Game equipment processing method and device, program product and electronic equipment

By providing a graphical user interface in turn-based chess games, allowing players to select target equipment and virtual characters at once and automatically handling equipment transfer or exchange, the problem of cumbersome equipment transfer operations and misoperations is solved, thus improving the gaming experience.

CN121754884APending Publication Date: 2026-03-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-29
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In turn-based chess games, the equipment transfer process is cumbersome and prone to errors, which affects the player's gaming experience.

Method used

The terminal device provides a graphical user interface that allows players to select target equipment and virtual characters at once, automatically handle equipment transfer or exchange, and simplify the operation process.

Benefits of technology

The number of steps involved in transferring equipment has been reduced, lowering the probability of misoperation and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game equipment processing method and device, a program product and electronic equipment, and relates to the technical field of games. The method comprises the steps of determining a target second virtual character from at least one second virtual character in response to a transfer operation for a target first device in at least one first device; if the target second virtual character does not meet the preset condition, determining a target second device from at least one second device assembled by the second virtual character; and unloading the target second equipment from the target second virtual character, and assembling the target first equipment to the target second virtual character, or assembling the target first equipment to the target second virtual character, and assembling the target second equipment to the first virtual character. According to the invention, the operation process of equipment transfer is simplified, the misoperation condition is reduced, and the game experience is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to a method, apparatus, program product, and electronic device for processing game equipment. Background Technology

[0002] In turn-based strategy games, if players want to transfer equipment between different virtual characters, they usually need to first use a specific item to remove the equipment from one virtual character and then equip it on another. This process is rather cumbersome, especially when there are turn limits, and can easily lead to player errors, affecting the player's gaming experience. Summary of the Invention

[0003] This disclosure provides a method, apparatus, program product, and electronic device for processing game equipment, which at least partially solves the technical problem of cumbersome operation processes in related technologies.

[0004] According to a first aspect of this disclosure, a method for processing game equipment is provided, comprising providing a graphical user interface via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a first virtual character and at least one second virtual character; the first virtual character being equipped with at least one first piece of equipment; the method comprising: in response to a transfer operation for a target first piece of equipment among the at least one second virtual character, determining a target second virtual character from among the at least one second virtual character; if the target second virtual character does not meet preset conditions, determining a target second piece of equipment from at least one second piece of equipment already equipped on the second virtual character; removing the target second piece of equipment from the target second virtual character and equipping the target first piece of equipment to the target second virtual character, or equipping the target first piece of equipment to the target second virtual character and equipping the target second piece of equipment to the first virtual character.

[0005] According to a second aspect of this disclosure, a game equipment processing apparatus is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays at least a portion of a game scene, the game scene including a first virtual character and at least one second virtual character; the first virtual character is equipped with at least one first piece of equipment; the apparatus includes: a character determination module configured to determine a target second virtual character from the at least one second virtual character in response to a transfer operation for a target first piece of equipment among the at least one first piece of equipment; an equipment determination module configured to determine a target second piece of equipment from at least one second piece of equipment already equipped on the second virtual character if the target second virtual character does not meet preset conditions; and an equipment assembly module configured to remove the target second piece of equipment from the target second virtual character and assemble the target first piece of equipment onto the target second virtual character, or assemble the target first piece of equipment onto the target second virtual character and assemble the target second piece of equipment onto the first virtual character.

[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] The technical solution disclosed herein has the following beneficial effects: Players can determine the target first equipment and the target second virtual character through a single transfer operation, thereby triggering the transfer and equipping of the target first equipment to the target second virtual character. Compared with related technologies that involve disassembling and then equipping, this disclosure simplifies the equipment transfer process, reduces the possibility of misoperation, and improves the gaming experience. Furthermore, for situations where the target second virtual character does not meet preset conditions (such as having no remaining space in the target second virtual character's equipment slot), after determining the target second equipment, the target second equipment can be disassembled from the target second virtual character and the target first equipment equipped, or the target second virtual character can exchange equipment with the first virtual character. This further simplifies the operation process in special cases and improves operational convenience. Attached Figure Description

[0009] Figure 1 A flowchart illustrating a game interaction method for a turn-based board game according to an embodiment of this disclosure is provided. Figure 2 A schematic diagram of a player selection interface according to an embodiment of this disclosure is shown; Figure 3 A schematic diagram of a game interface according to an embodiment of this disclosure is shown; Figure 4 A schematic diagram of a settlement interface according to an embodiment of this disclosure is shown; Figure 5 A schematic diagram of a system architecture according to an embodiment of this disclosure is shown; Figure 6 A flowchart illustrating a game equipment processing method according to an embodiment of this disclosure is shown; Figure 7 A schematic diagram of an auto chess game interface according to an embodiment of the present disclosure is shown; Figure 8 A schematic diagram of an auto chess game interface according to an embodiment of the present disclosure is shown; Figure 9 A schematic diagram of an auto chess game interface according to an embodiment of the present disclosure is shown; Figure 10 A schematic diagram of an auto chess game interface according to an embodiment of the present disclosure is shown; Figure 11 A schematic diagram of an auto chess game interface according to an embodiment of the present disclosure is shown; Figure 12 A schematic diagram of a game equipment processing device according to an embodiment of the present disclosure is shown; Figure 13 A schematic diagram of an electronic device according to an embodiment of the present disclosure is shown. Detailed Implementation

[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0011] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0012] In turn-based strategy games (such as auto chess), transferring equipment between different virtual characters usually requires using a specific item to remove equipment from virtual character A and then equipping it to virtual character B. This process is quite cumbersome. Furthermore, if virtual character B's equipment slots are full, the existing equipment must be removed to free up space before equipping the removed equipment from virtual character A, further increasing the complexity. Games typically have time limits for turns, requiring players to complete a series of operations, including equipment transfers, within a limited time. In such situations, players are prone to errors, such as removing the wrong equipment or equipping it to the wrong virtual character. These errors are often uncorrectable or require additional steps to correct, significantly impacting the player's gaming experience.

[0013] In view of this, the present disclosure provides a method for processing game equipment, aiming to solve the technical problem of cumbersome equipment transfer operations in related technologies.

[0014] The following is an exemplary, non-definitive introduction to the terms used in the embodiments of this disclosure: Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on this pre-arranged layout. "Pieces" are typically represented by character models, object models, vehicle models, card models, etc., and may be called heroes. During the game, pieces automatically release various skills or release them based on specific instructions (e.g., player control, fulfilling specific game conditions). Battles are usually turn-based. The losing side loses the turn when all of one player's pieces are eliminated (i.e., their pieces' health points drop to zero) or when specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the field is less than the other side's at the end of a preset time). In some embodiments, in addition to the "chess pieces" used in the game, each player has a virtual character (e.g., a player) representing the current user participating in the game. This player cannot move as a "chess piece" to the battle area or the preparation area. The player can, according to specific instructions (e.g., player control, fulfilling specific game conditions), release skills or provide buffs or debuffs to their own or their opponent's battle area or preparation area. Players can have health points (or life points), which decrease (in case of loss) or remain unchanged (in case of victory) based on the outcome of each game. When a player's health points reach zero, the user corresponding to that player exits the game, and the remaining users continue the game. Optionally, turn-based chess games include auto chess.

[0015] Generally, the higher the purchase price (cost) of a hero (chess piece), the stronger the hero. Buying 3 identical 1-star heroes will automatically combine them into 1 2-star hero; 3 2-star heroes will combine into 1 3-star hero. Star rating increases will significantly increase the hero's attributes and skill effects. The specific star rating and number of heroes to combine can be set according to needs, and this disclosure does not impose any restrictions on them.

[0016] Auto Chess: The game features eight, six, or other custom numbers of players, each occupying one or more areas on the board. Players can engage in one-on-one battles or one-on-many battles. Each game round consists of two phases: a preparation phase where players purchase pieces from the shop and arrange them on the board; and a battle phase where both sides lock their formations and the pieces automatically engage in combat until one side's pieces are all eliminated or certain conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the board is less than the opposing side's at the end of a preset time). The losing side loses the round and loses health points. Game rounds are repeated, with new opponents matched until a player's health is ≤0 or they are eliminated under certain conditions (e.g., a player's health is less than or equal to a preset value). The last remaining player wins the game (1st place). Alternatively, each player can eliminate other opponents by forming their own lineup. At the end of the game, the top few (e.g., the top 3) are considered winners, and those who do not make it into the top few are considered losers.

[0017] Chessboard: refers to the area in the game interface or match interface of a turn-based chess game used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This disclosure does not limit it.

[0018] A chessboard is typically divided into a playing area and a preparation area (or candidate piece pool). Furthermore, the chessboard may include other special functional areas. The playing area consists of several squares of equal size used to place pieces that will be used in the game; alternatively, the chessboard may not have specific squares. The preparation area includes several candidate piece positions for placing candidate pieces that will not participate in the game and can be placed there during the preparation phase.

[0019] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this disclosure does not limit the shape of the chess squares.

[0020] Equipment: In auto chess games, each piece can typically equip multiple items (e.g., 3 items). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero (piece). Auto chess games in related technologies often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then add to their inventory. The equipment in this embodiment can also be purchased from a shop. Picked-up or purchased equipment will automatically appear in the equipment inventory.

[0021] A chess player is a virtual character controlled by the player. Each chess player possesses unique abilities that help the player better navigate the game. Players can control their chess player to collect loot, send emoticons, and so on. In turn-based chess games, the chess player's level increases as the game progresses. Optionally, there is a level cap for chess player levels. For example, at the start of a game, the chess player's level is 1, and as the game progresses, the level increases, remaining at level 9. The chess player's level determines the number of pieces that can be deployed (i.e., the number of pieces that can be placed in the battle area). For example, a level 1 player can deploy 1 piece, while a level 9 player can deploy a maximum of 9 pieces. Upgrading a chess player requires gold or experience. For instance, players receive a fixed 2 experience points each game round, and can also purchase experience points with gold. When the experience points reach the required threshold, the player can advance to the next level.

[0022] Synergy: This refers to the beneficial effects activated by deploying heroes (chess pieces) with specific attributes or classes. The strength of these synergy increases with the number of synergy stacks (the number of corresponding chess pieces deployed), and is crucial for team composition and victory. Therefore, by collecting and combining chess pieces with specific synergies, you can trigger synergy effects.

[0023] Figure 1A flowchart illustrating a game interaction method for a turn-based board game provided in an exemplary embodiment of this disclosure is shown. This embodiment illustrates the method by way of execution by a terminal running a client that supports turn-based board games. The method includes: Step 110: Select the players to participate in this game.

[0024] During the player selection phase, before starting a game, players choose their desired player. Different players have different skills.

[0025] Examples such as Figure 2 As shown, before starting a game, a player selection screen is displayed. This screen displays three selectable players on the left. Optionally, the player selected by the player (21) will be highlighted. Simultaneously, the character model of the selected player is displayed in the center of the screen, and the "lock" control (22) is unlocked. The players selected by other players are displayed on the right side of the player selection screen.

[0026] Optionally, a countdown timer for entering the game is displayed at the top left of the player selection interface. At the bottom of the player selection interface are buttons for sending text messages, turning speakers on / off, and turning microphones on / off. After the player selects a player, they can click the "Lock" control 22 to enter the preparation state. Once the countdown reaches zero, the game begins.

[0027] Step 120: Display the game's match interface.

[0028] refer to Figure 3 The game interface includes battle area 31 and preparation area 32.

[0029] The battle area 31 is used to place at least one friendly piece and at least one enemy piece participating in the battle. The battle area 31 includes multiple grids 311 arranged in an array, which are always displayed or only displayed at certain times. Optionally, the battle area 31 can be a two-dimensional or three-dimensional chessboard; this embodiment illustrates this by describing the battle area 31 as a three-dimensional chessboard viewed from above. In this document, a three-dimensional chessboard refers to a chessboard located in a three-dimensional environment, not necessarily that the chessboard itself is three-dimensional. In this embodiment, the battle area 31 is an area composed of eight rows of grids, each grid being a hexagonal square. The lower four rows of the battle area 31 are the player's battle area, where the player can place heroes and deploy formations; the upper four rows are the opponent's battle area, displaying the player's current opponent's lineup and positions.

[0030] The preparation area 32 is used to display heroes (pieces) held by the player but not yet placed on the board. Heroes displayed in the preparation area 32 include at least one of the following: heroes purchased by the player through the shop, heroes obtained through a draw, and heroes acquired through player skills. There is a maximum number of heroes that can be displayed in the preparation area 32, such as a maximum of nine; any excess heroes are automatically discarded or stored in the inventory. In some embodiments, the inventory can also be considered a preparation area.

[0031] Optionally, the order in which heroes are displayed in the preparation area 32 can be determined by at least one of the following factors: purchase time, hero type, number of copies of the same type of hero, number of copies of the same hero, and hero quality.

[0032] A single game (or match) in a turn-based board game comprises multiple game phases, each phase consisting of multiple game rounds. The number of rounds in each phase can be the same or different; for example, the first phase may contain 3 rounds, while other phases may contain 7 rounds. Game rounds can be of various types, such as confrontation rounds, draft rounds, wild monster rounds, and draw rounds. Confrontation rounds and wild monster rounds may include a preparation phase (also called the preparation stage) and a confrontation phase (also called the confrontation stage). Of course, for a specific confrontation round, there may only be a confrontation stage without a preparation phase. For example, in the first confrontation round, the game can directly enter the confrontation stage, with the system automatically placing the initial pieces on the board for the player. Wild monster rounds may also exclude the preparation and confrontation phases, and can be set according to actual needs; this embodiment does not limit this. (Continue to refer to...) Figure 3 The game interface also includes a round countdown timer 33, which is located at the top center of the screen and displays the remaining time for the preparation phase (for operation) and the battle phase (auto-battle).

[0033] Optionally, the right side of the game interface also displays attribute information for the n players participating in the game. This attribute information includes at least one of the following: player nickname, player avatar, player health, and player level. An upgrade button 34 is displayed in the lower left corner of the game interface. Upgrade button 34 is used to upgrade a player's level to unlock higher-level pieces, abilities, and equipment.

[0034] Optionally, a "Lineup" control 35 is also displayed on the game interface. By clicking the "Lineup" control 35, lineups recommended by other players or edited by the player or the system can be displayed, such as "Popular Lineups".

[0035] Step 130: During the preparation phase, execute preparation operations relevant to your side.

[0036] Preparation operations include at least one of the following: adding your own pieces, removing your own pieces, upgrading your own pieces, equipping your own pieces with items, removing your own pieces from items, adding buffs to your own pieces, and deployment operations.

[0037] The deployment operation refers to the operation of moving one or more pieces held to the battle area. Illustratively, a deployment operation is the operation of dragging a selected piece towards the battle area. Alternatively, a deployment operation includes a first click operation and a second click operation, where the first click operation is clicking to select a piece, and the second click operation is clicking a square in the battle area. This disclosure does not limit the specific form of the deployment operation. In some embodiments, an intelligent deployment recommendation function can also be provided, which deploys pieces on behalf of the player in certain game rounds, such as intelligently deploying pieces to the battle area by the client for the first few game rounds for novice players.

[0038] The deployment operation targets at least one friendly piece that has participated in combat in at least one game round (including the current game round) or is in the preparation area. If the chessboard area is two-dimensional, the piece is also two-dimensional and is displayed as a two-dimensional icon or image; if the chessboard area is three-dimensional, the piece is also three-dimensional and is displayed as a three-dimensional model or image. Initially, there can be zero friendly pieces on the chessboard; players can add, remove, or replenish them.

[0039] When entering the preparation phase, the shop will automatically refresh. Players can also perform the following actions during the preparation phase: purchase chess pieces, synthesize equipment, refresh the shop, upgrade chess players, and adjust their own formation by observing the opponent's lineup and positioning.

[0040] During the preparation phase, each player prepares at least one of their own pieces on the board, while the opposing player prepares at least one of their own pieces in their designated area on the board.

[0041] Step 140: During the battle phase, display your pieces and the opponent's pieces automatically engaging in battle in the board area.

[0042] In each game round's combat phase, the automatic battle between friendly and enemy pieces on the board requires no manual player control. In other implementations, some active control can be provided, allowing players to manipulate pieces to execute specific game logic. The client or server automatically controls the battle based on factors such as the pieces' positions on the board, piece attributes, levels, skills, attributes, and synergistic enhancements between pieces, until all of one side's pieces are eliminated or specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces is less than the opposing side's at the end of a preset time).

[0043] In certain game rounds, your pieces will fight against neutral monsters. Defeating these monsters will drop rewards such as equipment, gold, weapon forging tools, or consumables. This is an important source of basic equipment.

[0044] Step 150: Calculate your player's life points, and start the next round or end the current game based on those life points.

[0045] During the battle resolution phase, both the player and the opposing player have health points. At the end of the game round, the losing player (such as the chess player) will have a portion of their health points deducted. This deduction can be determined based on one or more elements such as the number of remaining pieces on the winning side, the winning side's level, and the current game phase, or it can be a fixed value; this embodiment does not limit this.

[0046] When your health points are reduced to zero, you are eliminated in this game.

[0047] If a player's health has not been reduced to zero, the next round of the game begins, and the player continues to fight against one of the n player objects until they are eliminated, or, as the last player not eliminated, wins the game.

[0048] Exemplary Reference Figure 4 The settlement interface displays the results of this game. This information includes player ranking, player name, the champion used by each player, their champion composition, the equipment equipped on their champions, and any activated synergies.

[0049] It should be understood that the game equipment handling method disclosed herein can be applied to turn-based chess games (such as auto chess) as well as other types of games such as SLG (Simulation Game) and RTS (Real-Time Strategy).

[0050] Figure 5A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a terminal device 510 and a server 520. The terminal device 510 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device, and has a display function capable of displaying a graphical user interface (GUI). The GUI may include the interface of an operating system or an application interface. When the terminal device 510 runs a game client program, the GUI displays at least a portion of the game scene. The game scene includes a first virtual character and at least one second virtual character, the first virtual character being equipped with at least one first piece of equipment. The server 520 generally refers to the backend system providing game services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 520 to perform server-side game data processing. The terminal device 510 and the server 520 can be connected via a wired or wireless communication link for data transmission.

[0051] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 520). The cloud gaming client (such as the aforementioned terminal device 510) performs functions including data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0052] The game equipment processing method in this embodiment can be executed by any one or more of the terminal device 510 and the server 520.

[0053] Figure 6 An exemplary flow of a game equipment processing method is shown, including the following steps: S610, in response to a transfer operation for a target first equipment in at least one first equipment, a target second virtual character is determined from at least one second virtual character; S620, if the target second virtual character does not meet the preset conditions, determine the target second equipment from at least one second equipment already equipped by the second virtual character; S630, removes the second target equipment from the second target virtual character and equips the first target equipment to the second target virtual character, or equips the first target equipment to the second target virtual character and equips the second target equipment to the first virtual character.

[0054] based on Figure 6 This method allows players to determine the target first equipment and the target second virtual character through a single transfer operation, thereby triggering the transfer and equipping of the target first equipment to the target second virtual character. Compared to related technologies that involve disassembling and then equipping, this disclosure simplifies the equipment transfer process, reduces the likelihood of misoperation, and improves the gaming experience. Furthermore, for situations where the target second virtual character does not meet preset conditions (such as having no remaining space in its equipment slots), after determining the target second equipment, the target second equipment can be disassembled from the target second virtual character and the target first equipment equipped, or the target second virtual character can exchange equipment with the first virtual character. This further simplifies the operation process in special cases and improves operational convenience.

[0055] The following describes, in conjunction with one or more embodiments and related accompanying drawings, [the following is a description of...]. Figure 6 Each step is explained in detail.

[0056] refer to Figure 6 In step S610, in response to a transfer operation for a target first equipment in at least one first equipment, a target second virtual character is determined from at least one second virtual character.

[0057] Among them, game scenes refer to virtual spaces within a game, such as town scenes, dungeon scenes, and turn-based chess game scenes (e.g., Figure 3 (The example shown is an auto chess battle scenario). The transfer operation is the action a player uses to transfer equipment. In one implementation, the first virtual character and the second virtual character can be controlled by the same terminal device. For example, in an auto chess game, a player controls a team, including a player and multiple pieces; the first and second virtual characters can be pieces within that team. The first virtual character is the one the player is currently moving equipment from, and the second virtual character is another virtual character within the same team. In another implementation, the first and second virtual characters can also be controlled by different terminal devices. For example, the first virtual character can be controlled by the player themselves, and the second virtual character can be controlled by the player's teammate, allowing equipment transfer between virtual characters of different teammates.

[0058] The first virtual character is equipped with at least one first piece of equipment. The target first piece of equipment can be any one or more of these pieces of equipment, and is the equipment that the player is currently transferring. The target second virtual character can be any one or more second virtual characters, and is the equipment that the player specifies to be transferred through the transfer operation.

[0059] In one implementation, the transfer operation includes a first drag operation. The above-described response to a transfer operation targeting a target first equipment in at least one first equipment, determining a target second virtual character from at least one second virtual character, includes the following steps: Display at least one primary equipment; In response to a first drag operation that drags the target first equipment to the second virtual character, the target second virtual character is determined from at least one second virtual character.

[0060] Specifically, the first equipped item can be displayed at a relevant location (such as above or below the character's head), or when the first virtual character is selected, the first equipment can be displayed in the equipment bar (such as in the lower center of the graphical user interface). Alternatively, in response to viewing the first virtual character, the first character interface can be displayed, and the first equipment can be displayed within the first character interface. Furthermore, the first equipment can be represented by any method, such as icons, text, or virtual models.

[0061] Players can drag a single piece of primary equipment onto a secondary virtual character, or select multiple pieces of primary equipment by using methods such as box selection or multiple clicks, and then drag them onto the secondary virtual character. This drag-and-drop operation is the first drag-and-drop operation. The primary equipment being dragged is the target primary equipment, and the secondary virtual character at the end of the drag is the target secondary virtual character.

[0062] The first drag-and-drop operation determines which equipment needs to be transferred (i.e., the first target equipment) and to whom it is transferred (i.e., the second target virtual character). This operation method is very convenient and simplifies the process.

[0063] In one embodiment, the above-described at least one first device includes the following steps: Display at least one piece of equipment in the first character interface of the first virtual character.

[0064] The first character interface is used to display information about the first virtual character, including equipment information, and may also include attribute information, skill information, etc. Figure 7 A schematic diagram of the Auto Chess game interface is shown. In response to selecting character C1, or viewing character C1 after selection, the first character interface 710 of character C1 is displayed in the graphical user interface. The first character interface 710 displays the first equipment currently equipped by character C1 in the form of icons.

[0065] In one embodiment, the game equipment processing method further includes the following steps: In response to the start of dragging the target first equipment in the first drag operation, the first character interface is removed from the graphical user interface; Alternatively, in response to the first drag trajectory of the first drag operation leaving the first role interface, the first role interface is removed from the graphical user interface.

[0066] refer to Figure 7 and Figure 8 As shown, when the player begins dragging the target first equipment (equipment icon 720) through the first drag operation, the first character interface 710 is removed from the graphical user interface. Alternatively, during the player's dragging of the equipment icon 720, when the first drag trajectory (i.e., the operation trajectory of the first drag operation) leaves the first character interface 710, the first character interface 710 is removed from the graphical user interface. Methods for removing the first character interface 710 include, but are not limited to: setting the first character interface to a hidden state, or directly destroying the instance of the first character interface and releasing the display resources occupied by the interface. After removing the first character interface 710, the game scene screen is displayed at the location where the first character interface 710 was. This avoids the player being obstructed by the first character interface 710 during the dragging of the target first equipment, ensuring the player's field of vision and reducing the risk of misoperation such as drag deviation or incorrect target selection due to field of vision obstruction.

[0067] In one implementation, the transfer operation can be a selection operation. For example, a player first selects a piece of first equipment by clicking or selecting a box in the first equipment list, and then selects a second virtual character by clicking or selecting a box in the second virtual character list, thereby triggering a transfer operation, setting the first equipment selected by the player as the target first equipment and the second virtual character selected by the player as the target second virtual character.

[0068] It should be noted that this disclosure does not limit the specific timing at which players can perform transfer operations. For example, in an auto chess game, it can be set that players can only perform transfer operations during the preparation phase, or it can be set that players can perform transfer operations at any phase.

[0069] Continue to refer to Figure 6 In S620, if the target second virtual character does not meet the preset conditions, the target second equipment is determined from at least one second equipment that the second virtual character has equipped.

[0070] The preset conditions are the criteria for determining whether the target second virtual character can directly receive the target first equipment. In one implementation, the preset conditions may include: the remaining space in the target second virtual character's assembly area is sufficient to accommodate the target first equipment; or, the target second virtual character is not equipped with equipment of the same type as the target first equipment. Each virtual character may have its own assembly area (e.g., an equipment slot) for equipping equipment. Each piece of equipment may occupy one unit of space in the assembly area (e.g., one slot in the equipment slot), or multiple units of space depending on its attributes (e.g., size, weight, etc.). For example, if the target second virtual character's equipment slot has three slots, each slot can equip one piece of equipment, and if all three slots are currently equipped, no more equipment can be equipped, thus failing to meet the preset conditions.

[0071] When the target second virtual character does not meet the preset conditions, the target second equipment must be determined from at least one of its equipped second equipment. The second equipment may include all equipment currently equipped by the target second virtual character, or only some of it (e.g., if the target second virtual character has special equipment that cannot be disassembled or requires specific conditions to be met before disassembly, then the second equipment may not include this equipment). In one implementation, the player can select the target second equipment from the second equipment. In another implementation, the game program can automatically determine the target second equipment, such as determining the second equipment of the same type as the target first equipment, or determining the second equipment with the lowest level, price, or attributes, etc. This disclosure does not limit the rules for automatically determining the target second equipment.

[0072] In one implementation, determining the target second equipment from at least one second piece of equipment already equipped by the target second virtual character includes the following steps: Display at least one second piece of equipment; In response to a selection operation for at least one second piece of equipment, a target second piece of equipment is determined from at least one second piece of equipment according to the selection operation.

[0073] Specifically, the second equipment can be displayed at a relevant location (such as above or below) of the target second virtual character, or, if the target second virtual character is identified, the second equipment can be displayed in the equipment bar, or the second character interface of the target second virtual character can be displayed (the specific interface elements can be similar to the first character interface), and the second equipment can be displayed in the second character interface. In addition, the second equipment can be represented by any means such as icons, text, virtual models, etc.

[0074] In one implementation, in response to determining a target second virtual character from at least one second virtual character, if the target second virtual character does not meet preset conditions, at least one second piece of equipment is displayed. (See reference...) Figure 8 and Figure 9 As shown, when the player drags the equipment icon 720 onto character C2 using the first drag-and-drop operation, confirming character C2 as the target second virtual character, it is then determined whether the target second virtual character meets preset conditions. For example, if character C2's equipment slot is full, the preset conditions are not met, and the second equipment is displayed, such as the target second virtual character's equipment area 730, where the second equipment is displayed. In this way, the second equipment is automatically displayed when the player needs to select it, eliminating the need for the player to open the target second virtual character's equipment area or equipment slot interface through additional operations. This further simplifies the operation process, and the timing of displaying the second equipment precisely matches the player's needs, allowing the player to focus their attention more effectively, improving operational efficiency, reducing interface rendering pressure, and optimizing the performance of the terminal device.

[0075] The selection operation is the player's action of choosing a target second piece of equipment from the second equipment, which can be achieved through clicking, selecting by bounding boxes, dragging, voice input, etc. In one implementation, the selection operation includes a second drag operation. The above-described response to a selection operation for at least one second piece of equipment, determining the target second piece of equipment from at least one second piece of equipment based on the selection operation, includes the following steps: In response to a second drag operation that drags a target first equipment to at least one second equipment, the second equipment at the end of the second drag trajectory of the second drag operation is taken as the target second equipment.

[0076] refer to Figure 9 As shown, players can use a second drag operation to drag the target first equipment onto a second piece of equipment (such as the leftmost equipment in the equipment area 730), thus triggering the selection of that second equipment as the target second equipment. The second drag operation is simple to operate, and the precise determination of the drag trajectory's endpoint ensures the accuracy of the target second equipment selection, further reducing the probability of misoperation.

[0077] In one implementation, the transfer operation and the selection operation are consecutive operations. From the start of the transfer operation to the end of the selection operation, the operation medium maintains its operational state. The operation medium is the carrier that triggers the transfer and selection operations. For example, if the transfer and selection operations are touch operations, the operation medium is a touch medium (such as a finger or stylus). If the transfer and selection operations are mouse operations, the operation medium is a mouse. The transfer and selection operations are consecutive operations, and the operation medium maintains its operational state during the continuous execution of the two operations; that is, the operation is not interrupted from the end of the transfer operation to the start of the selection operation. For example, both the transfer and selection operations are operations performed on a touchscreen using a touch medium; from the start of the transfer operation to the end of the selection operation, the touch medium does not leave the touchscreen. For example, while a player touches and holds a target first piece of equipment with their finger, they drag the target first piece of equipment onto a target second virtual character using a first drag operation, and then continue with a second drag operation without lifting their finger, dragging the target first piece of equipment onto the target second piece of equipment. Alternatively, both the transfer and selection operations are mouse operations; from the start of the transfer operation to the end of the selection operation, the mouse remains in a long-press state. For example, while holding down the left mouse button throughout the process, the player can first drag the target's first piece of equipment onto the target's second virtual character, and then continue dragging it onto the target's second piece of equipment.

[0078] The transfer and selection operations are integrated into a seamless workflow, aligning with players' natural operating habits. Specifically, players can drag and drop the target primary equipment in both operations without needing to switch objects. This reduces the memory cost of operation steps and improves operational efficiency. Furthermore, the operation medium remains constantly in operation, which helps reduce the risk of accidental operations and optimizes the user experience.

[0079] Continue to refer to Figure 6 In S630, the second target equipment is removed from the second target virtual character and the first target equipment is installed on the second target virtual character, or the first target equipment is installed on the second target virtual character and the second target equipment is installed on the first virtual character.

[0080] Step S630 provides two solutions to the problem of the target second virtual character's equipment being too full to equip the target first equipment: The first solution is to remove the target second equipment from the target second virtual character, thus giving the target second virtual character sufficient equipment slots to equip the target first equipment. The removed equipment can then enter the equipment slots, such as... Figure 7As shown, on the left side of the graphical user interface, when the player selects the "Equipment" item, a waiting area for equipment is displayed next to it, including equipment that the player currently owns but has not yet equipped (including Z1 Staff, Z2 Sword, and Z3 Darts). The second approach is to exchange equipment between the target second virtual character and the first virtual character, specifically equipping the target first equipment to the target second virtual character and equipping the target second equipment to the first virtual character.

[0081] One of the above methods can be used alone, or a combination of both methods can be used. For example, the player can choose which method to use, or the game program can automatically determine which method to use. If the target second equipment is suitable for the first virtual character, the second method is used; if the target second equipment is not suitable for the first virtual character or is suitable for other virtual characters in the game team, the first method is used.

[0082] In one embodiment, the above-mentioned process of unloading the second target equipment from the second target virtual character and assembling the first target equipment onto the second target virtual character, or assembling the first target equipment onto the second target virtual character and then assembling the second target equipment onto the first virtual character, includes the following steps: If the current operation mode is the first operation mode, remove the target's second equipment from the target's second virtual character and equip the target's first equipment to the target's second virtual character; If the current operation mode is the second operation mode, equip the target's first equipment to the target's second virtual character, and equip the target's second equipment to the first virtual character.

[0083] The first operation mode is the "replace" mode (i.e., replacing the target's second equipment from the target's second virtual character), corresponding to the first scheme mentioned above. The second operation mode is the "exchange" mode (i.e., exchanging equipment between the target's second virtual character and the first virtual character), corresponding to the second scheme mentioned above. When executing step S630, the current operation mode can be determined first. If it is the first operation mode, the first scheme is used for equipment processing; if it is the second operation mode, the second scheme is used for equipment processing.

[0084] This provides players with diverse equipment handling options, catering to different player needs. Furthermore, the two operation modes have a clear logical distinction, ensuring the accuracy of equipment handling results.

[0085] The initial control mode can be set by the game program by default, such as the second control mode ("swap" mode), or the player can pre-define the initial control mode in the game settings. Afterwards, the player can manually switch the current control mode, or the game program can switch the current control mode automatically.

[0086] In one implementation, in response to a switching operation, the current operating mode is switched between a first operating mode and a second operating mode. The switching operation is an interactive action triggered by the player to change the current operating mode, and can take the form of a click, gesture, voice input, etc. For example, on a touch-screen terminal device, the player can trigger the switching of the current operating mode using gestures such as two-finger swipes or pinching. By performing the switching operation, players can freely switch between the current operating modes to meet their current needs, providing greater convenience for the player's operation process and enabling them to quickly achieve their expectations through a suitable operating mode, further improving operational efficiency.

[0087] In one implementation, the above-mentioned switching of the current operating mode between a first operating mode and a second operating mode in response to the switching operation includes the following steps: Provide switching controls during the dragging and dropping of the target's first equipment; In response to the fact that the drag trajectory of the first equipment being dragged stays on the switching control for a preset duration, the current operation mode is switched between the first operation mode and the second operation mode.

[0088] refer to Figure 8 or Figure 9 As shown, a switching control 740 is provided during the dragging of the equipment icon 720. If the player drags the equipment icon 720 onto the switching control 740 and holds it for a preset duration, the current operation mode is switched. For example, if the current operation mode is the first operation mode (i.e., the "switch" mode), the switching control 740 displays the text "swap," indicating that the switching control 740 is used to switch the current operation mode to the second operation mode (i.e., the "swap" mode).

[0089] In one implementation, the player can drag a target first piece of equipment during a transfer or selection operation, thus providing a switching control during these operations. Furthermore, the current operation mode can be switched between a first operation mode and a second operation mode if the duration of the first drag trajectory of the target first piece of equipment remaining on the switching control during a transfer operation reaches a preset duration, and similarly, the current operation mode can be switched between a first operation mode and a second operation mode if the duration of the second drag trajectory of the target first piece of equipment remaining on the switching control during a selection operation reaches a preset duration.

[0090] By binding the display of the switching control to the drag-and-drop operation in the above manner, a seamless operation of switching the current operation mode in real time during dragging is achieved, without requiring the player to interrupt the dragging action for additional switching, thus improving operational efficiency. Furthermore, the requirement that the dwell time must reach a preset duration avoids unexpected switching caused by accidental touches of the switching control, improving operational accuracy and safety.

[0091] In one implementation, when the drag path touches the toggle control, a preset duration of timing information is displayed. This preset duration timing information can be presented as a digital timer, countdown timer, progress bar, or similar format. (See reference) Figure 10 As shown, when a player drags the equipment icon 720 onto the switching control 740, a countdown progress bar appears around the control. This progress bar continuously shortens as time progresses, disappearing when the preset duration has been reached. This allows players to clearly see the preset duration, avoiding anxiety caused by unknown duration and increasing the certainty of their actions. Furthermore, the clear visual prompts reduce the difficulty for players in judging the timing of the switch, minimizing operational errors caused by insufficient or excessive time spent on the switch.

[0092] In one implementation, the switching operation is performed during the transfer operation, during which the operating medium maintains its operating state. Alternatively, the switching operation is an operation completed during the selection operation, during which the operation medium maintains its operating state; the selection operation is used to determine the target second equipment from at least one second equipment.

[0093] In one implementation, the switching operation and the transfer operation are consecutive operations, and the operating medium maintains its operating state during the two consecutive operations. Alternatively, the switching operation and the selection operation are consecutive operations, and the operating medium maintains its operating state during the two consecutive operations.

[0094] In one implementation, the switching, transferring, and selecting operations are consecutive, and the operating medium maintains its operating state during these three consecutive operations. For example, after dragging an equipment icon 720 from the first character interface 710, the player can first drag it to the switching control 740 and hold it for a preset duration to trigger a switch to the current operating mode. Without interrupting the operation (e.g., without lifting the hand during touch operations or holding down the left mouse button during mouse operations), the player can continue dragging the equipment icon 720 to the target second virtual character. Since the target second virtual character does not meet the preset conditions, the equipment area 730 is displayed. Without interrupting the operation, the player can continue dragging the equipment icon 720 to a second piece of equipment in the equipment area 730, triggering the selection of that second piece of equipment as the target second piece of equipment and performing corresponding equipment processing according to the current operating mode.

[0095] In one embodiment, the game equipment processing method further includes the following steps: If the current operating mode is the first operating mode, display the first operating identifier on at least one second piece of equipment; If the current operating mode is the second operating mode, the second operating identifier is displayed on at least one second piece of equipment.

[0096] For example, refer to Figure 9 As shown, the current operating mode is the first operating mode ("replacement" mode). Within assembly area 730, the second equipment displays the first operating indicator (i.e., a downward arrow), indicating that a "replacement" operation will be performed at this time. (Reference) Figure 10 and Figure 11 As shown, players can switch their current operation mode to the second operation mode ("Swap" mode) by switching operations. If the equipment icon 720 is then dragged onto the target second virtual character to trigger the display of the assembly area 730, the second equipment within the assembly area 730 will display the second operation icon (i.e., a two-way swap arrow), indicating that a "swap" operation will be performed. This allows players to clearly see which operation mode is currently in use, reducing the likelihood of unexpected actions.

[0097] In one embodiment, the game equipment processing method further includes the following steps: If the target second virtual character meets the preset conditions, equip the target first equipment to the target second virtual character.

[0098] For example, if the remaining space in the assembly area of ​​the second target virtual character is sufficient to accommodate the first target equipment, the first target equipment can be directly assembled to the second target virtual character without needing to identify the second target equipment and perform a "replace" or "exchange" operation.

[0099] In one embodiment, the game equipment processing method further includes the following steps: In response to the unloading operation of the target's first equipment, the target's first equipment is unloaded from the first virtual character.

[0100] In addition to the transfer operation, players can also perform the unloading operation, which triggers the unloading of the target's first equipment from the first virtual character, such as placing the target's first equipment into the waiting area.

[0101] In one implementation, the above-described response to the unloading operation of the target first equipment, unloading the target first equipment from the first virtual character, includes the following steps: Provides an unload control during the dragging and dropping of the target's first equipment; In response to dragging the target's first equipment to the unload control, the target's first equipment is unloaded from the first virtual character.

[0102] refer to Figure 8 , Figure 9 , Figure 10 or Figure 11 As shown, during the process of dragging the target first equipment, a dismount control 750 is provided. Players can drag the target first equipment to the dismount control 750 to trigger the removal of the target first equipment from the first virtual character.

[0103] It should be noted that players can unload the target equipment at any time during the dragging process. For example, during a transfer operation, a player can drag the target equipment to the unload control before dragging it to the target second virtual character to trigger the unload operation. Alternatively, after dragging the target equipment to the target second virtual character, but before dragging it to the target second equipment, dragging it to the unload control will trigger the unload operation, thus invalidating the player's previous selection.

[0104] The above methods provide an interactive way to directly unload equipment, corresponding to the transfer of equipment. Players can choose to transfer or unload equipment at any time during the operation according to their own needs. For example, after dragging out the target first equipment, if a player finds that the equipment is not suitable for another virtual character, they can drag the target first equipment to the unload control to unload it directly. Or, after dragging the target first equipment to the target second virtual character, if a player finds that the second equipment already equipped by the target second virtual character is suitable for them and it is not advisable to forcibly equip the target first equipment to the target second virtual character, they can drag the target first equipment to the unload control to unload it directly. This further increases the freedom and flexibility of player operation.

[0105] In one implementation, if the transfer or removal of equipment is not completed and the player cancels the operation (e.g., lifts a finger), the first character interface can be restored. This allows the player to proceed to the next operation from the state before the previous operation.

[0106] This disclosure also provides a game equipment processing apparatus. A graphical user interface (GUI) is provided via a terminal device, displaying at least a portion of a game scene. The game scene includes a first virtual character and at least one second virtual character; the first virtual character is equipped with at least one first piece of equipment. (Reference) Figure 12 As shown, the game equipment processing device 1200 includes: The role determination module 1210 is configured to determine a target second virtual character from the at least one second virtual character in response to a transfer operation for a target first equipment in the at least one first equipment. The equipment determination module 1220 is configured to determine the target second equipment from at least one second equipment already equipped by the second virtual character if the target second virtual character does not meet the preset conditions. The equipment assembly module 1230 is configured to unload the target second equipment from the target second virtual character and assemble the target first equipment onto the target second virtual character, or assemble the target first equipment onto the target second virtual character and assemble the target second equipment onto the first virtual character.

[0107] In one implementation, the transfer operation includes a first drag operation; determining a target second virtual character from the at least one second virtual character in response to the transfer operation for a target first equipment in the at least one first equipment includes: displaying the at least one first equipment; and determining a target second virtual character from the at least one second virtual character in response to the first drag operation of dragging the target first equipment to the second virtual character.

[0108] In one embodiment, displaying the at least one first piece of equipment includes: displaying the at least one first piece of equipment in a first character interface of the first virtual character; the device is further configured to: remove the first character interface from the graphical user interface in response to initiating dragging of the target first piece of equipment in the first drag operation; or remove the first character interface from the graphical user interface in response to a first drag trajectory of the first drag operation leaving the first character interface.

[0109] In one implementation, determining the target second equipment from at least one second equipment already equipped by the target second virtual character includes: displaying the at least one second equipment; and determining the target second equipment from the at least one second equipment in response to a selection operation for the at least one second equipment.

[0110] In one implementation, the selection operation includes a second drag operation; the step of determining a target second equipment from the at least one second equipment in response to the selection operation for the at least one second equipment includes: in response to a second drag operation that drags the target first equipment to the at least one second equipment, taking the second equipment at the end of the second drag trajectory of the second drag operation as the target second equipment.

[0111] In one implementation, the transfer operation and the selection operation are consecutive operations, and the operating medium maintains the operating state from the start of the transfer operation to the end of the selection operation.

[0112] In one embodiment, both the transfer operation and the selection operation are operations performed by a touch medium on a touchscreen; from the start of the transfer operation to the end of the selection operation, the touch medium does not leave the touchscreen; or, both the transfer operation and the selection operation are mouse operations; from the start of the transfer operation to the end of the selection operation, the mouse remains in a long-press state.

[0113] In one embodiment, displaying the at least one second piece of equipment includes: in response to determining a target second virtual character from the at least one second virtual character, if the target second virtual character does not meet a preset condition, displaying the at least one second piece of equipment.

[0114] In one embodiment, the step of removing the target second equipment from the target second virtual character and assembling the target first equipment onto the target second virtual character, or assembling the target first equipment onto the target second virtual character and then assembling the target second equipment onto the first virtual character, includes: if the current operating mode is a first operating mode, removing the target second equipment from the target second virtual character and assembling the target first equipment onto the target second virtual character; if the current operating mode is a second operating mode, assembling the target first equipment onto the target second virtual character and then assembling the target second equipment onto the first virtual character.

[0115] In one embodiment, the device is further configured to switch the current operating mode between the first operating mode and the second operating mode in response to a switching operation.

[0116] In one implementation, switching the current operating mode between the first operating mode and the second operating mode in response to the switching operation includes: providing a switching control during the process of dragging the target first equipment; and switching the current operating mode between the first operating mode and the second operating mode in response to the dragging trajectory of the target first equipment remaining on the switching control for a preset duration.

[0117] In one embodiment, the device is further configured to display timing information for the preset duration when the drag trajectory contacts the switching control.

[0118] In one embodiment, the switching operation is an operation performed during the transfer operation, during which the operating medium remains in an operating state; or, the switching operation is an operation performed during the selection operation, during which the operating medium remains in an operating state; the selection operation is used to determine the target second equipment from the at least one second equipment.

[0119] In one embodiment, the device is further configured to: display a first operation identifier on the at least one second device if the current operating mode is a first operating mode; and display a second operation identifier on the at least one second device if the current operating mode is a second operating mode.

[0120] In one embodiment, the device is further configured to: equip the target first equipment to the target second virtual character if the target second virtual character meets preset conditions.

[0121] In one implementation, the preset condition includes: the remaining space in the assembly area of ​​the target second virtual character is sufficient to accommodate the target first equipment.

[0122] In one embodiment, the device is further configured to remove the target first equipment from the first virtual character in response to an unloading operation on the target first equipment.

[0123] In one implementation, the step of unloading the target first equipment from the first virtual character in response to an unloading operation for the target first equipment includes: providing an unloading control during the dragging of the target first equipment; and unloading the target first equipment from the first virtual character in response to dragging the target first equipment to the unloading control.

[0124] In one implementation, the game scenario includes a turn-based chess game scenario; the first virtual character and the target second virtual character are two chess pieces from the same faction.

[0125] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0126] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0127] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0128] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0129] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.

[0130] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0131] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert the signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, such as... Figure 6 The steps are shown.

[0132] Implementing the above method steps through a computer program has the following technical effects: Players can determine the target first equipment and the target second virtual character through a single transfer operation, thereby triggering the transfer and equipping of the target first equipment to the target second virtual character. Compared with related technologies that involve disassembling and then equipping, this disclosure simplifies the equipment transfer process, reduces the likelihood of misoperation, and improves the gaming experience. Furthermore, for situations where the target second virtual character does not meet preset conditions (such as having no remaining space in the target second virtual character's equipment slot), after determining the target second equipment, the target second equipment can be disassembled from the target second virtual character and the target first equipment equipped, or the target second virtual character can exchange equipment with the first virtual character. This further simplifies the operation process in special cases and improves operational convenience.

[0133] Exemplary embodiments of this disclosure also provide an electronic device, which may be the terminal device or server described above. The electronic device includes a processor and a memory. The memory stores executable instructions of the processor, such as computer programs. The processor executes these executable instructions to implement the method steps of the various exemplary embodiments of this disclosure.

[0134] The following is for reference. Figure 13 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 13 The electronic device 1300 shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0135] like Figure 13 As shown, the electronic device 1300 may include: a processor 1310, a memory 1320, a bus 1330, an I / O (input / output) interface 1340, and a network adapter 1350.

[0136] Memory 1320 may include volatile memory, such as RAM 1321 and cache unit 1322, and may also include non-volatile memory, such as ROM 1323. Memory 1320 may also include one or more program modules 1324, such program modules 1324 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1324 may include the modules in the above-described apparatus.

[0137] The processor 1310 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0138] The processor 1310 can be used to execute executable instructions stored in the memory 1320 to perform method steps of various embodiments of this disclosure, such as... Figure 6 The steps are shown.

[0139] By executing the above method steps through processor 1310, the following technical effects are achieved: Players can determine the target first equipment and the target second virtual character through a single transfer operation, thereby triggering the transfer and assembly of the target first equipment to the target second virtual character. Compared with related technologies that involve disassembling and then assembling, this disclosure simplifies the equipment transfer process, reduces the likelihood of misoperation, and improves the gaming experience. Furthermore, for situations where the target second virtual character does not meet preset conditions (such as having no remaining space in the target second virtual character's equipment slot), after determining the target second equipment, the target second equipment can be disassembled from the target second virtual character and the target first equipment assembled, or the target second virtual character can exchange equipment with the first virtual character. This further simplifies the operation process in special cases and improves operational convenience.

[0140] Bus 1330 is used to connect different components of electronic device 1300 and may include a data bus, an address bus and a control bus.

[0141] Electronic device 1300 can communicate with one or more external devices 1400 (such as keyboard, mouse, external controller, etc.) through I / O interface 1340.

[0142] Electronic device 1300 can communicate with one or more networks via network adapter 1350. For example, network adapter 1350 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1350 can communicate with other modules of electronic device 1300 via bus 1330.

[0143] In one embodiment, the electronic device 1300 further includes a display for displaying a graphical user interface.

[0144] although Figure 13 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1300, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0145] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0146] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A game equipment processing method, characterized by, The terminal device provides a graphical user interface, which displays at least part of a game scene, the game scene including a first virtual character and at least one second virtual character; The first virtual character is equipped with at least one first equipment; the method comprises: In response to a transfer operation on a target first equipment in the at least one first equipment, determining a target second virtual character from the at least one second virtual character; If the target second virtual character does not meet a preset condition, determining a target second equipment from at least one second equipment equipped by the target second virtual character; Removing the target second equipment from the target second virtual character and equipping the target first equipment to the target second virtual character, or equipping the target first equipment to the target second virtual character and equipping the target second equipment to the first virtual character.

2. The method of claim 1, wherein, The transfer operation comprises a first drag operation; the response to the transfer operation on the target first equipment in the at least one first equipment, determining the target second virtual character from the at least one second virtual character, comprises: Displaying the at least one first equipment; In response to a first drag operation of dragging the target first equipment to the second virtual character, determining the target second virtual character from the at least one second virtual character.

3. The method of claim 2, wherein, The displaying the at least one first equipment comprises: Displaying the at least one first equipment in a first character interface of the first virtual character; The method further comprises: In response to starting to drag the target first equipment in the first drag operation, removing the first character interface from the graphical user interface; Or in response to a first drag trajectory of the first drag operation leaving the first character interface, removing the first character interface from the graphical user interface.

4. The method of claim 1, wherein, The determining the target second equipment from the at least one second equipment equipped by the target second virtual character comprises: Displaying the at least one second equipment; In response to a selection operation on the at least one second equipment, determining a target second equipment from the at least one second equipment according to the selection operation.

5. The method of claim 4, wherein, The selection operation comprises a second drag operation; the response to the selection operation on the at least one second equipment, determining the target second equipment from the at least one second equipment according to the selection operation, comprises: In response to a second drag operation of dragging the target first equipment to the at least one second equipment, taking a second equipment at an end point of a second drag trajectory of the second drag operation as the target second equipment.

6. The method of claim 4, wherein, The transfer operation and the selection operation are continuous operations; during a process from the start of the transfer operation to the end of the selection operation, an operation medium maintains an operation state.

7. The method of claim 6, wherein, The transfer operation and the selection operation are both mouse operations; During a process from the start of the transfer operation to the end of the selection operation, a mouse maintains a long press state. ​ 8. The method of claim 4, wherein, The displaying the at least one second equipment comprises: In response to determining a target second virtual role from the at least one second virtual role, if the target second virtual role does not satisfy a preset condition, displaying the at least one second equipment.

9. The method of claim 1, wherein, The disassembling the target second equipment from the target second virtual role and assembling the target first equipment to the target second virtual role, or assembling the target first equipment to the target second virtual role and assembling the target second equipment to the first virtual role, comprises: If the current operation mode is the first operation mode, disassembling the target second equipment from the target second virtual role and assembling the target first equipment to the target second virtual role; If the current operation mode is the second operation mode, assembling the target first equipment to the target second virtual role and assembling the target second equipment to the first virtual role.

10. The method of claim 9, wherein, The method further comprises: In response to a switching operation, switching the current operation mode between the first operation mode and the second operation mode.

11. The method of claim 10, wherein, The switching the current operation mode between the first operation mode and the second operation mode in response to the switching operation comprises: During dragging the target first equipment, providing a switching control; In response to a time length of a dragging track of the target first equipment staying on the switching control reaching a preset time length, switching the current operation mode between the first operation mode and the second operation mode.

12. The method of claim 11, wherein, The method further comprises: When the dragging track contacts the switching control, displaying timing information of the preset time length.

13. The method of claim 10, wherein, The switching operation is an operation completed in a process of the transferring operation, and in the process of the transferring operation, an operation medium remains an operation state; Or, the switching operation is an operation completed in a process of a selecting operation, and in the process of the selecting operation, the operation medium remains the operation state; The selecting operation is used for determining the target second equipment from the at least one second equipment.

14. The method of claim 9, wherein, The method further comprises: If the current operation mode is the first operation mode, displaying a first operation identifier on the at least one second equipment; If the current operation mode is the second operation mode, displaying a second operation identifier on the at least one second equipment.

15. The method of claim 1, wherein, The method further comprises: If the target second virtual role satisfies the preset condition, assembling the target first equipment to the target second virtual role.

16. The method of claim 1, wherein, The preset condition comprises that a remaining space of an assembly area of the target second virtual role is sufficient to accommodate the target first equipment.

17. The method of claim 1, wherein, The method further comprises: In response to a disassembling operation for the target first equipment, disassembling the target first equipment from the first virtual role.

18. The method of claim 17, wherein, The disassembling the target first equipment from the first virtual role in response to the disassembling operation for the target first equipment comprises: During dragging the target first equipment, providing a disassembling control; In response to dragging the target first equipment to the disassembling control, disassembling the target first equipment from the first virtual role.

19. The method according to any one of claims 1 to 18, characterized in that, The game scene includes a round chess game scene; the first virtual character and the target second virtual character are two chess pieces of the same camp.

20. A game equipment handling device, characterized in that A graphical user interface is provided by the terminal device, and the graphical user interface displays at least part of a game scene, the game scene including a first virtual character and at least one second virtual character; The first virtual character is equipped with at least one first equipment; and the device includes: A character determining module configured to determine a target second virtual character from the at least one second virtual character in response to a transfer operation for a target first equipment in the at least one first equipment; An equipment determining module configured to determine a target second equipment from at least one second equipment equipped by the target second virtual character if the target second virtual character does not satisfy a preset condition; An equipment equipping module configured to remove the target second equipment from the target second virtual character and equip the target first equipment to the target second virtual character, or equip the target first equipment to the target second virtual character and equip the target second equipment to the first virtual character.

21. A computer program product comprising a computer program, characterized in that, The computer program, when executed by a processor, implements the method of any one of claims 1-19.

22. An electronic device, comprising: comprises: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of any one of claims 1-19 by executing the executable instructions.