Method and device for using game props, terminal equipment and storage medium
Patent Information
- Application Number
- CN202610922648.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-24
- Publication Date
- 2026-08-21
AI Technical Summary
由于现有的交互架构通常仅支持以牌张消耗结果作为胜负判定的单一触发条件,终端在对局运行过程中难以基于实时游戏数据执行多维度的交叉运算与动态资源调度;后台计算资源长期围绕线性的出牌流程进行固定的数据处理,导致系统算力在多数对局时段内分配密度不足,无法有效支撑高频率的策略推演与交互响应计算,造成运算资源的结构性浪费
[0008] The game prop usage method, device, terminal equipment, and storage medium disclosed herein establish a card type association relationship between virtual props and target card types. This allows the game system to automatically filter out triggerable target virtual props when the player selects a target virtual card, and accurately execute the corresponding target prop effect after the player issues a trigger command. This upgrades the prop game system from an external auxiliary tool to a strategic element embedded in the core game logic. It not only significantly improves the player's interactive experience but also greatly expands the gameplay richness of virtual card games. It adds a new dimension of prop matching and timing control to the original card type suppression strategy, fully activating the dual-line strategic tension of "card game" and "prop game". It effectively solves the core experience problems in the field of computer games, such as the low ceiling of strategic depth and long-term experience fatigue in traditional card games.
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Figure CN122605180A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a method, apparatus, terminal device, and storage medium for using game props. Background Technology
[0002] In relevant card game technology solutions, terminal devices respond to players' card-playing commands, primarily executing card type verification and turn-switching logic. Because existing interaction architectures typically only support a single trigger condition for determining victory or defeat based on card consumption, the terminal struggles to perform multi-dimensional cross-calculations and dynamic resource scheduling based on real-time game data during gameplay. Furthermore, background computing resources are consistently revolving around linear card-playing flows for fixed data processing, resulting in insufficient system computing power allocation density during most game periods. This fails to effectively support high-frequency strategy deduction and interactive response calculations, leading to a structural waste of computing resources. Summary of the Invention
[0003] This disclosure provides a method, apparatus, terminal device, and computer-readable storage medium for using game props, to at least partially solve the aforementioned problems existing in the related art.
[0004] On one hand, this disclosure provides a method for using game props, including: displaying virtual cards corresponding to the first account, the virtual cards being able to form different card types, the first account being configured with at least one virtual prop; determining a target virtual prop from the at least one virtual prop based on the association between the target card type corresponding to the currently selected target virtual card and the card type corresponding to each of the virtual props; and executing a trigger command for the target virtual prop to trigger the target prop effect corresponding to the target virtual prop.
[0005] On one hand, this disclosure provides a device for using game props, comprising: a display module for displaying virtual cards corresponding to a first account, the virtual cards being able to form different card types, and the first account being configured with at least one virtual prop; a determination module for determining a target virtual prop from the at least one virtual prop based on the association between the target card type corresponding to the currently selected target virtual card and the card type corresponding to each of the virtual props; and a triggering module for executing a triggering command for the target virtual prop to trigger the target prop effect corresponding to the target virtual prop.
[0006] On one hand, this disclosure provides a terminal device, including a memory and a processor; the memory stores a computer program, and the processor executes the computer program to implement any of the above methods.
[0007] On the one hand, this disclosure provides a computer-readable storage medium on which a computer program is stored, and which, when executed by a processor, implements any of the above methods.
[0008] The game prop usage method, device, terminal equipment, and storage medium disclosed herein establish a card type association relationship between virtual props and target card types. This allows the game system to automatically filter out triggerable target virtual props when the player selects a target virtual card, and accurately execute the corresponding target prop effect after the player issues a trigger command. This upgrades the prop game system from an external auxiliary tool to a strategic element embedded in the core game logic. It not only significantly improves the player's interactive experience but also greatly expands the gameplay richness of virtual card games. It adds a new dimension of prop matching and timing control to the original card type suppression strategy, fully activating the dual-line strategic tension of "card game" and "prop game". It effectively solves the core experience problems in the field of computer games, such as the low ceiling of strategic depth and long-term experience fatigue in traditional card games. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0010] Figure 1 This is a schematic diagram of the game system architecture for the hardware environment provided in one implementation of this disclosure; Figure 2 This is a flowchart illustrating the method of using game items provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the preparation interface provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the interface of the prop icon panel provided in another implementation of this disclosure; Figure 5 This is a schematic diagram of the device for using game props provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation
[0011] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0012] For ease of understanding, the prior art involved in this disclosure will first be described in detail.
[0013] In card games, traditional card battle games, represented by Dou Dizhu (Landlord), have long held a dominant position. Within the framework of traditional Dou Dizhu, the usual approach is to deal all cards to each player at the start of the game. Players then strategize around their initial hands, using card combinations and card counting to win, with "being the first to play all their cards" being the sole criterion for victory. However, in this game, all card information is fixed from the moment the cards are dealt. Players' decision-making space is mainly limited to the order of play and card combinations. The outcome largely depends on the luck factor of the initial card dealing, resulting in a highly singular strategic dimension and a relatively low overall strategic ceiling.
[0014] To address the aforementioned issues, this disclosure proposes the following technical concept: deeply integrating the card-type logic of Dou Dizhu (a popular Chinese card game) with a virtual item game system to establish a "card type - item trigger" linkage mechanism. Specifically, this disclosure pre-configures virtual items for game accounts and sets corresponding card-type associations for each virtual item. This allows the game system to automatically select usable target virtual items from the pre-configured virtual items based on the card-type associations when a player selects a target virtual card to form a target card type. The target item's effect is then executed after the player triggers the corresponding command. The essence of this technical concept is to deeply bind the usability of virtual items to the current card type, making virtual items no longer independent auxiliary tools outside the game, but rather an organic component embedded in the core game logic. Building upon this foundation, this disclosure further introduces a life value attribute system for both sides and an asymmetric information mechanism, and provides two parallel paths for determining victory or defeat: finishing off the opponent with all cards and reducing life value to zero. This achieves a dual integration of "card game strategy" and "battle game strategy" at the technical level, effectively broadening the strategic dimension of virtual card games and enhancing the dynamism, fun, and user experience of the game.
[0015] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.
[0016] First, the hardware environment required for this disclosure will be introduced.
[0017] In one optional implementation, the method of using game items, the apparatus, the storage medium, and the terminal device provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and the terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be a standalone physical server, a server cluster consisting of multiple physical servers, or a distributed game system. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0018] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0019] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0020] It should be noted that the executing entity of this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This disclosure does not limit the type of executing entity.
[0021] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.
[0022] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.
[0023] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, or a 5G network. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.
[0024] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.
[0025] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.
[0026] The preceding text introduced the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution entity, will detail various embodiments of the game item usage method provided in this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.
[0027] Please refer to Figure 2 This is a flowchart illustrating the method of using game items provided in one implementation of this disclosure. As shown in the figure, the method of using the game items includes the following steps: Step S1: Display the virtual cards corresponding to the first account. The virtual cards can form different card combinations. The first account is configured with at least one virtual item.
[0028] The first account serves as the player account identifier for participating in the virtual card game. It is the primary identity credential for performing core game actions such as playing cards and triggering item effects. The game system uses this account identifier to uniformly link and manage player identities, hand data, and item configurations during the game. In an optional implementation, the first account is the account information registered by the player on the game server, uniquely identifying their game identity. This account is deeply bound to the player's hand data, item configuration, attribute values, and other game states, allowing the game system to fully track and present all current player game state information using the game account as an index. In another optional implementation, the first account's configuration information also includes a set of virtual items that the player equips before entering the game. This set of items remains bound to the first account throughout the game and serves as a strategic resource that the player can utilize in core game strategies. For example, before entering the game lobby, player A selects 5 item cards (including 2 skill cards, 2 equipment cards, and 1 item card) from their own item library through the item assembly interface. These 5 item cards are completely recorded on the server side with the first account as the index. When player A enters the game, the game system reads the item configuration data corresponding to that account and displays the above 5 item cards in the item area of the game interface, allowing the player to flexibly use them according to the card situation during the game.
[0029] Virtual cards are playing cards presented digitally in the game system. They are the basic unit for players to play cards in this open game. Each virtual card has a corresponding face value and suit attribute. Multiple virtual cards can be combined according to preset rules to form different card types and participate in the game as key elements to trigger item effects.
[0030] In one alternative implementation, virtual cards are digital mappings of real playing cards. They are presented as visual card images in the game interface and include two basic attributes: numbers (Ace, 2 to 10, Jack, Queen, King) and suits (spades, hearts, clubs, diamonds), as well as two special cards, the Joker and the King Joker, which together constitute a virtual representation of a complete 54-card standard playing deck. At the start of a game, the game system allocates a preset number of virtual cards to the first and second accounts participating in the game. For example, the game system randomly allocates 34 out of 54 virtual cards to the first and second accounts, so that the hand area at the bottom of the player interface for the first and second accounts displays the 17 virtual cards they have received in a horizontal arrangement. The 17 virtual cards that are not allocated during the game serve as a common card pool. After the current round ends, the first and second accounts are controlled to obtain a specified number of supplementary virtual cards from the common card pool to replenish their hands. If the first or second account chooses to forgo replenishing cards, the game system controls the first or second account to skip replenishing cards from the common card pool this time.
[0031] In one alternative implementation, the core value of virtual cards lies in their combinability—players can select several virtual cards from their hand and combine them according to the game's preset card combination rules (such as single cards, pairs, three-of-a-kind with one extra card, straights, bombs, etc.) to form specific card combinations. Different card combinations not only determine the effectiveness of the play but are also directly related to the triggering mechanism of virtual items, making card combination selection the core link between card-playing decisions and the use of virtual items. For example, if a player holds three Queens (Q... Q Q If a player combines three Queens into a "Three of a Kind" hand, the game system will highlight the available item cards associated with that hand in the item area; if the player adjusts their hand combination to a "Pair" (such as Queens)... +Q If the game system re-searches and updates the display status of available item cards, the available prompts in the item area will be refreshed in real time as the card type changes, helping players make the optimal card type-item combination decision before playing a card.
[0032] In one optional implementation, the display of virtual cards in the game interface can be dynamically adjusted according to the game status. For example, when a player selects a virtual card, the card will be visually highlighted or raised, indicating that it has been included in the current pre-selection range. When the player deselects the card, it returns to its original position and style. This interactive visual presentation allows players to intuitively combine and adjust the card combinations to be played, and works in conjunction with the real-time interactive display of the item area to form a smooth closed loop of card selection, card matching, and card playing. For example, when a player selects a 5 from their hand... 6 7 8 9 All five cards move up and are highlighted. The top of the screen indicates that the current hand is a "straight". At the same time, the item area refreshes automatically and marks the "Combo Enhancement" skill card associated with the straight as available. After the player confirms, they can play the card with one click and trigger the skill effect.
[0033] Virtual items are functional game elements that players pre-equip before entering a game and trigger under specific conditions during the game. These include, but are not limited to, skill cards, equipment cards, and item cards. They can have a substantial impact on the current game's strategic state, such as increasing or decreasing the attribute values of both sides, or applying buffs or debuffs, thus deeply embedding item strategies into the core game's strategic logic.
[0034] In one optional implementation, virtual items are independent game assets distinct from virtual cards. Their core feature lies in a "pre-configuration + conditional triggering" usage mechanism: before the start of a match, players can independently select several items from their personal item library through the item assembly interface and bring them into the game. During the match, they can only be activated and used when the corresponding triggering conditions are met (i.e., the current card type matches the card type association of the item). For example, if a player equips a skill card called "Flame Blade" before the match, and the associated card type of this virtual item is marked as "Bomb" in the item library; when the player plays a bomb card during the match, the game system detects that the current card type matches the associated card type of "Flame Blade," and then marks the virtual item as available and highlights it on the interface. The player can choose to trigger it, causing the damage value of the bomb to be additionally increased based on the bonus coefficient of the virtual item.
[0035] In one alternative implementation, the types and functions of virtual items can be diverse, with different types of virtual items corresponding to different activation methods and target objects. Skill card items are usually bound to any card type, and their effects dynamically change with the strength of the card type; equipment card items can provide players with global passive buffs, such as continuous damage reduction effects or attribute bonuses; item card items can apply instant item effects to opponents or oneself, such as stealing cards from the opponent's hand or reducing the opponent's attribute values. For example, if a player equips a "Ironclad Shield" equipment card (passive damage reduction effect, global effect) and a "Void Steal" item card (can perform an instant card steal operation from the opponent's hand), during the game, "Ironclad Shield" will be continuously effective after being equipped, automatically offsetting a fixed amount of damage whenever the player suffers a reduction in health from the opponent; while "Void Steal" needs to be manually triggered when the associated card type conditions are met, and after triggering, it randomly draws a card from the opponent's hand to replenish the player's hand area.
[0036] In one alternative implementation, there is an upper limit to the number of virtual items that can be configured to ensure game balance. Players typically need to make trade-offs among limited item slots, seeking the optimal combination between offensive items (to increase output) and defensive items (to reduce damage). This initial item configuration decision itself constitutes an important part of the game's strategic depth. For example, the game allows each player to bring a maximum of 9 virtual items into the game. Players need to comprehensively consider their preferred playing style (whether they prefer bombs or straights) and their opponents' possible counter-strategies to reasonably allocate the ratio of offensive and defensive items and formulate a personalized virtual item configuration plan. If a player prefers an aggressive playstyle, they can equip more high-burst skill cards associated with bombs and four-of-a-kind strong hand types; if a player prefers a stable playstyle, they can carry more damage reduction equipment cards and hand manipulation item cards to compensate for potential deficiencies in their initial hand.
[0037] In a specific application, taking the modified 1V1 Dou Dizhu game disclosed herein as an example, Player A (first account) and Player B (second account) log in to the game client through their respective smartphone terminals. At the start of the game, the game system reads Player A's game data from the server based on Player A's account information and displays the 17 virtual cards Player A has acquired horizontally in the hand area at the bottom of Player A's phone screen in the style of standard playing cards. The cards are clearly distinguished by numbers and suits, and players can view all their cards by swiping the hand area. At the same time, the item panel on the right side of the game interface fully displays the 5 items Player A configured before the game: Skill Card "Bomb Combo" (related card type: any), Skill Card "Following the Trend" (related card type: any), Equipment Card "Iron Will" (passive damage reduction, global effect, related card type: straight), Item Card "Lucky Card Snatch" (related card type: pair), and Item Card "Universe Replacement" (related card type: bomb). All the above hand and item information has been loaded. Player A can formulate a first-round strategy based on the current hand structure and virtual item configuration, with complete information about their own side. Player B's hand and item configuration are not visible to Player A, forming an effective information game barrier.
[0038] Step S2: Based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual props, determine the target virtual prop from the at least one virtual prop.
[0039] Among them, the target virtual card is one or more virtual cards selected by the player from the virtual cards held at the current operation node and intended to be used for this play. It is the data input source for forming the target card type and triggering the item selection logic. Its selection state constitutes the prerequisite for the subsequent game system to perform card type recognition and item matching.
[0040] In an optional implementation, the currently selected target virtual card includes: a virtual card pre-selected by the first account from the virtual cards during the first account's turn.
[0041] In this game, a turn is a time slot allocated to each account in turn, allowing that account to play a card. It is the basic game sequence unit where players actively select cards and trigger items. During the game, each account takes turns receiving a turn according to the card-playing order, and completes the decision-making process of card selection and item triggering within their respective turns. It can be understood that each participating account maintains its own turn independently; only one account is in a valid turn at any given time, while the others are in a waiting state. The current account's turn ends after it completes its card-playing action (with or without item triggering) and submits the play command. The game system then transfers the right to play to the next account in the game, starting a new round of turns. Meanwhile, the duration of each turn can be constrained by a timer to prevent players from delaying their turn and disrupting the game's rhythm. The game system typically starts a countdown at the beginning of a player's turn. If the player hasn't completed their turn before the timer expires, the system will automatically play the card (e.g., automatically selecting the smallest card) and end the turn, ensuring smooth gameplay. Furthermore, the activation and triggering of virtual items can generally only be performed by the account holding the turn. Accounts outside of their turn cannot actively trigger offensive or disruptive virtual items. This temporal constraint ensures consistency between the right to use items and the right to play cards, maintaining a fair gaming framework.
[0042] In this system, the pre-selected virtual cards are a subset of cards that players choose from their hand during the card selection phase of their turn. After pre-selection, the game system immediately identifies the card types and triggers item association filtering, allowing players to anticipate available items before making their final card combination decision. In an optional implementation, the pre-selected virtual cards represent a preliminary selection of cards the player intends to play from their current hand. This pre-selection is revocable—players can adjust the pre-selection range at any time before submitting their play command, adding or removing cards. The game system then dynamically updates the card type identification results and the list of available items, making the pre-selection phase an interactive buffer for players to repeatedly weigh and optimize their play decisions. For example, in a 1V1 modified version of Dou Dizhu, the turn-based play mechanism and the interactive design of the pre-selection operation together constitute the complete process of each player's play decision. When it's Player A's turn to play, Player A first performs a pre-selection operation in the hand area. The game system provides real-time feedback on the card type recognition results and the list of available virtual props. Player A can adjust the card combination multiple times during the pre-selection stage, compare the prop effects that different card types can trigger, and finally click the "Play" button after confirming the optimal solution to complete a full turn of playing cards.
[0043] In an optional implementation, the currently selected target virtual card includes: the virtual card played by the first account in the winning round when winning the current game round.
[0044] In this context, the winning round is the round in which the account that ultimately wins the current round plays its last valid card. Virtual cards played in this round can also be used as the target virtual card to trigger item association filtering and item effect execution, making the "winning" action itself a secondary trigger path for item activation. In an optional implementation, the winning round is a marker round indicating the end of a round. When an opponent cannot follow up after an account plays a card (i.e., "cannot play"), the game system determines that the account has won the round, and the round corresponding to the last card played by that account is the winning round. Virtual cards played by the winning account in the winning round are also included in the target virtual card category. The game system performs item association filtering based on this card type, linking the winning action with virtual item activation, creating an immediate sense of reward for players who "trigger an immediate effect upon winning." For example, player A plays a K... K If player B cannot play a higher hand than a pair of Kings and chooses to "pass," the game system determines that player A wins the round, and the round ends. The pair of Kings played by player A becomes the target virtual card in the winning round. The game system detects that the item "Winner's Aura" (related to any pair) is available and automatically triggers its effect at the end of the round, restoring player A to 3 life points, creating a cumulative incentive of winning rewards and item benefits. In an optional implementation, the item triggering mechanism in the winning round is consistent with the triggering mechanism in a normal playing round, both requiring the complete chain of target hand identification → item association filtering → target item determination → trigger command response → item effect execution. However, in terms of timing, the item triggering in the winning round occurs after the round's victory determination and before the start of a new round, belonging to the effect settlement phase between rounds. For example, if player A plays a bomb in the winning round, the game system first determines that player B "cannot play" to confirm that player A has won the round. Then, it performs the item association filtering for the winning round, confirms that the associated card type of the "Bomb Impact" skill card matches the bomb, and triggers the item effect after the round's victory animation ends, causing additional attribute value reduction to player B, forming a dramatic game experience of "winning big move".
[0045] In this way, by clearly defining the paths for two types of target virtual cards—"pre-selected card type trigger" and "winning round trigger"—players can trigger item effects both during their active card-playing phase and when winning a round, forming a multi-node, full-coverage item activation mechanism. This design significantly enhances the player's interactive experience—the instant item rewards generated by the act of winning itself strengthen the positive feedback loop, making each round victory full of surprises—while also greatly increasing the richness of gameplay. Players need to make more complex strategic trade-offs between card-playing rhythm management and item trigger timing, substantially expanding the strategic depth of virtual card games.
[0046] Among them, the target card type is the card combination category composed of the currently selected target virtual cards. It is the core judgment basis for the game system to perform item association matching. Its category is determined by the number of target virtual cards, their values and combination rules, covering a variety of standard card type classifications such as single cards, pairs, three of a kind, straights, and bombs.
[0047] In an optional implementation, the target card type is automatically determined by the game system after parsing the target virtual card according to preset card type recognition rules, without requiring manual specification from the player. The game system outputs the target card type's category tag in real time after the player selects the card, serving as input parameters for subsequent item association retrieval, ensuring the accuracy and timeliness of item matching calculations. For example, if the player selects 5... 5 5 6 6 Five cards. The game system automatically analyzes the above combination and finds that it conforms to the "three-of-a-kind with two" hand type rule (i.e., three cards of the same value plus two cards of the same value). The target hand type is tagged as "three-of-a-kind with two" and used as the search condition to search the item database for items with the "three-of-a-kind with two" associated attribute. The search results are reflected in the available items display on the item panel.
[0048] In an optional implementation, the identification result of the target card type will also provide visual feedback to the player in the game interface. For example, the current card type name label will be displayed above the hand area, and available items will be highlighted or marked with activation animations in the item panel. This allows players to intuitively confirm whether the card type formed by the currently selected cards matches their expectations and adjust their card selection strategy accordingly. For instance, when a player selects four cards of the same value, the card type prompt area at the top of the interface will display the word "Bomb" accompanied by a flame effect animation. The "Detonate Impact" skill card icon associated with the bomb in the item panel will light up and shake slightly to attract the player's attention. After confirming that the card type and items match their expectations, the player can click the "Play Card + Trigger Item" linkage button to complete the combined operation of playing a card and activating an item with one click.
[0049] Among them, the card type association relationship is a rule mapping that is pre-set for each virtual item, describing under what card type conditions the item can be triggered. It is the core retrieval basis for the game system to select available items from the configured item set, and determines which items are available under the current target card type and which items do not meet the trigger conditions.
[0050] In one optional implementation, the card type association relationship is a structured data mapping relationship. It defines one or more sets of card type conditions that can trigger each virtual item in the game system. When a player's selected target card type satisfies the card type association relationship of a virtual item, the virtual item is determined to be usable and enters the candidate activation pool. For example, the card type association relationship of the item card "Going with the Flow" is set to {Straight, Consecutive Pairs}. When the player's current target card type is "Straight", the game system queries the card type association relationship of the virtual item, finds that the target card type "Straight" belongs to the element in the virtual item association relationship set, determines that the virtual item is usable, and activates its display in the item panel. If the player switches the card type to "Single", "Single" is not in the virtual item association relationship set, and the item immediately reverts to an unusable grayscale display state.
[0051] In one alternative implementation, the design of card type associations can reflect matching strategies of different granularities. This can be precise card type matching (e.g., only effective for "bomb" type cards) or more flexible compatibility matching (e.g., effective for all card types containing pairs, including pairs, three-of-a-kind with one, three-of-a-kind with two, four-of-a-kind with two, etc.). This differentiated association design allows for a wider range of applicable scenarios for the items, providing players with diverse item selection strategies. For example, the card type association of the skill card "Confrontation and Suppression" uses a compatibility matching strategy, set to "any card type containing pairs," meaning the item can be triggered when the player plays a pair, two pairs, three-of-a-kind with a pair, four-of-a-kind with two pairs, etc. The skill card "King's Wrath," on the other hand, uses a precise matching strategy, only usable when the player plays a "Royal Flush" (a combination of two Jokers), creating a rare item mechanism where high condition thresholds correspond to high effect benefits.
[0052] The target virtual item is determined from at least one virtual item configured by the first account, filtered through card type association relationships, and is the item that matches the current target card type and will be actually triggered. It is the final output of the item filtering logic and the direct object of subsequent item effect execution. In an optional implementation, the target virtual item is a specific item obtained after going through a complete decision-making chain of "full item configuration → card type condition filtering → available virtual item set → player selection or automatic determination by the game system". The determination method can be that the player actively selects after the game system filters out available virtual items, or it can be automatically determined by the game system according to preset rules.
[0053] Step S3: In response to the trigger command for the target virtual item, execute the trigger effect corresponding to the target virtual item.
[0054] Among them, the trigger command is the operation command generated by the player through specific interactive operations in the game interface after identifying the target virtual item. It is the input signal for the game system to recognize the player's intention to activate and execute the effect of the target item, and it is also the trigger condition for the item effect to change from the pending trigger state to the actual execution state.
[0055] In one optional implementation, the trigger command is an input event generated by a player clicking, long-pressing, or using a specific gesture on a target virtual item icon or card-playing confirmation control in the game interface. The game system listens for this input event and verifies the availability of the target virtual item, then parses it into a valid trigger command, thereby initiating the execution logic of the item's effect. For example, after a player selects the "Triple Strike" skill card in the item panel and clicks the "Play Card" confirmation button at the bottom of the interface, the terminal device encapsulates this click operation into a trigger command and reports it to the server. After the server verifies that the current target card type "Three of a Kind" matches the card type association of "Triple Strike" effectively, it determines that the trigger command is valid, executes the damage calculation and effect application process for the item, and synchronizes the calculation result to both players' client interfaces.
[0056] In an optional implementation, the trigger command can also be automatically generated by the game system when specific automatic triggering conditions are met, rather than relying solely on the player's active input. When the game system selects only one available virtual item, it can automatically generate and execute the trigger command for that unique available item based on preset automatic triggering rules, at the same time the player confirms the play, simplifying the player's operation steps and improving interaction efficiency. For example, if a player selects the Big Joker and Little Joker to form a Royal Flush, and the game system finds that only the "King's Wrath" item is associated with the Royal Flush after filtering items, when the player clicks "Play," the game system automatically merges the activation command for "King's Wrath" with the play command, eliminating the need for the player to click separately to confirm the item trigger. This achieves seamless linkage between playing the Royal Flush and item activation, reducing the number of operation levels.
[0057] Among them, the effect of the target item is the actual change in the game state caused by the target virtual item being triggered according to its preset rules. It is the final manifestation of the item usage behavior and can be expressed in various forms such as increasing or decreasing the attribute values of both sides, adjusting the opponent's card structure, and temporarily modifying the game rules. It is the key carrier for the item game system to have a substantial impact on the core game logic.
[0058] In one optional implementation, the target item effect can be a numerical effect that directly impacts the health attributes of both sides, such as inflicting a fixed or dynamically calculated health reduction (damage) on the opponent, or restoring a specified amount of health to one's own side (healing). These numerical effects are directly related to the final outcome of the match and are the most common and decisive type of item effect in the game. In another optional implementation, the target item effect can also be a buff / debuff effect that has a lasting impact on the game state or game rules, such as adding a shield effect to one's own side for multiple rounds (offsetting some of the damage received), or inflicting a lasting attribute reduction on the opponent (such as losing additional health each round of play). These lasting effects automatically take effect in subsequent game stages without requiring further action after being triggered, having a profound strategic impact on the game's outcome. In an optional implementation, the target item effect may also include manipulation effects that adjust the hand's hand structure, such as randomly drawing a card from the opponent's hand to add to one's own hand, forcing the opponent to discard a specified number of cards, or injecting invalid cards into the opponent's hand. These effects have an indirect but profound impact on the game's progress by affecting the quantity and quality of both players' hands.
[0059] Through the steps described above, the method for using game items disclosed herein establishes a card type association between virtual items and target card types. This allows the game system to automatically filter out triggerable target virtual items when the player selects a target virtual card, and accurately execute the corresponding target item effect after the player issues a trigger command. This upgrades the item game system from an external auxiliary tool to a strategic element embedded in the core game logic. It not only significantly improves the player's interactive experience—using real-time item linkage feedback to assist players in making optimal card-playing decisions and reducing the operational complexity brought about by multi-dimensional strategy integration—but also greatly expands the gameplay richness of virtual card games. It adds a new dimension of item matching and timing control to the original card type suppression strategy, fully activating the dual-line strategic tension of "card game" and "item game". This effectively solves the core experience problems in the computer game field, such as the low ceiling of strategic depth and long-term experience fatigue in traditional card games.
[0060] Further, in one embodiment of this disclosure, the step of determining the target virtual item from the at least one virtual item based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual items includes: Based on the target card type and the card type association relationship corresponding to each of the virtual props, a usable virtual prop is determined from the at least one virtual prop, and the target virtual prop is automatically determined from the usable virtual props; or based on the target card type and the card type association relationship corresponding to each of the virtual props, a usable virtual prop is determined from the at least one virtual prop; and in response to the first virtual prop being selected from the usable virtual props, the first virtual prop is controlled to be determined as the target virtual prop.
[0061] Among them, the available virtual props are a subset of props that meet the triggering conditions by comparing the target card type with the card type of each prop after at least one virtual prop configured by the first account. This subset is the candidate source pool for the subsequent target virtual prop determination stage. The game system performs condition matching calculations on the associated card type of the configured props with the current target card type one by one, marks the props that meet the conditions as available and includes them in the candidate pool.
[0062] In one optional implementation, the selection process for available virtual items is an automated conditional filtering operation. The game system uses the current target hand type as the search input, iterates through all virtual items configured by the first account in this game, and determines whether each item meets the trigger conditions based on its preset hand type association. Virtual items that meet the conditions are added to the set of available virtual items, while items that do not meet the conditions remain in an unavailable grayscale state. For example, if a player has configured 4 items—Skill Card A (associated with any hand type), Equipment Card B (associated with a straight hand type), Item Card C (associated with a pair hand type), and Item Card D (associated with a three-of-a-kind hand type)—if the current target hand type is "pair," the game system searches one by one: A meets the condition (pair belongs to any hand type), B does not meet the condition (pair is not a straight hand type), C meets the condition (pair belongs to a pair hand type), and D meets the condition (pair is not a three-of-a-kind hand type); the final set of available virtual items is {Skill Card A, Item Card C}, which is highlighted in the item panel.
[0063] Among them, automatically determining the target virtual item from the available virtual items is a mechanism in which the game system automatically selects the target virtual item from the set of available virtual items without the player having to manually select it, based on preset automatic selection rules. This is usually applicable when there is only one candidate item in the set of available items, or when the player has enabled the automatic item selection game setting in advance, in order to reduce the player's operation steps and improve the efficiency of playing cards.
[0064] In an optional implementation, when the set of available virtual items selected by the game system contains only one item, the game system does not need to wait for the player to make a further selection. Instead, it directly marks the unique item as the target virtual item and displays it in an active selected state in the item panel. When the player confirms the play, the item will be triggered simultaneously, realizing automated processing in the case of a single available item and reducing unnecessary interaction steps. For example, if the player pre-selects the King and Queen to form a Royal Flush, after the game system searches all configured items, it finds that only the "King's Decree" skill card is associated with a Royal Flush, and the other items do not meet the condition. The only element in the set of available virtual items is "King's Decree". The game system automatically identifies "King's Decree" as the target virtual item, and the item icon automatically enters an active selected state. After the player clicks to play, the Royal Flush playing logic and the item effect of "King's Decree" are executed simultaneously, without requiring the player to click to select the item.
[0065] In an optional implementation, the game system can also provide a "automatically trigger the optimal item" setting option. When a player enables this setting, even if there are multiple candidate items in the available virtual item set, the game system will automatically select the optimal item from the available items as the target virtual item based on preset priority rules (such as the highest item effect value, the fewest remaining uses, etc.), achieving fully automated item triggering decisions. This is suitable for players who are not familiar with item strategies or want to speed up the pace of the game. For example, if player A enables the "automatically select the highest damage item" option in the game settings, when they play three items and trigger the available virtual item filtering, the game system finds that "Three Swords in One" (15 damage) and "Triple Strike" (18 damage) both meet the conditions in the available item set. Based on the "prioritize the highest damage" rule, the game system automatically determines "Triple Strike" as the target virtual item and triggers it. The player does not need to manually choose between the two items, making the game pace smoother.
[0066] In an optional implementation, the mechanism for automatically identifying target virtual items also applies to item triggering scenarios in winning rounds. When a player's winning hand triggers only one available item, the game system automatically executes the item's effect during the round's victory settlement phase, requiring no additional player interaction and making the reward distribution process more convenient and natural. For example, if player A plays a pair of Kings to win the round, the game system finds that the only available item is the "Victory Reward" equipment card (associated with any pair, automatically triggered upon victory, restoring 5 health points). The game system automatically triggers this item's effect after the round's victory animation ends, automatically increasing player A's health by 5 points, without any additional player intervention.
[0067] Among them, the first virtual item is a specific item selected by the player from the set of available virtual items. After the game system filters out multiple available items, the player manually selects the target virtual item candidate. The event of its selection serves as a trigger signal for the game system to identify it as the target virtual item, reflecting the player's active control over the decision to use the item.
[0068] In one optional implementation, the selection of the first virtual item occurs after the game system has completed the filtering of available items and highlighted multiple available items in the item panel. The player marks the item as selected by clicking on a specific item icon in the item panel. The game system captures this selection event and identifies the corresponding item as the target virtual item, synchronously updating the visual state of the item panel to reflect the current selection result. For example, player A's current available item set includes "Combo Burst" (a damage-dealing item) and "Iron Armor" (a defensive item), both of which are highlighted in the item panel. After comprehensively evaluating the current health status (55 points for the player and 42 points for the opponent), player A determines that the current offensive strategy is better than the defensive strategy and clicks to select "Combo Burst." The item icon displays a selection confirmation box effect, while "Iron Armor" remains highlighted but is not selected. The player clicks the play button, and "Combo Burst" is identified as the first virtual item as the target virtual item and its effect is executed.
[0069] Through the above steps, the method for using game items provided in this disclosure offers two methods for determining target virtual items after the set of available items is determined: "automatic determination by the game system" and "manual selection by the player." This balances the dual needs of operational efficiency and strategic autonomy, enabling the item decision-making process to be automated and simplified when only one item is available, while also giving players full control and choice when multiple items are available. This design effectively enhances the player's interactive experience in the item usage phase, while further enriching the depth and layering of item strategy selection in the game, fully demonstrating the refined optimization of the flexibility and usability design of the computer game interactive game system.
[0070] Furthermore, in one embodiment of this disclosure, the step of determining the usable virtual item from the at least one virtual item based on the association between the target card type and the card type corresponding to each of the virtual items includes: The control determines the available virtual props as those whose associated card type matches the target card type.
[0071] Among them, the associated card type is a card type condition label that is pre-set for each virtual item, describing which card type or type of card type the item is associated with. It is the core comparison parameter used by the game system when performing item matching calculations, and determines when the item is available when a certain card type is selected. It is a specific data representation of the card type association relationship.
[0072] In an optional implementation, the associated card type is a key attribute field in the prop data structure. Its value can be an exact card type category name (such as "bomb", "straight", "three-of-a-kind with two"), or a set containing multiple card type categories (such as {"pair", "two pairs", "three-of-a-kind with one", "three-of-a-kind with two"), or a fuzzy matching rule based on card type characteristics (such as "any card type containing consecutive values"). After the player selects the target virtual card and completes the card type recognition, the game system compares the target card type with the associated card types of each prop to determine the matching relationship. For example, the associated card type attribute values of the item card "Breaking Formation Slash" are set as {"Three of a Kind", "Three of a Kind with One", "Three of a Kind with Two", "Airplane"}. When the player's current target card type is "Three of a Kind with One", the game system extracts the associated card type attribute of "Breaking Formation Slash" and performs a set inclusion judgment. If it is confirmed that "Three of a Kind with One" belongs to the element of the associated card type set of the item, the judgment is successful, and "Breaking Formation Slash" is marked as a usable item. If the current target card type is "Straight", "Straight" is not in the set, and "Breaking Formation Slash" remains unusable.
[0073] In one alternative implementation, the rules for setting associated card types directly affect the frequency of item usage and strategic value: items with a wider range of associated card types can be triggered in more scenarios during the game, making them more applicable, but their effect values are usually relatively low; items with a narrower range of associated card types (such as only associated with the Royal Flush) have more stringent trigger conditions, but their effect values are usually higher, forming a "high threshold - high return" design balance. For example, the "Wide Area Suppression" equipment card sets the associated card type to "any card type," providing 5 points of fixed damage reduction each time it is triggered; while the "Heavenly Thunder" skill card sets the associated card type to only "Royal Flush," dealing 50 points of additional damage each time it is triggered; when equipping items before the game, players need to weigh the combination ratio between wide-area low-return items and narrow-area high-return items to build an item combination that suits their own playing style.
[0074] Among them, matching the associated card type with the target card type is the logical judgment result of the game system to determine whether a certain virtual item should be included in the set of available virtual items. When the associated card type of a specific item meets the matching condition with the current target card type, the matching judgment is true, and the game system determines the corresponding item as an available virtual item; otherwise, the judgment is false, and the item remains unavailable.
[0075] In an optional implementation, the matching of the associated card type with the target card type includes: the combination type of the target card type is the same as the combination type of the associated card type. On one hand, the same combination type of the target card type and the associated card type can be: an exact match between the associated card type and the target card type—when the associated card type value of the item is exactly equal to the category label of the current target card type, a match is determined to be successful. This strict exact matching method has clear logic and low judgment cost, making it suitable for special items with high exclusivity (such as legendary skill cards that only affect royal flushes), ensuring that the item is not mistakenly triggered by non-target card types. For example, the "Holy Royal Flush" skill card is set to be precisely associated with the "Royal Flush" hand type. The game system determines whether the target hand type is equal to the "Royal Flush". When the player selects the Big Joker or the Little Joker, the target hand type is identified as the "Royal Flush", the exact match is successful, and the "Holy Royal Flush" becomes available. When the player selects four Aces (a regular bomb), the target hand type is "Bomb (4A)", which is not exactly equal to the "Royal Flush", the exact match is unsuccessful, and the "Holy Royal Flush" remains unavailable. On the other hand, the combination type of the target hand type being the same as the combination type of the associated hand type can be: the target hand type and the associated hand type have a set inclusion relationship—when the associated hand type of the item is set to a set containing multiple hand type categories, the game system determines whether the current target hand type belongs to the elements of that set. If it does, the match is successful. This set matching method allows a single item to trigger across multiple related hand types, making it suitable for designing items strongly related to a certain type of playing style. For example, the "Burst Style" skill card is associated with the following card sets: {"Bomb", "Royal Flush", "Four of a Kind with Two", "Four of a Kind with Two Pairs"}, representing all large card combinations containing four cards of the same value. When a player plays a Four of a Kind with Two, the game system determines whether the "Four of a Kind with Two" belongs to this set. If the determination is true, "Burst Style" becomes available, allowing the item to be triggered whenever the player plays any card combination consisting of four cards of the same value.
[0076] In an optional implementation, the matching of the associated card type with the target card type includes: the target card type and the associated card type satisfying a preset compatibility relationship. The preset compatibility relationship is an exception rule pre-configured by the game system designer in the game system's compatibility relationship mapping table. It describes the exception rules that allow the triggering of items even if the combination types of a specific card type and a specific associated card type are different. This is a supplement and extension to the precise matching of combination types, enabling the item triggering logic to have flexible expansion capabilities based on the game strategy design intent while following the main matching rules. Specifically, the game system can maintain a compatibility relationship mapping table, recording which card types have preset compatibility triggering relationships, and additionally query this mapping table when performing matching judgments. This mechanism allows for the design of items with cross-card type compatibility characteristics, further enriching the diversity of item triggering scenarios. For example, the game system has a preset compatibility rule: straights, pairs, and three consecutive card types are compatible with each other; the skill card "Combo Enhancement" is set to be associated with "straights", but because there is a compatibility relationship between straights and pairs, when a player plays a pair, the game system further queries the compatibility mapping table after the exact match fails, and finds that there is a preset compatibility relationship between "pairs" and "straights", and determines that the compatibility match is successful. "Combo Enhancement" then becomes available, expanding the actual trigger range of this item.
[0077] Understandably, in the improved 1V1 Dou Dizhu game, the matching judgment between the target card type and the associated card type is constructed through two parallel judgment paths: "same combination type" and "satisfying preset compatibility relationship," thus building a prop triggering logic framework that combines rigor and flexibility. Take a specific game scenario as an example: Player A has the skill card "Smooth Sailing" (associated card type: straight, combination type: straight-type). In the current round, Player A's selected target virtual card has two candidate options—Option 1: Select 3. -4 -5 -6 -7 If a player forms a 5-card straight, the game system determines that the target hand combination type "Straight" is the same as the associated hand combination type "Straight," thus matching and triggering "Straight." Option 2: Select 3. -3 -4 -4 -5 -5 The game system determines that the target hand combination type, "pairs," is different from "straights," so an exact match is not possible. It then checks compatibility. The system's compatibility mapping table records a pre-defined compatibility relationship between "pairs" and "straights" based on continuity. If a compatibility match is found, "Wind Blast" can still be triggered. Player A, knowing that both strategies can trigger the same item, compares the strength of the two strategies and chooses the pair strategy (more cards, stronger suppression). This triggers the "Wind Blast" item effect via a compatibility path, achieving flexible use of the item trigger path and greater strategic freedom in hand planning.
[0078] Through the above steps, the method for using game props disclosed herein achieves precise and dynamic management of the availability of props by using the matching calculation of associated card types and target card types as the core judgment mechanism for filtering available virtual props. This mechanism allows players to know in real time the prop options that can be matched with the currently selected card type, greatly reducing the information processing burden on players in multi-prop configuration scenarios, effectively improving the interactive experience of prop usage, and also prompting players to make more targeted card type-prop matching plans when equipping props before the game, further enriching the overall strategic depth of the game.
[0079] Further, in one embodiment of this disclosure, the card-playing round includes a card selection phase and a card-playing phase. The step of determining the target virtual item from the at least one virtual item based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual items includes: In the card selection phase, in response to the pre-selection operation for the target virtual card, the target virtual item is determined from the at least one virtual item based on the target card type of the target virtual card and the card type association relationship corresponding to each virtual item; During the card-playing phase, in response to the card-playing instructions for the target virtual card and the target virtual item, the card-playing logic for the target virtual card is controlled to be executed, and the triggering instruction for the target virtual item is triggered.
[0080] The card selection phase is a preparatory phase before the formal submission of the card-playing action in the round. During this phase, players complete the pre-selection of target virtual cards. Based on the current pre-selection status, the game system performs card type recognition and item association filtering in real time, showing players the list of available items and the confirmed result of the target item, providing information assistance for players' card-playing decisions. This phase does not produce actual card-playing effects, but only serves the player's decision-making preparation.
[0081] In one optional implementation, the card selection phase is a decision-making preparation sub-phase of the play round. During this phase, all player actions (selecting cards, changing cards, viewing item effect previews, etc.) are in a revocable and adjustable exploratory state. The game system continuously monitors player interactions and updates the interface feedback in real time, but does not execute any logic that actually affects the game state—it does not trigger card play settlement, does not deduct item usage attempts, and does not update either player's life points—allowing players to fully explore the optimal card play strategy in a risk-free environment. For example, player A enters the card selection phase during their play round and tries various card combinations in sequence: first, they select a pair of Kings, and the game system reports that items A and B are available; then they change to three Queens, and the game system updates the feedback to show that items B and C are available; finally, they select a straight 8-J, and the game system reports that items C and D are available; after comparing the item effects of the three options, player A confirms that the combination of a straight + item D is the most beneficial, locks this choice, and enters the play phase. During this period, any card selection operation does not produce any actual card play effect.
[0082] In one alternative implementation, the core value of the card selection phase lies in providing a closed-loop interactive experience of "pre-selection → real-time item linkage feedback → decision optimization → card play confirmation". This allows players to obtain sufficient information on item availability before making a final card play decision, and to optimize card type-item combinations based on this information, rather than blindly playing cards and passively waiting for random item trigger results.
[0083] In an optional implementation, the card selection phase can also provide a preview function for the item effect. That is, after the player selects the target item, the player is shown the specific effect value (such as the expected value of damage, the expected value of shield reduction, etc.) that the item is expected to produce when it is triggered, before the item is officially triggered. This allows the player to form an accurate expectation of the actual benefit of the item effect before confirming the card play, further improving the transparency of decision-making information and the player's sense of initiative and control.
[0084] Among them, the pre-selection operation is the operation behavior of players to select and mark specific cards in the hand area by clicking, swiping or other interactive gestures during the card selection stage. This operation triggers the game system to perform card type recognition on the currently selected card set and start the item association filtering process. It is the main operation form of real-time interaction between players and the game system during the card selection stage.
[0085] In one optional implementation, the interaction design of the pre-selection operation is based on the principle of low operation threshold. It is usually completed by single-finger click to select and cancel a single card. Multiple cards can be added to the pre-selection set one by one by clicking, or multiple cards arranged consecutively in the hand area can be selected in batches by sliding over the operation. The selection and cancellation operations are visually responsive. Selected cards are distinguished from unselected cards by raised or highlighted effects, so that players can clearly perceive the current pre-selection status.
[0086] The card-playing phase is the execution phase of the card-playing round after the player completes the card selection and item selection and submits the formal card-playing instruction. In this phase, the game system receives the card-playing instruction and executes the actual card-playing settlement logic, including removing the target virtual card from the hand, executing card type effect settlement, triggering the effect of the target virtual item, and other operations that have a real impact on the game state. It is the final execution stage of the card-playing round.
[0087] In one optional implementation, the card-playing phase is triggered by the player clicking the "Play Card" confirmation control. Upon receiving the card-playing instruction, the game system immediately locks the currently pre-selected target virtual card and target virtual item, no longer accepting modifications to the card selection status, and enters the formal card-playing settlement process: First, a card-playing legality verification is performed (determining whether the current card type is legal and whether it conforms to the following rules of the previous player's card). After the verification is passed, the target virtual card is removed from the player's hand data, the hand area display on the interface is updated, and the card-playing result is synchronized to both players' clients; then, the effect execution logic of the target virtual item is triggered to complete the calculation, application, and display of the item effect. For example, after player A confirms the three Kings + the "Three Swords in One" item during the card selection phase, he clicks the green "Play Card" button at the bottom of the screen to enter the card playing phase. The game system locks the card selection state and performs the settlement: the three Kings disappear from the hand area, and the card image of the three Kings is displayed in the card playing area of the screen; then the "Three Swords in One" item effect is triggered. After the damage calculation is completed, player B's life points are reduced by 15 points, and the damage floating text animation and item effect animation are played synchronously on both players' screens.
[0088] In one alternative implementation, the visual presentation during the card-playing phase should clearly convey the causal relationship between the card-playing action and the item triggering, usually achieved through a timed animation sequence—first playing the card-playing animation (cards fly to the card-playing area), then triggering the item effect animation (skill card activation light effect, damage numbers appearing, shield activation effect, etc.). Through rhythmic visual performance, players can intuitively experience the linkage of "playing a card triggers an item", enhancing the immersive and satisfying feeling of the game feedback.
[0089] Through the above steps, the method of using game props disclosed herein divides the card-playing round into a card selection phase and a card-playing phase. In the card selection phase, the prop association is triggered in real time based on the pre-selection operation to filter and present the available prop information to the player. In the card-playing phase, the card-playing logic and prop triggering are combined and executed. This two-stage design allows players to obtain sufficient information to optimize their decisions each time they play a card. At the same time, the atomic card-playing phase settlement ensures a strict causal correspondence between card-playing behavior and prop effects. This not only significantly improves the interactive experience of players in the prop-using phase, but also further enriches the strategic level and gaming fun of card-playing decisions in virtual card games.
[0090] Furthermore, in one embodiment of this disclosure, before the step of determining the target virtual item from the at least one virtual item, the method further includes: Based on the target card type of the target virtual card and the card type association relationship corresponding to each of the virtual props, a usable virtual prop is determined from the at least one virtual prop, and the prop identifier corresponding to the usable virtual prop is displayed; the usable virtual props include the target virtual prop, and the prop identifier includes the target prop identifier corresponding to the target virtual prop; In response to the card-playing command, control to cancel the display of the item icon.
[0091] Among them, the item identifier is a visual interface element in the game interface used to represent available virtual items. It is presented in the form of icons, card thumbnails, text labels or special animation marks, etc. It conveys to players which items are currently in a triggerable state. It is a visual carrier for the game system to transmit information about item availability to players, and it is also the interface operation object for players to select items.
[0092] In an alternative implementation, the item identifier is a visual interface representation of each available item in the item panel. It is usually based on the item card pattern and is distinguished by overlaying visual elements such as highlighted borders, activation light effects, and available markers. This allows players to identify at a glance the difference between items that are currently available and those that are not, guiding players to focus their attention on meaningful interactive options.
[0093] In an optional implementation, the item icon can not only convey availability information, but also carry a summary of the item's effect. For example, a brief description of the item's effect can be displayed when the item icon is floating, or an effect value label can be attached next to the item icon, so that players can quickly obtain the effect description when selecting an item and reduce memory costs.
[0094] In one optional implementation, the display logic of the item icon is linked in real time with the pre-selection status of the target virtual card. When the player adjusts the pre-selected card, causing a change in the target card type, the availability status display of the item icon is refreshed synchronously: the originally highlighted item icon can turn gray (because the new card type does not meet its triggering conditions), and the originally gray item icon can turn highlighted (because the new card type meets its triggering conditions), forming an instant and continuous visual feedback on the availability of the item, so that the player's card selection operation and the item panel are closely linked.
[0095] The "cancel display item icon" is a cleanup operation performed by the game system after a card-playing command is submitted. It removes the previously highlighted available and target item icons from their active state (e.g., restoring them to their default inactive state or removing consumed item cards from the item panel), marking the end of the current item usage process and preparing the interface for the next round of card play. In an optional implementation, the "cancel display item icon" is executed during the card-playing phase's resolution process after the game system receives the card-playing command, typically after the item effect's trigger resolution is complete and before the start of a new round. It should be noted that in this disclosure, all virtual items are reusable; "cancel display" refers to removing the item icon from the player's screen to free up more screen space, rather than permanently removing the virtual item from the game.
[0096] It's understandable that the display of item icons, the identification of target item icons, and the removal of item icons after a card is played constitute a complete visual interaction loop in the item game system at the game interface level. Please refer to... Figure 4 This is a schematic diagram of the item identifier panel provided in one implementation of this disclosure. As shown in the figure, the game interface 400 displays the game screen corresponding to the first account. The virtual hand area 401 of the first account displays the virtual cards currently held by the first account. When the player pre-selects the straight card 3-4-5-6-7 as the target virtual card 402 in the virtual hand area 401, the item identifier panel 403 is triggered to be displayed in the game interface 400 (hidden when not pre-selected). The item identifier panel 403 displays item identifiers corresponding to the multiple virtual items configured by the player before the start of the game. Among them, the item identifier 404 that matches the straight card in the item identifier panel 403 is highlighted, while other item identifiers that do not match the straight card are grayed out. When a player selects a specific item icon from the highlighted item icons 404 and clicks the card-playing control 405, the card-playing logic for the target virtual card 402 and the virtual item corresponding to that item icon is triggered. Then, the game system controls the hiding of the item icon panel 403 to save space on the game interface 400.
[0097] Through the steps described above, the method for using game items provided in this disclosure establishes a clear and real-time information transmission channel between the availability of items and the player's visual perception by introducing a dynamic display and clearing mechanism for item identifiers. This allows players to intuitively understand the probability of item triggering in the current card selection state without relying on memory or active querying. This design effectively reduces the information processing burden on players in scenarios with multiple item configurations and improves the interactive experience of item usage. At the same time, the design of target item identifiers and the clearing of identifiers after playing cards together ensures the accuracy of item decision information and the cleanliness of the interface, further improving the overall interactive quality of the game.
[0098] Furthermore, in one embodiment of this disclosure, the method further includes: Before the start of the game, in response to the selection operation of candidate virtual items in the virtual item library, the selected candidate virtual item is used as the at least one virtual item configured by the first account after the start of the game.
[0099] The virtual item library is a centralized resource collection within the game system that stores all available virtual items for players to choose from. It encompasses all unlocked item cards and serves as the data source and display interface for players to make item assembly decisions before a match begins. Its content dynamically expands as the player progresses through the game. In an optional implementation, the virtual item library is an item asset warehouse independently maintained by the game system for each player. It records all virtual items currently unlocked by the player's account, including the item's name, type, associated card type, effect description, rarity, and usage restrictions. Players unlock new items through various in-game means (such as match victory rewards, event exchanges, and shop purchases), and these new items are immediately added to the virtual item library for subsequent item assembly. For example, after completing 50 matches, Player A unlocks the legendary skill card "Holy Royal Flush," which is automatically added to their virtual item library. This card can be found and selected in the library during the item assembly interface before the next match. As players progress through the game, the virtual item library expands, providing increasingly rich item configuration options. In one optional implementation, the virtual item library is displayed in a browsable list or grid format during the pre-match item assembly interface. It supports filtering and sorting by item type (skill card / equipment card / item card), related card type (single / pair / bomb, etc.), and rarity (common / rare / legendary), helping players quickly locate target items within the vast item library and reducing the information retrieval cost of assembly decisions.
[0100] In this system, candidate virtual items are individual virtual items displayed in the virtual item library for players to select before the start of a game. Players select a candidate virtual item from the library and add it to the item configuration slot for the current game, making it a valid item asset that players can use when playing cards. In an optional implementation, candidate virtual items are the basic interactive units in the virtual item library display interface. Each candidate virtual item is presented as an independent card icon on the interface, containing information such as item name, type icon, associated card type label, and a brief description of its effect. Players select a candidate item by clicking its icon, and the selected candidate item card occupies a configuration slot in the "Item Configuration for This Game" area of the display interface. In one optional implementation, the selection of candidate virtual items supports two-way management—players can either add items from the library to the current game configuration by clicking to select them, or remove them from the current game configuration by clicking the selected item again or clicking the item thumbnail in the configuration slot area, restoring it to a candidate state in the library that can be selected again; this flexible operation mechanism of adding and removing allows players to repeatedly adjust the item configuration plan before the start of the game to ensure that the final item combination entering the game meets their tactical expectations.
[0101] Please refer to Figure 3 This is a schematic diagram of the preparation interface provided in one implementation of this disclosure. As shown, the top of the preparation interface 300 displays the first account (our side) 301 and the second account (opponent, to be determined) 302, which will participate in the game. The middle area displays a card configuration area 303, which has multiple equipment slots 305. Each equipment slot 305 is used to configure a virtual item to be used by the first account in the game before the game starts. Specifically, the first account player can click on the configuration control 304 or the card deck control 306 set in the card configuration area 303 to trigger the display of the virtual item library corresponding to the first account. This virtual item library is used to display all the virtual items that the player has obtained in the game. The player can select one or more candidate virtual items from it and place them into the equipment slots 305 so that the first account can use them after entering the game. After the player completes the card configuration, they can start the game by clicking on the quick match 307.
[0102] Through the steps described above, the method for using game items disclosed herein, by providing a virtual item library and a pre-match item selection and assembly mechanism, allows players to customize their item configuration based on their personal strategic judgment before each match begins. This extends the planning space for item strategy to the match preparation stage. This design not only significantly enhances players' sense of participation and agency in the game, making each match preparation itself a strategically valuable gaming experience, but also further enriches the dimensions of gameplay. It adds item assembly strategy as a new direction for game research and exploration to virtual card games, beyond card type competition, effectively enhancing the game's long-term appeal to high-level players.
[0103] Furthermore, in one embodiment of this disclosure, the game includes a first account and a second account, the first account is set with a first attribute, the second account is set with a second attribute, and the item effect of the virtual item includes: affecting the attribute value of the first attribute and / or the second attribute.
[0104] Among them, the first attribute is a numerical attribute set by the game system for the first account to quantify the account's combat status in the game. It is usually expressed as core combat parameters that reflect the player's survival status, such as health points and HP. Its numerical changes are directly related to the duration of the game and the final determination of victory or defeat. It is one of the core resources that players need to focus on and manage in the game.
[0105] In one optional implementation, the first attribute is an individualized numerical parameter attached to the first account. It is initialized to a specific value (e.g., 100 points of full health) by the game system at the start of the match and dynamically changes during the match due to the effects of the opponent's virtual items or the healing effects of one's own virtual items. The current value of the first attribute is only visible to the client interface of the first account and is not visible to the second account, creating an information-asymmetric game environment. For example, at the start of the match, the game system sets the initial value of the first attribute for player A (the first account) to 100 points and displays "Health: 100 / 100" in both a health bar and a numerical value in the upper left corner of player A's interface. As the match progresses, after player B triggers a damaging virtual item causing a 15-point reduction, player A's first attribute value updates to 85 points, and the health bar on player A's interface shortens and the numerical value updates to "85 / 100". Simultaneously, player B's interface only displays a damage notification for player A (e.g., "Damaged 15 points of damage to the opponent"), but does not display the specific value of player A's current first attribute, maintaining information asymmetry.
[0106] In one optional implementation, the value range of the first attribute is typically set with a lower bound (minimum value of 0) and an upper bound (maximum value of the initial maximum value). When the value of the first attribute drops to 0 due to damage, a match-ending judgment is triggered, and the game system declares the first account to lose. When the value of the first attribute increases due to healing effects, it does not exceed the upper bound of the initial maximum value. This bounded attribute value design provides a clear quantitative benchmark for the course of the match, allowing players to intuitively assess their current survival margin and the urgency of winning. For example, if player A's current first attribute value is 8 points, and player A's health bar is almost depleted, displaying a red warning effect and the message "Danger! Extremely low health," player A immediately adopts a defensive strategy, prioritizing the use of defensive items to restore 5 health points. The first attribute value recovers to 13 points, the health bar slightly recovers, and player A gains enough health to continue the match.
[0107] The second attribute is an independent combat status numerical parameter set by the game system for the second account, corresponding to the first attribute. Its attribute design rules are symmetrical with the first attribute. It is not visible to the first account during the game, but only visible to the interface of the second account. Through the asymmetric information rendering mechanism, both sides can only observe their own attribute values and cannot directly know the opponent's precise status, forming an incomplete information game situation common in real game environments.
[0108] In an optional implementation, the numerical system and management logic of the second attribute are completely symmetrical with those of the first attribute. The game system adopts the same initialization rules (both players start the game with full health), the same attribute value change rules (affected by item effects), and the same win / loss determination rules (a loss is determined when the attribute value reaches zero). The only difference between the attribute values of the two players is their visibility of the opponent's attribute values—the first account can see the first attribute but not the second attribute, while the second account can see the second attribute but not the first attribute. This differentiated visibility setting is one of the core features of this disclosure in the design of the gaming experience. For example, in the middle of the game, player B (second account) has a secondary attribute value of 42 points, but player A is unaware of this. Player A estimates the opponent's health to be between 40 and 50 points based on the total damage dealt (the cumulative estimate of damage displayed in each round). There is uncertainty in making an offensive decision. If the estimate is too low, player A may mistakenly use items that could be used for attacking in defense. If the estimate is too high, player A may miss the optimal opportunity to deliver a fatal blow. This estimation and game due to incomplete information is the core value of this open asymmetric information mechanism.
[0109] In one alternative implementation, the design that the second attribute value is invisible to the first account encourages players to make indirect inferences during the game by observing the opponent's behavior patterns (such as whether the opponent suddenly starts to actively trigger defensive items or whether the playing rhythm is significantly shortened), forming a high-level game skill similar to reading the opponent's "habitual actions" in Texas Hold'em. This information reasoning based on behavioral signals greatly enhances the cognitive level of the game and provides additional technical advantages for players with high game understanding.
[0110] In one alternative implementation, the effect of a virtual item on the value of the first and / or second attribute can be positive (a buff, such as restoring health to one's own side), negative (a debuff, such as reducing the attribute value of the opponent), or bidirectional (such as a specific item effect simultaneously restoring 5 points to one's own side and deducting 5 points from the opponent). This diverse range of attribute effects allows different items to generate drastically different strategic values in a match, providing players with a rich array of effect options for item selection and triggering decisions.
[0111] Through the above steps, the method of using game props disclosed herein, by setting up an independent attribute value game system for both sides and using prop effects as the core means of attribute value changes, adds a strategic dimension of attribute value management to traditional card-playing games; at the same time, through an asymmetric information rendering mechanism, both sides can only observe their own attributes and cannot directly grasp the opponent's status, effectively enhancing the information game tension and strategic deduction fun in the game, qualitatively improving the interactive experience of the game, and fundamentally expanding the gameplay richness of virtual card games, elevating the card type suppression game of Dou Dizhu into a multi-dimensional combat experience that combines attribute management, information game, and prop strategy.
[0112] Furthermore, in one embodiment of this disclosure, the method further includes: The game session ends when the attribute value of the first attribute or the second attribute meets the first termination condition, or when the number of virtual cards corresponding to the first account or the second account meets the second termination condition.
[0113] The first termination condition is a game termination judgment rule based on attribute values. When the attribute value of either party's account reaches the critical state described by the condition (usually when the attribute value drops to zero or below a certain threshold), the game system triggers the game termination logic. As a win / loss determination mechanism oriented by item effects, this invention reflects the health-based battle win / loss dimension introduced in addition to the traditional card-running-out-of-cards-win rule.
[0114] In one optional implementation, the first termination condition is an automated judgment logic executed by the game system after each change in attribute value, using whether the current value of the attribute value meets a preset critical condition as the judgment criterion. Whenever an item effect affects the attribute value of either player and completes the settlement, the game system immediately checks whether the first termination condition has been triggered. If it is, the game ends immediately without waiting for the current round or subsequent card plays to be completed. For example, if player A triggers a damaging item that deals 40 points of damage to player B, after the item effect is executed, the game system automatically checks: player B's second attribute value is reduced from 38 points to 40 points, resulting in a negative number. The game system corrects this to 0, triggering the first termination condition (the critical state of the attribute value reaching 0), immediately initiating the game ends, declaring player A the winner, without waiting for subsequent actions in the current round.
[0115] In an optional implementation, the triggering priority of the first termination condition should be higher than the normal round progression logic. That is, once either player's attribute value meets the first termination condition during a round, the game is immediately terminated without completing the remaining rounds. This instant termination mechanism is not only logically rigorous but also produces a dramatic "one-hit kill" effect on a visual level, enhancing the game's entertainment value and emotional impact. For example, during player B's turn, player B plays a bomb and triggers a high-damage skill card. After the item effect is resolved, player A's first attribute value is precisely reduced to zero. The game system immediately displays the "Player B wins" settlement screen without waiting for player B to continue playing, coupled with a full-screen victory effect, allowing player B to experience a strong "one-hit kill" game feedback the moment the bomb is played.
[0116] The second ending condition is a game ending judgment rule based on the number of cards in hand. When the number of virtual cards corresponding to either party's account drops to zero (i.e. all cards have been played), the game system triggers the game ending logic. As a win / loss judgment mechanism that continues the traditional "win when all cards are played" rule of Dou Dizhu, it together with the first ending condition constitutes the complete framework of the disclosed dual win / loss judgment system.
[0117] In an optional implementation, when the number of virtual cards corresponding to the first account / second account is zero, the first account / second account is determined to have triggered a "complete hand kill," causing the opponent's account's attribute value to be directly reset to zero. It can be understood that the second termination condition is a direct inheritance and integration of the core winning and losing rules of traditional Dou Dizhu (a popular Chinese card game), meaning that when any player plays all their cards (reducing their hand count to zero), that player is considered the winner and the game ends immediately. The game system automatically checks the number of cards in both players' hands after each play; if either player's hand count is zero, the second termination condition is satisfied, and the game ends. For example, if player A plays their last hand (two consecutive pairs) late in the game, and their hand area displays "0 cards remaining," the game system detects that the number of virtual cards corresponding to player A has dropped to 0, determines that the second end condition has been met, and immediately triggers the "finish hand and kill" game-ending logic, declaring player A the winner. At the same time, according to the game rules, a large amount of damage is dealt to player B as a "finish hand and kill" (although the game has already ended immediately, this damage is usually displayed as a visual effect), presenting the classic Dou Dizhu victory feeling of "winning by running out of cards."
[0118] In one optional implementation, the second ending condition and the first ending condition coexist, and both can independently trigger the end of the game. There are also boundary situations where they are triggered simultaneously. For example, when a player plays their last card, the item effect triggered by that card-playing action also happens to reduce the opponent's attribute value to zero. In this case, the game system usually takes the earlier judgment as the standard (usually "finishing the card" is completed before "item damage settlement"), or takes the judgment result that is more favorable to the winning account, to ensure that the handling of the dual win / loss judgment logic in boundary situations is clear and unambiguous.
[0119] In one alternative implementation, the coexistence of the first and second ending conditions allows the outcome of a game to be presented in a variety of different ways—a pure victory based on health (the opponent's health reaches zero), a pure victory based on playing all cards (playing all cards), or a double kill triggered by both health reaching zero and playing all cards. Each ending method has its own visual effects and settlement display, providing players with a diverse game ending experience and enhancing the dramatic tension and emotional diversity of the game's ending.
[0120] Understandably, the dual win / loss determination system is one of the core highlights of this game design, effectively integrating the classic rule of "winning by playing all your cards" in traditional Dou Dizhu with the modern combat mechanism of "losing when your health reaches zero" in RPG games.
[0121] Through the above steps, the method of using game items disclosed herein introduces a dual victory / defeat determination system with a first termination condition (attribute value returning to zero) and a second termination condition (hand card count returning to zero). This ensures that the outcome of the game remains open on both fronts at any given moment, allowing each card play to simultaneously influence the evolution of the battle on both the health and hand fronts. This design fundamentally solves the experience dilemma of "a disadvantageous hand means an inevitable defeat" in traditional card games, effectively weakening the decisive influence of initial hand differences on the game's outcome. It significantly enhances players' sense of participation and anticipation of a comeback in disadvantageous situations, making each game full of uncertainty and strategic tension until the very last moment, greatly enriching the layers of gameplay experience.
[0122] Furthermore, in one embodiment of this disclosure, the at least one virtual prop includes: a first type of prop configured to be associated with any card type, and a second type of prop configured to be associated with a specific card type; wherein, the prop effect of the first type of prop is related to the card type, and the prop effect of the second type of prop is unrelated to the card type; The step of triggering the target item effect corresponding to the target virtual item includes: when the target virtual item is the first type of item, determining the item effect bonus coefficient for the target virtual item based on the preset strength parameter of the target card type; triggering the target item effect corresponding to the target virtual item based on the item effect bonus coefficient; when the target virtual item is the second type of item, controlling the addition of a globally continuous / instantly effective game buff to the first account, and / or adding a globally continuous / instantly effective game debuff to the second account participating in the game.
[0123] Among them, the first type of props are virtual props configured for players. In terms of card type association, the prop type is set to be associated with any card type. This means that no matter what target card type the player selects in the current round, this type of prop is in a triggerable and usable state. At the same time, its prop effect value or effect content is directly related to the type or strength of the current target card type. It is a card type perception prop, which aims to amplify the prop benefit by encouraging players to play high-strength card types, and deeply binds the card type selection decision with the goal of maximizing the prop effect.
[0124] In an optional implementation, the core feature of the first type of item lies in its dual attributes of "triggerable with all card types" and "effect dynamically scaling with card strength." Since the first type of item is associated with any card type, players can include it in their candidate activation range at any turn, lowering the threshold for triggering the item. Simultaneously, its effect magnitude is not a fixed value, but is dynamically calculated by reading the strength parameter of the current target card type and multiplying it by the corresponding bonus coefficient, ensuring a direct proportional relationship between the player's card play quality and the item's benefit. For example, if a player configures a first-type item, "Power Surge," which is set to be associated with any card type, when the player plays a single 3 (strength parameter defined as 1), the item's effect bonus coefficient is 1.0, ultimately triggering a 1x base damage to the opponent; when the player plays a straight (strength parameter defined as 5), the bonus coefficient is 5, ultimately triggering a 5x base damage, effectively reflecting the differentiated item benefits corresponding to different card strengths.
[0125] In one alternative implementation, the design of the first type of props allows players to benefit from the prop game system even when their hand structure is weak. Even if they only play low-strength card types such as single cards or pairs, they can still trigger a certain level of effect through the first type of props, maintaining their sense of participation and strategic initiative in the game. When players accumulate high-value card combinations (such as straights or bombs), they can use the strength multiplication mechanism of the first type of props to achieve an explosive release of effects, forming a dual-level benefit mode of "stable output + key burst".
[0126] Among them, the preset strength parameter is a quantitative strength value pre-assigned by the game system to each type of card. It is used to measure the comprehensive game value of the card in the game rule system and is the core input variable for calculating the item effect bonus coefficient. Its size is usually positively correlated with the difficulty of the card composition, the card playing constraints, and the strategic value.
[0127] In one optional implementation, the preset strength parameters are a numerical mapping system covering all legal card types. This system is predefined and embedded in the game data configuration during the game system design phase by the game designer. It is automatically invoked by the game system during gameplay, without requiring active player awareness. A typical strength parameter grading system could be: single card (strength parameter 1), pair (strength parameter 2), three of a kind (strength parameter 3), straight / consecutive pairs (strength parameters 4-6, varying according to the number of cards), three-of-a-kind with one or two extra cards (strength parameters 4-5), bomb (strength parameter 8), and royal flush (strength parameter 10, the highest level). For example, if a player plays a straight consisting of 5 cards, the game system reads the preset strength parameter value of "straight" as 5. This value is then substituted into the formula for calculating the item effect bonus coefficient (e.g., bonus coefficient = 0.8 + strength parameter × 0.2) to obtain a bonus coefficient of 1.8. This coefficient is then used to calculate the final effect of the currently triggered first type of item, completing the quantitative mapping from card type strength to item effect.
[0128] Among them, the item effect bonus coefficient is a multiplication factor calculated based on the preset strength parameters of the target card type. It is used to proportionally amplify the basic magnitude of the item effect when the first type of item effect is executed, thereby converting the difference in card type strength into the difference in item effect output, and realizing the quantitative linkage between card type value and item benefit.
[0129] In one optional implementation, the item effect bonus coefficient is a value dynamically calculated by the game system based on preset strength parameters using a fixed formula. This value is recalculated each time a first-class item is triggered to ensure that the item effect accurately reflects the strength level of the currently played card. The calculation logic for the bonus coefficient can employ various models, such as linear mapping (e.g., bonus coefficient = base value + strength parameter × amplification coefficient), exponential mapping (e.g., bonus coefficient = base value × power of strength parameter), or tiered thresholds (e.g., strength parameters 1-3 correspond to a bonus coefficient of 1.0, 4-6 correspond to 1.5, and 7-10 correspond to 2.5), to meet the design requirements of different game experience goals. For example, when using a linear mapping model, with a base value of 0.5 and an amplification coefficient of 0.15, when a player hits a pair with a strength parameter of 6, the amplification coefficient is 0.5 + 6 × 0.15 = 1.4, meaning that the effect of the first type of item triggered this time is amplified to 1.4 times the base level. If a tiered threshold model is used instead, the strength parameter 6 falls into the "4~6" range, corresponding to a fixed amplification coefficient of 1.5, and the item effect is amplified to 1.5 times the base level. The item benefit curves experienced by players differ under different calculation models, and designers can choose the most suitable solution based on the target experience.
[0130] Understandably, in the game scenarios disclosed herein, the mechanism of calculating the item effect bonus coefficient based on preset strength parameters directly links the strategic value of card types with the actual magnitude of item effects. This drives players to actively weigh options with each card play: whether to quickly play small cards to maintain hand rhythm and trigger lower-level item effects, or to accumulate strong cards and wait for the right opportunity to release high-strength card types all at once to trigger a burst effect with a high bonus coefficient. This decision-making tension makes each round of play involve multi-dimensional strategic trade-offs, greatly enriching the strategic depth of the game.
[0131] The second type of item is a virtual item associated with a specific card type. Its effect is unrelated to the strength of the card type when it is triggered. It always produces a buff or debuff effect. It is a targeted functional item designed to filter out high-value triggering opportunities through the constraints of specific card type conditions and provide stable and predictable tactical effects after triggering, forming a deterministic strategy tool that is different from the first type of item.
[0132] In an optional implementation, the core feature of the second type of item lies in its combined attributes of "specific card type trigger" and "fixed and independent effect magnitude". Because the second type of item is associated with a specific card type, players need to form the corresponding specific card type to trigger it. The trigger threshold is relatively high, but the expected effect is clear. Unlike the first type of item, the effect magnitude of the second type of item is not affected by the card type strength parameter. Regardless of the player's strength level at which they meet the specific card type conditions, the item effect is executed according to a pre-set fixed value or ratio. For example, if a player configures a second type of item, "Iron Barrier" (associated with the card type: three-of-a-kind with two extra cards), the item will be triggered whenever the player plays any three-of-a-kind with two extra cards. After triggering, it adds a global continuous buff of "15% damage reduction" to the player's own side (first account). Regardless of the card value of the three-of-a-kind with two extra cards, the damage reduction ratio is fixed at 15%, demonstrating the determinism and plannability of the second type of item's effect.
[0133] In one alternative implementation, the effect of the second type of item can act on the first account itself (adding game buffs), or on the second account in the game (adding game debuffs), or affect both simultaneously, allowing players to achieve the dual tactical objectives of strengthening their own side and weakening the opponent by using the second type of item.
[0134] In one optional implementation, the effects of the second type of items can be divided into two categories based on their duration: globally continuous and instantly effective. These two categories differ significantly in their tactical positioning. Globally continuous effects persist throughout subsequent rounds of the game after being triggered, until a specific condition is met to remove them or the game ends, making them suitable for building a long-term battlefield advantage. Instantly effective effects, on the other hand, only have a one-time impact at the moment of triggering and do not persist into subsequent rounds, making them suitable for creating immediate tactical breakthroughs at crucial moments. For example, the "Iron Shield" equipment card provides global continuous damage reduction (persistently effective after triggering until removed), allowing players to benefit for multiple subsequent rounds; while the "Thunder Strike" item card provides instantly effective high-damage single-hit damage (immediately deals fixed damage to the opponent upon triggering, without affecting subsequent rounds), making it suitable for delivering a final blow when the opponent's health is nearing its critical point.
[0135] The game buffs are functional effects that are applied to the first account by triggering the second type of item, positively improving the first account's game status. These include, but are not limited to, attribute increases, damage bonuses, damage reduction and protection, and hand control, etc., used to enhance the first account's overall competitive advantage in the game. In an optional implementation, the game buffs cover multiple dimensions of positive status enhancement. Attribute increase buffs (such as restoring a certain amount of health) can directly improve the first account's current survival status; damage bonus buffs (such as increasing the proportion of output damage) can amplify the attack efficiency of subsequent card plays; damage reduction and protection buffs (such as offsetting a fixed amount of damage received) can compress the opponent's effective output; and hand control buffs (such as replenishing the hand with additional cards from the public card pool) can expand the first account's strategic resource reserves.
[0136] In one optional implementation, the globally active game buff will be continuously attached to the first account as a status marker after activation, and will be visualized in the game interface through a dedicated buff status bar, such as displaying the buff icon, effect description and remaining duration, so that players can keep track of the currently active buff status at any time and plan their subsequent card play and item usage strategies accordingly.
[0137] Among them, the game debuff effect is a functional effect that is applied to the second account by triggering the second type of item, which has a negative interference effect on the second account's game state. It includes, but is not limited to, attribute value reduction, output reduction, hand card interference, action restriction and other types, which are used to weaken the second account's overall competitiveness in the game, and work with the game buff effect to widen the gap between the two sides.
[0138] In one alternative implementation, game debuffs can negatively impact the performance of the second account in multiple dimensions. Debuffs that reduce attribute values (such as directly reducing the opponent's current health) can accelerate the process of determining the winner; debuffs that reduce output (such as halving the damage of the opponent's card type in the next turn) can compress the opponent's offensive rhythm; debuffs that disrupt hand cards (such as forcing the opponent to discard a card or temporarily blocking some cards in the opponent's hand area) can disrupt the opponent's carefully constructed hand layout; and debuffs that restrict actions (such as causing the opponent to skip their next turn) can directly deprive the opponent of the right to execute their strategy.
[0139] In an optional implementation, globally persistent game debuffs are also attached to the second account as status markers and clearly displayed visually in the second account's game interface (e.g., a red negative status icon), allowing the player affected by the debuff to clearly recognize their disadvantageous position and adjust their strategy accordingly. For the player who applied the debuff (the first account), their interface can also display the opponent's current debuff status, assisting the first account in deciding whether to continue applying pressure or adjust their tactical focus.
[0140] Through the above steps, the method of using game props disclosed herein distinguishes virtual props into a first category of props whose effects are dynamically linked to card type strength and a second category of props whose effects are fixed and apply targeted buffs or debuffs. It also establishes a quantitative linkage mechanism that calculates the bonus coefficient based on the preset strength parameters of the target card type and a battlefield control mechanism that applies buffs or debuffs to both accounts respectively. This requires players to consider both the amplification effect of card type strength on prop benefits and the strategic value of specific card types triggering fixed tactical effects when making card-playing decisions. This forms a multi-dimensional strategic decision-making link of "card type selection - prop type matching - effect optimization", which significantly broadens the strategic depth of virtual card games and enhances the dynamism of the game and the richness of the interactive experience.
[0141] Furthermore, in one embodiment of this disclosure, when the target virtual item is the second type of item, the method further includes: in response to a removal event triggered by the second account in the game, controlling the removal of globally persistent game buffs added to the first account, and / or removing globally persistent game debuffs added to the second account.
[0142] The removal event is a game mechanic triggered by a second account during a match through specific actions or by fulfilling specific conditions. It terminates any globally persistent item effects already active in the current match. This serves as a dynamic balancing mechanism for persistent item effects, ensuring that globally persistent buffs or debuffs do not permanently accumulate and disrupt the dynamic balance of the game. In an optional implementation, the removal event can be actively triggered by the second account, for example, by using specific counter-item cards or playing specific card combinations to remove any buffs applied to the first account or debuffs applied to themselves in the current match. This grants players in a disadvantageous position a certain degree of ability to reverse their situation, preventing the game of persistent item effects from becoming a one-sided, unsolvable suppression. For example, if player B is under the pressure of the "3 HP loss per turn" continuous debuff applied by player A, and chooses to use the "Uncurse Rune" item card in their inventory, the effect of which is to remove all or a specified continuous debuff status currently being afflicted by player B. After player B triggers the "Uncurse Rune", the game system detects the list of continuous debuffs currently afflicted by player B, marks the "3 HP loss per turn" status applied by player A as the removal target, and after the removal operation is performed, the debuff status disappears from player B's status bar, and the automatic HP loss logic will no longer be triggered in subsequent turns.
[0143] In an optional implementation, the removal event can also be automatically determined by the game system based on preset triggering rules. For example, when a second account plays a specific type of card, the game system determines that the card meets the conditions for removing specific buffs and debuffs, and automatically performs the removal operation without requiring manual selection by the player. This automatically triggered removal mechanism can be bound to the functional attributes of specific card types, forming an instant counter-effect of "removing the state upon playing a card," adding more layers of real-time strategy to the game of continuous item effects. For example, the game rules are set so that when either side plays a Royal Flush, the "field reset" effect is automatically triggered, removing all activated global continuous buffs and debuffs for both sides, so that the game returns to the basic state without continuous effect stacking after the Royal Flush is played. This mechanism gives the Royal Flush not only high damage card value, but also the strategic function of clearing and resetting the field, further strengthening the global influence of the Royal Flush as the highest strength card type.
[0144] The removal of globally persistent game buffs refers to terminating and removing the current persistent buff status attached to the first account from the game state, so that the first account no longer enjoys the positive bonus from the buff. This is a forced removal operation of the persistent buff effect, reflecting the dynamic game and mutual checks and balances between the two sides in the game at the level of item effects. In an optional implementation, the removal of globally persistent game buffs can be achieved through the active operation of the second account. For example, the second account uses an item card with the function of "removing opponent's buffs". Under the premise that the associated conditions of the item card type are met, the removal event is triggered, terminating the persistent buff status that the first account is enjoying, thereby weakening the overall combat power of the first account.
[0145] In an optional implementation, removing a globally persistent game debuff also forcibly removes the persistent debuff currently attached to the second account, freeing the second account from the negative impact of the persistent debuff and restoring it to normal gameplay. The debuff removal operation is usually initiated by the debuffed second account, achieved by using counter-items or meeting specific game conditions. It is an important countermeasure provided by the game system to players in disadvantageous situations, preventing persistent debuffs from accumulating infinitely and creating an irreversible situation of dominance without any checks and balances.
[0146] Understandably, in this publicly disclosed game, the mechanism of responding to removal events triggered by a second account and controlling the removal of persistent item effects provides an indispensable dynamic balancing mechanism for the game's continuous benefit / debuff system. Without the removal mechanism, the player who triggers a persistent item effect first will continuously accumulate an irreversible status advantage, leading to a one-sided dominance and severely damaging the game's fairness and immersive experience. The introduction of the removal event mechanism makes the activation and counter-effect of persistent item effects a third strategic element in the game. Players not only need to determine when to trigger persistent items to maximize their status advantage, but also need to simultaneously assess the opponent's potential counter-items and their trigger conditions, seeking the optimal timing between applying pressure and preventing counter-measures.
[0147] Through the steps described above, the method for using game items disclosed herein introduces a mechanism that dynamically terminates persistent item effects by responding to removal events triggered by a second account. This transforms the game of continuously increasing and decreasing benefits from one-way pressure to two-way dynamic checks and balances, effectively preventing the irreversible situation caused by the infinite stacking of persistent item effects. This keeps the game highly dynamic and suspenseful throughout. At the same time, the removal mechanism requires players to consider the opponent's possible countermeasures when choosing to trigger a second type of persistent item, introducing a deeper strategic game dimension in terms of timing judgment, thereby further enhancing the strategic depth of virtual card games and the richness of the game interaction experience.
[0148] Secondly, this disclosure also provides a device for using game props.
[0149] Please refer to Figure 5 This is a schematic diagram of the structure of a device for using game props provided in one implementation of this disclosure. As shown in the figure, the device 100 for using game props may include: Display module 101 is used to display the virtual cards corresponding to the first account. The virtual cards can form different card types. The first account is configured with at least one virtual item. The determining module 102 is used to determine the target virtual item from the at least one virtual item based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual items; The trigger module 103 is used to respond to the trigger command for the target virtual item and execute the trigger effect corresponding to the target virtual item.
[0150] It should be noted that the above is only a brief description of the device 100 for using game props provided in this disclosure. The process steps and / or functions performed by the device 100 for using game props provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the method for using game props provided in the previous text. Therefore, they will not be described in detail here.
[0151] As described above, the game prop usage device 100 provided in this disclosure establishes a card type association relationship between virtual props and target card types. This allows the game system to automatically filter out triggerable target virtual props when the player selects a target virtual card, and accurately execute the corresponding target prop effect after the player issues a trigger command. This upgrades the prop game system from an external auxiliary tool to a strategic element embedded in the core game logic. It not only significantly improves the player's interactive experience—using real-time prop linkage feedback to assist players in making optimal card-playing decisions and reducing the operational complexity brought about by multi-dimensional strategy integration—but also greatly expands the gameplay richness of virtual card games. It adds a new dimension of prop matching and timing control to the original card type suppression strategy, fully activating the dual-line strategic tension of "card game" and "prop game". This effectively solves the core experience problems in the field of computer games, such as the low ceiling of strategic depth and long-term experience fatigue in traditional card games.
[0152] Then, a terminal device is also provided.
[0153] See Figure 6The figure shows a schematic diagram of the hardware architecture of a terminal device provided in one implementation of this disclosure. As shown, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203. The processor 201, the communication interface, and the memory 202 are connected via the bus 203. Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0154] Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.
[0155] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions to implement the method of using the aforementioned game items, specifically including the following steps: The virtual cards corresponding to the first account are displayed. The virtual cards can form different card combinations. The first account is configured with at least one virtual item. Based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual props, the target virtual prop is determined from the at least one virtual prop; In response to a trigger command for the target virtual item, the corresponding target item effect is triggered.
[0156] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions performed by the terminal device 200 when it is working are largely the same as the steps and / or functions described in the various embodiments of the game prop usage method disclosed above. Therefore, they will not be described in detail here.
[0157] As described above, the terminal device 200 provided in this disclosure establishes a card type association relationship between virtual props and target card types. This allows the game system to automatically filter out triggerable target virtual props when the player selects a target virtual card, and accurately execute the corresponding target prop effect after the player issues a trigger command. This upgrades the prop game system from an external auxiliary tool to a strategic element embedded in the core game logic. It not only significantly improves the player's interactive experience—using real-time prop linkage feedback to assist players in making optimal card-playing decisions and reducing the operational complexity brought about by multi-dimensional strategy integration—but also greatly expands the gameplay richness of virtual card games. It adds a new dimension of prop matching and timing control to the original card type suppression strategy, fully activating the dual-line strategic tension of "card game" and "prop game". This effectively solves the core experience problems in the computer game field, such as the low ceiling of strategic depth and long-term experience fatigue in traditional card games.
[0158] Finally, this disclosure also provides a computer-readable storage medium.
[0159] In an alternative implementation, the computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above method, specifically including the following steps: The virtual cards corresponding to the first account are displayed. The virtual cards can form different card combinations. The first account is configured with at least one virtual item. Based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual props, the target virtual prop is determined from the at least one virtual prop; In response to a trigger command for the target virtual item, the corresponding target item effect is triggered.
[0160] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the method of using game props provided in the foregoing text disclosure, so they will not be described in detail here.
[0161] As described above, the computer-readable storage medium provided in this disclosure establishes a card type association relationship between virtual items and target card types. This allows the game system to automatically filter out triggerable target virtual items when the player selects a target virtual card, and accurately execute the corresponding target item effect after the player issues a trigger command. This upgrades the item game system from an external auxiliary tool to a strategic element embedded in the core game logic. It not only significantly improves the player's interactive experience—using real-time item linkage feedback to assist players in making optimal card-playing decisions and reducing the operational complexity brought about by multi-dimensional strategy integration—but also greatly expands the gameplay richness of virtual card games. It adds a new dimension of item matching and timing control to the original card type suppression strategy, fully activating the dual-line strategic tension of "card game" and "item game". This effectively solves the core experience problems in the computer game field, such as the low ceiling of strategic depth and long-term experience fatigue in traditional card games.
[0162] The embodiments described above are merely illustrative of several implementations of this disclosure, and while the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of this patent disclosure. Furthermore, the technical features of the above embodiments can be combined arbitrarily. For the sake of brevity, not all possible combinations of the technical features in the above embodiments have been described; however, as long as the combinations of these technical features do not contradict each other, they should be considered within the scope of this specification. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this disclosure, and these all fall within the protection scope of this disclosure.
Claims
1. A method of using a game prop, characterized in that, The method includes: The virtual cards corresponding to the first account are displayed. The virtual cards can form different card combinations. The first account is configured with at least one virtual item. Based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual props, the target virtual prop is determined from the at least one virtual prop; In response to a trigger command for the target virtual item, the corresponding target item effect is triggered.
2. The method as described in claim 1, characterized in that, The first account participates in a game based on virtual cards. The game has corresponding turn-based strategies for each participating account. The currently selected target virtual card includes: During the turn of the first account, the first account selects a virtual card from the pre-selected virtual cards; or The virtual card played by the first account in the winning round when winning the current game round.
3. The method as described in claim 2, characterized in that, The step of determining the target virtual item from the at least one virtual item based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual items includes: Based on the target card type and the card type association relationship corresponding to each of the virtual props, usable virtual props are determined from the at least one virtual prop, and the target virtual prop is automatically determined from the usable virtual props; or Based on the target card type and the card type association relationship corresponding to each of the virtual props, an available virtual prop is determined from the at least one virtual prop; and in response to the first virtual prop being selected from the available virtual props, the first virtual prop is controlled to be determined as the target virtual prop.
4. The method as described in claim 3, characterized in that, The step of determining usable virtual items from the at least one virtual item based on the association between the target card type and the card types corresponding to each virtual item includes: The control determines the available virtual props as those whose associated card type matches the target card type among the at least one virtual props.
5. The method as described in claim 4, characterized in that, The associated hand type matches the target hand type, including any one of the following: The combination type of the target card type is the same as the combination type of the associated card type; The target hand type and the associated hand type satisfy a preset compatibility relationship.
6. The method as described in claim 2, characterized in that, The card-playing round includes a card selection phase and a card-playing phase. The step of determining the target virtual item from the at least one virtual item based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual items includes: In the card selection phase, in response to the pre-selection operation for the target virtual card, the target virtual item is determined from the at least one virtual item based on the target card type of the target virtual card and the card type association relationship corresponding to each virtual item; During the card-playing phase, in response to the card-playing instructions for the target virtual card and the target virtual item, the card-playing logic for the target virtual card is controlled to be executed, and the triggering instruction for the target virtual item is triggered.
7. The method as described in claim 6, characterized in that, Prior to the step of determining the target virtual item from the at least one virtual item, the method further includes: Based on the target card type of the target virtual card and the card type association relationship corresponding to each of the virtual props, a usable virtual prop is determined from the at least one virtual prop, and the prop identifier corresponding to the usable virtual prop is displayed; the usable virtual props include the target virtual prop, and the prop identifier includes the target prop identifier corresponding to the target virtual prop; In response to the card-playing command, control to cancel the display of the item icon.
8. The method as described in claim 2, characterized in that, The method further includes: Before the start of the game, in response to the selection operation of candidate virtual items in the virtual item library, the selected candidate virtual item is used as the at least one virtual item configured by the first account after the start of the game.
9. The method as described in claim 2, characterized in that, The game includes the first account and the second account. The first account has a first attribute, and the second account has a second attribute. The virtual item's effect includes influencing the attribute values of the first attribute and / or the second attribute.
10. The method as described in claim 9, characterized in that, The method further includes: The game session ends when the attribute value of the first attribute or the second attribute meets the first termination condition, or when the number of virtual cards corresponding to the first account or the second account meets the second termination condition.
11. The method as described in claim 10, characterized in that, The step of controlling the end of the game when the attribute value of the first attribute or the second attribute meets the first termination condition includes: When the value of the first attribute is zero, the second account is determined to have won and the game is terminated; or When the value of the second attribute is zero, the first account is determined to have won and the game is terminated.
12. The method as described in claim 10, characterized in that, The step of controlling the end of the game when the number of virtual cards corresponding to the first account or the second account meets the second termination condition includes: When the number of virtual cards corresponding to the first account is zero, the first account is determined to win and the game ends; or When the number of virtual cards corresponding to the second account is zero, the second account is determined to have won and the game ends.
13. The method as described in claim 1, characterized in that, The at least one virtual item includes: a first type of item configured to be associated with any card type, and a second type of item configured to be associated with a specific card type; wherein the item effect of the first type of item is related to the card type, and the item effect of the second type of item is unrelated to the card type.
14. The method as described in claim 13, characterized in that, The step of triggering the effect of the target virtual item includes: When the target virtual item is the first type of item, the item effect bonus coefficient for the target virtual item is determined based on the preset strength parameter of the target card type; the target item effect corresponding to the target virtual item is triggered based on the item effect bonus coefficient. When the target virtual item is the second type of item, control the addition of a globally continuous / instantly effective game buff to the first account, and / or the addition of a globally continuous / instantly effective game debuff to the second account participating in the game.
15. The method as described in claim 14, characterized in that, When the target virtual item is the second type of item, the method further includes: In response to a removal event triggered by the second account in the game, control the removal of globally persistent game buffs added to the first account, and / or the removal of globally persistent game debuffs added to the second account.
16. A device for using a game prop, characterized in that, The device includes: The display module is used to display the virtual cards corresponding to the first account. The virtual cards can form different card types. The first account is configured with at least one virtual item. The determining module is used to determine the target virtual item from the at least one virtual item based on the target card type corresponding to the currently selected target virtual card and the card type association relationship corresponding to each of the virtual items; The triggering module is used to respond to the triggering command for the target virtual item and execute the triggering effect corresponding to the target virtual item.
17. A terminal device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, implements the method as described in any one of claims 1-15.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the method as described in any one of claims 1-15.