Method, apparatus and electronic device for controlling interaction in games

The method enriches game item acquisition routes and behaviors, improving player experience and resource utilization by dynamically providing diverse items through a graphical user interface in multiplayer online tactical competitive games.

JP2025535945APending Publication Date: 2025-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
JP2025524159
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-11-04
Filing Date
2023-04-06
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

The existing methods for obtaining game items in multiplayer online tactical competitive games are limited, leading to a monotonous gaming experience, resource idleness, and waste of server equipment resources.

Method used

A method and apparatus that enriches the routes for obtaining game items by providing a graphical user interface for players to select and acquire items from a specified item set based on trigger events, allowing different items to be obtained during the game process, and enabling game behaviors corresponding to these items.

Benefits of technology

Enhances the gaming experience by providing diverse game items, optimizes resource utilization, and prevents resource wastage by dynamically adjusting item availability based on game progress and player interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method for controlling interactions in a game includes: controlling a controllable virtual object to move in a game scene; the game scene includes a plurality of virtual objects, the controllable virtual object belonging to one of the plurality of virtual objects (S102); determining at least some candidate items from a designated item set in response to a designated trigger event and displaying the candidate items (S104); controlling the controllable virtual object to acquire the first item in response to a selection operation for a first item from the candidate items (S106); and controlling the game scene to execute a game behavior corresponding to the first item in response to a trigger operation for the first item (S108). In this way, a player can select items from the candidate items determined in the item set, thereby enriching the routes for acquiring game items and enabling players to acquire different items as the game progresses, thereby enriching the functions and types of game items, improving the competitive experience of players participating in a game, and increasing the utilization rate of service resources.
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Description

Cross-Citation of Related Applications

[0001] This application claims priority to Chinese patent application No. 202211374646.7, filed on November 4, 2022, entitled "Method, Apparatus, and Electronic Device for Controlling Interaction in Games," the entire contents of which are incorporated herein by reference. [Technical Field]

[0002] The present disclosure relates to the field of gaming technology, and in particular to a method, apparatus, and electronic device for controlling interactions in games. [Background technology]

[0003] In multiplayer online tactical competitive games, players can select game items from a warehouse, place the selected game items in a backpack, and control a virtual character to carry the backpack and enter a game, or pick up the game items during a game scene. The game items can be used to attack enemy characters or to heal the controlled character or allied characters. This method of obtaining game items is relatively single, and the functions and types of game items available to players during a game are limited, which affects the player's game experience, leads to player turnover, and causes the idleness and waste of game service resources and server equipment resources. Summary of the Invention

[0004] Therefore, the object of the present invention is to provide a method, apparatus and electronic device for controlling interaction in a game, which can enrich the routes for obtaining game items, enrich the functions and types of game items, enhance the competitive experience of players participating in games, increase the utilization rate of service resources, and avoid idleness and waste of game service resources and server equipment resources.

[0005] One aspect of the present disclosure provides a method for controlling interaction in a game, the method including: providing a graphical user interface by a terminal device; including a current game play interface in the graphical user interface; the current game play interface including a game scene and a controllable virtual object located in the game scene; the controllable virtual object being controlled by the terminal device; the method including: controlling the controllable virtual object to move in the game scene; the game scene including a plurality of virtual objects, the controllable virtual object belonging to one of the plurality of virtual objects; determining at least some candidate items from a specified item set in response to a specified trigger event and displaying the candidate items; controlling the controllable virtual object to acquire the first item in response to a selection operation on a first item among the candidate items; and controlling the game scene to perform a game behavior corresponding to the first item in response to a trigger operation on the first item.

[0006] One aspect of the present disclosure provides an interaction control device for a game, the device providing a graphical user interface via a terminal device, the graphical user interface including a current game play interface, the current game play interface including a game scene and a controllable virtual object located in the game scene, the controllable virtual object being controlled by the terminal device, the device including: a movement control module; an item display module; an item acquisition module; and an item trigger module, the movement control module configured to control the controllable virtual object to move in the game scene, the game scene including a plurality of virtual objects, the controllable virtual object belonging to one of the plurality of virtual objects, the item display module configured to determine at least some candidate items from a specified item set in response to a specified trigger event and display the candidate items, the item acquisition module configured to control the controllable virtual object to acquire the first item in response to a selection operation on a first item among the candidate items, and the item trigger module configured to control the game scene to execute a game behavior corresponding to the first item.

[0007] One aspect of the present disclosure provides an electronic device including a memory that stores machine-executable instructions executable by the processor, and a processor, which, when executed by the processor, realizes the above-mentioned method for controlling interaction in a game.

[0008] One aspect of the present disclosure provides a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, prompt the processor to implement the above-described method for controlling interaction in a game.

[0009] The method, apparatus, and electronic device for controlling interaction in a game according to an embodiment of the present disclosure provide a graphical user interface using a terminal device, the graphical user interface including a current game play interface, the current game play interface including a game scene and a controllable virtual object located in the game scene, the controllable virtual object being controlled by the terminal device, the controllable virtual object being controlled to move in the game scene, the game scene including a plurality of virtual objects, the controllable virtual object belonging to one of the plurality of virtual objects, in response to a specified trigger event, determining at least some candidate items from a specified item set, displaying the candidate items, in response to a selection operation on a first item among the candidate items, controlling the controllable virtual object to acquire the first item, and in response to a trigger operation on the first item, controlling the game scene to perform a game behavior corresponding to the first item. During a game, candidate items are determined from an item set, and players can select items from the candidate items. This method enriches the routes for obtaining game items, allowing different items to be obtained as the game process changes, enriching the functions and types of game items, improving the competitive experience of players participating in game games, increasing the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idleness and waste of game service resources and server equipment resources. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a flowchart of a method for controlling interaction in a game according to an embodiment of the present disclosure. [Figure 2] FIG. 10 is a schematic diagram illustrating the display of an interaction presentation control according to an embodiment of the present disclosure. [Figure 3] FIG. 10 is a schematic diagram illustrating the display of an item acquisition control according to an embodiment of the present disclosure. [Figure 4]1 is a schematic diagram of an interaction control device in a game according to an embodiment of the present disclosure. [Figure 5] FIG. 1 is a configuration diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0011] In order to make the objectives, technical methods and advantages of the embodiments of the present disclosure clearer, the technical methods of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present disclosure, but not all embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative labor belong to the scope of protection of the present disclosure.

[0012] Currently, the method for obtaining game items is relatively single, and the functions and types of game items that players can use during a game are limited, which affects the player's gaming experience. Based on this, embodiments of the present disclosure provide a method, apparatus, and electronic device for controlling interaction in a game that can be applied to various games, such as games related to tactical competitions using items.

[0013] The game interaction control method in one embodiment of the present disclosure can run on a local terminal device or a server. If the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system including a server and a client device.

[0014] In an optional embodiment, various cloud applications, such as cloud games, can be executed under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In a cloud game execution mode, the execution entity of the game program and the presentation entity of the game screen are separated. The storage and execution of the interaction control method during the game are performed on the cloud game server. The client device functions to receive and transmit data and present the game screen. For example, the client device may be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or handheld computer. However, it is the cloud game server in the cloud that performs information processing. When playing a game, the player operates the client device to send operation commands to the cloud game server. The cloud game server executes the game based on the operation commands, encodes and compresses data such as game screens, returns the data to the client device via a network, and finally decodes and outputs the game screens via the client device.

[0015] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to render a game screen. The local terminal device is used to interact with a player via a graphical user interface. That is, a game program is conventionally downloaded, installed, and executed via an electronic device. The local terminal device may provide the graphical user interface to the player in various ways, such as by rendering the interface on a display screen of the terminal or by projection mapping. For example, the local terminal device may include a display and a processor for executing the game, generating the graphical user interface, and presenting the graphical user interface, including the game screen, for controlling the display of the graphical user interface.

[0016] In an optional embodiment, an embodiment of the present disclosure provides an interaction control method in a game that provides a graphical user interface via a terminal device, where the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0017] Taking a TPS (Third-Person Shooting) tactical competitive game as an example, when the game starts, game scenes such as island terrain, mountainous terrain, and urban terrain are set in advance, and a flying carriage flies above the game scene along a pre-set route, with multiple virtual objects residing on the virtual carriage, and while the flying carriage is in flight, the player can jump out of the flying carriage at any time to cause the controlled virtual object to descend into the game scene through skydiving.

[0018] Since multiple players typically participate in a single game, multiple virtual objects exist in the game scene corresponding to that game, with each player controlling one virtual object. Virtual objects can participate in the game alone or as part of a team, as determined by the game requirements. Virtual objects typically carry weapons such as firearms, bullets, and grenades, and can carry medical items such as blood packets. Items may be scattered throughout the game scene, and virtual objects can be picked up and used. When a defeated virtual object exists in the game scene, the items held by that virtual object can be picked up and used by other virtual objects.

[0019] As the game playing process situation changes, safe areas and non-safe areas will exist in the game scene, and the life value and other skill abilities of virtual objects in the non-safe areas will continue to decrease. In the process of changing the game playing process, the range of the safe areas will become smaller and smaller, so that the surviving virtual objects can be concentrated in the safe areas.

[0020] In the case of a controlled virtual object controlled by a terminal device, the controlled virtual object can attack other virtual objects using weapon items, causing the life value, skill value, or other object attributes of the attacked virtual object to decrease, and after the attacked virtual object is defeated, the controlled virtual object can pick up and use some of the items of the defeated virtual object. If the controlled virtual object is in a non-safe area, its life value will continue to decrease, so it needs to move to a safe area as quickly as possible, for example, it can use a virtual carriage to quickly reach the safe area.

[0021] If the controllable virtual object remains in an unsafe area for a long time or is attacked by another virtual object, its life value decreases. If the life value decreases to zero, the controllable virtual object loses, and all other virtual objects in the game scene are defeated, but the controllable virtual object survives. At this time, the controllable virtual object or the team to which the controllable virtual object belongs wins the game. If the controllable virtual object loses but a teammate of the team to which the controllable virtual object belongs wins the game, the team to which the controllable virtual object belongs wins the game. If the controllable virtual object does not have a teammate and loses, the game of the controllable virtual object fails. If the controllable virtual object has a teammate and both the controllable virtual object and the teammate are defeated, the game of the controllable virtual object fails.

[0022] Based on the above game scene, a game interaction control method according to an embodiment of the present disclosure will be described in detail below, as shown in FIG. 1. The game interaction control method provides a graphical user interface (GUI) via a terminal device, which may be the local terminal device or the client device. The GUI includes a current game interface, which includes a game scene and a controllable virtual object located in the game scene. The controllable virtual object is controlled by the terminal device. In an optional embodiment, at the start of a game, the controllable virtual object lands in the game scene from a flying carriage, moves within the game scene to pick up items, shoot, and perform other operations, and the virtual camera moves along with the controllable virtual object. In a third-person game, the virtual camera follows the controllable virtual object, and the captured scene image includes the controllable virtual object. In a first-person game, the virtual camera captures a scene image below the field of view of the controllable virtual object, which may include some body parts of the controllable virtual object.

[0023] The aforementioned graphical user interface also displays interaction controls such as movement controls, various skill controls, etc. The player triggers these interaction controls via the terminal device and controls the position, posture, movement, etc. of the virtual object to be controlled in the game scene via the terminal device.

[0024] The method includes the following steps:

[0025] In step S102, the control-target virtual object is controlled to move in a game scene, the game scene includes a plurality of virtual objects, and the control-target virtual object belongs to one of the plurality of virtual objects.

[0026] The graphical user interface displays movement controls such as a movement rocker. A player controls the movement of a controlled virtual object within a game scene by triggering the movement controls. In one game, multiple virtual objects participate jointly. When a controlled virtual object participates alone in a game, all virtual objects other than the controlled virtual object are enemy objects. When the controlled virtual objects participate in a game as a team, all virtual objects other than teammate objects are enemy objects.

[0027] The object state of the controlled virtual object may be affected by a specified action of a first virtual object of the plurality of virtual objects or may be affected by a scene state of a scene location where the controlled virtual object is located, the first virtual object being the controlled virtual object or a virtual object other than the controlled virtual object.

[0028] The object state of the controllable virtual object can include numerical values ​​such as life value and magic value. The object state of the controllable virtual object can be affected by any virtual object in the game scene and can be affected by the scene state of the scene location in the game scene. For example, if the first virtual object is a virtual object other than the controllable virtual object, the first virtual object can perform an attack action on the controllable virtual object. When the controllable virtual object is hit, for example, by firing a gun or releasing an attack item, the life value of the controllable virtual object decreases. If the first virtual object is a teammate object, the first virtual object can perform a rescue action on the controllable virtual object, for example, by using a blood supply item on the controllable virtual object. In this case, the life value of the controllable virtual object increases. The first virtual object can also be the controllable virtual object itself. For example, the controllable virtual object can use a blood supply item on itself, in which case the life value of the controllable virtual object also increases.

[0029] The object state of the controllable virtual object is also affected by the scene state of the scene position the controllable virtual object is in. For example, the scene state may include a safe state and a non-safe state, and a game scene may be divided into a safe area and a non-safe area based on the scene state. If the controllable virtual object is in a non-safe area, the life value of the controllable virtual object may decrease, which may affect the skills and item effects of the controllable virtual object and may affect the object state of the controllable virtual object.

[0030] In step S104, in response to the specified trigger event, at least some candidate items are determined from the specified item set and the candidate items are displayed.

[0031] This embodiment aims to provide a variety of game items to meet the needs of players' game strategies and promote the game process. One or more designated trigger events can be preset, and when the game status of the game meets the designated trigger events, an item acquisition control is displayed on the graphical user interface. The designated trigger events can be set according to the game progress time, situation changes, the survival status of virtual objects in the scene, object levels, etc.

[0032] For example, a game system may be preset with multiple candidate item sets, and the types, numbers, and functions of items in different candidate item sets may differ. A designated item set is determined from the candidate item sets based on the game play process, which may be the progress time of the game play or the process nodes of the game play. The designated item sets corresponding to different game play processes may be different or partially different, thereby allowing the controlled virtual object to obtain items of different types or attributes in different game play processes.

[0033] When actually implemented, one or more candidate items can be determined from the specified item set according to a preset rule, such as random distribution, random selection, or assignment to each virtual object in a certain order. After the candidate items are identified, they can be displayed in a graphical user interface, and information such as the item usage of the candidate items can also be displayed.

[0034] After the specified trigger event occurs, at least some of the candidate items can be automatically determined from the specified item set. An item acquisition control can also be first displayed in the graphical user interface. The item acquisition control can be displayed at a specified position in the graphical user interface and can display presentation information to prompt the player to trigger the item acquisition control to acquire the item.

[0035] After responding to the designated trigger event, the game system can display the above-mentioned item acquisition control on the terminal device corresponding to the virtual object in each survival state, and then the player corresponding to the virtual object in each survival state can determine the candidate item through the item acquisition control. The candidate items corresponding to different virtual objects can be the same or different, and some special items can only be acquired and used by one virtual object in the abnormal game.

[0036] In step S106, in response to a selection operation on a first item among the candidate items, the control-target virtual object is controlled to acquire the first item.

[0037] The candidate items may include one or more, and after these candidate items are displayed in the graphical user interface, the player can select one or more items from among them, and the selected item is the above-mentioned first item. Once the first item is selected, it can be placed in the backpack of the controlled virtual object, and the controlled virtual object can use the first item.

[0038] In step S108, in response to a trigger operation on the first item, a game behavior corresponding to the first item is controlled to be executed in the game scene.

[0039] The first item can update the object state of the first item's item-action object and / or update a specified scene state of the game scene, where the item-action object is the controlled virtual object or a virtual object other than the controlled virtual object. The game behavior is related to the item action of the first item. In this embodiment, the first item can have multiple item actions. The controlled virtual object can use the first item on another virtual object or itself, or on the game scene, so the item-action object of the first item can be another virtual object, the controlled virtual object itself, or the game scene. The item-action object can be determined based on the action of the first item and the virtual object nearby when the first item is used.

[0040] For example, if the first item is an offensive item, such as a firearm or grenade, any virtual object within the skill release range of the first item is an item-acting object, and the life value of the item-acting object may decrease; if the first item is an item that changes the scene state, the item-acting object is the game scene or a part of the scene area in the game scene, and when the first item is released, the state of the terrain, weather, etc. of the game scene or the target scene area changes.

[0041] The above-mentioned game interaction control method provides a graphical user interface by a terminal device, the graphical user interface includes a current game play interface, the current game play interface includes a game scene and a controllable virtual object located in the game scene, the controllable virtual object is controlled by the terminal device, the controllable virtual object is controlled to move in the game scene, the game scene includes a plurality of virtual objects, the controllable virtual object belongs to one of the plurality of virtual objects, in response to a specified trigger event, determine at least some candidate items from a specified item set, display the candidate items, in response to a selection operation on a first item among the candidate items, control the controllable virtual object to acquire the first item, and in response to a trigger operation on the first item, control the game scene to perform a game behavior corresponding to the first item. In the above method, during a game, an item set is identified based on the game process, candidate items are identified from the item set, and the player can select an item from the candidate items. This method enriches the routes for obtaining game items, allows different items to be obtained according to changes in the game process, enriches the functions and types of game items, improves the competitive experience of players participating in game games, increases the utilization rate of service resources, makes full use of game service resources and server equipment resources, and avoids idleness and waste of game service resources and server equipment resources.

[0042] When actually implemented, the first item performs at least one game behavior of being controlled in response to a trigger operation to generate a gain effect within a game scene for the controlled virtual object, and / or updating a designated scene object within the game scene so that the controlled virtual object and virtual objects other than the controlled virtual object perform a current game play within the updated designated scene object.

[0043] For example, the action object of the first item may be the controlled virtual object itself or a teammate object, such as a blood-replenishing item, which can increase the life value of the controlled virtual object or the life value of the teammate object, thereby improving the game performance of the controlled virtual object or the team; the action object of the first item may also be a virtual object other than the controlled virtual object, such as an attack item, which, after damaging another virtual object, increases the experience value, object level, object attack ability, etc. of the controlled virtual object, thereby increasing the probability of the controlled virtual object winning and being advantageous to improving the game performance of the controlled virtual object.

[0044] The first item can also update a designated scene object in a game scene. A game scene is a virtual world composed of virtual objects with different preset forms, functions, or meanings, and a game is a process in which virtual objects controlled by a player located in the game scene perform a target task. For example, a game scene may be composed of virtual terrain, architecture, weather, and a change rule preset for the scene. In this embodiment, a scene object specifies a virtual object in the game scene, such as the scene weather, scene terrain, or a range constituting a target scene area. When the designated scene object is updated, all or some of the virtual objects in the game scene are affected. For example, after changing the weather in a scene, all virtual objects in the game scene are affected by the weather, such as a decrease in movement speed and a continuous decrease in life value. In this embodiment, the first item typically does not have a direct beneficial effect on the controlled virtual object. Instead, when the first item is released, it has the same effect on all virtual objects in the game scene, or it affects some virtual objects depending on the virtual object's location. For example, the first item can change the terrain of a portion of the scene, and virtual objects in that portion of the terrain will have an effect depending on the terrain. Updating scene objects in the scene with the first item can speed up the game process and reduce pressure on the server.

[0045] When the specified trigger event occurs, the player may be provided with one opportunity to acquire an item for free. That is, acquiring the item does not consume the resource amount of the controlled virtual object. Specifically, in response to the specified trigger event, at least some candidate items are determined from the specified item set, the candidate items are displayed, and the resource amount of the specified resource of the controlled virtual object is maintained unchanged. For example, an item acquisition control is displayed in the graphical user interface, and the player can extract some of the candidate items from the specified item set by clicking the item acquisition control once without consuming the resource amount of the specified resource, and the resource amount of the specified resource of the controlled virtual object is not changed.

[0046] Furthermore, if the candidate items are not the items the player wants, the game system can provide an opportunity to re-determine the candidate items. Specifically, in response to the second trigger operation, the game system updates the resource amount of the designated resource of the controlled virtual object, re-determines at least some of the candidate items from the designated item set, and updates and displays the determined candidate items.

[0047] For example, the second trigger operation may be a re-click operation on an item acquisition control, and the amount of consumed resources may be related to the number of times the second trigger operation is performed. For example, the more times the second trigger operation is performed, the greater the amount of resources consumed by one second trigger operation. The designated resource of the controlled virtual object is virtual currency owned by the game account corresponding to the controlled virtual object outside the current game game, where the virtual currency is used to acquire virtual objects provided by the game outside the game. In this method, when re-acquiring an item, resources within the game account of the controlled virtual object, such as gold coins or virtual currency within the game account, must be consumed.

[0048] In one specific method, if a player needs to have multiple opportunities to select a candidate item, they must consume resources such as gold coins, diamonds, or point coupons. The amount of resources consumed each time the candidate item is re-selected may be the same or different. In one example, five opportunities to re-select a candidate item are set, with the amount of resources consumed increasing successively. For example, the first time the candidate item is re-selected, five gold coins are consumed, and the second time the candidate item is re-selected, ten gold coins are consumed, etc. After the player selects a candidate item, display information may be displayed on or around the item acquisition control, thereby displaying to the player the amount of resources that will be consumed when the player clicks the item acquisition control again to select the candidate item. Each time a candidate item is selected, a portion of the candidate items is randomly selected from the specified item set and displayed on the interface.

[0049] In this way, players can consume resources to get multiple opportunities to extract items, thereby increasing the chances of players obtaining the items they want, making players' game decisions more diversified, increasing players' participation and interest in the game, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idleness and waste of game service resources and server equipment resources.

[0050] In step S106, in response to a selection operation on a first item among the candidate items, the control-target virtual object is controlled to acquire the first item.

[0051] The candidate items may include one or more, and after these candidate items are displayed in the graphical user interface, the player can select one or more items from among them, and the selected item is the above-mentioned first item. Once the first item is selected, it can be placed in the backpack of the controlled virtual object, and the controlled virtual object can use the first item.

[0052] In step S108, in response to a trigger operation on the first item, a game behavior corresponding to the first item is controlled to be executed in the game scene.

[0053] The first item can update the object state of the first item's item-action object and / or update a specified scene state of the game scene, where the item-action object is the controlled virtual object or a virtual object other than the controlled virtual object. The game behavior is related to the item action of the first item. In this embodiment, the first item can have multiple item actions. The controlled virtual object can use the first item on another virtual object or itself, or on the game scene, so the item-action object of the first item can be another virtual object, the controlled virtual object itself, or the game scene. The item-action object can be determined based on the action of the first item and the virtual object nearby when the first item is used.

[0054] For example, if the first item is an offensive item, such as a firearm or grenade, any virtual object within the skill release range of the first item is an item-acting object, and the life value of the item-acting object may decrease; if the first item is an item that changes the state of the scene, the item-acting object is the game scene or a part of the scene area in the game scene, and when the first item is released, the state of the terrain, weather, etc. of the game scene or the target scene area changes.

[0055] The above-mentioned game interaction control method provides a graphical user interface by a terminal device, the graphical user interface includes a current game play interface, the current game play interface includes a game scene and a controllable virtual object located in the game scene, the controllable virtual object is controlled by the terminal device, the controllable virtual object is controlled to move in the game scene, the game scene includes a plurality of virtual objects, the controllable virtual object belongs to one of the plurality of virtual objects, in response to a specified trigger event, determine at least some candidate items from a specified item set, display the candidate items, in response to a selection operation on a first item among the candidate items, control the controllable virtual object to acquire the first item, and in response to a trigger operation on the first item, control the game scene to perform a game behavior corresponding to the first item. In the above method, during a game, an item set is identified based on the game process, candidate items are identified from the item set, and the player can select an item from the candidate items. This method enriches the routes for obtaining game items, allows different items to be obtained according to changes in the game process, enriches the functions and types of game items, improves the competitive experience of players participating in game games, increases the utilization rate of service resources, makes full use of game service resources and server equipment resources, and avoids idleness and waste of game service resources and server equipment resources.

[0056] When actually implemented, the first item performs at least one of the following game behaviors in response to a trigger operation: being controlled to generate a gain effect within a game scene for the controlled virtual object; and / or updating a designated scene object in the game scene so that the controlled virtual object and virtual objects other than the controlled virtual object perform a current game play within the updated designated scene object.

[0057] For example, the action object of the first item may be the controlled virtual object itself or a teammate object, such as a blood supplement item, in which case it may increase the life value of the controlled virtual object or the life value of the teammate object, thereby improving the game performance of the controlled virtual object or the team; the action object of the first item may also be a virtual object other than the controlled virtual object, for example, by attacking the item and damaging another virtual object, the experience value, object level, object attack ability, etc. of the controlled virtual object may be increased, thereby increasing the probability of the controlled virtual object winning and advantageously improving the game performance of the controlled virtual object.

[0058] The first item can also update a designated scene object in a game scene. A game scene is a virtual world composed of virtual objects with different preset forms, functions, or meanings, and a game is a process in which virtual objects controlled by a player located in the game scene perform a target task. For example, a game scene is composed of virtual terrain, architecture, weather, and a change rule preset for the scene. In this embodiment, the designated scene object is a virtual object in the game scene, such as the scene weather, scene terrain, or a range that constitutes a target scene area. When the designated scene object is updated, all or some of the virtual objects in the game scene are affected. For example, after changing the weather in a scene, all virtual objects in the game scene are affected by the weather, such as a decrease in movement speed and a continuous decrease in life value. In this embodiment, the first item typically does not have a direct benefit effect on the controlled virtual object. Instead, when the first item is released, it has the same effect on all virtual objects in the game scene, or it affects some virtual objects depending on the virtual object's location. For example, the first item can change the terrain of a part of the scene, and virtual objects in that part of the terrain will have an effect depending on the terrain. By updating scene objects in the scene with the first item, you can speed up the game and reduce pressure on the server.

[0059] When the specified trigger event occurs, the player may be provided with one opportunity to obtain an item for free. In other words, obtaining the item does not consume the resource amount of the controlled virtual object. Specifically, in response to the specified trigger event, at least some candidate items are determined from the specified item set, the candidate items are displayed, and the resource amount of the specified resource of the controlled virtual object is maintained unchanged. For example, an item acquisition control is displayed in the graphical user interface, and the player can extract some of the candidate items from the specified item set by clicking the item acquisition control once without consuming the resource amount of the specified resource, and the resource amount of the specified resource of the controlled virtual object is not changed.

[0060] Furthermore, if the candidate items are not the items the player wants, the game system can provide an opportunity to re-determine the candidate items. Specifically, in response to the second trigger operation, the game system updates the resource amount of the designated resource of the controlled virtual object, re-determines at least some of the candidate items from the designated item set, and updates and displays the determined candidate items.

[0061] For example, the second trigger operation may be a re-click operation acting on an item acquisition control, and the amount of resources consumed may be related to the number of times the second trigger operation is performed. For example, the more times the second trigger operation is performed, the greater the amount of resources consumed by one second trigger operation. The designated resource of the controlled virtual object is virtual currency owned by the game account corresponding to the controlled virtual object outside the current game game, where the virtual currency is used to acquire virtual objects provided by the game outside the game. In this method, when re-acquiring an item, resources within the game account of the controlled virtual object, such as gold coins or virtual currency within the game account, must be consumed.

[0062] In one specific method, if a player needs to have multiple opportunities to select a candidate item, they must consume resources such as gold coins, diamonds, or point coupons. The amount of resources consumed each time the candidate item is re-selected may be the same or different. In one example, five opportunities to re-select a candidate item are set, with the amount of resources consumed increasing successively. For example, the first time the candidate item is re-selected, five gold coins are consumed, and the second time the candidate item is re-selected, ten gold coins are consumed, etc. After the player selects a candidate item, display information can be displayed on or around the item acquisition control, thereby displaying to the player the amount of resources that will be consumed when the player clicks the item acquisition control again to select the candidate item. Each time a candidate item is selected, a portion of the candidate items is randomly selected from the specified item set and displayed on the interface.

[0063] In this way, players can consume resources to get multiple opportunities to extract items, thereby increasing the chances of players obtaining the items they want, making players' game decisions more diversified, increasing players' participation and interest in the game, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idleness and waste of game service resources and server equipment resources.

[0064] TIFF2025535945000002.tif106170

[0065] The above-mentioned passive items are always present after the controlled virtual object acquires them and do not need to be actively triggered by the controlled virtual object, which means that they can bring benefits to the player. Passive items and active items together can build a comprehensive skill architecture for the player. Passive items do not fall and cannot be picked up by other virtual objects. Passive items can include the items listed in Table 2 below, which also shows the functions of the corresponding items.

[0066] TIFF2025535945000003.tif107170

[0067] In addition to the active items and passive items provided above, scene items are also provided, which are also called strategic items. When a scene item is used, it changes the global weather, terrain, or target scene area of ​​the game scene, and changes the initial state of a designated object in the game scene. In one game, each scene item can only be obtained once, and after use, the scene item disappears. If the virtual object that obtained the scene item is defeated, the scene item will fall into the game scene and can be picked up and used by a living virtual object. In this embodiment, one virtual object can carry a maximum of one scene item.

[0068] For example, a target scene area is usually displayed in a game scene. In some games, the area range of the target scene area is also called a poison area. The scene items may include a poison area item for changing the change speed and range of the poison area, a weather item for changing the weather in the game scene to fog, night, snowstorm, sandstorm, thunderstorm, etc., and a terrain item for generating swamp terrain, low-gravity terrain, skill-deactivating terrain, etc. in a specific scene area.

[0069] When determining the designated item set based on the above candidate item sets, in a specific embodiment, if the playing process of the current game is an early process, the designated item set includes an active item set; if the playing process of the current game is an intermediate process, the designated item set includes a passive item set, where in the current game, the intermediate process is located after the early process; if the playing process of the current game is a later process, the designated item set includes a scene item set, where in the current game, the later process is located after the intermediate process.

[0070] In the above method, the player selects an active item at the beginning of the game, and then based on this active item, can select and combine passive items in the middle and later stages of the game. Then, by selecting a scene item in the later stages of the game, the player can use different items during the parameter game and improve their competitive performance by combining different items.

[0071] As an example, the game process can be divided into five processes, the first process is an early process, and the designated item set is an active item set; the second and third processes are intermediate processes, and the designated item set is a passive item set; the fourth and fifth processes are late processes, and the designated item set includes a passive item set and a scene item set.

[0072] In another embodiment, when determining the designated item set based on the above candidate item set, in a specific embodiment, if the object level of the controlled virtual object is a first level, the designated item set includes an active item set; if the object level of the controlled virtual object is a second level, the designated item set includes a passive item set; where, in the current game game, the second level is higher than the first level and the object level of the controlled virtual object increases from the first level to the second level; if the object level of the controlled virtual object is a third level, the designated item set includes an environmental item set; where, in the current game game, the third level is higher than the second level and the object level of the controlled virtual object increases from the second level to the third level.

[0073] In the above method, when the object level is low, for example, the first level, the player selects an active item, and then, based on that active item, when the object level is medium, for example, the second level, the player selects to combine a passive item, and then, when the object level is high, for example, the third level, the player selects an environmental item, so that the player can use different items during the parameter game and improve their competitive performance by combining different items.

[0074] As an example, the object level can be divided into six levels, where the zeroth level provides no control to acquire items, at the first level the designated item set is an active item set, at the second and third levels the designated item set is a passive item set, at the fourth level the designated items are combined with a passive item set and an environmental item set, and at the fifth level the designated item set is an environmental item set.

[0075] After the set of specified items has been determined, candidate items can be randomly determined to increase players' interest in acquiring items and to provide more diversity in players' game decisions. Specifically, in response to a specified trigger event, at least some candidate items are randomly determined from the specified item set and displayed. As shown in FIG. 3, when a player clicks the item acquisition control, the game system randomly determines three candidate items from the specified item set and displays each candidate item on the interface, along with information about each candidate item, such as its usage and effect. The player can select one item from the multiple candidate items, and after acquiring the item, the player can carry it in their backpack or use it.

[0076] A special item can be set in a game, the number of times it can be used in one game match being limited. Based on this, when determining candidate items, the number of times it can be determined as a candidate item must be limited. In one specific method, if a first item belongs to a scene item set, the first item is removed from the scene item set to obtain an updated scene item set. The updated occupying item set is used to provide scene items to virtual objects other than the controlled virtual object in the current game match.

[0077] In this method, each scene item is preset to be acquired only once per game, and based on this, if a scene item is included in the determined candidate items and a player selects a scene item that is a scene item, the first item is deleted from the scene item set in advance so that when other players identify candidate items from the scene item set, the other players will not also select the same scene item.

[0078] When actually implemented, after a specified trigger event occurs, the item acquisition control can be displayed on a terminal device corresponding to each virtual object surviving in the game. However, since there is a sequence in which players operate the item acquisition control, the player who operates the item acquisition control first can randomly select a candidate item from all scene items in the scene item set, and the player who operates the item acquisition control later must randomly select a candidate item from the scene item set from which the acquired item has been deleted.

[0079] According to the above-mentioned embodiment, the scene item can affect the designated scene state of the game scene. When the first item acquired by the control target virtual object is a scene item, the specific effects that different item types of the first item have on the game scene will be described in the following embodiment.

[0080] When actually implemented, the first item is used to update a designated scene state of a game scene, and in response to a release operation on the first item, the designated scene state of the game scene is updated, and the object states of at least some of the virtual objects are updated based on the updated designated scene state. Note that when the first item is released, the designated scene state of the game scene is updated, and this designated scene state may affect the object states of all or some of the virtual objects in the game scene (e.g., scene visibility, life value, skill release ability, etc.), and the designated scene state may continue to affect the end of the game or may only affect it for a certain period of time.

[0081] This method allows items to affect the scene state, and through the scene state, affect the object state of virtual objects, increasing the abundance of items and providing players with a more diverse gaming experience, promoting the game process, enhancing the competitiveness of the game, improving the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idleness and waste of game service resources and server equipment resources.

[0082] In a scene item implementation, the range or change rate of the target scene area can be changed. Specifically, a target scene area is preset in the game scene. The range of this target scene area changes according to default area adjustment rules based on the current game play process. For example, the range can gradually increase or decrease. The object attributes of virtual objects in scene areas other than the target scene area change according to default attribute adjustment rules. For example, life values ​​can gradually decrease or increase, and skill attributes can gradually decrease or increase.

[0083] In response to a release operation on a first item, the device controls changing the area range of the target scene area based on a rule adjustment parameter corresponding to the first item and / or changes the area range change time of the target scene area, where the rule adjustment parameter is different from a default area adjustment rule. The first item can increase or decrease the area range of the target scene area or change the position of the target scene area within the game scene. The first item can also advance or delay the area range change time or pause the area range change. After the first item is released, the target scene area is adjusted according to the rule adjustment parameter corresponding to the first item, and the method of adjusting the target scene area according to the default area adjustment rule is changed, so that the target scene area change rule is changed.

[0084] In this method, by changing the range of the target scene area, the object state of the virtual object in the game can be affected, which changes the game state to a certain extent and affects the final game result. This item can increase the uncertainty of the game and increase the player's interest and freshness in the game.

[0085] For example, the range of the target scene area is gradually reduced based on the current game process, and the life value of virtual objects in scene areas other than the target scene area is gradually reduced. In some games, the range of the target scene area is also called a poison area, and virtual objects located outside the range will have their blood volume reduced until they are defeated. For virtual objects located within the range, the blood volume is not affected by the environment.

[0086] In response to a release operation on the first item, the area range of the target scene area is updated based on the position of the controlled virtual object in the game scene. For example, the position of the controlled virtual object in the game scene is set as the center position of the target scene area, and the position range in the game scene is updated to the center position of the updated scene position, i.e., the position of the controlled virtual object. Furthermore, after the first item is released, the area range may be updated immediately according to the position of the controlled virtual object, or may be updated according to the position of the controlled virtual object the next time the area range is updated. To ensure the rationality of the area range update, the first item can be released only when the controlled virtual object is within the target scene area.

[0087] When the range of the target scene area changes, part of the virtual object may be transformed from inside the target scene area to outside the target scene area, or part of the virtual object may be transformed from outside the target scene area to inside the target scene area.

[0088] This method changes the environment of the game scene, and is advantageous for the controlled virtual object to be in the most advantageous environmental area, thereby improving the competitive performance of the controlled virtual object.

[0089] In another example, the area range of the target scene area is gradually reduced based on the playing process of the current game, the life value of the virtual objects in scene areas other than the target scene area is gradually reduced, and in response to a release operation for the first item, if the release time of the first item belongs to the area range static phase of the target scene area, the change time of the area range of the target scene area is advanced or delayed, and if the release time of the first item belongs to the area range change phase of the target scene area, the change speed of the area range of the target scene area is accelerated or decelerated.

[0090] In a game, there is a time stage in which the area range of the target scene area does not change, which is called an area range stationary stage, and there is also a time stage in which the area range of the target scene area gradually shrinks, which is called an area range changing stage. If the function of the first item is an acceleration item, the first item can be used at any stage of the game, and if the first item is released in the area range stationary stage of the target scene area, the area range of the target scene area can start to shrink earlier, and if the first item is released in the area range changing stage of the target scene area, the area range can be accelerated to shrink.

[0091] When the first item functions as a stop item, the first item can be used at any stage of the game, and if the first item is released during the range freeze stage of the target scene area, the range of the target scene area can be postponed and reduced, and if the first item is released during the range change stage of the target scene area, the range reduction process can be paused for a preset period of time, for example, one minute.

[0092] In the above method, the scene item can change the change rule of the target scene area in the game scene, have a relatively obvious effect on the game state of the game, make the game state more favorable for the controlled virtual object, and improve the competitive performance of the controlled virtual object.

[0093] In another implementation of a scene item, a scenario item can change the weather in all or part of a game scene. Specifically, in response to a release operation on a first item, the scenario item controls the transformation of the scene weather in the game scene into a target weather, where the target weather is used to affect the object status of virtual objects in the game scene according to the target weather. When actually implemented, the first item can change the weather in all of the game scene, or it can change the weather in only part of the scene area. This weather can affect the object status of virtual objects located within the weather, such as life value, movement ability, and skill release ability, and indirectly affect the game status.

[0094] For example, the target weather may be at least one of foggy weather, night weather, snowstorm weather, sandstorm weather, or thunderstorm weather, among which foggy weather and night weather are used to reduce the visibility of virtual objects, making it difficult for the player to observe the surrounding scene environment and other virtual objects. When actually implemented, in the case of night weather, the scene brightness of the game scene can be reduced, and in the case of foggy day weather, a smoke effect can be added to the game scene, reducing the visual clarity of the virtual objects in the game scene.

[0095] It should be noted that each virtual object in the game scene, including the controlled virtual object, is affected by the target weather.

[0096] In the case of snowstorm weather, this snowstorm weather is used to reduce the life value of a virtual object, and certain conditions can also be set, for example, when the energy value of a virtual object is low, the snowstorm weather can continue to reduce the life value of the virtual object, specifically, a snowstorm effect can be added to the game scene, and at the same time, the life value of the virtual object in the game scene can be controlled to be reduced, for example, according to a preset life value reduction rule, and the life value of the virtual object can be reduced based on this rule.

[0097] In the case of sandstorm weather, this sandstorm weather is used to reduce the movement ability of virtual objects. When a virtual object enters sandstorm weather, its movement speed decreases. Specifically, it is possible to increase the sandstorm effect in the game scene while slowing down the movement speed of the virtual object. For example, if a player issues the same movement control command, the movement speed of the virtual object can be reduced by multiplying the default movement speed by a parameter less than 1.

[0098] In the case of thunderstorm weather, the thunderstorm weather is used to reduce the shooting ability of a virtual object. For example, in thunderstorm weather, the aiming accuracy of a virtual object decreases, and after firing a firearm, the recoil increases and the shooting stability decreases. The effect of thunderstorm weather can also be added to a game scene, and when a player controls a firearm to fire, a certain recoil parameter value can be increased based on the default recoil parameter value of the firearm, thereby reducing the shooting stability of the firearm.

[0099] In practice, after the first item is released, the target weather can appear at a certain time in the future. For example, the target weather can appear for one minute and then return to normal weather after the minute is over. To ensure that the game is played normally, it can be set so that only one target weather is displayed simultaneously on the game screen during the time period in which the current target weather is active and no other weather is active.

[0100] In another implementation of the scene item, the scene item can change the terrain of all or part of an area in the game scene and affect the object state of the virtual object through the change in the terrain. Specifically, in response to a release operation on a first item, an item action area is determined based on the item release position of the first item, and a specified terrain is generated in the item action area, where the specified terrain is used to affect the virtual object in the specified terrain corresponding to the specified terrain.

[0101] The item release position may be the same as or different from the position of the virtual object to be controlled, and in one embodiment, the item release position can be selected from a scene map, the item release range may be set to a fixed size in advance, or the release range may be scaled from the scene map, and based on the item release position and item release range, an item action area can be determined, and a specified terrain can be generated in the item action area.

[0102] Different terrains usually have different effects on virtual objects. For example, the specified terrains include swamp terrain, low-gravity terrain, or skill-deactivating terrain. In a game scene, when the first item is released, the area map or area model structure of the item's action area can be modified to display the terrain effect. Next, a virtual object located in the specified terrain is detected, and the associated object parameters of the virtual object are modified according to the terrain characteristics of the specified terrain.

[0103] Specifically, the swamp terrain reduces the movement capability of the virtual object in the swamp terrain, specifically, the movement speed of the virtual object in the swamp terrain can be reduced, for example, when the player issues the same movement control command, the movement speed of the virtual object can be reduced by multiplying the default movement speed by a parameter less than 1.

[0104] The low-gravity terrain is used to reduce the jumping ability of a virtual object in the low-gravity terrain. For example, if a virtual object can jump high but falls slowly after jumping, the jump height is increased based on the default jump height and the fall speed is decreased based on the default fall speed after the player issues a jump control command. This method may expose the position of the virtual object and increase the probability of it being hit by another virtual object.

[0105] The above-mentioned skill-disabled terrain is used to reduce the skill release capability of a virtual object in the skill-disabled terrain. For example, in the skill-disabled terrain, the virtual object cannot use all or part of an item skill. After a player issues a skill release command, the virtual object may not respond to the skill release command, or may reduce the skill release function, such as reducing the skill's damage capability or reducing the skill release range.

[0106] Corresponding to an embodiment of the above method, FIG. 4 shows a schematic diagram of an interaction control device in a game, which provides a graphical user interface by a terminal device, the graphical user interface including a current game play interface, the current game play interface including a game scene and a controllable virtual object located in the game scene, and the controllable virtual object is controlled by the terminal device, the device including: a movement control module 40, an item display module 42, an item acquisition module 44, and an item trigger module 46; the movement control module 40 is configured to control the control-target virtual object to move in the game scene, the game scene includes a plurality of virtual objects, and the control-target virtual object belongs to one of the plurality of virtual objects; the item display module 42 is configured to determine at least some candidate items from the designated item set in response to the designated trigger event and display the candidate items; the item acquisition module 44 is configured to control the control-target virtual object to acquire the first item in response to a selection operation on a first item among the candidate items; The item trigger module 46 is configured to be controlled to execute a game behavior corresponding to the first item in the game scene in response to a trigger operation on the first item.

[0107] The interaction control device in the above game provides a graphical user interface using a terminal device, includes a current game play interface in the graphical user interface, includes a game scene and a controllable virtual object located in the game scene, the controllable virtual object is controlled by the terminal device, the controllable virtual object is controlled to move in the game scene, the game scene includes a plurality of virtual objects, the controllable virtual object belongs to one of the plurality of virtual objects, in response to a specified trigger event, determines at least some candidate items from a specified item set, displays the candidate items, in response to a selection operation on a first item among the candidate items, controls the controllable virtual object to acquire the first item, and in response to a trigger operation on the first item, controls the game scene to perform a game behavior corresponding to the first item. During a game, candidate items are determined from an item set, and players can select items from the candidate items. This method enriches the routes for obtaining game items, allowing different items to be obtained as the game process changes, enriching the functions and types of game items, improving the competitive experience of players participating in game games, increasing the utilization rate of service resources, making full use of game service resources and server equipment resources, and avoiding idleness and waste of game service resources and server equipment resources.

[0108] Optionally, the first item is configured to perform at least one of the following game behaviors in response to a trigger operation: being controlled to generate a gain effect in the game scene for the controlled virtual object; and / or being controlled to update a designated scene object in the game scene and cause the controlled virtual object and virtual objects other than the controlled virtual object to execute a current game play in the updated designated scene object.

[0109] Optionally, the item display module is further configured to, in response to a specified trigger event, determine at least some candidate items from the specified item set, display the candidate items, and maintain the resource amount of the specified resource of the controlled virtual object unchanged, and the apparatus further includes an update display module, which is configured to, in response to a second trigger operation, update the resource amount of the specified resource of the controlled virtual object, redetermine at least some candidate items from the specified item set, and update and display the determined candidate items.

[0110] Optionally, the designated resource of the controlled virtual object is virtual currency owned by the game account corresponding to the controlled virtual object outside of the current game match, and the virtual currency is used to obtain virtual items offered by the game outside of the match.

[0111] Optionally, the item display module is further configured to determine at least some candidate items from the specified item set and display the candidate items in response to the current game play reaching a preset play process.

[0112] Optionally, the item display module is further configured to determine at least some candidate items from the specified item set and display the candidate items in response to the duration of the current game play reaching a preset length of time.

[0113] Optionally, the item display module is further configured to determine at least some candidate items from the specified item set and display the candidate items in response to an increase in the object level of the controlled virtual object in the game play.

[0114] Optionally, the interaction control device in a game further includes a level increase module, which is configured to increase an experience parameter of the controlled virtual object according to a predetermined rule, and to increase an object level of the controlled virtual object in a game match in response to the experience parameter reaching a preset experience threshold.

[0115] Optionally, the item display module further displays an item acquisition control on the graphical user interface in response to a specified trigger event, and determines at least some candidate items from the specified item set in response to a first trigger operation acting on the item acquisition control, and displays the candidate items, the specified item set being determined based on the playing process of the current game play.

[0116] Optionally, the item display module further displays an interaction presentation control in the graphical user interface in response to a specified trigger event, the interaction presentation control being used to present performing an interaction operation to acquire an item, and displays the item acquisition control in the graphical user interface in response to a trigger operation on the interaction presentation control.

[0117] Optionally, the device further includes a set determination module, which is configured to determine at least one designated item set from the plurality of candidate item sets based on a playing process of a current game game or a playing level of the controlled virtual object, and item attributes of items in different candidate item sets are different.

[0118] Optionally, the candidate item sets include an active item set, a passive item set, and a scene item set, wherein the active item set includes active items, and after performing an emission operation on the active items, item functions are emitted to item emission target objects of the active items; the passive item set includes passive items, and after the passive items are captured by the controlled virtual object, item functions are emitted to item emission target objects of the passive items; the scene item set includes scene items, and after performing an emission operation on the scene items, item functions are emitted to item emission target scene positions of the scene items, and both the controlled virtual object and the virtual object are affected.

[0119] Optionally, the set determination module further determines that if the playing process of the current game game is an early process, the designated item set includes an active item set; if the playing process of the current game game is an intermediate process, the designated item set includes a passive item set, and in the current game game, the intermediate process is located after the early process; if the playing process of the current game game is a later process, the designated item set includes a scene item set, and in the current game game, the later process is located after the intermediate process.

[0120] Optionally, the set determination module further determines: if the object level of the controlled virtual object is a first level, the designated item set includes an active item set; if the object level of the controlled virtual object is a second level, the designated item set includes a passive item set; and, in the current game game, the second level is higher than the first level and the object level of the controlled virtual object increases from the first level to the second level; and, if the object level of the controlled virtual object is a third level, the designated item set includes an environmental item set; and, in the current game game, the third level is higher than the second level and the object level of the controlled virtual object increases from the second level to the third level.

[0121] Optionally, the item display module is further configured to randomly determine at least some candidate items from the specified set of items and display the candidate items in response to a specified trigger event.

[0122] Optionally, the item acquisition module is further configured to, if the first item belongs to a scene item set, remove the first item from the scene item set and acquire an updated scene item set, which is used to provide scene items to virtual objects other than the controlled virtual object in the current game play.

[0123] Optionally, the first item is used to update a designated scene state of the game scene, and the item trigger module is further configured to update the designated scene state of the game scene in response to a release operation on the first item, and update object states of at least some of the virtual objects based on the updated designated scene state.

[0124] Optionally, a target scene area is preset in the game scene, and the area range of the target scene area changes according to a default area adjustment rule based on the playing process of the current game match, and the object attributes of the virtual objects in scene areas other than the target scene area change according to a default attribute adjustment rule, and the item trigger module is further configured to update the specified scene state of the game scene in response to a release operation for the first item, control the area range of changing the target scene area based on a rule adjustment parameter corresponding to the first item in response to the release operation for the first item, and / or control the area range change time of changing the target scene area, and the rule adjustment parameter is different from the default area adjustment rule.

[0125] Optionally, the area range of the target scene area gradually shrinks according to the playing process of the current game game, and the life values ​​of the virtual objects in scene areas other than the target scene area gradually decrease, and the item trigger module is further configured to update the area range of the target scene area based on the position of the controlled virtual object in the game scene in response to a release operation on the first item.

[0126] Optionally, the area range of the target scene area gradually shrinks according to the playing process of the current game match, and the life values ​​of the virtual objects in scene areas other than the target scene area gradually decrease, and the item trigger module is further configured to, in response to a release operation on the first item, advance or delay the change time of the area range of the target scene area if the release time of the first item belongs to the area range static phase of the target scene area, and accelerate or decelerate the change speed of the area range of the target scene area if the release time of the first item belongs to the area range change phase of the target scene area.

[0127] Optionally, the item trigger module further includes controlling, in response to an emission operation on the first item, a scene weather of the game scene to transform into a target weather, the target weather being used to affect an object state of a virtual object in the game scene corresponding to the target weather.

[0128] Optionally, the target weather includes at least one of fog weather, night weather, snow storm weather, sand storm weather, and thunderstorm weather, wherein the fog weather or night weather is used to reduce visibility of the virtual object, the snow storm weather is used to reduce a life value of the virtual object, the sand storm weather is used to reduce a movement ability of the virtual object, and the thunderstorm weather is used to reduce a shooting ability of the virtual object.

[0129] Optionally, the item trigger module is further configured to, in response to a release operation on the first item, determine an item action area based on an item release position of the first item and generate a designated terrain in the item action area, the designated terrain being used to affect a virtual object in the designated terrain corresponding to the designated terrain.

[0130] Optionally, the designated terrain includes at least one of swamp terrain, low gravity terrain, and skill-loss terrain, wherein the swamp terrain is used to reduce the virtual object's ability to move in the swamp terrain, the low gravity terrain is used to reduce the virtual object's ability to jump in the low gravity terrain, and the skill-loss terrain is used to reduce the virtual object's ability to emit skill in the skill-loss terrain.

[0131] This embodiment also provides an electronic device including a memory for storing machine-executable instructions executable by a processor, and the processor for executing the machine-executable instructions to realize the above-mentioned method for controlling interaction in a game, The electronic device may be a server or a terminal device.

[0132] As shown in FIG. 5, the electronic device includes a processor 100 that executes machine-executable instructions for realizing the above-described method for controlling interaction in a game, and a memory 101 that stores machine-executable instructions executable by the processor 100.

[0133] Furthermore, the electronic device shown in FIG. 5 further includes a processor 100, a communication interface 103, and a memory 101 connected via a bus 102.

[0134] Here, the memory 101 may include a high-speed random access memory (RAM) and may also include non-volatile memory such as at least one disk memory. A communication connection between this system element and at least one other element is realized by at least one communication interface 103 (which may be wired or wireless), and may use the Internet, a wide area network, a local network, a metropolitan network, or the like. The bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, and the like. For ease of illustration, only bidirectional arrows are shown in FIG. 5, but this does not necessarily represent only one bus or one type of bus.

[0135] The processor 100 may be an integrated circuit chip having signal processing capabilities. In the implementation process, each step of the above-described method may be performed by a hardware integrated logic circuit in the processor 100 or by instructions in software format. The processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc., or may be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component. The methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure may be implemented or executed. The general-purpose processor may be a microprocessor or any conventional processor, etc. The steps of the methods disclosed in the embodiments of the present disclosure may be directly implemented as a hardware decoding processor execution completion, or may be implemented as a combination of hardware and software modules in the decoding processor execution completion. The software module may reside in a storage medium mature in the art, such as a random memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method in the above embodiment according to its hardware.

[0136] The processor in the electronic device can execute machine-executable instructions to realize the following operations in the game interaction control method: The present invention includes providing a graphical user interface by a terminal device, the graphical user interface including a current game play interface, the current game play interface including a game scene and a controllable virtual object located in the game scene, the controllable virtual object being controlled by the terminal device, the controllable virtual object being controlled to move in the game scene, the game scene including a plurality of virtual objects, the controllable virtual object belonging to one of the plurality of virtual objects, determining at least some candidate items from a specified item set in response to a specified trigger event and displaying the candidate items, controlling the controlled virtual object to acquire the first item in response to a selection operation on a first item among the candidate items, and controlling the game scene to execute a game behavior corresponding to the first item in response to a trigger operation on the first item.

[0137] Optionally, the first item is configured to perform at least one of the following game behaviors in response to a trigger operation: being controlled to perform at least one of the following game actions to generate a gain effect in the game scene for the controlled virtual object; and / or being controlled to update a designated scene object in the game scene and causing the controlled virtual object and virtual objects other than the controlled virtual object to execute a current game play in the updated designated scene object.

[0138] Optionally, in response to the specified trigger event, determine at least some candidate items from the specified item set, display the candidate items, and maintain the resource amount of the specified resource of the controlled virtual object unchanged; in response to a second trigger operation, update the resource amount of the specified resource of the controlled virtual object, redetermine at least some candidate items from the specified item set, and update and display the determined candidate items.

[0139] Optionally, the designated resource of the controlled virtual object is virtual currency owned by the game account corresponding to the controlled virtual object outside of the current game match, and the virtual currency is used to obtain virtual items offered by the game outside of the match.

[0140] Optionally, in response to the current game play reaching a preset play process, at least some candidate items are determined from the designated item set, and the candidate items are displayed.

[0141] Optionally, in response to the duration of the current game match reaching a preset length of time, at least some candidate items are determined from the designated item set and the candidate items are displayed.

[0142] Optionally, in response to an increase in the object level of the controlled virtual object in the game, at least some candidate items are determined from the specified item set and the candidate items are displayed.

[0143] Optionally, an experience parameter of the controlled virtual object is increased according to a predetermined rule, and an object level of the controlled virtual object in the game is increased in response to the experience parameter reaching a preset experience threshold.

[0144] Optionally, in response to a designated trigger event, an item acquisition control is displayed in the graphical user interface, and in response to a first trigger operation acting on the item acquisition control, at least some candidate items are determined from the designated item set and the candidate items are displayed, the designated item set being determined based on the playing process of the current game play.

[0145] Optionally, in response to a specified trigger event, an interaction presentation control is displayed in the graphical user interface, the interaction presentation control is used to present performing an interaction operation to obtain an item, and in response to a trigger operation on the interaction presentation control, an item obtainment control is displayed in the graphical user interface.

[0146] Optionally, at least one designated item set is determined from the plurality of candidate item sets based on the playing process of the current game or the playing level of the controlled virtual object, and item attributes of items in different candidate item sets are different.

[0147] Optionally, the candidate item sets include an active item set, a passive item set, and a scene item set, wherein the active item set includes active items, and after performing an emission operation on the active items, item functions are emitted to item emission target objects of the active items; the passive item set includes passive items, and after the passive items are captured by the controlled virtual object, item functions are emitted to item emission target objects of the passive items; the scene item set includes scene items, and after performing an emission operation on the scene items, item functions are emitted to item emission target scene positions of the scene items, and both the controlled virtual object and the virtual object are affected.

[0148] Optionally, when the playing process of the current game game is an early process, the designated item set includes an active item set; when the playing process of the current game game is an intermediate process, the designated item set includes a passive item set, and in the current game game, the intermediate process is located after the early process; when the playing process of the current game game is a later process, the designated item set includes a scene item set, and in the current game game, the later process is located after the intermediate process.

[0149] Optionally, when the object level of the controlled virtual object is a first level, the designated item set includes an active item set; when the object level of the controlled virtual object is a second level, the designated item set includes a passive item set, and in the current game game, the second level is higher than the first level, and the object level of the controlled virtual object increases from the first level to the second level; when the object level of the controlled virtual object is a third level, the designated item set includes an environmental item set, and in the current game game, the third level is higher than the second level, and the object level of the controlled virtual object increases from the second level to the third level.

[0150] Optionally, in response to a designated trigger event, at least some candidate items are randomly determined from the designated set of items and the candidate items are displayed.

[0151] Optionally, if the first item belongs to a scene item set, remove the first item from the scene item set to obtain an updated scene item set, and the updated scene item set is used to provide scene items to virtual objects other than the controlled virtual object in the current game play.

[0152] Optionally, in response to the release operation on the first item, a specified scene state of the game scene is updated, and object states of at least some of the virtual objects are updated based on the updated specified scene state.

[0153] Optionally, a target scene area is preset in the game scene, the area range of the target scene area changes according to a default area adjustment rule based on the playing process of the current game match, and object attributes of virtual objects in scene areas other than the target scene area change according to a default attribute adjustment rule, and updating the specified scene state of the game scene in response to the release operation for the first item includes controlling the area range of changing the target scene area based on a rule adjustment parameter corresponding to the first item in response to the release operation for the first item, and / or controlling the area range change time of changing the target scene area, and the rule adjustment parameter is different from the default area adjustment rule.

[0154] Optionally, the area range of the target scene area gradually shrinks according to the playing process of the current game game, and the life values ​​of the virtual objects in scene areas other than the target scene area gradually decrease, and in response to the release operation on the first item, the area range of the target scene area is updated based on the position of the controlled virtual object in the game scene.

[0155] Optionally, the area range of the target scene area gradually shrinks according to the playing process of the current game, and the life values ​​of the virtual objects in scene areas other than the target scene area gradually decrease; and in response to a release operation on the first item, if the release time of the first item belongs to the area range static phase of the target scene area, the change time of the area range of the target scene area is advanced or delayed, and if the release time of the first item belongs to the area range change phase of the target scene area, the change speed of the area range of the target scene area is accelerated or decelerated.

[0156] Optionally, in response to an emission operation on the first item, the scene weather of the game scene is controlled to transform into a target weather, and the target weather is used to affect an object state of a virtual object in the game scene corresponding to the target weather.

[0157] Optionally, the target weather includes at least one of fog weather, night weather, snow storm weather, sand storm weather, and thunderstorm weather, wherein the fog weather or night weather is used to reduce visibility of the virtual object, the snow storm weather is used to reduce a life value of the virtual object, the sand storm weather is used to reduce a movement ability of the virtual object, and the thunderstorm weather is used to reduce a shooting ability of the virtual object.

[0158] Optionally, in response to an ejection operation on the first item, an item effect area is determined based on the item ejection position of the first item, and a specified terrain is generated in the item effect area, and the specified terrain is used to affect a virtual object in the specified terrain corresponding to the specified terrain.

[0159] Optionally, the designated terrain includes at least one of swamp terrain, low gravity terrain, and skill-loss terrain, wherein the swamp terrain is used to reduce the virtual object's ability to move in the swamp terrain, the low gravity terrain is used to reduce the virtual object's ability to jump in the low gravity terrain, and the skill-loss terrain is used to reduce the virtual object's ability to emit skill in the skill-loss terrain.

[0160] As described above, in a game, candidate items are determined from an item set, and the player can select an item from the candidate items. This method enriches the routes for obtaining game items, allows different items to be obtained as the game process changes, enriches the functions and types of game items, improves the competitive experience of players participating in the game, increases the utilization rate of service resources, makes full use of game service resources and server equipment resources, and avoids idleness and waste of game service resources and server equipment resources.

[0161] This embodiment also provides a machine-readable storage medium storing machine-executable instructions that, when called and executed by a processor, cause the processor to implement the above-described method for controlling interaction in a game.

[0162] The machine-executable instructions stored in the machine-readable storage medium can realize the following operations in the game interaction control method by executing the machine-executable instructions: The present invention includes providing a graphical user interface by a terminal device, the graphical user interface including a current game play interface, the current game play interface including a game scene and a controllable virtual object located in the game scene, the controllable virtual object being controlled by the terminal device, the controllable virtual object being controlled to move in the game scene, the game scene including a plurality of virtual objects, the controllable virtual object belonging to one of the plurality of virtual objects, determining at least some candidate items from a specified item set in response to a specified trigger event and displaying the candidate items, controlling the controlled virtual object to acquire the first item in response to a selection operation on a first item among the candidate items, and controlling the game scene to execute a game behavior corresponding to the first item in response to a trigger operation on the first item.

[0163] Optionally, the first item is configured to perform at least one of the following game behaviors in response to a trigger operation: being controlled to perform at least one of the following game actions to generate a gain effect in the game scene for the controlled virtual object; and / or being controlled to update a designated scene object in the game scene and causing the controlled virtual object and virtual objects other than the controlled virtual object to execute a current game play in the updated designated scene object.

[0164] Optionally, in response to the specified trigger event, determine at least some candidate items from the specified item set, display the candidate items, and maintain the resource amount of the specified resource of the controlled virtual object unchanged; in response to a second trigger operation, update the resource amount of the specified resource of the controlled virtual object, redetermine at least some candidate items from the specified item set, and update and display the determined candidate items.

[0165] Optionally, the designated resource of the controlled virtual object is virtual currency owned by the game account corresponding to the controlled virtual object outside of the current game match, and the virtual currency is used to obtain virtual items offered by the game outside of the match.

[0166] Optionally, in response to the current game play reaching a preset play process, at least some candidate items are determined from the designated item set, and the candidate items are displayed.

[0167] Optionally, in response to the duration of the current game match reaching a preset length of time, at least some candidate items are determined from the designated item set and the candidate items are displayed.

[0168] Optionally, in response to an increase in the object level of the controlled virtual object in the game, at least some candidate items are determined from the specified item set and the candidate items are displayed.

[0169] Optionally, an experience parameter of the controlled virtual object is increased according to a predetermined rule, and an object level of the controlled virtual object in the game is increased in response to the experience parameter reaching a preset experience threshold.

[0170] Optionally, in response to a designated trigger event, an item acquisition control is displayed in the graphical user interface, and in response to a first trigger operation acting on the item acquisition control, at least some candidate items are determined from the designated item set and the candidate items are displayed, the designated item set being determined based on the playing process of the current game play.

[0171] Optionally, in response to a specified trigger event, an interaction presentation control is displayed in the graphical user interface, the interaction presentation control is used to present performing an interaction operation to obtain an item, and in response to a trigger operation on the interaction presentation control, an item obtainment control is displayed in the graphical user interface.

[0172] Optionally, at least one designated item set is determined from the plurality of candidate item sets based on the playing process of the current game or the playing level of the controlled virtual object, and item attributes of items in different candidate item sets are different.

[0173] Optionally, the candidate item sets include an active item set, a passive item set, and a scene item set, wherein the active item set includes active items, and after performing an emission operation on the active items, item functions are emitted to item emission target objects of the active items; the passive item set includes passive items, and after the passive items are captured by the controlled virtual object, item functions are emitted to item emission target objects of the passive items; the scene item set includes scene items, and after performing an emission operation on the scene items, item functions are emitted to item emission target scene positions of the scene items, and both the controlled virtual object and the virtual object are affected.

[0174] Optionally, when the playing process of the current game game is an early process, the designated item set includes an active item set; when the playing process of the current game game is an intermediate process, the designated item set includes a passive item set, and in the current game game, the intermediate process is located after the early process; when the playing process of the current game game is a later process, the designated item set includes a scene item set, and in the current game game, the later process is located after the intermediate process.

[0175] Optionally, when the object level of the controlled virtual object is a first level, the designated item set includes an active item set; when the object level of the controlled virtual object is a second level, the designated item set includes a passive item set, and in the current game game, the second level is higher than the first level, and the object level of the controlled virtual object increases from the first level to the second level; when the object level of the controlled virtual object is a third level, the designated item set includes an environmental item set, and in the current game game, the third level is higher than the second level, and the object level of the controlled virtual object increases from the second level to the third level.

[0176] Optionally, in response to a designated trigger event, at least some candidate items are randomly determined from the designated set of items and the candidate items are displayed.

[0177] Optionally, if the first item belongs to a scene item set, remove the first item from the scene item set to obtain an updated scene item set, and the updated scene item set is used to provide scene items to virtual objects other than the controlled virtual object in the current game play.

[0178] Optionally, in response to the release operation on the first item, a specified scene state of the game scene is updated, and object states of at least some of the virtual objects are updated based on the updated specified scene state.

[0179] Optionally, a target scene area is preset in the game scene, the area range of the target scene area changes according to a default area adjustment rule based on the playing process of the current game match, and object attributes of virtual objects in scene areas other than the target scene area change according to a default attribute adjustment rule, and updating the specified scene state of the game scene in response to the release operation for the first item includes controlling the area range of changing the target scene area based on a rule adjustment parameter corresponding to the first item in response to the release operation for the first item, and / or controlling the area range change time of changing the target scene area, and the rule adjustment parameter is different from the default area adjustment rule.

[0180] Optionally, the area range of the target scene area gradually shrinks according to the playing process of the current game game, and the life values ​​of the virtual objects in scene areas other than the target scene area gradually decrease, and in response to the release operation on the first item, the area range of the target scene area is updated based on the position of the controlled virtual object in the game scene.

[0181] Optionally, the area range of the target scene area gradually shrinks according to the playing process of the current game, and the life values ​​of the virtual objects in scene areas other than the target scene area gradually decrease; and in response to a release operation on the first item, if the release time of the first item belongs to the area range static phase of the target scene area, the change time of the area range of the target scene area is advanced or delayed, and if the release time of the first item belongs to the area range change phase of the target scene area, the change speed of the area range of the target scene area is accelerated or decelerated.

[0182] Optionally, in response to an emission operation on the first item, the scene weather of the game scene is controlled to transform into a target weather, and the target weather is used to affect an object state of a virtual object in the game scene corresponding to the target weather.

[0183] Optionally, the target weather includes at least one of fog weather, night weather, snow storm weather, sand storm weather, and thunderstorm weather, wherein the fog weather or night weather is used to reduce visibility of the virtual object, the snow storm weather is used to reduce a life value of the virtual object, the sand storm weather is used to reduce a movement ability of the virtual object, and the thunderstorm weather is used to reduce a shooting ability of the virtual object.

[0184] Optionally, in response to an ejection operation on the first item, an item effect area is determined based on the item ejection position of the first item, and a specified terrain is generated in the item effect area, and the specified terrain is used to affect a virtual object in the specified terrain corresponding to the specified terrain.

[0185] Optionally, the designated terrain includes at least one of swamp terrain, low gravity terrain, and skill-loss terrain, wherein the swamp terrain is used to reduce the virtual object's ability to move in the swamp terrain, the low gravity terrain is used to reduce the virtual object's ability to jump in the low gravity terrain, and the skill-loss terrain is used to reduce the virtual object's ability to emit skill in the skill-loss terrain.

[0186] As described above, in a game, candidate items are determined from an item set, and the player can select an item from the candidate items. This method enriches the routes for obtaining game items, allows different items to be obtained as the game process changes, enriches the functions and types of game items, improves the competitive experience of players participating in the game, increases the utilization rate of service resources, makes full use of game service resources and server equipment resources, and avoids idleness and waste of game service resources and server equipment resources.

[0187] The computer program product of the method, apparatus, and electronic device for controlling interaction in a game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code including instructions for executing the method described in the previous method embodiments, and specific reference can be made to the method embodiments, which are omitted here.

[0188] Those skilled in the art can clearly understand that the specific operation processes of the above-described systems and devices can refer to the corresponding processes in the above-described method embodiments for ease of explanation and conciseness, and will not be further described here.

[0189] Furthermore, in describing the embodiments of the present disclosure, unless otherwise clearly specified or limited, the terms "attached," "connected," and "connection" should be understood in a broad sense, and may refer to, for example, a fixed connection, a detachable connection, an integral connection, a mechanical connection, an electrical connection, a direct connection, an indirect connection via an intermediate medium, or an internal connection between two elements. Those skilled in the art can specifically understand the specific meanings of the above terms in the present disclosure.

[0190] When the functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical scenarios of the present disclosure can be embodied essentially or in the form of a software product stored in a storage medium containing some instructions for performing all or part of the steps of the methods described in each embodiment of the present disclosure. The aforementioned storage medium includes various media that can store program code, such as a U disk, a removable hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0191] In describing this disclosure, the orientations or positional relationships indicated by terms such as "center," "top," "bottom," "left," "right," "vertical," "horizontal," "inside," and "outside" are based on the orientations or positional relationships shown in the drawings and are intended solely to facilitate and simplify the description of this disclosure, and do not indicate or imply that the indicated devices or elements must be configured or operated in a particular orientation, and therefore should not be understood as limitations of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not understood to indicate or imply relative importance.

[0192] Finally, it should be noted that the above embodiments are only specific embodiments of the present disclosure and are used to describe the technical solutions of the present disclosure, but are not limited thereto, and the scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that, within the technical scope of the present disclosure, they can modify or easily change the technical solutions described in the above embodiments, or replace some of the technical features with equivalents. These modifications, changes, or substitutions should be included in the scope of protection of the present disclosure without departing from the essence of each technical solution from the spirit and scope of the technical solutions of the embodiments of the present disclosure. Therefore, the scope of protection of the present disclosure should be consistent with the scope of protection of the claims.

Claims

1. 1. A method for controlling interaction in a game, comprising: providing a graphical user interface by a terminal device; the graphical user interface including a current game play interface; the current game play interface including a game scene and a controllable virtual object located in the game scene; and the controllable virtual object being controlled by the terminal device, the control-target virtual object is controlled to move in the game scene, the game scene includes a plurality of virtual objects, and the control-target virtual object belongs to one of the plurality of virtual objects; determining at least some candidate items from the designated set of items in response to a designated trigger event and displaying the candidate items; In response to a selection operation on a first item among the candidate items, the control-target virtual object is controlled to acquire the first item; and controlling the game scene to execute a game behavior corresponding to the first item in response to a trigger operation on the first item.

1. A method for controlling interaction in a game, comprising:

2. The first item, in response to a trigger operation, and / or updating a designated scene object in the game scene, and controlling the control-target virtual object and virtual objects other than the control-target virtual object to execute the current game play in the updated designated scene object; 2. The method for controlling interaction in a game according to claim 1.

3. Determining at least some candidate items from a designated set of items in response to the designated trigger event and displaying the candidate items includes: determining at least some candidate items from a designated set of items in response to a designated trigger event, displaying the candidate items, and maintaining a resource amount of a designated resource of the controlled virtual object unchanged; After determining at least some candidate items from a designated set of items in response to the designated trigger event and displaying the candidate items, the method further comprises: updating a resource amount of a designated resource of the control-target virtual object in response to a second trigger operation; and re-determining at least some of the candidate items from the designated item set, and updating and displaying the determined candidate items.

2. The method for controlling interaction in a game according to claim 1.

4. The designated resource of the control target virtual object is a virtual currency owned by a game account corresponding to the control target virtual object outside the current game game, and the virtual currency is used to obtain a virtual item provided by the game outside the game game.

2. The method for controlling interaction in a game according to claim 1.

5. Determining at least some candidate items from a designated set of items in response to a designated trigger event and displaying the candidate items includes: determining at least some candidate items from a designated item set in response to the current game play reaching a predetermined play process, and displaying the candidate items; 2. The method for controlling interaction in a game according to claim 1.

6. determining at least some candidate items from a designated item set in response to the current game play reaching a predetermined play process, and displaying the candidate items; determining at least some candidate items from a designated item set and displaying the candidate items in response to the duration of the current game play reaching a predetermined time length; 6. The method for controlling interaction in a game according to claim 5.

7. Determining at least some candidate items from a designated set of items in response to a designated trigger event and displaying the candidate items includes: determining at least some candidate items from a designated item set in response to an increase in the object level of the control-target virtual object during a game, and displaying the candidate items; 2. The method for controlling interaction in a game according to claim 1.

8. In response to an increase in the object level of the control-target virtual object in a game, before determining at least some candidate items from a designated item set and displaying the candidate items, the method further comprises: Increasing an experience parameter of the controlled virtual object according to a predetermined rule; and increasing an object level of the controlled virtual object in the game in response to the experience parameter reaching a preset experience threshold.

8. The method for controlling interaction in a game according to claim 7.

9. Determining at least some candidate items from a designated set of items in response to a designated trigger event and displaying the candidate items includes: displaying an item acquisition control in the graphical user interface in response to a designated trigger event; determining at least some candidate items from a specified set of items in response to a first trigger operation acting on the item acquisition control; and displaying the candidate items; The specified item set is determined based on the current game process.

2. The method for controlling interaction in a game according to claim 1.

10. Displaying an item acquisition control in the graphical user interface in response to a designated trigger event includes: In response to a designated trigger event, displaying an interaction presentation control in the graphical user interface, the interaction presentation control being used to present performing an interaction operation to obtain an item; and displaying an item acquisition control in the graphical user interface in response to a trigger operation on the interaction presentation control.

10. The method for controlling interaction in a game according to claim 9.

11. In response to a designated trigger event, before determining at least some candidate items from the designated set of items and displaying the candidate items, the method further comprises: determining at least one designated item set from a plurality of candidate item sets based on a playing process of the current game or a playing level of the controllable virtual object; In different candidate item sets, the item attributes of the items are different.

2. The method for controlling interaction in a game according to claim 1.

12. the candidate item sets include an active item set, a passive item set, and a scene item set; The active item set includes an active item, and after performing an emission operation on the active item, emit an item function to an item emission target object of the active item; The passive item set includes a passive item, and after the passive item is acquired by the controlled virtual object, the passive item releases an item function to an item release target object of the passive item; The scene item set includes a scene item, and after performing a release operation on the scene item, the item function is released to the item release target scene position of the scene item, and both the controlled virtual object and the virtual object are affected.

12. The method for controlling interaction in a game according to claim 11.

13. Determining at least one designated item set from a plurality of candidate item sets based on the playing process of the current game includes at least: If the current game play process is a previous process, the designated item set includes an active item set; When the game process of the current game is an intermediate process, the designated item set includes a passive item set, and in the current game, the intermediate process is located after the previous process; When the game process of the current game is a later process, the specified item set includes a scene item set, and in the current game, the later process is located after the middle process.

12. The method for controlling interaction in a game according to claim 11.

14. Determining at least one designated item set from a plurality of candidate item sets based on the game level of the control target virtual object includes at least: When the object level of the control target virtual object is a first level, the designated item set includes an active item set; When the object level of the control target virtual object is a second level, the designated item set includes a passive item set, the second level is higher than the first level in the current game, and the object level of the control target virtual object increases from the first level to the second level; When the object level of the control-target virtual object is a third level, the designated item set includes an environmental item set, and in the current game, the third level is higher than the second level, and the object level of the control-target virtual object increases from the second level to the third level.

12. The method for controlling interaction in a game according to claim 11.

15. Determining at least some candidate items from a designated set of items in response to a designated trigger event and displaying the candidate items includes: randomly determining at least some candidate items from the designated set of items in response to a designated trigger event and displaying the candidate items.

2. The method for controlling interaction in a game according to claim 1.

16. In response to a selection operation on a first item among the candidate items, the control-target virtual object is controlled to acquire the first item, If the first item belongs to a scene item set, removing the first item from the scene item set to obtain an updated scene item set; The updated scene item set is used to provide scene items to virtual objects other than the control target virtual object in the current game.

2. The method for controlling interaction in a game according to claim 1.

17. The first item is used to update a designated scene state of the game scene, and in response to a trigger operation on the first item, a game behavior corresponding to the first item is executed in the game scene. updating a designated scene state of the game scene in response to a release operation on the first item; and updating object states of at least some of the virtual objects based on the updated specified scene state.

2. The method for controlling interaction in a game according to claim 1.

18. a target scene area is preset in the game scene, the area range of the target scene area is changed according to a default area adjustment rule based on a playing process of a current game, and the object attributes of virtual objects in scene areas other than the target scene area are changed according to the default attribute adjustment rule; updating a designated scene state of the game scene in response to a release operation on the first item, In response to a release operation on the first item, controlling a region range for changing the target scene region based on a rule adjustment parameter corresponding to the first item and / or controlling a region range change time for changing the target scene region, the rule adjustment parameter being different from the default region adjustment rule.

18. The method for controlling interaction in a game according to claim 17.

19. The area range of the target scene area is gradually reduced according to the playing process of the current game, and the life value of the virtual object in the scene area other than the target scene area is gradually reduced; controlling a region extent to change the target scene region based on a rule adjustment parameter corresponding to the first item in response to an emission operation on the first item, and updating an area range of the target scene area based on a position of the controlled virtual object in the game scene in response to a release operation on the first item.

20. The method for controlling interaction in a game according to claim 18.

20. The area range of the target scene area is gradually reduced according to the playing process of the current game, and the life value of the virtual object in the scene area other than the target scene area is gradually reduced; controlling a region range change time for changing the target scene region based on a rule adjustment parameter corresponding to the first item in response to an emission operation on the first item, In response to a release operation on the first item, if the release time of the first item belongs to a region range static phase of the target scene region, advancing or delaying a change time of the region range of the target scene region; and if the release time of the first item belongs to the range change stage of the target scene area, accelerating or decelerating the change speed of the range of the target scene area.

20. The method for controlling interaction in a game according to claim 18.

21. updating a designated scene state of the game scene in response to a release operation on the first item, and controlling, in response to an emission operation on the first item, a scene weather of the game scene to be transformed into a target weather, the target weather being used to affect an object state of a virtual object in the game scene corresponding to the target weather.

18. The method for controlling interaction in a game according to claim 17.

22. the target weather includes at least one of fog weather, night weather, snow storm weather, sand storm weather, and thunderstorm weather; the foggy weather or the night weather is used to reduce the visibility of the virtual object; the snowstorm weather is used to reduce the life value of the virtual object; the sandstorm weather is used to reduce the movement ability of the virtual object; The thunderstorm weather is used to reduce the shooting ability of the virtual object.

22. The method for controlling interaction in a game according to claim 21.

23. updating a designated scene state of the game scene in response to a release operation on the first item, determining an item action area based on an item ejection position of the first item in response to an ejection operation on the first item; generating a designated terrain in the item action area; The designated terrain is used to exert an effect corresponding to the designated terrain on a virtual object in the designated terrain.

18. The method for controlling interaction in a game according to claim 17.

24. the designated terrain includes at least one of swamp terrain, low gravity terrain, and skill loss terrain; the swamp terrain is used to reduce the movement capability of virtual objects in the swamp terrain; the low-gravity terrain is used to reduce the jumping ability of a virtual object in the low-gravity terrain; The squeak-nulling terrain is used to reduce the squeak-emitting ability of virtual objects in the squeak-nulling terrain.

24. The method for controlling interaction in a game according to claim 23.

25. An interaction control device for a game, comprising: a terminal device providing a graphical user interface; the graphical user interface including a current game play interface; the current game play interface including a game scene and a controllable virtual object located in the game scene; and the controllable virtual object being controlled by the terminal device; The game interaction control device includes a movement control module, an item display module, an item acquisition module, and an item trigger module; the movement control module is configured to control the control-target virtual object to move in the game scene, the game scene includes a plurality of virtual objects, and the control-target virtual object belongs to one of the plurality of virtual objects; the item display module is configured to determine at least some candidate items from a designated set of items in response to a designated trigger event and display the candidate items; the item acquisition module is configured to control the control-target virtual object to acquire the first item in response to a selection operation on a first item among the candidate items; The item trigger module is configured to be controlled to execute a game behavior corresponding to the first item in the game scene in response to a trigger operation on the first item. An interaction control device for a game, comprising:

26. 1. An electronic device comprising a processor and a memory storing machine-executable instructions executable by said processor, The processor executes the machine-executable instructions to realize the method for controlling interaction in a game according to any one of claims 1 to 24. An electronic device characterized by:

27. storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method for controlling interaction in a game according to any one of claims 1 to 24; A machine-readable storage medium comprising:

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