Game commodity editing method and device, program product and electronic equipment

By simplifying the game item editing process in a graphical user interface, users can quickly edit item information and transaction trigger conditions, solving the cumbersome item transaction editing problem in existing technologies, lowering the barrier to entry for UGC editors, and improving editing efficiency and accuracy.

CN122006259APending Publication Date: 2026-05-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-03-19
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

In existing technologies, user-defined game item trading functions require cumbersome editing operations, demanding professional knowledge and experience from users, thus raising the barrier to entry for using UGC editors.

Method used

A method for editing game items is provided, which displays the item editing interface through a graphical user interface, determines item information and transaction trigger conditions in response to editing operations, displays the transaction interface in the game running scene and processes the transaction results, simplifies the editing process and reduces the requirements for professional knowledge and experience.

Benefits of technology

Users can quickly edit game item information and transaction trigger conditions, simplifying the editing process, lowering the barrier to entry for UGC editors, improving editing efficiency, and reducing the error rate.

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Abstract

The invention provides a game commodity editing method and device, a program product and electronic equipment, and belongs to the technical field of games. The method comprises the following steps: displaying a commodity editing interface in a graphical user interface; in response to a first editing operation in the commodity editing interface, determining commodity information of a first game commodity; in response to a second editing operation for a programming graph in a game editing scene, determining a transaction triggering condition of the first game commodity; in a game operation scene corresponding to the game editing scene, in response to the transaction triggering condition, displaying a first transaction interface of the first game commodity in the graphical user interface; and in response to a transaction operation in the first transaction interface, determining a game transaction result corresponding to the transaction operation according to the commodity information. According to the method, the game commodity editing process in the UGC editor is simplified, and the use threshold of the UGC editor is lowered.
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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 editing game products. Background Technology

[0002] With the development of games and human-computer interaction technology, some games have seen the emergence of UGC (User Generated Content) editors, which support users to customize and edit game maps, etc., to enrich gameplay and content.

[0003] In related technologies, if users want to implement custom game item trading functions through a UGC editor, they need to perform a series of tedious editing operations, including editing the item trading interface and the complete item trading process logic. The editing workload is high, and users are required to have certain professional knowledge and experience, which raises the threshold for using UGC editors. Summary of the Invention

[0004] This disclosure provides a method, apparatus, program product, and electronic device for editing game merchandise, to at least partially solve the problem of the cumbersome process of editing game merchandise in related technologies.

[0005] According to a first aspect of this disclosure, a method for editing game items is provided, providing a graphical user interface via a terminal; the method includes: displaying an item editing interface in the graphical user interface; determining item information of a first game item in response to a first editing operation in the item editing interface; determining a transaction trigger condition for the first game item in response to a second editing operation on a programming graphic in a game editing scene; displaying a first transaction interface for the first game item in the graphical user interface in response to the transaction trigger condition in a game running scene corresponding to the game editing scene; and determining a game transaction result corresponding to a transaction operation based on the item information in response to a transaction operation in the first transaction interface.

[0006] According to a second aspect of this disclosure, a game item editing device is provided, providing a graphical user interface via a terminal; the device includes: an item editing interface display unit configured to display an item editing interface in the graphical user interface; a first editing processing unit configured to determine item information of a first game item in response to a first editing operation in the item editing interface; a second editing processing unit configured to determine a transaction trigger condition for the first game item in response to a second editing operation on a programming graphic in a game editing scene; a transaction interface display unit configured to display a first transaction interface of the first game item in the graphical user interface in response to the transaction trigger condition in a game running scene corresponding to the game editing scene; and a transaction processing unit configured to determine a game transaction result corresponding to the transaction operation based on the item information in response to a transaction operation in the first transaction interface.

[0007] 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.

[0008] 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 perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0009] The technical solution disclosed herein has the following beneficial effects: The UGC editor provides a game item editing module, allowing users to quickly edit the item information of the first game item in the item editing interface. By programmatically editing transaction trigger conditions, the complete game item transaction process can be implemented within the game scenario. This eliminates the need for users to edit the item transaction interface or complete transaction logic, simplifying the editing process, reducing workload, and lowering the barrier to entry for users with less specialized knowledge and experience. Attached Figure Description

[0010] Figure 1 A schematic diagram of the game item editing and trading interface is shown in the relevant technology; Figure 2 A schematic diagram of a system architecture according to one embodiment of this disclosure is shown; Figure 3 A flowchart illustrating a game item editing method according to one embodiment of this disclosure is shown; Figure 4 A schematic diagram showing a product editing interface according to one embodiment of this disclosure is provided. Figure 5 A schematic diagram showing a product information sub-interface in one embodiment of this disclosure is provided. Figure 6 A schematic diagram showing a graphical programming interface in one embodiment of the present disclosure is provided. Figure 7 This diagram illustrates a first transaction interface displayed according to one embodiment of the present disclosure. Figure 8 A schematic diagram of a game item editing device according to one embodiment of the present disclosure is shown; Figure 9 A schematic diagram of an electronic device according to one embodiment of the present disclosure is shown. Detailed Implementation

[0011] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0012] 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.

[0013] In related technologies, if users want to implement custom game item trading functions through a UGC editor, they need to perform a series of tedious editing operations. (Reference) Figure 1 As shown, the product transaction interface is first edited using the UI (User Interface) editing function in the UGC editor. Users need to add the required interface elements and adjust and combine these elements to form the product transaction interface. Then, by writing code or simple code, the trigger conditions and transaction logic of the product transaction interface are edited to achieve complete product transaction functionality. This process is very tedious, labor-intensive, and requires users to have certain professional knowledge and experience, thus raising the barrier to entry for using UGC editors.

[0014] In view of one or more of the above-mentioned problems, this disclosure provides a method for editing game items. The following explains the terms and concepts related to this disclosure.

[0015] Game map: refers to the virtual space within a game, including but not limited to game levels, dungeons, towns, and homes. This disclosed implementation supports user-defined editing of the game map. Users can edit the game map provided with the game program, or create and edit new game maps.

[0016] Game Editing Scene: A virtual scene formed by loading a game map in edit mode. For example, when a user selects to open a game map in the UGC editor, it triggers the loading of the game map in edit mode, displaying the corresponding game editing scene. The user can edit the game map in the game editing scene, supporting operations such as adjusting the scene background, placing scene components, and setting relevant parameters of gameplay (such as the duration of a game, victory or defeat conditions), to achieve a visual editing function.

[0017] Game runtime scene: A virtual scene formed by loading the game map in runtime mode (which may include trial mode, i.e., test or demo mode), that is, the scene displayed when actually playing using an edited game map. Edited game scenes and runtime game scenes can have a corresponding relationship, meaning they both correspond to the same game map.

[0018] In one implementation, the system architecture for implementing the game item editing method can refer to... Figure 2 As shown, the system includes a terminal 110 and a server 120. The terminal 110 is a device used by the user, such as a mobile phone, tablet, personal computer, smart wearable device, game console, etc. The terminal 110 can install and run various applications, including programs related to a UGC editor (the UGC editor can be a standalone application or part of a game client program). The terminal 110 provides a graphical user interface (GUI) to achieve interactive display functions; the GUI can be used to display the operating system interface, application interface, etc. The server 120 refers to the backend system providing the game or editing services in this exemplary embodiment; it can be a single server or a cluster of multiple servers. The server 120 deploys the server-side program corresponding to the UGC editor, used to perform server-side data processing, storage, and other functions. For example, game map data edited by a user through the terminal 110 can be uploaded to the server 120, and other users can download the game map data from the server 120 and use it to play the game, thereby realizing convenient UGC functionality.

[0019] In one implementation, terminal 110 can install and run a game client program. After completing the editing process of the first game item, terminal 110 can further implement the in-game item trading process within the game's running scenario. Alternatively, after completing the editing process of the first game item on terminal 110, other terminals can implement the in-game item trading process within the game's running scenario.

[0020] 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, such as cloud gaming, can run under the cloud interaction system. 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 120). The cloud gaming client (such as the aforementioned terminal 110) handles 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.

[0021] In one implementation, the game item editing method can be executed by any one or more of the terminal 110 and the server 120.

[0022] In one implementation, the game item editing method can be implemented via terminal 110 without deploying server 120. For example, terminal 110 can execute the game item editing method independently to implement game item trading functionality in a single-player game.

[0023] In one implementation method, the process of editing game items can be referenced. Figure 3 As shown, it includes the following steps: S310 displays the product editing interface in the graphical user interface; S320, in response to the first editing operation in the product editing interface, determines the product information of the first game product; S330, in response to a second editing operation on a programming graphic in a game editing scene, determines the transaction trigger condition for the first game item; S340, in the game running scene corresponding to the game editing scene, in response to the transaction triggering condition, displays the first transaction interface of the first game item in the graphical user interface; S350 responds to the transaction operation in the first transaction interface and determines the game transaction result corresponding to the transaction operation based on the product information.

[0024] Based on the above method, a game item editing module is provided in the UGC editor. Users can quickly edit the item information of the first game item in the item editing interface and programmatically edit the transaction trigger conditions to realize the complete game item transaction process in the game scenario. This eliminates the need for users to edit the item transaction interface and complete transaction logic, simplifying the editing process, reducing workload, and lowering the requirements for users' professional knowledge and experience, thus reducing the barrier to entry for using the UGC editor.

[0025] The following describes, in conjunction with one or more embodiments and related accompanying drawings, [the following is a description of...]. Figure 3 Each step is explained in detail.

[0026] refer to Figure 3 In step S310, the product editing interface is displayed in the graphical user interface.

[0027] The product editing interface is used to edit game products. In this embodiment, the game product editing function is implemented as a functional module in a UGC editor. When a user uses this functional module, the product editing interface is displayed, allowing the user to visually edit game products.

[0028] In one embodiment, displaying the product editing interface in the graphical user interface includes the following steps: Display the game editing scene in the graphical user interface; In response to a product editing trigger command in a game editing scene, display the product editing interface.

[0029] In other words, users can first enter a game editing scene on a specific game map (for ease of understanding, this user-edited game map will be referred to as the first game map). Within this game editing scene, a product editing trigger command opens the product editing interface. For example, when the game editing scene is displayed, a first product editing entry control is provided in the graphical user interface. When the user performs a trigger operation on this first product editing entry control (such as clicking or long-pressing), they enter the product editing interface. This achieves rapid switching between the game editing scene and the product editing interface, providing convenience for users to perform editing operations.

[0030] In one implementation, a product editing interface is triggered from the game editing scene corresponding to the first game map. Game products edited in this interface may be applicable only to the first game map, or to all game maps, or to a user-specified game map. For example, game products edited in this interface are only applicable to the first game map by default. Users can enable the "Use in other game maps" option for this game product and specify which other maps it applies to. Subsequently, when editing other game maps applicable to this game product, users can directly use it (e.g., directly using the game product in the programming graphics).

[0031] In one implementation, a product editing interface can be displayed in response to a product editing trigger command in the UGC editor, even without editing the game map. For example, a second product editing entry control is provided in the main interface of the UGC editor (such as the map selection interface). When the user triggers the second product editing entry control (such as by clicking or long-pressing), the product editing interface is entered. Game products subsequently edited in the product editing interface can be applied to all game maps or a user-specified game map.

[0032] Continue to refer to Figure 3 In step S320, in response to the first editing operation in the product editing interface, the product information of the first game product is determined.

[0033] The first game item is the game item being edited. It can be an existing game item in the item editing interface or a newly created one. The first editing operation is the process of editing the first game item within the item editing interface. This operation allows users to edit one or more of the following item information: item name, item description, item icon, item grade, item currency type (i.e., the type of game currency required to purchase the item, such as gold coins, diamonds, points, etc.), item price, single purchase quantity, purchase limit, etc. The item editing interface provides an interface for editing all of the above item information, allowing users to easily edit item details.

[0034] In one implementation, the process of determining the product information of the first game product in response to a first editing operation in the product editing interface includes the following steps: In response to the creation of a new product in the product editing interface, a sub-interface for product information is displayed; In response to the information editing operation in the product information sub-interface, the first game product is generated, and the product information of the first game product is determined.

[0035] The Product Information sub-interface is a sub-interface within the Product Editing interface, used to edit a game product. If a user selects to create a new product in the Product Editing interface, the Product Information sub-interface will pop up. The user can then edit the information of the new product in this sub-interface, thereby triggering the generation of a new first game product and confirming its product information.

[0036] In one implementation, the product information sub-interface provides one or more information input controls, such as a name input control, a description input control, an icon input control, etc. In response to an information input operation performed through the information input controls, user input information is acquired; in response to an editing completion operation in the product information sub-interface, a first game product is generated, and the product information of the first game product is determined based on the user input information. Figure 4 The diagram shows a product editing interface, which provides a new product control 401. When the user clicks the new product control 401, it triggers the display. Figure 5 The product information sub-interface 402 shown includes information input controls for entering names, descriptions, grades, icons, etc. Users can input information through these controls, including but not limited to: directly entering text or numerical information, selecting from multiple options, uploading images, or setting image links, etc. Users can complete editing operations in the product information sub-interface 402 (such as clicking the "Confirm" control), thereby generating the first game product. The product information of the first game product is determined based on the user's input, completing the creation process of the first game product. After creating the first game product, it can be displayed in the product editing interface.

[0037] In one implementation, the product editing interface includes one or more existing game products, which may include game products that come with the program (which may refer to the game program or the UGC editor program), and previously edited game products (which may include game products edited by the user when editing the first game map, or game products edited by the user when editing other game maps). The product information of the existing game products may be preset information in the program (such as product information set by the developer) or product information that the user has most recently edited. In response to an edit trigger command for the first game product, a sub-interface for the product information of the first game product is displayed. In response to information editing operations in the sub-interface for the product information of the first game product, the product information of the first game product is updated. That is, the user can adjust the product information of existing game products, such as changing the original price, purchase limit, etc.

[0038] Continue to refer to Figure 3 In step S330, in response to a second editing operation on a programming graphic in a game editing scene, the transaction trigger condition for the first game item is determined.

[0039] The programming graph is a visual editing tool that encapsulates game logic code. The UGC editor supports graphical programming functionality. In one implementation, the user can open the graphical programming interface in the UGC editor. For example, when displaying a game editing scene, the graphical user interface provides a graphical programming entry control. When the user performs a trigger operation on the graphical programming entry control (such as clicking or long-pressing), the graphical programming interface is displayed. The graphical programming interface provides one or more programming graph controls, which are configured to generate corresponding programming graphs in response to trigger commands. For example, corresponding programming graph controls can be provided according to different categories such as events, actions, controls, conditions, values, and variables. Furthermore, each category can provide more detailed programming graph controls, such as programming graph controls for different events like "game initialization," "game end," "timer expires," "receiving a custom event," and "a specified component is clicked" under the event category. Users can drag programming graphical controls onto the graphical programming interface. This dragging operation generates a trigger command, which generates the corresponding programming graphical control in the graphical programming interface. For example, if a user drags the programming graphical control for "receiving custom events" onto the graphical programming interface, it will trigger the generation of the programming graphical control for "receiving custom events".

[0040] Developers can pre-configure corresponding game logic code for programmable graphical controls. For example, the code for event-type programmable graphical controls can be a statement describing the event; the code for action-type programmable graphical controls can be an instruction function; and the code for conditional programmable graphical controls can be a conditional statement. Furthermore, visual information can be pre-configured for the programmable graphical controls, including the shape and color of the graphical graphic, as well as natural language information describing the code logic. In this case, the programmable graphics generated through the programmable graphical controls possess the visual information of the controls and correspond to the code configured within them, making them easy for users to edit.

[0041] In one implementation, the programmable graphical control and the programmable graphics can be in the form of building blocks. Building blocks are physical objects that can be assembled. Representing the programmable graphical control and the programmable graphics in the form of building blocks makes it easier for users to understand. Different programmable graphics can be assembled with each other to form various game logics.

[0042] Different types of programming graphics can have different shapes or colors. Users can combine programming graphics in the graphical programming interface; graphics with matching shapes can be spliced ​​together, thus ensuring the logical order of the code. Visual information such as text within the programming graphics helps users understand the logic after the graphics are combined. The program combines the codes corresponding to each programming graphic in the combination to form a piece of code that implements the game logic. As can be seen, the graphical programming interface provides a graphical programming method, allowing users to edit game logic through visual graphic combinations, without requiring professional computer programming knowledge, greatly reducing the barrier to entry and difficulty of programming.

[0043] Users can edit the transaction trigger conditions for the first game item through programming graphics; the corresponding editing operation is the second editing operation. For example, add event-type programming graphics and action-type programming graphics to the graphical programming interface. Set the trigger event for triggering the transaction of the first game item in the event-type programming graphics, and set the action of displaying the first transaction interface of the first game item in the action-type programming graphics. Then, concatenate the two programming graphics to determine the transaction trigger conditions for the first game item.

[0044] In one implementation, determining the transaction trigger condition for the first game item in response to a second editing operation on a programmed graphic in a game editing scene includes the following steps: In the graphical programming interface associated with the game editing scene, trigger graphics are added in response to the graphic addition operation; trigger graphics include condition setting controls and product setting controls; In response to the first setting operation on the condition setting control, determine the transaction triggering conditions; In response to a second setting operation on the product setting control, the game product associated with the trigger graphic is determined to be the first game product; The transaction trigger conditions for the first game item are determined based on the edited trigger graphic.

[0045] Among them, the trigger graphic refers to the programming graphic used to implement the trigger function. It can consist of one or more programming graphics, such as programming graphics including event categories and action categories. The condition setting control is used to set the transaction trigger conditions, and the product setting control is used to set which product will trigger the transaction. Figure 6 A schematic diagram of a graphical programming interface is shown. In this interface, the user has added an event-type programming graphic and an action-type programming graphic using programming graphic controls. Together, they form a trigger graphic. The event-type programming graphic includes a condition setting control 403, and the action-type programming graphic includes a product setting control 404. The user can use the condition setting control 403 to set the transaction trigger condition to a specified event (such as...). Figure 6 The "Event X" shown is used to set the item triggered by the trigger graphic as the first game item through the item setting control. After completing the setting, the transaction trigger condition of the first game item is determined according to the edited trigger graphic, which is the event (such as "Event X") in the condition setting control 403.

[0046] In the above methods, condition setting controls and product setting controls are provided, which allow users to easily edit two important parameters in the product transaction triggering logic (transaction triggering conditions and the product whose transaction is triggered) through these two controls, further increasing the convenience of operation and reducing the difficulty of operation.

[0047] In one implementation, the above-mentioned response to a second setting operation for the product setting control, determining the game product associated with the trigger graphic as the first game product, includes the following steps: In response to a setting trigger operation on the product settings control, display one or more candidate game products; candidate game products include game products already present in the product editing interface; In response to a selection operation for a first game item among one or more candidate game items, the game item associated with the trigger graph is determined to be the first game item.

[0048] The trigger operation can be a click on the product settings control, which can trigger the display of the product selection interface, including candidate game products. Candidate game products refer to currently editable products that can trigger transactions, including existing game products in the product editing interface (such as game products included in the program or game products edited by the user). In one implementation, the product editing interface supports listing or delisting game products. Listing is used to enable the trading function of game products, and delisting is used to disable the trading function of game products. Listing or delisting operations can apply only to the currently edited first game map, or they can apply to all or multiple game maps specified by the user. Candidate game products can include game products already listed in the product editing interface. If the user selects the first game product (such as the item GGG) in the product selection interface, the game product associated with the trigger graphic is determined to be the first game product, and the name of the first game product can be displayed in the product settings control of the trigger graphic.

[0049] The above method of displaying candidate game items and selecting the item to trigger a transaction from among them links the game items edited by the user in the item editing interface with the trigger graphic editing process here. Users can use the edited game items in the trigger graphic to complete the editing process of the item transaction trigger logic. This helps reduce the difficulty of understanding and learning costs for users using the UGC editor, and improves operational accuracy.

[0050] When configuring product transaction-related logic through the product editing interface, users do not need to edit the complete product transaction logic in the graphical programming interface. Instead, they only need to edit the relevant triggers for transaction triggering conditions to create and implement the first transaction interface in the game running scene, which simplifies the editing process.

[0051] In one implementation, the game item editing method further includes the following steps: In response to the third editing operation, determine the product function logic of the first game item.

[0052] The "item function logic" refers to the game logic when using the first game item, i.e., what functions the first game item can perform. The third editing operation is the operation of editing the item function logic, which can be implemented through a graphical programming interface or other editing methods. For example, a user can add and edit programming graphics in the graphical programming interface to describe the item function logic of the first game item, which may include statements such as: "When a player throws the item GGG, the item GGG explodes at the landing point, dealing 80 points of damage to all players within a 50-meter radius."

[0053] In one implementation, users can edit new product functional logic through a third editing operation, such as adding and combining custom programming graphics, and editing information within the programming graphics to implement customized product functional logic, which may differ from the functional logic of existing items in the game program. This allows users to create new items with complete customization.

[0054] In one implementation, the process of determining the product function logic of the first game item in response to the third editing operation may include: in response to reusing the function logic of an existing item in the game, determining the product function logic of the first game item based on the function logic of the existing item; and in response to an adjustment operation performed while reusing the function logic of the existing item, adjusting the function logic of the existing item, and determining the product function logic of the first game item based on the adjusted function logic. For example, after creating the item GGG, a user can copy the function logic of an existing item in a graphical programming interface, such as logic statements that cause area damage after being thrown. The user can then adjust this function logic, such as adjusting the damage range or the damage value, thereby obtaining the product function logic of the item GGG. This eliminates the need for the user to edit the product function logic from scratch, improving operational convenience and allowing users to create new items with logic distinct from existing items.

[0055] Continue to refer to Figure 3 In step S340, in the game running scene corresponding to the game editing scene, in response to the transaction triggering condition, the first transaction interface of the first game item is displayed in the graphical user interface.

[0056] Specifically, during gameplay using the edited first game map, when a transaction trigger condition is met, the first transaction interface for the first game item is displayed. For example, if a user edits the transaction trigger condition for the first game item as event X using the UGC editor, in the game's running scene, when a player triggers event X, the first transaction interface for the first game item is displayed for that player.

[0057] The first trading interface is used for trading the first game item. In one implementation, the first trading interface is a dedicated trading interface for the first game item, meaning that the first trading interface is only used for trading the first game item and not for trading other game items. Figure 7 A schematic diagram of the first trading interface is shown. In the game's running scene, when a player triggers event X, the first trading interface 405 is displayed for that player. Players can trade item GGG (i.e., the first game item) on the first trading interface 405, but cannot trade other items on the first trading interface 405.

[0058] Based on a dedicated trading interface, the above provides a highly flexible way to edit item trading. Users can set different trading trigger conditions for different game items to achieve diverse gameplay. For example, users can set different areas in the first game map as trigger areas for different game items. When a player enters area A (where the trading trigger condition for item AAA is met), the dedicated trading interface for item AAA is triggered and displayed. When a player enters area B (where the trading trigger condition for item BBB is met), the dedicated trading interface for item BBB is triggered and displayed, thus enabling the purchase of different game items in different areas.

[0059] In one implementation, the product editing interface is associated with preset interface information. The aforementioned first transaction interface for displaying the first game product in the graphical user interface includes the following steps: The first trading interface for the first game item is displayed in the graphical user interface based on the preset interface information.

[0060] The preset interface information refers to the pre-configured information for the first transaction interface, including but not limited to: interface location, interface size, the layout and size of various elements within the interface, and the relationship between these elements and product information. Developers can pre-associate this preset interface information with the product editing interface. Specifically, the preset interface information can be encapsulated within the game product editing module of the UGC editor, allowing the program to directly call the preset interface information to generate the first transaction interface after the user edits the first game product through the product editing interface. This eliminates the need for users to edit the first transaction interface, significantly reducing their editing workload.

[0061] In one implementation, a first transaction interface is generated in the graphical user interface according to preset interface information, based on specified interface positions and sizes. Various elements are then generated according to their layout and size. Based on the association between these elements and product information, corresponding product information is displayed within the elements of the first transaction interface. (See reference...) Figure 7 As shown, the first trading interface 405 displays the item information set by the user when editing the item GGG, including name, description, icon, currency type, and price. This ensures that the first trading interface automatically generated by the program matches the item information of the first game item edited by the user.

[0062] Continue to refer to Figure 3 In step S350, in response to the transaction operation in the first transaction interface, the game transaction result corresponding to the transaction operation is determined based on the product information.

[0063] Players can perform trading operations in the first trading interface, such as by clicking the quick trading controls (e.g., ...). Figure 7 The "200 Gold Coins" control in the first trading interface 405 shown. In response to the trading operation, the game program settles the transaction process based on the product information of the first game item, and obtains the game trading result.

[0064] In one implementation, the product editing interface is associated with preset transaction logic. The process of determining the transaction result corresponding to the transaction operation based on product information includes the following steps: The transaction result is determined based on the preset transaction logic and product information.

[0065] The preset transaction logic consists of pre-configured transaction logic information for the first game item, including but not limited to: interface location, interface size, layout and size of various elements within the interface, and the relationship between these elements and item information. Developers can pre-associate this preset interface information with the item editing interface. Specifically, this preset interface information can be encapsulated within the game item editing module of the UGC editor, allowing the program to directly call the preset interface information to generate the first transaction interface after the user edits the first game item through the item editing interface. This eliminates the need for users to edit the first transaction interface, significantly reducing their editing workload.

[0066] In one implementation, the product information includes the product price. The process of determining the game transaction result corresponding to the transaction operation based on preset transaction logic and product information includes the following steps: Obtain the amount of available game currency for the game character to use in trading operations from the game's economic system; If the amount of available game currency is not less than the price of the item, then the price of the item will be deducted from the available game currency, and the game character will be controlled to obtain the first game item. If the amount of available game currency is less than the price of the item, a currency shortage message will be generated.

[0067] For example, if the game character performing the transaction has 300 gold coins available in game currency, and the price of the first game item is 200 gold coins, and the available game currency is not less than the item price, then the item price will be deducted from the available game currency, leaving 100 gold coins. The game character will then acquire the first game item, which will be added to the game character's inventory (if multiple first game items are purchased at once, the corresponding number of first game items will be added to the inventory). If the available game currency is less than the item price, for example, if the available game currency is 100 gold coins and less than the item price of 200 gold coins, then a currency shortage message will be generated, and the transaction will be deemed unsuccessful.

[0068] In one implementation, the first trading interface includes quick trading controls, such as... Figure 7 The "200 Gold Coins" control in the first trading interface 405 shown above. The above-mentioned response to a trading operation in the first trading interface, determining the game trading result corresponding to the trading operation based on the product information, includes the following steps: In response to a transaction operation targeting the quick transaction control, the game transaction result corresponding to the transaction operation is determined based on the preset purchase quantity and product information of the first game item.

[0069] The preset purchase quantity of the first game item can be pre-set by the program, such as by the developer. For example, when a player buys a certain type of bullet, they can default to buying 20 at a time and cannot buy fewer than 20 (or, if the difference between the current number of bullets and the maximum number that can be held is less than 20, they can buy the quantity corresponding to that difference). Alternatively, users can edit the preset purchase quantity of the first game item in a UGC editor, such as through a graphical programming interface or in the item editing interface (e.g., the preset purchase quantity is a piece of information in the item information, and the user sets the preset purchase quantity when editing the item information). In the game's running scenario, in response to the transaction operation for the quick trade control, the transaction is carried out according to the preset purchase quantity and item information of the first game item. For example, if the preset purchase quantity of the first game item is 20, and its unit price is 20 gold coins, a player clicking the quick trade control indicates that they are buying 20 of the first game item, which will cost 400 gold coins. This achieves a very fast transaction operation, allowing players to complete the transaction directly in the pop-up first trade interface without having to enter a deeper interface, simplifying the transaction operation during game operation.

[0070] In one implementation, the game item editing method further includes the following steps: In response to the fourth editing operation, determine the store trigger conditions; In the game's running scenario, in response to the store's trigger conditions, a second trading interface is displayed in the graphical user interface.

[0071] The second trading interface is the game store interface, which can be used to trade various game items, such as game items that have been edited or listed in the item editing interface. The store trigger condition is the condition that triggers the display of the second trading interface. The fourth editing operation is the operation to edit the store trigger condition, which can be performed in the graphical programming interface or through other methods. For example, a user can edit the trigger graphic in the graphical programming interface, setting the store trigger condition to a specific event and setting the interface displayed when triggered to the second trading interface (such as selecting the entire store in the item settings controls), thereby implementing the store trigger logic. This further increases the user's editing flexibility; users can edit the trading trigger logic for a single item or the entire store, which is beneficial for realizing highly diverse gameplay.

[0072] In summary, this disclosed embodiment simplifies the editing process for product transactions in a UGC editor, improving user editing and development efficiency. Actual testing shows that the editing time for a single game product is reduced from 15 minutes to 1 minute. Furthermore, by reducing the number of programmatic graphics that users need to edit, it helps lower the error rate in game logic editing and reduces the barrier to entry for editing. By binding various product information to the first transaction interface and product transaction logic, maintenance costs can be reduced. Users only need to modify the product information when adjusting functions later, without needing to modify the information in the first transaction interface or product transaction logic accordingly.

[0073] This disclosure also provides a game item editing device. A graphical user interface is provided via a terminal. (See reference...) Figure 8 As shown, the game merchandise editing device 800 includes: The product editing interface display unit 810 is configured to display the product editing interface in the graphical user interface; The first editing processing unit 820 is configured to determine the product information of the first game product in response to a first editing operation in the product editing interface; The second editing processing unit 830 is configured to determine the transaction triggering condition of the first game item in response to a second editing operation on the programming graphics in the game editing scene; The transaction interface display unit 840 is configured to display the first transaction interface of the first game item in the graphical user interface in response to the transaction triggering condition in the game running scene corresponding to the game editing scene; The transaction processing unit 850 is configured to, in response to a transaction operation in the first transaction interface, determine the game transaction result corresponding to the transaction operation based on the product information.

[0074] In one embodiment, the product editing interface is associated with preset interface information; the step of displaying the first transaction interface of the first game product in the graphical user interface includes: displaying the first transaction interface of the first game product in the graphical user interface according to the preset interface information.

[0075] In one implementation, the product editing interface is associated with preset transaction logic; determining the transaction result corresponding to the transaction operation based on the product information includes: determining the transaction result corresponding to the transaction operation based on the preset transaction logic and the product information.

[0076] In one implementation, the product information includes the product price; determining the game transaction result corresponding to the transaction operation based on the preset transaction logic and the product information includes: obtaining the amount of available game currency of the game character performing the transaction operation from the game economy system; if the amount of available game currency is not less than the product price, then deducting the product price from the available game currency and controlling the game character to obtain the first game product; if the amount of available game currency is less than the product price, then generating a currency shortage prompt message.

[0077] In one embodiment, determining the product information of the first game product in response to a first editing operation in the product editing interface includes: displaying a product information sub-interface in response to a new product creation operation in the product editing interface; generating the first game product and determining the product information of the first game product in response to an information editing operation in the product information sub-interface.

[0078] In one implementation, the product information sub-interface provides one or more information input controls; the step of generating the first game product and determining the product information of the first game product in response to an information editing operation in the product information sub-interface includes: acquiring user input information in response to an information input operation performed through the information input controls; generating the first game product in response to an editing completion operation in the product information sub-interface, and determining the product information of the first game product based on the user input information.

[0079] In one implementation, determining the transaction trigger condition for the first game item in response to a second editing operation on a programming graphic in a game editing scene includes: adding a trigger graphic in a graphical programming interface associated with the game editing scene in response to a graphic addition operation; the trigger graphic including a condition setting control and a product setting control; determining the transaction trigger condition in response to a first setting operation on the condition setting control; determining the game item associated with the trigger graphic as the first game item in response to a second setting operation on the product setting control; and determining the transaction trigger condition for the first game item based on the edited trigger graphic.

[0080] In one implementation, determining the game item associated with the trigger graphic as the first game item in response to a second setting operation on the product setting control includes: displaying one or more candidate game items in response to a setting trigger operation on the product setting control; the candidate game items include game items already present in the product editing interface; and determining the game item associated with the trigger graphic as the first game item in response to a selection operation on the one or more candidate game items.

[0081] In one implementation, the first transaction interface is a dedicated transaction interface for the first game item.

[0082] In one embodiment, the first transaction interface includes a quick transaction control; the step of determining the game transaction result corresponding to the transaction operation based on the product information in response to a transaction operation in the first transaction interface includes: in response to a transaction operation on the quick transaction control, determining the game transaction result corresponding to the transaction operation based on the preset purchase quantity of the first game product and the product information.

[0083] In one embodiment, displaying the product editing interface in the graphical user interface includes: displaying a game editing scene in the graphical user interface; and displaying the product editing interface in response to a product editing trigger command in the game editing scene.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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).

[0090] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert 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: displaying a product editing interface in the graphical user interface; determining product information of a first game product in response to a first editing operation in the product editing interface; determining a transaction trigger condition for the first game product in response to a second editing operation on a programming graphic in a game editing scene; displaying a first transaction interface for the first game product in the graphical user interface in response to the transaction trigger condition in the game running scene corresponding to the game editing scene; and determining the game transaction result corresponding to the transaction operation based on the product information in response to a transaction operation in the first transaction interface.

[0091] Implementing the above methods and steps through computer programs achieves the following technical effects: A game item editing module is provided within the UGC editor, allowing users to quickly edit the item information of the first game item in the item editing interface. By programming and graphically editing transaction trigger conditions, a complete game item transaction process can be implemented within the game's runtime scenario. This eliminates the need for users to edit the item transaction interface or the complete transaction logic, simplifying the editing process, reducing workload, and lowering the barrier to entry for using the UGC editor by reducing the requirements for users' professional knowledge and experience.

[0092] In one embodiment, the product editing interface is associated with preset interface information; the step of displaying the first transaction interface of the first game product in the graphical user interface includes: displaying the first transaction interface of the first game product in the graphical user interface according to the preset interface information.

[0093] In one implementation, the product editing interface is associated with preset transaction logic; determining the transaction result corresponding to the transaction operation based on the product information includes: determining the transaction result corresponding to the transaction operation based on the preset transaction logic and the product information.

[0094] In one implementation, the product information includes the product price; determining the game transaction result corresponding to the transaction operation based on the preset transaction logic and the product information includes: obtaining the amount of available game currency of the game character performing the transaction operation from the game economy system; if the amount of available game currency is not less than the product price, then deducting the product price from the available game currency and controlling the game character to obtain the first game product; if the amount of available game currency is less than the product price, then generating a currency shortage prompt message.

[0095] In one embodiment, determining the product information of the first game product in response to a first editing operation in the product editing interface includes: displaying a product information sub-interface in response to a new product creation operation in the product editing interface; generating the first game product and determining the product information of the first game product in response to an information editing operation in the product information sub-interface.

[0096] In one implementation, the product information sub-interface provides one or more information input controls; the step of generating the first game product and determining the product information of the first game product in response to an information editing operation in the product information sub-interface includes: acquiring user input information in response to an information input operation performed through the information input controls; generating the first game product in response to an editing completion operation in the product information sub-interface, and determining the product information of the first game product based on the user input information.

[0097] In one implementation, determining the transaction trigger condition for the first game item in response to a second editing operation on a programming graphic in a game editing scene includes: adding a trigger graphic in a graphical programming interface associated with the game editing scene in response to a graphic addition operation; the trigger graphic including a condition setting control and a product setting control; determining the transaction trigger condition in response to a first setting operation on the condition setting control; determining the game item associated with the trigger graphic as the first game item in response to a second setting operation on the product setting control; and determining the transaction trigger condition for the first game item based on the edited trigger graphic.

[0098] In one implementation, determining the game item associated with the trigger graphic as the first game item in response to a second setting operation on the product setting control includes: displaying one or more candidate game items in response to a setting trigger operation on the product setting control; the candidate game items include game items already present in the product editing interface; and determining the game item associated with the trigger graphic as the first game item in response to a selection operation on the one or more candidate game items.

[0099] In one implementation, the first transaction interface is a dedicated transaction interface for the first game item.

[0100] In one embodiment, the first transaction interface includes a quick transaction control; the step of determining the game transaction result corresponding to the transaction operation based on the product information in response to a transaction operation in the first transaction interface includes: in response to a transaction operation on the quick transaction control, determining the game transaction result corresponding to the transaction operation based on the preset purchase quantity of the first game product and the product information.

[0101] In one embodiment, displaying the product editing interface in the graphical user interface includes: displaying a game editing scene in the graphical user interface; and displaying the product editing interface in response to a product editing trigger command in the game editing scene.

[0102] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.

[0103] The following is for reference. Figure 9 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 9 The electronic device 900 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0104] like Figure 9 As shown, the electronic device 900 may include: a processor 910, a memory 920, a bus 930, an I / O (input / output) interface 940, and a network adapter 950.

[0105] The memory 920 may include volatile memory, such as RAM 921 and cache unit 922, and may also include non-volatile memory, such as ROM 923. The memory 920 may also include one or more program modules 924, including but not limited to: an 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 924 may include the modules described above.

[0106] The processor 910 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).

[0107] The processor 910 can be used to execute executable instructions stored in the memory 920 to perform method steps of various embodiments of the present disclosure, such as: displaying a product editing interface in the graphical user interface; determining product information of a first game product in response to a first editing operation in the product editing interface; determining a transaction trigger condition for the first game product in response to a second editing operation on a programming graphic in a game editing scene; displaying a first transaction interface for the first game product in the graphical user interface in response to the transaction trigger condition in a game running scene corresponding to the game editing scene; and determining a game transaction result corresponding to the transaction operation based on the product information in response to a transaction operation in the first transaction interface.

[0108] By executing the above method steps through processor 910, the following technical effects are achieved: A game item editing module is provided in the UGC editor. Users can quickly edit the item information of the first game item in the item editing interface and, through programmatic graphical editing of transaction trigger conditions, realize the complete game item transaction process within the game scenario. Users do not need to edit the item transaction interface or the complete transaction logic, simplifying the editing process, reducing the workload, and lowering the requirements for users' professional knowledge and experience, thus reducing the barrier to entry for using the UGC editor.

[0109] In one embodiment, the product editing interface is associated with preset interface information; the step of displaying the first transaction interface of the first game product in the graphical user interface includes: displaying the first transaction interface of the first game product in the graphical user interface according to the preset interface information.

[0110] In one implementation, the product editing interface is associated with preset transaction logic; determining the transaction result corresponding to the transaction operation based on the product information includes: determining the transaction result corresponding to the transaction operation based on the preset transaction logic and the product information.

[0111] In one implementation, the product information includes the product price; determining the game transaction result corresponding to the transaction operation based on the preset transaction logic and the product information includes: obtaining the amount of available game currency of the game character performing the transaction operation from the game economy system; if the amount of available game currency is not less than the product price, then deducting the product price from the available game currency and controlling the game character to obtain the first game product; if the amount of available game currency is less than the product price, then generating a currency shortage prompt message.

[0112] In one embodiment, determining the product information of the first game product in response to a first editing operation in the product editing interface includes: displaying a product information sub-interface in response to a new product creation operation in the product editing interface; generating the first game product and determining the product information of the first game product in response to an information editing operation in the product information sub-interface.

[0113] In one implementation, the product information sub-interface provides one or more information input controls; the step of generating the first game product and determining the product information of the first game product in response to an information editing operation in the product information sub-interface includes: acquiring user input information in response to an information input operation performed through the information input controls; generating the first game product in response to an editing completion operation in the product information sub-interface, and determining the product information of the first game product based on the user input information.

[0114] In one implementation, determining the transaction trigger condition for the first game item in response to a second editing operation on a programming graphic in a game editing scene includes: adding a trigger graphic in a graphical programming interface associated with the game editing scene in response to a graphic addition operation; the trigger graphic including a condition setting control and a product setting control; determining the transaction trigger condition in response to a first setting operation on the condition setting control; determining the game item associated with the trigger graphic as the first game item in response to a second setting operation on the product setting control; and determining the transaction trigger condition for the first game item based on the edited trigger graphic.

[0115] In one implementation, determining the game item associated with the trigger graphic as the first game item in response to a second setting operation on the product setting control includes: displaying one or more candidate game items in response to a setting trigger operation on the product setting control; the candidate game items include game items already present in the product editing interface; and determining the game item associated with the trigger graphic as the first game item in response to a selection operation on the one or more candidate game items.

[0116] In one implementation, the first transaction interface is a dedicated transaction interface for the first game item.

[0117] In one embodiment, the first transaction interface includes a quick transaction control; the step of determining the game transaction result corresponding to the transaction operation based on the product information in response to a transaction operation in the first transaction interface includes: in response to a transaction operation on the quick transaction control, determining the game transaction result corresponding to the transaction operation based on the preset purchase quantity of the first game product and the product information.

[0118] In one embodiment, displaying the product editing interface in the graphical user interface includes: displaying a game editing scene in the graphical user interface; and displaying the product editing interface in response to a product editing trigger command in the game editing scene.

[0119] Bus 930 is used to connect different components of electronic device 900 and may include data bus, address bus and control bus.

[0120] Electronic device 900 can communicate with one or more external devices 1000 (such as keyboard, mouse, external controller, etc.) through I / O interface 940.

[0121] Electronic device 900 can communicate with one or more networks via network adapter 950. For example, network adapter 950 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 950 can communicate with other modules of electronic device 900 via bus 930.

[0122] In one embodiment, the electronic device 900 further includes a display for displaying a graphical user interface.

[0123] although Figure 9As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 900, 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.

[0124] 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.

[0125] 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 method for editing game merchandise, characterized in that, The method includes providing a graphical user interface via a terminal; the method includes: The product editing interface is displayed in the graphical user interface; In response to a first editing operation in the product editing interface, the product information of the first game product is determined; In response to a second editing operation on a programmed graphic in a game editing scene, the transaction triggering condition for the first game item is determined; In the game running scene corresponding to the game editing scene, in response to the transaction triggering condition, the first transaction interface of the first game item is displayed in the graphical user interface; In response to a transaction operation in the first transaction interface, the game transaction result corresponding to the transaction operation is determined based on the product information.

2. The method according to claim 1, characterized in that, The product editing interface is associated with preset interface information; the first transaction interface for displaying the first game product in the graphical user interface includes: The first transaction interface of the first game item is displayed in the graphical user interface according to the preset interface information.

3. The method according to claim 1, characterized in that, The product editing interface is associated with preset transaction logic; determining the transaction result corresponding to the transaction operation based on the product information includes: The transaction result corresponding to the transaction operation is determined based on the preset transaction logic and the product information.

4. The method according to claim 3, characterized in that, The product information includes the product price; The step of determining the game transaction result corresponding to the transaction operation based on the preset transaction logic and the product information includes: Obtain the amount of available game currency for the game character performing the transaction from the game's economic system; If the amount of available game currency is not less than the price of the item, then the price of the item is deducted from the available game currency, and the game character is controlled to obtain the first game item; If the amount of available game currency is less than the price of the item, an insufficient currency warning message will be generated.

5. The method according to claim 1, characterized in that, The step of determining the product information of the first game product in response to a first editing operation in the product editing interface includes: In response to the creation of a new product in the product editing interface, a product information sub-interface is displayed; In response to the information editing operation in the product information sub-interface, the first game product is generated, and the product information of the first game product is determined.

6. The method according to claim 5, characterized in that, The product information sub-interface provides one or more information input controls; the step of generating the first game product and determining the product information of the first game product in response to the information editing operation in the product information sub-interface includes: In response to an information input operation performed through the information input control, the user input information is obtained; In response to the completion of the editing operation in the product information sub-interface, the first game product is generated, and the product information of the first game product is determined based on the user input information.

7. The method according to claim 1, characterized in that, The step of determining the transaction trigger condition for the first game item in response to a second editing operation on a programmed graphic in a game editing scene includes: In the graphical programming interface associated with the game editing scene, a trigger graphic is added in response to the graphic addition operation; the trigger graphic includes a condition setting control and a product setting control; In response to a first setting operation on the condition setting control, a transaction triggering condition is determined; In response to a second setting operation for the product setting control, the game product associated with the trigger graphic is determined to be the first game product; The transaction trigger conditions for the first game item are determined based on the edited trigger graph.

8. The method according to claim 7, characterized in that, The step of determining the game item associated with the trigger graphic as the first game item in response to a second setting operation for the item setting control includes: In response to a setting trigger operation on the product settings control, one or more candidate game products are displayed; the candidate game products include those already present in the product editing interface. In response to a selection operation for the first game item among the one or more candidate game items, the game item associated with the trigger graph is determined to be the first game item.

9. The method according to any one of claims 1 to 8, characterized in that, The first transaction interface is a dedicated transaction interface for the first game item.

10. The method according to any one of claims 1 to 8, characterized in that, The first trading interface includes quick trading controls; the step of determining the game trading result corresponding to the trading operation based on the product information in response to a trading operation in the first trading interface includes: In response to a transaction operation on the quick transaction control, the game transaction result corresponding to the transaction operation is determined based on the preset purchase quantity of the first game item and the item information.

11. The method according to any one of claims 1 to 8, characterized in that, The step of displaying the product editing interface in the graphical user interface includes: The game editing scene is displayed in the graphical user interface; In response to a product editing trigger command in the game editing scene, the product editing interface is displayed.

12. A game merchandise editing device, characterized in that, The device provides a graphical user interface via a terminal; the device includes: The product editing interface display unit is configured to display the product editing interface in the graphical user interface; The first editing processing unit is configured to determine the product information of the first game product in response to a first editing operation in the product editing interface; The second editing processing unit is configured to determine the transaction triggering condition of the first game item in response to a second editing operation on the programming graphics in the game editing scene; The transaction interface display unit is configured to display the first transaction interface of the first game item in the graphical user interface in response to the transaction triggering condition in the game running scene corresponding to the game editing scene; The transaction processing unit is configured to, in response to a transaction operation in the first transaction interface, determine the game transaction result corresponding to the transaction operation based on the product information.

13. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 11.

14. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 11 by executing the executable instructions.