account A (the main virtual account) enables the MMR lock function, the virtual room information display area 240 shows the virtual room type as a five-player room.

[0252] If account A enables the point-locking function by clicking the point-locking control 211, and the virtual room type is a specified type, keep the virtual room type unchanged.

[0253] Optionally, after enabling the score locking function, a score locking prompt message 270 will be displayed. For example, the text "Score locking function successfully enabled" will be displayed in the center of the game screen.

[0254] In summary, the method provided in this embodiment, by adjusting the type of virtual room based on the lock-in conditions when the main virtual account has the lock-in function enabled, ensures that the type of virtual room for matched opponents is the same as the type of virtual room for the team to which the main virtual account belongs. For example, if the lock-in condition is that the main virtual account and the teammate's virtual account are friends, then adjusting the virtual room type to a five-person room will also result in the matched opponents' virtual rooms being five-person rooms, thus improving the fairness of the game.

[0255] Figure 17 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method and Figure 3 Compared to the previous embodiment, the following steps are also included.

[0256] Step 317: With the main virtual account having the points locking function enabled, add dialogue text related to the points locking function to the quick chat bar.

[0257] The quick chat bar is used to provide pre-configured chat text.

[0258] Figure 18 A schematic diagram of a shortcut dialog bar provided in an exemplary embodiment of this application is shown.

[0259] Account A (the controlling virtual account) has enabled the points locking feature, and the points locking indicator 2214 is displayed under Account A's avatar. With the points locking feature enabled on Account A, related dialogue text is added to the quick chat bar 1820.

[0260] For example, in response to a click on the quick chat control 1810, a quick chat bar 1820 is displayed. The quick chat bar 1820 is used to provide pre-configured chat text, where “Please wait for me”, “I’m leaving now”, and “Everyone please get ready” are pre-configured chat text, and “Does anyone else want to lock points?” is chat text added after account A enables the point locking function.

[0261] In summary, the method provided in this embodiment improves the communication efficiency between the main virtual account and the teammate virtual account by adding dialogue text related to the point locking function to the quick chat bar when the point locking function is enabled in the main virtual account.

[0262] Figure 19 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method and Figure 3 Compared to the previous embodiment, the following steps are also included.

[0263] Step 340: During the game settlement process, based on the locked score function which is enabled, display the settlement locked score prompt information.

[0264] The settlement lock message is used to indicate that at least one virtual attribute of the main virtual account will remain unchanged after this game.

[0265] like Figure 2 As shown, during the match settlement process, since the point lock function was enabled before the match started, the point lock function is in the enabled state. The settlement point lock prompt message 280 is displayed in the center of the settlement interface 20: "Because you have enabled the point lock function, the result of this match will not change your rank level."

[0266] In some embodiments, when the locking function of the master virtual account cannot be enabled, during the game settlement process, a settlement not locked message is displayed based on the locking function being in an unenabled state.

[0267] The "Unlocked Points" message is used to indicate that at least one virtual attribute of the main virtual account has changed after this game and the reason why the point-locking function cannot be enabled.

[0268] For example, if the difference between the rank of the master virtual account and the rank of the teammate virtual account is less than a first threshold (e.g., if both rank is the same), the MMR lock function cannot be enabled. The settlement message for unlocked MMR will be "Because you and your friend have the same rank, the MMR lock function cannot be enabled in this game."

[0269] In summary, the method provided in this embodiment displays a settlement lock-in prompt message based on the lock-in function being enabled, reminding players that the lock-in function was enabled in this game, making it easier for players to understand the specific purpose of the lock-in function and decide whether to enable the lock-in function in the next game.

[0270] The method provided in this embodiment also displays a settlement message indicating that the score lock function is not enabled based on the score lock function being in an unenabled state. This helps players understand why the score lock function is not enabled in this game. For players who want to enable the score lock function, this allows them to play the game more purposefully and speeds up the process of enabling the score lock function.

[0271] Figure 20 A flowchart illustrating a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method and Figure 3 Compared to the previous embodiment, the following steps are also included.

[0272] Step 302: Set the type of at least one virtual attribute.

[0273] In some embodiments, the type of at least one virtual attribute can be set manually or automatically.

[0274] For example, during the process of recruiting teammates, players manually set the type of at least one virtual attribute. For instance, the virtual attribute type could be the rank level of the main virtual account and the rating score of the main virtual character corresponding to the main virtual account.

[0275] In some embodiments, the type of at least one virtual attribute corresponding to the type determination factor is automatically set based on the type determination factor.

[0276] As an example rather than a limitation, the type determination factors include at least one of the following: the account level of the controlling virtual account; the rank level of the controlling virtual account; and the type of the point locking function.

[0277] For example, the type determination factors include the rank level of the master virtual account. When the master virtual account's rank level is fifth, the corresponding virtual attribute type is the master virtual account's rank level; when the master virtual account's rank level is seventh, the corresponding virtual attribute types are the master virtual account's rank level, the number of wins by the master virtual account, and the number of matches played by the master virtual account.

[0278] For example, the type determination factors include the type of the score locking function. When the score locking function is a rank locking function, the corresponding virtual attribute type is the rank level of the main virtual account; when the score locking function is a virtual character rating function, the corresponding virtual attribute type is the rating score of the main virtual character corresponding to the main virtual account.

[0279] In summary, the method provided in this embodiment, by setting at least one type of virtual attribute, can more effectively maintain the virtual attributes unchanged. For example, some players prefer their rank level to remain unchanged, while others prefer their main virtual character's rating to remain unchanged. By manually setting or automatically setting at least one type of virtual attribute, the needs of these players can be met.

[0280] In some embodiments, the point locking function of the main virtual account cannot be enabled if neither the main virtual account nor the teammate virtual account meets the conditions for enabling point locking.

[0281] Optionally, if the locking function of the master virtual account cannot be enabled, a locking prompt message can be displayed.

[0282] Figure 21 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function.

[0283] In some embodiments, the score locking function of the master virtual account cannot be enabled if the reputation level of the master virtual account does not reach the specified reputation level.

[0284] Assuming a reputation rating of 5, before this match, the controlling virtual account had a reputation rating of 5 and had already acquired the MMR lock feature. After this match, the controlling virtual account's reputation rating dropped to 4. Figure 21As shown, the information display area 230 for the locking function shows that the credit level of the master virtual account is "Credit Level: 4". Therefore, the master virtual account cannot continue to enable the locking function, and the locking prompt message 270 is displayed: "Credit level is lower than 5, the locking function cannot be enabled".

[0285] Figure 22 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function.

[0286] In some embodiments, the point locking function of the master virtual account cannot be enabled if the type of the virtual room to which the master virtual account belongs is not the specified type.

[0287] Assuming the specified type is a five-person room, such as Figure 22 As shown, the virtual room information display area 240 shows that the virtual room type is a single room, not a five-person room. Therefore, the locking function of the main virtual account cannot be enabled, and the locking prompt message 270 is displayed: "Currently a single room, the locking function cannot be enabled".

[0288] Figure 23 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function.

[0289] In some embodiments, if the number of virtual accounts with the point-locking function enabled in the team to which the master virtual account belongs is equal to the number threshold, the point-locking function of the master virtual account cannot be enabled.

[0290] Assuming the quantity threshold is 1, such as Figure 23 As shown, below account B's avatar, there is a lock mark 2224, indicating that account B has enabled the lock function. Therefore, it is impossible to enable the lock function of the main virtual account. The lock prompt message 270 is also displayed: "No more than one player in the team can enable the lock function."

[0291] In some embodiments, when the locking function of the master virtual account cannot be enabled, dialogue text related to the locking function is added to the quick chat bar; wherein, the quick chat bar is used to provide pre-configured dialogue text.

[0292] like Figure 23 As shown, because account B has enabled the points locking function, account A (the main virtual account) cannot enable the points locking function. Add dialogue text related to the points locking function to the quick chat bar 1820.

[0293] For example, in response to a click on the quick dialog control 1810, a quick dialog bar 1820 is displayed. The quick dialog bar 1820 is used to provide pre-configured dialog text, where “Please wait for me”, “I’m leaving now”, “Everyone please get ready” are pre-configured dialog text, and “Let me lock the score this time” is added dialog text.

[0294] Figure 24 This illustration shows a schematic diagram of an exemplary embodiment of the present application, illustrating the inability to enable the lock-out function.

[0295] In some embodiments, if the number of virtual accounts with the point-locking function enabled in the team to which the master virtual account belongs exceeds a certain threshold, a point-locking prompt message will be displayed.

[0296] Assuming a threshold of 2, in the previous match, account A (the main virtual account) and account B enabled the MMR lock function. Account A's MMR lock indicator (2214) is displayed below its avatar, and account B's MMR lock indicator (2224) is displayed below its avatar. Besides account B, the other teammate virtual accounts include accounts C, D, and E.

[0297] After the last match, account E left the virtual room, and account F entered. Because account F had enabled the MMR lock function before entering the virtual room, the MMR lock indicator 2264 is displayed below account F's avatar.

[0298] Because the number of virtual accounts with the main virtual account in the virtual room that have enabled the MMR lock function is greater than 2, the MMR lock prompt message 270 is displayed: "No more than 2 players can enable the MMR lock function," and the MMR lock function related information display area 230 displays: "More than 2 players have enabled the MMR lock function." Only when the number of virtual accounts with the MMR lock function enabled is less than or equal to 2 can account A start matching opponents.

[0299] In the above embodiments, steps with the same sequence number can be considered as the same step. Wherein, Figure 3 Corresponding embodiments, Figure 4 Corresponding embodiments, Figure 10 Corresponding embodiments, Figure 14 Corresponding embodiments, Figure 17 Corresponding embodiments, Figure 19 Corresponding embodiments and Figure 20 The corresponding embodiments can be implemented individually or in combination, and this application does not limit them.

[0300] To implement the above embodiments, the technical implementation method of the virtual game settlement method is described below.

[0301] Figure 25A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0302] Step 2510: The client obtains the rank and reputation level of the master virtual account.

[0303] After a player logs into the client using the master virtual account, the server sends the master virtual account's rank and reputation level to the client.

[0304] Step 2520: The server determines whether the rank of the master virtual account has reached the specified rank.

[0305] In some embodiments, the server determines whether the rank of the master virtual account has reached the specified rank and sends the corresponding rank determination message to the client.

[0306] For example, if the server determines that the rank of the main virtual account has reached the specified rank, it sends a rank determination message "Rank has reached the specified rank" to the client.

[0307] If the specified rank is reached, proceed to step 2530; if the specified rank is not reached, proceed to step 2541.

[0308] Step 2530: The server determines whether the reputation level of the master virtual account has reached the specified reputation level.

[0309] In some embodiments, the server determines whether the reputation level of the master virtual account has reached a specified reputation level and sends the corresponding reputation determination message to the client.

[0310] For example, if the server determines that the reputation level of the master virtual account has reached a specified reputation level, it will send a reputation determination message "Reputation level has reached the specified reputation level" to the client.

[0311] If the specified reputation level is reached, proceed to step 2540; if the specified reputation level is not reached, proceed to step 2541.

[0312] Step 2540: The client obtains the lock score function.

[0313] The client acquires the points lock function because the master virtual account's rank and reputation level have both reached the specified rank and reputation levels.

[0314] Step 2541: The client is unable to obtain the lock score function.

[0315] The client cannot obtain the lock score function because the master virtual account's rank level or reputation level has not reached the specified rank level.

[0316] Figure 26 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0317] Step 2610: The server determines whether the prerequisites are met.

[0318] In some embodiments, the server determines whether the master virtual account meets all the preconditions and sends the corresponding precondition determination message to the client.

[0319] In some embodiments, the prerequisites include: the ranked match mode is a team ranked match mode (e.g., a five-player mode); the remaining number of uses of the lock score function of the master virtual account is greater than zero; and the master virtual account and the teammate virtual account are friends.

[0320] If all preconditions are met, proceed to step 2620; if any precondition is not met, proceed to step 2612.

[0321] Step 2620: The server determines whether the virtual room is a single room.

[0322] In some embodiments, the server determines whether the virtual room is a single room and sends the corresponding virtual room determination message to the client.

[0323] The server can obtain the type of virtual room, which includes: single room, double room, triple room, and five-person room.

[0324] If the virtual room is not a single room, proceed to step 2630; if the virtual room is a single room, proceed to step 2612.

[0325] Step 2630: The server determines whether the team has fewer than 2 players to enable the points lock function.

[0326] In some embodiments, the server determines whether there are fewer than two virtual accounts with the points-locking function enabled, and sends the corresponding number determination message to the client.

[0327] For example, the team includes account A (the main virtual account), account B, and account C. Currently, only account B has enabled the point locking function. Therefore, the server determines that there are fewer than 2 virtual accounts with the point locking function enabled and sends a number determination message to the client: "There are fewer than 2 virtual accounts with the point locking function enabled".

[0328] If there are fewer than two virtual accounts with the points-locking function enabled, proceed to step 2640; if there are two or more virtual accounts with the points-locking function enabled, proceed to step 2612.

[0329] Step 2640: Enable the lock function on the client side.

[0330] In some embodiments, when the precondition determination message indicates that all preconditions are met, the virtual room determination message indicates that the virtual room is a single room, and the number of users determination message indicates that there are fewer than 2 virtual accounts with the points locking function enabled, the client enables the points locking function of the master virtual account.

[0331] In some embodiments, if the master virtual account and the teammate virtual account meet the conditions for enabling the point locking function, the point locking function of the master virtual account is enabled.

[0332] Step 2612: The client cannot enable the lock function and displays a prompt text.

[0333] In some embodiments, if the precondition determination message indicates that the precondition is not met, the client cannot enable the locking function and displays the corresponding prompt text.

[0334] For example, if the remaining usage count of the lock score function of the master virtual account is zero and the prerequisite is not met, the client cannot enable the lock score function and displays the corresponding prompt text: "Unable to enable the lock score function, the remaining usage count of the lock score function this week is 0".

[0335] In some embodiments, when the virtual room determination message indicates that the virtual room is a single room, the client cannot enable the room locking function and displays the corresponding prompt text.

[0336] For example, if the virtual room is a single room, the client cannot enable the room locking function and displays the corresponding prompt text: "Unable to enable room locking function, currently a single room".

[0337] In some embodiments, if the number of virtual accounts with the point-locking function enabled is equal to or greater than 2 in the number determination message, the client cannot enable the point-locking function and displays the corresponding prompt text.

[0338] For example, if more than two virtual accounts have the MMR (Matchmaking Rating) lock enabled, the client cannot enable the MMR lock and will display the message: "No more than two players in a team can have the MMR lock enabled." For instance, a team includes account A (the controlling virtual account), account B, account C, account D, and account E, where accounts B and C have the MMR lock enabled. After the last match, account E leaves the virtual room, and account F enters. Account F enabled the MMR lock before entering the virtual room, therefore more than two virtual accounts have the MMR lock enabled. Account A, as the team leader, cannot enter the matchmaking process when clicking the matchmaking button, and the interface of all virtual accounts in the virtual room will display the message: "No more than two players in a team can have the MMR lock enabled."

[0339] If two or more virtual accounts have the MMR lock function enabled, the client will be unable to enable the MMR lock function and will display the corresponding message: "Unable to enable MMR lock function; no more than two players in the team can enable the MMR lock function." For example, if the team includes account A (the controlling virtual account), account B, and account C, and accounts B and C have enabled the MMR lock function, account A will be unable to enable the MMR lock function and will be displayed the corresponding message.

[0340] Figure 27 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0341] Step 2710: The client sends a lock request to the server.

[0342] In some embodiments, the client sends a lock request to the server by clicking the lock control. The lock request is used to request that the lock function be enabled.

[0343] Step 2720: The server determines whether the number of virtual accounts with the points-locking function enabled has reached the threshold.

[0344] In some embodiments, after receiving a lock point request, the server determines whether the number of virtual accounts with the lock point function enabled has reached a certain threshold, and sends a corresponding lock point quantity determination message to the client.

[0345] If the number of virtual accounts with the locked points function enabled reaches the threshold, proceed to step 2730; if the number of virtual accounts with the locked points function enabled does not reach the threshold, proceed to step 2732.

[0346] Step 2730: The client does not enable the score locking function and adds dialogue text related to the score locking function.

[0347] In some embodiments, when the lock score determination message indicates that the number of virtual accounts with the lock score function enabled has reached a threshold, the client does not enable the lock score function and adds dialogue text related to the lock score function.

[0348] For example, assuming the quantity threshold is 1, the number of virtual accounts with the point locking function enabled is 1, the client does not enable the point locking function, and adds the point locking function-related dialogue text to the quick chat bar: "Let me lock the points this round."

[0349] Step 2732: The server determines whether the lock opening condition is met.

[0350] For specific implementation details of the lock-opening conditions, please refer to Figure 4 Examples are not described here.

[0351] In some embodiments, the server determines whether the lock-opening condition is met and sends the corresponding lock-opening condition determination message to the client.

[0352] If the lock-to-open condition is met, proceed to step 2742; if the lock-to-open condition is not met, proceed to step 2740.

[0353] Step 2740: The client does not enable the points locking function.

[0354] In some embodiments, if the received lock-opening condition determination message indicates that the lock-opening condition is not met, the client does not enable the lock-opening function.

[0355] Step 2742: Enable the score locking function on the client and add dialogue text related to the score locking function.

[0356] In some embodiments, when the received lock-opening condition determination message indicates that the lock-opening condition is met, the client enables the lock-opening function and adds dialogue text related to the lock-opening function.

[0357] For example, assuming the quantity threshold is 1 and the number of virtual accounts with the point locking function enabled is 0, the client enables the point locking function and adds the following dialogue text related to the point locking function to the quick chat bar: "Does anyone else want to lock points?"

[0358] Figure 28 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0359] Step 2810: The server determines whether to acquire the lock function.

[0360] In some embodiments, the server determines whether the master virtual account has acquired the lock score function and sends the corresponding first determination information to the client.

[0361] If the master virtual account acquires the lock score function, proceed to step 2820; if the master virtual account does not acquire the lock score function, proceed to step 2822.

[0362] Step 2820: The server determines whether there are remaining usage attempts.

[0363] In some embodiments, the server determines whether the remaining number of uses of the locking function is greater than zero, and sends the corresponding second determination information to the client.

[0364] If the remaining number of uses of the lock function is greater than zero, proceed to step 2830; if the remaining number of uses of the lock function is equal to zero, proceed to step 2822.

[0365] Step 2830: The server determines whether it is a team ranked match mode.

[0366] In some embodiments, the server determines whether the current mode is a team ranked match mode and sends the corresponding third-party judgment information to the client.

[0367] If the current mode is Team Ranked Match, proceed to step 2840; if the current mode is not Team Ranked Match, proceed to step 2822.

[0368] Step 2840: The client allows the locking function to be enabled.

[0369] In some embodiments, when the client obtains the point-locking function, the remaining number of uses of the point-locking function is greater than zero, and the current mode is team ranked match mode, the client allows the point-locking function to be enabled.

[0370] Optionally, the client may enable the lock-and-open function if more lock-and-open conditions are met.

[0371] For example, if the master virtual account and the teammate virtual account are friends, the client can enable the score locking function; or, if the master virtual account's reputation level reaches a specified reputation level, the client can enable the score locking function.

[0372] Step 2822: The client does not allow the lock function to be enabled and displays the corresponding text.

[0373] In some embodiments, if the master virtual account has not acquired the points locking function, the client will not allow the points locking function to be enabled and will display the corresponding prompt text.

[0374] Optionally, the prompt text includes the conditions for obtaining the lock score function.

[0375] For example, if the master virtual account has not acquired the points locking function, the client will not allow the points locking function to be enabled, will not display the points locking control, and will display the corresponding text: "Points locking function has not been acquired yet. Points locking function can be acquired when the credit level is 5".

[0376] In some embodiments, if the remaining number of uses of the lock function is zero, the client will not allow the lock function to be enabled and will display a corresponding prompt text.

[0377] For example, if the remaining usage count of the lock score function is zero, the client will not allow the lock score function to be enabled, will not display the lock score control, and will display the corresponding text: "Unable to enable the lock score function, the remaining usage count of the lock score function this week is 0".

[0378] In some embodiments, if the current mode is not a team ranked match mode, the client will not allow the point locking function to be enabled and will display the corresponding prompt text.

[0379] For example, when the current mode is solo ranked match, the client does not allow the lock score function to be enabled, does not display the lock score control, and displays the corresponding text: "Cannot enable the lock score function; can be enabled in team ranked match mode."

[0380] Figure 29 A flowchart of a game finding method provided by an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0381] Step 2910: The server determines whether the number of team members meets the specified requirement.

[0382] In some embodiments, the server determines whether the number of virtual accounts (team members) in the virtual room meets a specified number and sends a first quantity determination message to the client.

[0383] For example, assuming the specified quantity is 5, and the number of virtual accounts in the virtual room is 4, a first quantity judgment message indicating that the number of virtual accounts is insufficient will be sent to the client.

[0384] If the number of virtual accounts in the virtual room meets the specified number, proceed to step 2920; if the number of virtual accounts in the virtual room does not meet the specified number, proceed to step 2922.

[0385] Step 2920: The server determines whether the number of virtual accounts with the points-locking function enabled is below the threshold.

[0386] In some embodiments, the server determines whether the number of virtual accounts with the lock function enabled is below a certain threshold and sends a second quantity determination message to the client.

[0387] For example, assuming the quantity threshold is 2, if the number of virtual accounts with the lock function enabled is 1, a second quantity judgment message indicating that the number of virtual accounts with the lock function enabled is below the quantity threshold will be sent to the client.

[0388] If the number of virtual accounts with the locked points function enabled is below the threshold, proceed to step 2930; if the number of virtual accounts with the locked points function enabled is not below the threshold, proceed to step 2922.

[0389] Step 2930: The client allows searching for games.

[0390] In some embodiments, if the number of virtual accounts in a virtual room meets a specified number and the number of virtual accounts with the lock-point function enabled is less than a certain threshold, the client is allowed to search for matches in response to the main virtual account's click operation on the matching control.

[0391] Step 2922: The client does not allow searching for games.

[0392] In some embodiments, if the number of virtual accounts in a virtual room does not meet the specified number, in response to the master virtual account's click operation on the match control, the client is not allowed to search for matches and a match prompt message is displayed.

[0393] For example, if the specified number is 5 and the number of virtual accounts in the virtual room is 4, in response to the master virtual account clicking the match control, the client is not allowed to search for matches and displays the match prompt message: "Insufficient number of players".

[0394] In some embodiments, when the number of virtual accounts with the lock-point function enabled is not less than a certain threshold, in response to the main virtual account's click operation on the match control, the client is not allowed to search for matches and a match prompt message is displayed.

[0395] For example, when the number threshold is 2 and the number of virtual accounts with the point locking function enabled is 2, in response to the main virtual account's click operation on the match control, the client is not allowed to search for matches and displays the match prompt message: "No more than 2 people can enable the point locking function".

[0396] Figure 30 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0397] Step 3010: The server determines whether the locking function is enabled.

[0398] In some embodiments, during the game settlement process, the server determines whether the point locking function is enabled and sends the corresponding enabling determination information to the client.

[0399] For example, if the server determines that the locking function is not enabled, it will send the corresponding enabling determination information to the client. The enabling determination information includes whether the locking function is enabled and the reason why the locking function is not enabled.

[0400] If the locking and unlocking function is enabled, proceed to step 3022; if the locking and unlocking function is not enabled, proceed to step 3020.

[0401] Step 3020: The client displays the reason why the lock function is not enabled.

[0402] In some embodiments, after receiving the enable judgment information, the client displays the reason why the lock function is not enabled based on the enable judgment information.

[0403] As an example, and not a limitation, the reason why the score locking function is not enabled includes at least one of the following:

[0404] • The point-locking function cannot be used at the current time (e.g., during the off-season);

[0405] • Your rank is lower than the specified rank (e.g., you have not reached the Grandmaster rank);

[0406] • The credit rating is lower than the specified credit rating (e.g., the credit rating is level 4 and the specified credit rating is level 5);

[0407] • The virtual accounts of teammates are not friends;

[0408] • The remaining number of uses for the lock function is zero;

[0409] • The number of virtual accounts that have enabled the points locking function is no less than the number threshold (for example, if the number threshold is 2, there are 2 virtual accounts that have enabled the points locking function).

[0410] • The locking function is disabled by the system;

[0411] • There were violations during this match;

[0412] This match is not in ranked mode.

[0413] Step 3030: The server proceeds with the game settlement process normally.

[0414] In some embodiments, after sending the start determination information, the server continues the game settlement process.

[0415] Step 3022: The server continues the game settlement process.

[0416] In some embodiments, after sending the start-up judgment information, the server continues the game settlement process and, based on the point-locking function, does not change at least one virtual attribute corresponding to the point-locking function.

[0417] For example, after determining that the MMR lock function is enabled and sending the corresponding enable information to the client, the server continues to settle the current game. Since the MMR lock function corresponds to the rank level of the master virtual account, the rank level of the master virtual account is not changed.

[0418] Figure 31 A flowchart illustrating the prior art presentation of rights provided in an exemplary embodiment of this application is shown, the method comprising at least one of the following steps.

[0419] Step 3110: The server determines whether it has the right to return.

[0420] In some embodiments, the server determines whether the master virtual account has return rights, which are used to maintain at least one virtual attribute of the master virtual account unchanged after the current game.

[0421] If the controlling virtual account has the right to return the account, proceed to step 3120; if the controlling virtual account does not have the right to return the account, proceed to step 3122.

[0422] Step 3120: The client displays the rights and benefits of returning to the client.

[0423] Step 3122: The server determines whether the user has the right to form a team.

[0424] In some embodiments, the server determines whether the master virtual account has team-up rights, which are used to maintain at least one virtual attribute of the master virtual account unchanged after the current game.

[0425] If the controlling virtual account has the right to form a team, proceed to step 3130; if the controlling virtual account does not have the right to form a team, proceed to step 3132.

[0426] Step 3130: The client displays team benefits.

[0427] Step 3132: The server determines whether it has a protection card.

[0428] In some embodiments, the server determines whether the master virtual account has a protection card. The protection card is a virtual item used to keep at least one virtual attribute of the master virtual account unchanged after the current game.

[0429] If the controlling virtual account has a protection card, proceed to step 3140; if the controlling virtual account does not have a protection card, proceed to step 3142.

[0430] Step 3140: The client displays the protection card.

[0431] Step 3142: The server determines whether the score locking function is enabled.

[0432] In some embodiments, the server determines whether the master virtual account has enabled the point locking function. The point locking function is used to keep at least one virtual attribute of the master virtual account unchanged after the current game.

[0433] If the main control virtual account has the point locking function enabled, proceed to step 3150; if the main control virtual account has not the point locking function enabled, proceed to step 3152.

[0434] Step 3150: The client displays that the lock function has been enabled.

[0435] Step 3152: The server determines whether it has the right to unlimited segment in group play.

[0436] In some embodiments, the server determines whether the master virtual account has the unlimited rank privilege in team ranked matches. The unlimited rank privilege is used to keep the master virtual account's rank level unchanged after the current match in team ranked match mode.

[0437] If the controlling virtual account has unlimited slots in group play, proceed to step 3160; if the controlling virtual account does not have unlimited slots in group play, proceed to step 3162.

[0438] Step 3160: The client displays the unlimited number of times the group can be sorted.

[0439] Step 3162: The server determines whether the player has the right to play five-player ranked matches without any rank restrictions.

[0440] In some embodiments, the server determines whether the master virtual account has the five-player ranked match unlimited rank privilege. The five-player ranked match unlimited rank privilege is used to keep the master virtual account's rank level unchanged after the current match in the five-player ranked match mode.

[0441] If the main virtual account has the privilege of playing five-player ranked matches without rank restrictions, proceed to step 3170; if the main virtual account does not have the privilege of playing five-player ranked matches without rank restrictions, proceed to step 3172.

[0442] Step 3170: The client displays five rows of unlimited number of times.

[0443] Step 3172: The client displays the available team ranks.

[0444] Figure 32 A flowchart of a virtual game settlement method provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0445] Step 3210: The server determines whether to acquire the lock function.

[0446] In some embodiments, the server determines whether the master virtual account has acquired the lock score function and sends the corresponding first determination information to the client.

[0447] If the master virtual account acquires the lock score function, proceed to step 3222; if the master virtual account does not acquire the lock score function, proceed to step 3220.

[0448] Step 3220: The client does not display information related to the lock score function.

[0449] In some embodiments, if the first judgment information indicates that the master virtual account has not acquired the lock score function, the client will not display information related to the lock score function.

[0450] As an example and not a limitation, information related to the point-locking function includes at least one of the following: point-locking identifier; remaining number of times the point-locking function can be used; point-locking activation conditions; point-locking acquisition conditions; and relevant rules for the point-locking function.

[0451] Step 3222: Enable the lock function on the client side.

[0452] In some embodiments, the client enables the locking function in response to a click operation on the locking control.

[0453] The score lock function is off by default and players need to manually enable it by clicking the score lock control.

[0454] Step 3230: The server saves the status of the virtual account's points locking function.

[0455] The server stores the point locking status of all virtual accounts in the same virtual room. For example, if the virtual accounts in the same virtual room include: account A, account B, account C, account D, and account E, the server stores that the point locking function for account A and account B is enabled, while the point locking function for account C, account D, and account E is disabled.

[0456] Step 3240: When a virtual account leaves a virtual room, the client automatically disables the points lock function.

[0457] In some embodiments, when a virtual account leaves a virtual room, the client automatically disables the points locking function for that virtual account.

[0458] For example, when account A is in a virtual room, the account's points locking function is enabled. When account A leaves the virtual room, the client automatically disables the points locking function, and account A's points locking function is disabled.

[0459] Figure 33The diagram illustrates a block diagram of a virtual game settlement apparatus provided in an exemplary embodiment of this application. This apparatus can be implemented as a computer device, or as part of a computer device, through software or hardware, or a combination of both. The apparatus includes:

[0460] The module 3310 is used to enable the point locking function of the main control virtual account when the main control virtual account and the teammate virtual account meet the point locking enable conditions.

[0461] Control module 3320 is used to respond to character control operations and control the main virtual character corresponding to the main virtual account to participate in the current game;

[0462] Settlement module 3330 is used to maintain at least one virtual attribute of the master virtual account unchanged after the game settlement process based on the score locking function.

[0463] In one possible design of this embodiment, the conditions for unlocking matchmaking include at least one of the following: the difference between the rank level of the master virtual account and the rank level of the teammate virtual account is greater than a first threshold; the difference between the game time of the master virtual account and the game time of the teammate virtual account is greater than a second threshold; the difference between the account level of the master virtual account and the account level of the teammate virtual account is greater than a third threshold; the difference between the proficiency of the master virtual character corresponding to the master virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fourth threshold; and the difference between the proficiency of the match lane corresponding to the master virtual account and the proficiency of the match lane corresponding to the teammate virtual account is greater than a fifth threshold.

[0464] In one possible design of this embodiment, the conditions for enabling the point lock also include at least one of the following: the master virtual account and the teammate virtual account are friends; the remaining number of uses of the point lock function is greater than zero; and the number of virtual accounts in the team to which the master virtual account belongs that have enabled the point lock function is less than a number threshold.

[0465] In one possible design of this embodiment, the lock-on condition includes at least one of the following: a teammate's virtual account sends a negative message; the game lane corresponding to the teammate's virtual account is the same as the game lane corresponding to the master virtual account; the teammate's virtual character corresponding to the teammate's virtual account interferes with the master virtual character corresponding to the master virtual account.

[0466] In one possible design of this embodiment, the teammate virtual account and the master virtual account are not friends. In another possible design of this embodiment, the activation module 3310 is used to activate the master virtual account's point-locking function in response to the activation operation of the point-locking control when the master virtual account and the teammate virtual account meet the point-locking activation conditions; or, when the master virtual account and the teammate virtual account meet the point-locking activation conditions, automatically activate the master virtual account's point-locking function.

[0467] In one possible design of this embodiment, the acquisition module 3301 is used to acquire the lock function when the master virtual account meets the lock function acquisition conditions.

[0468] In one possible design of this embodiment, the acquisition module 3301 is used to acquire the lock score function when the rank level of the main virtual account reaches a specified rank level and the reputation level of the main virtual account reaches a specified reputation level.

[0469] In one possible design of this embodiment, the display module 3315 is used to display a lock point marker in a designated area when the main control virtual account enables the lock point function.

[0470] In one possible design of this embodiment, the designated area includes at least one of the following: the area around the avatar of the master virtual account; the team information display area in the recruitment interface; and the team information display area in the chat channel; wherein the team information display area is used to display relevant information about the team to which the master virtual account belongs.

[0471] In one possible design of this embodiment, the master virtual account and the teammate virtual account are in the same virtual room. The control module 3320 is used to adjust the type of the virtual room based on the lock-point activation conditions when the master virtual account has the lock-point function enabled.

[0472] In one possible design of this embodiment, the control module 3320 is used to adjust the type of the virtual room to the specified type when the main control virtual account enables the point locking function, and the point locking enabling conditions include that the main control virtual account and the teammate virtual account are friends and the type of the virtual room is not the specified type; wherein, the specified type is the type of the virtual room associated with the point locking enabling conditions.

[0473] In one possible design of this embodiment, the display module 3315 is used to add dialogue text related to the lock function to the quick chat bar when the main control virtual account enables the lock function; wherein, the quick chat bar is used to provide pre-configured dialogue text.

[0474] In one possible design of this embodiment, the display module 3315 is used to display settlement lock point prompt information based on the lock point function which is in the enabled state during the game settlement process. The settlement lock point prompt information is used to indicate that at least one virtual attribute of the main control virtual account will remain unchanged after this game.

[0475] In one possible design of this embodiment, the setting module 3300 is used to set the type of at least one virtual attribute.

[0476] In one possible design of this embodiment, the setting module 3300 is used to automatically set the type of at least one virtual attribute corresponding to the type determination factor based on the type determination factor.

[0477] In one possible design of this embodiment, the type determination factors include at least one of the following: the account level of the master virtual account; the rank level of the master virtual account; and the type of the point locking function.

[0478] In one possible design of this embodiment, the type of virtual attribute includes at least one of the following: the rank level of the master virtual account; the number of wins of the master virtual account; the number of matches played by the master virtual account; the number of wins of the master virtual character corresponding to the master virtual account; the rating score of the master virtual character corresponding to the master virtual account; and the number of matches played by the master virtual character corresponding to the master virtual account.

[0479] This embodiment uses a setting module 3300, an acquisition module 3301, an activation module 3310, a display module 3315, a control module 3320, and a settlement module 3330 as an example for explanation. The number of setting module 3300, acquisition module 3301, activation module 3310, display module 3315, control module 3320, and settlement module 3330 is not limited.

[0480] For a description of the functions of module 3300, please refer to [link / reference]. Figure 20 The content of step 302 in the embodiment.

[0481] For a functional description of module 3301, please refer to [link / reference]. Figure 4 The content of step 301 in the embodiment.

[0482] For a description of the functions of module 3310, please refer to [link / reference]. Figure 3 The content of step 310 in the embodiment, and Figure 4 The content of step 312 in the embodiment.

[0483] For a functional description of the display module 3315, please refer to [link / reference]. Figure 10 The content of step 315 in the embodiment, Figure 17 The content of step 317 in the embodiment, and Figure 19 The content of step 340 in the embodiment.

[0484] For a functional description of the control module 3320, please refer to [link / reference]. Figure 3 The content of step 320 in the embodiment, and Figure 14 The content of step 316 in the embodiment.

[0485] For a functional introduction to the settlement module 3330, please refer to [link / reference]. Figure 3 The content of step 330 in the embodiment.

[0486] This application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program; the processor is used to execute the at least one program in the memory to implement the virtual game settlement method provided in the above method embodiments.

[0487] Figure 34 This diagram illustrates a structural block diagram of a computer device 3400 provided in an exemplary embodiment of this application. Typically, the computer device 3400 includes a processor 3401 and a memory 3402.

[0488] Processor 3401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 3401 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 3401 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 3401 may include a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 3401 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0489] The memory 3402 may include one or more computer-readable storage media, which may be non-transitory. The memory 3402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 3402 is used to store at least one instruction, which is executed by the processor 3401 to implement the virtual game settlement method provided in the method embodiments of this application.

[0490] In some embodiments, the computer device 3400 may optionally include an input interface 3403 and an output interface 3404. The processor 3401, memory 3402, and input interfaces 3403 and 3404 can be connected via a bus or signal lines. Various peripheral devices can be connected to the input interfaces 3403 and 3404 via a bus, signal lines, or a circuit board. The input interfaces 3403 and 3404 can be used to connect at least one input / output related peripheral device to the processor 3401 and memory 3402. In some embodiments, the processor 3401, memory 3402, and input interfaces 3403 and 3404 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 3401, memory 3402, and input interfaces 3403 and 3404 can be implemented on separate chips or circuit boards, and this application does not limit this aspect.

[0491] Those skilled in the art will understand that the structure shown above does not constitute a limitation on the computer device 3400, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0492] In an exemplary embodiment, a chip is also provided, the chip including programmable logic circuits and / or program instructions, which, when the chip is run on a computer device 3400, are used to implement the virtual game settlement method provided in the method embodiments of this application.

[0493] In an exemplary embodiment, a computer program product is also provided, which includes computer instructions stored in a computer-readable storage medium. A processor retrieves the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the virtual game settlement method provided in the method embodiment of this application.

[0494] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one program that is loaded and executed by a processor to implement the virtual game settlement method provided in the method embodiments of this application.

[0495] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0496] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose or special-purpose computer.

[0497] The above are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A settlement method for virtual games, characterized in that, The method includes: If the conditions for enabling the point lock are met by both the master virtual account and the teammate virtual account, then enable the point lock function of the master virtual account. In response to character control operations, control the main virtual character corresponding to the main virtual account to participate in this game; During the settlement process of this game, the locking function ensures that at least one virtual attribute of the master virtual account remains unchanged after the game.

2. The method according to claim 1, characterized in that, The lock-opening condition includes at least one of the following: The difference between the rank level of the master virtual account and the rank level of the teammate virtual account is greater than a first threshold. The difference between the game time of the master virtual account and the game time of the teammate virtual account is greater than the second threshold; The difference between the account level of the master virtual account and the account level of the teammate virtual account is greater than the third threshold. The difference between the proficiency of the master virtual character corresponding to the master virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than the fourth threshold. The difference between the match lane proficiency of the master virtual account and the match lane proficiency of the teammate virtual account is greater than the fifth threshold.

3. The method according to claim 2, characterized in that, The lock-opening condition also includes at least one of the following: The master virtual account and the teammate virtual account are friends; The remaining number of uses for the locking function is greater than zero; The number of virtual accounts in the team to which the master virtual account belongs that have enabled the point-locking function is less than the number threshold.

4. The method according to claim 1, characterized in that, The lock-opening condition includes at least one of the following: The teammate's virtual account sent negative messages; The match lane corresponding to the teammate's virtual account is the same as the match lane corresponding to the master virtual account; The virtual teammate account corresponding to the virtual teammate character interferes with the virtual master account corresponding to the virtual master character.

5. The method according to claim 4, characterized in that, The teammate's virtual account and the main control virtual account are not friends.

6. The method according to any one of claims 1 to 5, characterized in that, The step of enabling the point-locking function of the main virtual account when both the main virtual account and the teammate virtual accounts meet the conditions for enabling point-locking includes: If the master virtual account and the teammate virtual account meet the conditions for enabling the point lock, in response to the operation of enabling the point lock control, the point lock function of the master virtual account is enabled; or, If the master virtual account and the teammate virtual account meet the conditions for unlocking points, the point-locking function of the master virtual account will be automatically enabled.

7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: If the master virtual account meets the conditions for obtaining the lock score function, the master virtual account obtains the lock score function.

8. The method according to claim 7, characterized in that, When the master virtual account meets the conditions for obtaining the lock score function, the master virtual account obtains the lock score function, including: When the master virtual account reaches a specified rank and a specified reputation level, the master virtual account acquires the score locking function.

9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: When the locking function is enabled by the master virtual account, a locking mark is displayed in a designated area.

10. The method according to claim 9, characterized in that, The designated area includes at least one of the following: The area around the avatar of the main virtual account; The team information display area in the recruitment interface; The team information display area in the chat channel; The team information display area is used to display relevant information about the team to which the main virtual account belongs.

11. The method according to any one of claims 1 to 10, characterized in that, The master virtual account and the teammate virtual account are in the same virtual room, and the method further includes: When the main virtual account enables the point locking function, the type of the virtual room is adjusted based on the point locking activation conditions.

12. The method according to claim 11, characterized in that, When the main virtual account enables the points locking function, adjusting the type of the virtual room based on the points locking activation conditions includes: When the main control virtual account enables the score locking function, and the score locking enable conditions include that the main control virtual account and the teammate virtual account are friends and the virtual room type is not the specified type, the virtual room type is adjusted to the specified type. The specified type is the type of the virtual room associated with the lock opening condition.

13. The method according to any one of claims 1 to 12, characterized in that, The method further includes: When the main virtual account enables the score locking function, add dialogue text related to the score locking function to the quick chat bar; The quick chat bar is used to provide pre-configured chat text.

14. The method according to any one of claims 1 to 13, characterized in that, The method further includes: During the game settlement process, based on the locked score function which is in the enabled state, a settlement locked score prompt message is displayed. The settlement locked score prompt message is used to indicate that at least one virtual attribute of the main virtual account remains unchanged after the game.

15. The method according to any one of claims 1 to 14, characterized in that, The method further includes: Set the type of the at least one virtual attribute.

16. The method according to claim 15, characterized in that, The type of setting the at least one virtual attribute includes: Based on the type determination factor, the type of the at least one virtual attribute corresponding to the type determination factor is automatically set.

17. The method according to claim 16, characterized in that, The type determination factors include at least one of the following: The account level of the master virtual account; The rank level of the main virtual account; The type of locking function.

18. The method according to any one of claims 1 to 17, characterized in that, The types of the virtual attributes include at least one of the following: The rank level of the main virtual account; The number of winning games of the master virtual account; The number of games played by the main virtual account; The number of winning matches of the main virtual character corresponding to the main virtual account; The evaluation score of the main virtual character corresponding to the main virtual account; The number of matches played by the virtual character corresponding to the virtual account being controlled.

19. A settlement device for virtual games, characterized in that, The device includes: The activation module is used to enable the point locking function of the main control virtual account when the main control virtual account and the teammate virtual account meet the point locking activation conditions; The control module is used to respond to character control operations and control the main virtual character corresponding to the main virtual account to participate in the current game. The settlement module is used to maintain at least one virtual attribute of the master virtual account unchanged after the current game based on the point locking function during the game settlement process.

20. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one program; the processor is configured to execute the at least one program in the memory to implement the settlement method for a virtual game as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one program, which is loaded and executed by a processor to implement the settlement method for virtual games as described in any one of claims 1 to 18.

22. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, a processor retrieving the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to implement the settlement method for a virtual game as described in any one of claims 1 to 18.