Methods, devices, terminals, and programs for transferring virtual items

The method and device facilitate one-click virtual item transfers between game objects within the same faction, addressing the complexity of existing supply exchange processes by simplifying operations and encouraging user interaction.

JP7856783B2Active Publication Date: 2026-05-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2022-12-09
Publication Date
2026-05-11

AI Technical Summary

Technical Problem

The process of exchanging virtual supplies among team members in first-person shooting games is complicated, requiring multiple steps such as opening a backpack, selecting items, discarding, and picking up items.

Method used

A method and device for transferring virtual items between virtual objects in a game by allowing a virtual object to transfer items to another within the same faction with a single click using an item transfer control when the aiming center is pointed at the recipient object.

Benefits of technology

This simplifies the virtual item transfer process, reducing operational costs and increasing interaction among teammates by enabling one-click transfers, thereby encouraging more users to participate in item giving and enhancing the frequency of use during gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method, device, terminal, storage medium, and program product for transferring a virtual item, which belong to the technical field of man-machine interaction. The method includes a step (201) of displaying a game screen, in which a first virtual object is included in the game screen, a step (202) of displaying an item transfer control when the first virtual object has an item acquisition need and the aiming center of a second virtual object points to the first virtual object, and a step (203) of controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control. The method can improve the efficiency of transferring the virtual item.
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Description

Technical Field

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[0003]

[0001] Embodiments of the present application relate to the technical field of man-machine interaction, and particularly to a method, apparatus, terminal, storage medium, and program product for transferring virtual items.

[0002] This application claims the priority of a Chinese patent application filed on March 25, 2022, with an application number of 202210307698.6 and an invention title of "Method, Apparatus, Terminal, Storage Medium, and Program Product for Transferring Virtual Items", the entire content of which is incorporated herein by reference.

Background Art

[0003] A first-person shooting game (FPS) is an application program based on a three-dimensional virtual environment. A user can control virtual objects in the virtual environment to perform actions such as walking, running, climbing, shooting, etc. Also, multiple users can form teams online and cooperate to complete tasks in the same virtual environment.

[0004] In related technologies, during the process of a game, it often occurs that it is necessary to exchange supplies among members of the same team due to reasons such as a shortage of supplies or the need for supply distribution. The complete supply exchange process is as follows. That is, the supply provider needs to open the backpack, select the exchange supplies, discard and mark the supplies. Correspondingly, the supply receiver picks up the supplies at a designated location.

[0005] Obviously, in related technologies, the supply exchange process during the game process is relatively complicated.

Summary of the Invention

Means for Solving the Problems

[0006] Embodiments of the present application provide a method, apparatus, terminal, storage medium, and program product for transferring virtual items. The above technical means are as follows:

[0007] In one embodiment, an embodiment of the present application provides a method for transferring virtual items, which is performed by a terminal, and the method is A step of displaying a game screen, wherein the game screen includes a first virtual object, A step of displaying an item transfer control when the first virtual object has an item acquisition need and the aiming center of the second virtual object is pointing to the first virtual object, wherein the first virtual object and the second virtual object belong to the same faction. The process includes the step of controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

[0008] In another embodiment, an embodiment of the present application provides a method for transferring virtual items, which is performed by a terminal, and the method is A step of displaying an item acquisition control, wherein the item acquisition control is used to trigger a first virtual object to request a second virtual object to transfer a virtual item, and the first virtual object and the second virtual object belong to the same faction. A step of determining a first virtual item in response to a trigger operation on a sub-control in an item acquisition control, wherein the sub-control is used to indicate the first virtual item that the first virtual object requests to acquire; A step of displaying the item identifier of the first virtual item around the first virtual object, wherein the item identifier is used to characterize the first virtual object as having an item acquisition need; The steps include: receiving the first virtual item transferred by the second virtual object to the first virtual object, and the second virtual object triggering the transfer of the first virtual item by an item transfer control, the item transfer control being used to be displayed when the aiming center of the second virtual object is pointing to the first virtual object.

[0009] In another embodiment, an embodiment of the present application provides a virtual item transfer device, the device including a display module and a control module, The display module is used to display a game screen, and the game screen includes a first virtual object. The display module is further used to display item transfer controls when the first virtual object has an item acquisition need and the aiming center of the second virtual object is pointing to the first virtual object, and when the first virtual object and the second virtual object belong to the same faction, The control module is used to control the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control.

[0010] In another embodiment, an embodiment of the present application provides a virtual item transfer device, the device further comprising a display module, a determination module, and a receiving module. The display module is used to display an item acquisition control, the item acquisition control is used to trigger a first virtual object to request a transfer of a virtual item from a second virtual object, and the first virtual object and the second virtual object belong to the same faction. The determination module is used to determine a first virtual item in response to a trigger operation on a sub-control in the item acquisition control, and the sub-control is used to indicate the first virtual item that the first virtual object requests to acquire. The display module is further used to display the item identifier of the first virtual item around the first virtual object, and the item identifier is used to characterize that the first virtual object has an item acquisition need. The receiving module is used to receive the first virtual item transferred by the second virtual object to the first virtual object, the second virtual object triggers the transfer of the first virtual item by an item transfer control, and the item transfer control is used to be displayed when the aiming center of the second virtual object is pointing to the first virtual object.

[0011] In another embodiment, an embodiment of the present invention provides a terminal comprising a processor and memory, wherein at least one segment of program is stored in the memory, and the at least one segment of program is uploaded and executed by the processor to realize the virtual item transfer method described in the above embodiment.

[0012] In another embodiment, an embodiment of the present application provides a computer-readable storage medium in which at least one segment of a program is stored, the at least one segment of the program being uploaded and executed by a processor to realize the virtual item transfer method described in the above embodiment.

[0013] In another embodiment, an embodiment of the present application provides a computer program product which includes computer instructions stored in a computer-readable storage medium. A terminal processor reads the computer instructions from the computer-readable storage medium, executes the computer instructions, and causes the terminal to perform a method for transferring virtual items provided in various selectable implementations of the above embodiment. [Effects of the Invention]

[0014] The beneficial effects of the technical means provided in the embodiments of this application include at least the following:

[0015] This invention provides a method for transferring virtual items between virtual objects during a game. When a first virtual object has a need to acquire a virtual item, a second virtual object belonging to the same faction can transfer the virtual item to the first virtual object by aiming at it and clicking the item transfer control. Compared to related technologies that require several steps such as opening a backpack, selecting exchange items, discarding and marking items, and picking up items, the virtual item transfer method provided by this invention greatly simplifies the steps involved in transferring virtual items, reduces the operational cost of transferring virtual items, and thereby improves the efficiency of virtual item transfer. In addition, since a virtual item giver (virtual item transferr) can trigger the item transfer control to achieve one-click transfer of virtual items, the cost of giving items to the virtual item giver can be reduced, thereby encouraging more users to control virtual objects and become virtual item givers, increasing interaction among teammates, and increasing the frequency of use of the virtual item transfer function during a game. [Brief explanation of the drawing]

[0016] [Figure 1]Shows a schematic diagram of the implementation environment provided by one embodiment of this application. [Figure 2] Shows a flowchart of a method for transferring virtual items provided by one exemplary embodiment of this application. [Figure 3] It is a schematic diagram of the transfer process of virtual items according to one exemplary embodiment of this application. [Figure 4] Shows a flowchart of a method for transferring virtual items provided by another exemplary embodiment of this application. [Figure 5] It is a schematic diagram of the transfer process of virtual items according to another exemplary embodiment of this application. [Figure 6] Shows a flowchart of a method for transferring virtual items provided by another exemplary embodiment of this application. [Figure 7] It is a schematic diagram of an operation for editing item transfer control according to one exemplary embodiment of this application. [Figure 8] Shows a flowchart of a virtual item giver transferring a virtual item according to one exemplary embodiment of this application. [Figure 9] Shows a flowchart of a method for transferring virtual items provided by another exemplary embodiment of this application. [Figure 10] It is a schematic diagram of the process of starting an item acquisition request according to one exemplary embodiment of this application. [Figure 11] It is a schematic diagram of the virtual item selection process according to one exemplary embodiment of this application. [Figure 12] Shows a flowchart of a virtual item loser transferring a virtual item according to one exemplary embodiment of this application. [Figure 13] It is a structural block diagram of a virtual item transfer device provided by one exemplary embodiment of this application. [Figure 14] It is a structural block diagram of a virtual item transfer device provided by another exemplary embodiment of this application. [Figure 15] It is a structural block diagram of a terminal provided by one exemplary embodiment of this application.

Modes for Carrying Out the Invention

[0017] As shown in Figure 1, a schematic diagram of an implementation environment provided by one embodiment of the present application is shown. This implementation environment may include a first terminal 110, a server 120, and a second terminal 130.

[0018] An application program 111 that supports a virtual environment is running on the first terminal 110, and this application program 111 may be a multiplayer online battle program. When the first terminal runs the application program 111, the user interface of the application program 111 is displayed on the screen of the first terminal 110. This application program 111 may be any of the following: a Multiplayer Online Battle Arena (MOBA) game, a Simulation Game (SLG), etc. In this embodiment, the application program 111 will be described as a first-person shooting game (FPS) as an example. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control the movement of a first virtual object located in the virtual environment, and the first virtual object may be referred to as the first user 112's master virtual object. The movements of the first virtual object include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, cycling, jumping, leaping, acting, collecting, shooting, attacking, throwing, and skill activation (also referred to as "skill casting"). In general terms, the first virtual object is the first virtual character, for example, a simulated character or an animated character.

[0019] An application program 131 that supports a virtual environment is running on the second terminal 130, and this application program 131 may be a multiplayer online battle program. When the second terminal 130 runs the application program 131, the user interface of the application program 131 is displayed on the screen of the second terminal 130. The client may be any one of MOBA games or SLG games, and in this embodiment, the application program 131 is described as an FPS game. The second terminal 130 is a terminal used by the second user 132, and the second user 132 uses the second terminal 130 to control the movement of a second virtual object located in the virtual environment, and the second virtual object may be called the second user 132's master virtual character. In general terms, the second virtual object is a second virtual person, for example, a simulation person or an anime person.

[0020] Selectively, the first virtual object and the second virtual object may be located in the same virtual world. Selectively, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, be friends, or have temporary communication permission. Selectively, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or be in a hostile relationship.

[0021] Selectively, the application programs installed on the first terminal 110 and the second terminal 130 are the same, or the application programs installed on the two terminals are the same type of application program on different operating system platforms (Android® or iOS). The first terminal 110 can refer to one of several terminals, and the second terminal 130 can refer to another terminal of several terminals; in this embodiment, only the first terminal 110 and the second terminal 130 will be described as examples. The types of devices of the first terminal 110 and the second terminal 130 may be the same or different, and the types of devices include at least one of the following: smartphones, tablet computers, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptop computers, and desktop computers.

[0022] Although only two terminals are shown in Figure 1, in different embodiments, there may be multiple other terminals that can access the server 120. Selectively, there may be one or more additional terminals that correspond to developers, on which a development and editing platform for application programs that support the virtual environment is installed, and the developers can edit and update the application programs on these terminals. The updated application program installation package is transmitted to the server 120 via a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the application program installation package from the server 120 and update the application programs.

[0023] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.

[0024] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services to application programs that support a three-dimensional virtual environment. Selectively, Server 120 handles the main computing tasks and the terminal handles the secondary computing tasks, or Server 120 handles the secondary computing tasks and the terminal handles the main computing tasks, or collaborative computing is performed between Server 120 and the terminal using a distributed computing architecture.

[0025] In one schematic example, server 120 includes memory 121, a processor 122, a user account database 123, a battle service module 124, and an input / output interface (I / O interface) 125 for users. Here, the processor 122 is used to upload instructions stored in server 120 and to process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store user account data used by the first terminal 110, the second terminal 130, and other terminals, such as the user account avatar, the user account nickname, the user account combat power index, and the service zone in which the user account resides. The battle service module 124 is used to provide multiple battle rooms for user battles, such as 1v1 battles, 3v3 battles, and 5v5 battles. The user-facing I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless or wired network.

[0026] It is important to explain that the virtual bullets, virtual medicines, medical kits, energy drinks, bandages, etc., used in the embodiments of this application are all virtual items in a game.

[0027] As shown in Figure 2, a flowchart of a method for transferring virtual items provided by one exemplary embodiment of the present application is shown. This embodiment will be described using the method as an example of being used by a first terminal 110 or a second terminal 130 or another terminal in the implementation environment shown in Figure 1. The method includes the following steps 201 to 203.

[0028] Step 201: Display the game screen, which contains the first virtual object.

[0029] In one possible embodiment, after the user controls a second virtual object and enters into a game, the user can control the second virtual object to move within the virtual environment via a terminal, and the corresponding terminal will display a game screen from the viewpoint corresponding to the second virtual object.

[0030] Selectively, the game screen may be a screen that observes the virtual environment from a first-person perspective, in which case the second virtual object controlled by the user is not displayed on the game screen, or the first game screen may be a screen that observes the virtual environment from a third-person perspective. In this third-person perspective, the second virtual object controlled by the user is displayed on the game screen.

[0031] Selectively, in embodiments of the present application, the viewpoint is the angle at which a video camera model observes a virtual object in a virtual environment. When a first-person viewpoint is adopted, the video camera model is positioned near the head of the virtual object or positioned at the head of the virtual object. When a third-person viewpoint is adopted, the video camera model is positioned behind the virtual object and can be bound to the virtual object, and may be positioned at any predetermined distance from the virtual object, allowing the video camera model to observe the virtual object located in the virtual environment from different angles. Selectively, when the third-person viewpoint is a first-person over-the-shoulder viewpoint, the video camera model is positioned behind the virtual object (e.g., the head or shoulders of a virtual person). Selectively, in addition to the first-person and third-person viewpoints, the viewpoint further includes other viewpoints, such as an overhead viewpoint. When an overhead viewpoint is adopted, the video camera model can be positioned above the head of the virtual object, and an overhead viewpoint is a viewpoint that observes the virtual environment from an angle overlooking it from the sky. Selectively, the video camera model is not actually displayed in the virtual environment; that is, the video camera model is not displayed in the virtual environment shown in the user interface.

[0032] Selectively, in addition to displaying virtual objects, the game screen may also display a virtual environment, which includes at least one element from among mountains, plains, rivers, lakes, seas, deserts, skies, plants, buildings, and vehicles. Selectively, if other virtual objects exist within the field of view of a second virtual object, those other virtual objects may also be displayed on the game screen.

[0033] One point that needs to be explained is that in this embodiment, during the process of transferring virtual items, the first virtual object (the virtual object for which there is an item acquisition need) must be within the field of view of the user's master virtual object (second virtual object). Therefore, by aiming at the first virtual object, the transfer of the virtual item to the first virtual object can be triggered. In other words, in the item transfer scene shown in the embodiment of this application, at least the first virtual object for which there is an item acquisition need exists on the game screen, and the first virtual object and the second virtual object primarily controlled by the terminal belong to the same faction.

[0034] As shown in Figure 3, this is a schematic diagram of the virtual item transfer process according to one exemplary embodiment of the present invention. After the user controls the second virtual object and enters a game, the game screen 301 (which is a first-person view game screen) is displayed, and optionally, movement controls 302, damage controls 303, item bar 304, etc. are also displayed on top of the game screen 301. Movement controls 302 are used to control the second virtual object to move in a certain direction in the virtual environment, and damage controls 303 are used to control the second virtual object to perform damage operations. Item bar 304 is used to switch the virtual items currently held by the second virtual object, and optionally, if the first virtual object 305 is within the field of view of the second virtual object, the first virtual object 305 is also displayed on the game screen 301.

[0035] Step 202: If the first virtual object has an item acquisition need and the second virtual object's reticle is pointing to the first virtual object, display the item transfer control, and the first and second virtual objects belong to the same faction.

[0036] Unlike related technologies where the virtual item transfer process requires the virtual item transferor to discard the virtual item and then the virtual item recipient to pick it up, this embodiment provides an item transfer control. After activating and displaying the item transfer control in a specific manner, the virtual item can be transferred with a single click. This reduces both operational processes in the virtual item transfer process, thereby improving the efficiency of virtual item transfer during gameplay.

[0037] To make it clear to the terminal whether the second virtual object has a need to transfer a virtual item to the first virtual object, in one possible embodiment, if the first virtual object has an item acquisition need, when the user controls the second virtual object's aiming center to point to the first virtual object, it indicates to the user that the second virtual object has a need to transfer a virtual item to the first virtual object, thereby displaying an item transfer control. The user then subsequently achieves the transfer of the virtual item by triggering the item transfer control.

[0038] A method for selectively determining whether a user has an item acquisition need for a first virtual object may involve displaying a specific mark around or near the first virtual object, and this specific mark may be used to characterize the existence of an item acquisition need for the first virtual object. The user primarily controlling the first virtual object may also send voice messages or text messages to other users via a chat channel, indicating that there is an item acquisition need for the first virtual object, but the embodiments of this application are not limited to this.

[0039] Selectively, the aiming center may be the center corresponding to a virtual item currently held by the second virtual object, and the virtual item may be a virtual shooting item having a center, or a virtual item that can see the position of a virtual object such as a telescope.

[0040] As shown in Figure 3, when an item acquisition need exists for the first virtual object, the item identifier 306 is displayed around the first virtual object 305, which characterizes the first virtual object 305 as having an item acquisition need. When a user needs to transfer a virtual item to the first virtual object 305, the aiming center 307 can be made to point to the first virtual object 305, and when the corresponding terminal determines that the aiming center 307 is pointing to the first virtual object 305, the item transfer control 308 can be displayed on the game screen 301.

[0041] Selectively, in other possible embodiments, if the first virtual object has an item acquisition need and the targeting center of the second virtual object is pointing to the first virtual object, the item transfer control is set from inactive to active. In this way, the user can control the second virtual object to transfer a virtual item to the first virtual object by triggering the item transfer control. Here, it is impossible to trigger the item transfer control while it is inactive.

[0042] Step 203: In response to a trigger operation on the item transfer control, control the second virtual object to transfer a virtual item to the first virtual object.

[0043] In one possible embodiment, after the user determines that they want to transfer a virtual item to a first virtual object, they can click an item transfer control. The corresponding terminal receives a trigger operation on the item transfer control and controls the second virtual object to transfer the virtual item to the first virtual object. After the virtual item transfer is complete, the number of virtual items owned by the second virtual object decreases, and the number of virtual items owned by the first virtual object increases. The increase in the number of items in the first virtual object is equal to the decrease in the number of items in the second virtual object.

[0044] As shown in Figure 3, after the user clicks the item transfer control 308, the corresponding terminal can receive a trigger operation on the item transfer control 308 and then control the second virtual object to transfer the virtual item to the first virtual object 305. Selectively, because the first virtual object 305 has received the virtual item, the display of the corresponding item identifier 306 around the first virtual object 305 can be stopped. This indicates that the first virtual object has already received the virtual item and there is no immediate need to acquire the item.

[0045] The process by which a terminal selectively controls a second virtual object to transfer virtual items to a first virtual object may be performed by the terminal. After receiving a trigger operation for item transfer control, the terminal may decrease the number of virtual items owned by the second virtual object. Correspondingly, the server forwards item transfer response information to the terminal controlling the first virtual object. The corresponding master terminal of the first virtual object may increase the number of virtual items owned by the first virtual object after receiving the item transfer response information. The process by which a terminal selectively controls a second virtual object to transfer virtual items to a first virtual object may be performed jointly by both the terminal and the server. After receiving a trigger operation for item transfer control, the terminal may send an item transfer request to the server, which checks the item transfer request and, after the check passes, feeds back check pass information to the terminal. The corresponding terminal, after receiving the check pass information, decreases the number of virtual items owned by the second virtual object and simultaneously sends item transfer response information to the master terminal of the first virtual object. The master terminal of the corresponding first virtual object increases the number of virtual items owned by the first virtual object after receiving the item transfer response information.

[0046] As described above, the embodiment of the present invention provides a method for transferring virtual items between virtual objects during a game. When a first virtual object has a need to acquire a virtual item, a second virtual object belonging to the same faction can transfer the virtual item to the first virtual object by aiming at the first virtual object and clicking the item transfer control. Compared to related technologies that require several steps such as opening a backpack, selecting exchange items, discarding and marking items, and picking up items, the virtual item transfer method provided by the present invention greatly simplifies the steps of the operation to transfer virtual items, reduces the operational cost of transferring virtual items, and thereby improves the efficiency of virtual item transfer. In addition, since a virtual item giver (virtual item transferr) can trigger the item transfer control to achieve one-click transfer of virtual items, the cost of giving items to the virtual item giver can be reduced, thereby encouraging more users to control virtual objects and become virtual item givers, increasing interaction among teammates, and increasing the frequency of use of the virtual item transfer function during a game.

[0047] To further improve the efficiency of virtual item transfers, in one possible embodiment, the virtual item grantor does not need to manually select the number of virtual items to grant. The terminal automatically determines this based on the number of remaining virtual items owned by the second virtual object, displays it via the item transfer control, and the user then decides whether or not to trigger the item transfer control.

[0048] In one exemplary example, as shown in Figure 4, a flowchart of a method for transferring virtual items provided by another exemplary embodiment of the present application is shown. This embodiment describes the method as being used by a first terminal 110 or a second terminal 130 or another terminal in the implementation environment shown in Figure 1. The method includes the following steps 401 to 404.

[0049] Step 401: Display the game screen, which contains the first virtual object.

[0050] The embodiment of step 401 will not be described in detail in this embodiment, as it can be referenced to step 201.

[0051] Step 402: If the first virtual object has an item acquisition need, the object distance between the first and second virtual objects satisfies the distance condition, and the aiming center of the second virtual object is pointing to the first virtual object, display the item transfer control.

[0052] In one possible embodiment, to enable other users of the same faction to clearly indicate that a first virtual object has an item acquisition need, an item identifier of a virtual item (i.e., the virtual item that the first virtual object needs to acquire) can be displayed around or near the first virtual object after the first virtual object has initiated an item acquisition request. The item identifier is used to characterize that the first virtual object has an item acquisition need, and the item identifier can clarify the virtual item that the first virtual object needs to acquire. By doing so, other users can determine whether the first virtual object has an item acquisition need, and if so, which virtual item it needs to acquire, by determining whether or not the item identifier is displayed around or near the first virtual object.

[0053] Selectively, when the first virtual object is located within the field of view of the second virtual object, the first virtual object is displayed on the game screen of the second virtual object, and an item identifier is displayed around or near the first virtual object. Here, the first virtual object being located within the field of view of the second virtual object may also mean that the object distance between the first virtual object and the second virtual object is less than or equal to a preset distance threshold, which may be 100m.

[0054] Selectively, to prevent other users belonging to the opposing faction from knowing which virtual items are missing from the first virtual object, item identifiers can be set to be visible only to other virtual objects belonging to the same faction as the first virtual object.

[0055] In other possible embodiments, the item identifier may be set to be visible to a third virtual object (meaning a virtual object belonging to a different faction than the first virtual object) under certain conditions. The certain conditions may be that the third virtual object is equipped with a certain virtual item, and the first virtual object is located within the field of view of the third virtual object, and the third virtual object can see that the item identifier is displayed around or near the first virtual object, thereby knowing which virtual item the first virtual object is missing. The certain virtual item may be a virtual item with clairvoyance capabilities, or a virtual item with remote viewing capabilities, such as a telescope. The certain conditions may also be that the third virtual object can see the item identifier displayed around or near the first virtual object when the third virtual object triggers or uses a certain object skill, and the first virtual object is located within the field of view of the third virtual object. The certain object skill may be a remote observation skill or a clairvoyance skill, etc.

[0056] For item identifiers selectively displayed around or near a first virtual object, they can only be seen when the first virtual object is within the field of view of another virtual object, and the field of view may be influenced by the virtual items being used. For example, the field of view of a virtual object using a telescope will extend further than the field of view of a virtual object not using a telescope. Thus, in one possible embodiment, if the second virtual object currently possesses different virtual items, the field of view at which the second virtual object determines that the first virtual object has an item acquisition need will be different.

[0057] To improve the success rate of virtual item transfers and thereby avoid the influence of other obstacles between the first and second virtual objects on the center of aim, in one possible embodiment, the second virtual object can become a virtual item giver when the object distance between the first and second virtual objects is set to satisfy the distance condition. Accordingly, the item transfer control is displayed when the first virtual object has an item acquisition need, the object distance between the first and second virtual objects satisfies the distance condition, and the aiming center corresponding to the second virtual object points to the first virtual object. Furthermore, in the process of determining whether or not to display the item transfer control, if the first virtual object has an item acquisition need, the object distance between the first and second virtual objects is first obtained, then it is determined whether or not the object distance satisfies the distance condition, and after the distance condition is satisfied, the subsequent center determination process is executed.

[0058] Here, the distance condition may be that the object distance between the first virtual object and the second virtual object is less than the distance threshold.

[0059] In one possible embodiment, when an item acquisition need exists for the first virtual object, the object distance between the second virtual object and the first virtual object is acquired in real time. When it is determined that the object distance is less than a distance threshold, it is further determined whether the aiming center of the second virtual object is pointing to the first virtual object. If the aiming center is pointing to the first virtual object, it is determined that the second virtual object, which is primarily controlled by the user, has a need to transfer a virtual item to the first virtual object, and an item transfer control can be displayed.

[0060] Here, the distance threshold can be set by the developer, and in general terms, the distance threshold may be 1m.

[0061] When determining whether a second virtual object can be called a virtual item granter, it is necessary to determine not only whether the object distance between the second virtual object and the first virtual object satisfies a certain relationship, but also that the second virtual object must possess a predetermined number of virtual items, so that some of these virtual items can be transferred to the first virtual object. In one corresponding exemplary example, step 402 may include steps 402A and 402B.

[0062] Step 402A: If the first virtual object has an item acquisition need, the object distance between the first and second virtual objects satisfies the distance condition, and the center of the second virtual object's crosshairs is pointing to the first virtual object, then obtain the number of remaining virtual items owned by the second virtual object.

[0063] In one possible embodiment, to determine whether a second virtual object has the ability to give virtual items to a first virtual object, if the object distance is determined to be less than the distance threshold (the object distance satisfies the distance condition) and the center of sight of the second virtual object is pointing to the first virtual object, the number of remaining virtual items currently owned by the second virtual object must be obtained, thereby determining whether the second virtual object is a virtual item giver.

[0064] Step 402B: If the number of remaining items is greater than the first threshold, display the item transfer control.

[0065] Here, the first number threshold may be set by the developer, and in general terms, the first number threshold may be 1. Selectively, the setting of the first number threshold can be determined based on the number of uses of a virtual item in one instance; if the number of uses in one instance is 1, the first number threshold may be 1, and if the number of uses in one instance is 2, the first number threshold may be 3. That is, the number of remaining items must be at least twice the number of uses in one instance, thereby ensuring that some virtual items remain with the second virtual object after the second virtual object has granted the virtual items to the first virtual object, and that the number of virtual items transferred by the second virtual object to the first virtual object satisfies the requirement that the first virtual object has used the virtual items at least once.

[0066] In one possible embodiment, if it is determined that the number of remaining items is greater than a first threshold, it indicates that the second virtual object has the ability to transfer some virtual items to the first virtual object, and an item transfer control can be displayed. This allows the user to perform a subsequent item transfer operation. Conversely, if the number of remaining items is less than the first threshold, it indicates that the second virtual object does not have the ability to transfer some virtual items to the first virtual object, and an item transfer control does not need to be displayed; instead, prompt information is displayed. This prompts the user that the number of virtual items available to the second virtual object is insufficient and that the item transfer operation cannot be performed.

[0067] In related technologies, the process of transferring virtual items is often relatively cumbersome because the virtual item giver needs to select which virtual items need to be transferred from the backpack and the number of virtual items to be transferred. To further improve the efficiency of virtual item transfer, in one possible embodiment, the terminal can automatically determine the first number of transfers that need to be transferred to the first virtual object based on the number of remaining virtual items. To this end, in one exemplary example, step 402B may include steps 402b1 and 402b2.

[0068] 402b1: If the number of remaining items is greater than the first threshold, the first transfer count is determined based on the number of remaining items, which is the number of virtual items to transfer to the first virtual object.

[0069] In one possible embodiment, the second virtual object has the ability to transfer virtual items to the first virtual object if it is determined that the number of remaining items is greater than a first threshold, and furthermore, a first transfer count of virtual items to be transferred to the first virtual object can be determined based on the number of remaining items.

[0070] Here, in the process of automatically determining the first transfer count, the terminal may comprehensively consider the first transfer count for transferring virtual items to the first virtual object based on the number of remaining items, the number of virtual items that the second virtual object can transfer, and the number of virtual items that the first virtual object can receive. To this end, in one exemplary example, step 402b1 may include steps 1 to 3.

[0071] Step 1: Based on the number of remaining items, determine the second number of virtual items that the second virtual object can transfer.

[0072] In one possible embodiment, after obtaining the number of remaining items provided in the second virtual object, a second transfer count of virtual items that the second virtual object can transfer can be determined based on the number of remaining items and a pre-configured grant rule; that is, first, it is determined how many virtual items the second virtual object can transfer to the first virtual object.

[0073] Here, the pre-set assignment rules can be set by the developer themselves. For example, the pre-set assignment rules may be based on assigning half of the remaining items, or one-third of the remaining items, or a specific number of remaining items, and the embodiments of this application are not limited to such pre-set assignment rules.

[0074] Selectively, different pre-configured grant rules can be set based on different types of virtual items. For example, for a virtual item of the type virtual medicine, the pre-configured grant rule might be to grant half the remaining number of items, and for a virtual item of the type virtual ammunition, the pre-configured grant rule might be to grant one-third of the remaining number of items.

[0075] The rules for assigning virtual items can be determined selectively, and further based on the magnitude of the number of remaining items, and to this extent, in one exemplary example, step 1 may further include steps 1-1 and 1-2.

[0076] Step 1-1: If the number of remaining items is greater than the third number threshold, the transfer threshold for the virtual item is determined as the second transfer threshold, and different virtual items correspond to different transfer thresholds.

[0077] In one possible embodiment, a third threshold is set to avoid affecting the game balance during gameplay by transferring a relatively large number of virtual items to the first virtual object. This third threshold is the maximum number of virtual items that can be transferred at one time, and if the number of remaining items is greater than the third threshold, it indicates that the second virtual object possesses a relatively large number of virtual items. In this case, the transfer threshold for virtual items is determined as the second transfer threshold. In other words, the transfer threshold is the upper limit of the number of virtual items that the second virtual object can transfer to the first virtual object.

[0078] Selectively, different transfer thresholds can be set for different types of virtual items. For example, if a virtual item is virtual ammunition, its corresponding transfer threshold might be 30 rounds.

[0079] Selectively, the third-number threshold may be set by the developer, and different third-number thresholds may be set based on different types of virtual items. For example, if the virtual item is virtual ammunition, the corresponding third-number threshold may be 60.

[0080] Step 1-2: If the number of remaining items is below the third threshold, the second transfer number is determined based on the number of remaining items and the transfer rate.

[0081] In one possible embodiment, if the number of remaining items is less than or equal to the third threshold, it indicates that the number of remaining items is relatively small, and the number of items representing the transfer ratio of the remaining items can be determined as the second transfer number.

[0082] Here, the transfer ratio is the ratio of the maximum number of remaining transferable items, and may be 1 / 2 (determining 1 / 2 of the remaining items as the second transfer number), 1 / 3 (determining 1 / 3 of the remaining items as the second transfer number), 1 / 4 (determining 1 / 4 of the remaining items as the second transfer number), etc., and the embodiments of this application are not limited thereto.

[0083] Selectively, the relationship between the third number threshold, the transfer number threshold, and the transfer rate may be such that the third number threshold ≥ 2 * transfer number threshold ≥ 2 * number of remaining items * transfer rate.

[0084] Step 2: If the second transfer count is greater than the second threshold, the first transfer count is determined based on the second threshold, and the second threshold is determined by the number of virtual items that the first virtual object can receive.

[0085] Based on the relationship between the number of remaining items and the third threshold, the process of determining the second transfer count is used to determine the number of virtual items that the second virtual object can transfer to the first virtual object. After the first virtual object receives the virtual items transferred by the second virtual object, it often needs to place the virtual items in its backpack, and the remaining capacity of the backpack also affects the number of virtual items that the first virtual object can receive, and further affects the number of items that the second virtual object actually transfers to the first virtual object. Therefore, in order to avoid the first virtual object not being able to receive all the transferred virtual items, in one possible embodiment, when determining the first transfer count, it is necessary to consider not only the number of virtual items that the second virtual object can transfer to the first virtual object, but also the number of virtual items that the first virtual object can receive. The corresponding terminal can obtain the number of virtual items that the first virtual object can receive, i.e., the second number threshold, and determine the relationship between the second transfer number (the number of virtual items that the second virtual object can transfer) and the second number threshold (the number of virtual items that the first virtual object can receive). Furthermore, based on the result of determining the relationship, it can determine the first transfer number of virtual items that the second virtual object can actually transfer to the first virtual object.

[0086] Selectively, when the second transfer count is greater than the second threshold, it indicates that the number of items the second virtual object can transfer is greater than the number of items the first virtual object can receive. In this case, to avoid the first virtual object being unable to receive all the transferred virtual items and causing a virtual item transfer failure, the second transfer count can be adjusted downward to the maximum number of items the first virtual object can receive; in other words, the second threshold can be determined as the first transfer count.

[0087] In one example, if the number of virtual rounds that the second virtual object can transfer (second transfer number) is 30, and the number of virtual rounds that the first virtual object can receive (second number threshold) is 20, then the first transfer number of virtual rounds that the second virtual object can actually transfer to the first virtual object is 20.

[0088] Step 3: If the second number of transfers is less than or equal to the second number threshold, the second number of transfers is determined to be the first number of transfers.

[0089] Selectively, if the second transfer count is less than or equal to the second threshold, it indicates that the number of items the second virtual object can transfer is less than or equal to the number of items the first virtual object can receive, and the first virtual object can receive all the virtual items that the second virtual object can transfer. In this case, the second transfer count can be directly determined as the first transfer count.

[0090] In one example, if the number of virtual rounds that the second virtual object can transfer (second transfer number) is 25 rounds, and the number of virtual rounds that the first virtual object can receive (second number threshold) is 30 rounds, then the first transfer number of virtual rounds that the second virtual object can actually transfer to the first virtual object is 25 rounds.

[0091] Selectively, the second number threshold may be determined by the number of virtual items required by the first virtual object. Exemplaryly, when the first virtual object requests the transfer of virtual items, not only can the item identifier of the virtual items be displayed around the first virtual object, but also the transfer count identifier of the virtual items may be displayed. This transfer count identifier is used to indicate the number of virtual items required by the first virtual object, i.e., the number of virtual items that the first virtual object can receive. Selectively, if the number of virtual items that the first virtual object can carry is greater than the number of items indicated by the transfer count identifier, the number of items indicated by the transfer count identifier is determined as the second number threshold. If the number of virtual items that the first virtual object can carry is less than the number of items indicated by the transfer count identifier, and it indicates that the first virtual object cannot fully receive the number of items that the second virtual object can transfer to the first virtual object, then the waste of virtual items is avoided by determining the number of virtual items that the first virtual object can carry as the second number threshold.

[0092] 402b2: In the item transfer control, display the first transfer count and the virtual item.

[0093] In the embodiment of the present application, the terminal automatically determines the first transfer count of virtual items based on the number of remaining items owned by the second virtual object, based on the terminal's background. Therefore, in this case, in order for the user to decide whether or not to allow the transfer of the first transfer count of virtual items to the first virtual object, in one possible embodiment, when the item transfer control is displayed after the first transfer count has been determined, the virtual items to be transferred and the first transfer count corresponding to the virtual items can be displayed in the item transfer control. This allows the user to decide whether or not to transfer.

[0094] When selectively displaying virtual items in the item transfer control, the item name of the virtual item may be displayed, or the icon style of the item corresponding to the virtual item may be displayed. In other words, it is sufficient as long as the user can clearly identify the virtual item to be transferred, and the embodiments of this application are not limited thereto.

[0095] As shown in Figure 5, this is a schematic diagram of the virtual item transfer process according to another exemplary embodiment of the present invention. The game screen 501 displays a first virtual object 502, and when there is an item acquisition need for the first virtual object 502, an item identifier 503 is displayed around or near the first virtual object 502. When a user needs to transfer a virtual item to the first virtual object 502, the aiming center 504 can be made to point to the first virtual object 502. When the corresponding terminal determines that the aiming center 504 is pointing to the first virtual object 502, an item transfer control 505 can be displayed on the game screen 501. The virtual item 506 to be transferred and the first transfer number 507 are also displayed on the item transfer control 505.

[0096] Since the item transfer control is for transferring virtual items, if, for example, the user adjusts the aiming center to point to the first virtual object before displaying the item transfer control, it is possible that the first virtual object may have already received a virtual item transferred by another virtual object, then in one possible embodiment, to avoid repeating the virtual item transfer process, it is necessary to determine whether the first virtual object has received a virtual item transferred by another virtual object before displaying the item transfer control. The item transfer control is then displayed only if the first virtual object has not received a virtual item transferred by another virtual object.

[0097] In summary, as is clear, if a second virtual object needs to be the virtual item giver for a first virtual object, at least four conditions must be met: the second virtual object owns the virtual item (the number of remaining items is greater than the first number threshold), the object distance between the first and second virtual objects is less than the distance threshold, the first virtual object has not received any virtual items transferred by other virtual objects, and the targeting center of the second virtual object must point to the first virtual object.

[0098] During the virtual item transfer process, there may be situations where the number of virtual items transferred by the second virtual object to the first virtual object is less than the number of virtual items required by the first virtual object; that is, a single item transfer operation cannot meet the required number of virtual items for the first virtual object. Optionally, the first virtual object can be configured to receive virtual items transferred by other virtual objects only once each time it initiates an item acquisition request. In other words, if the first virtual object has already received virtual items transferred by other virtual objects once, the display of the item identifier and transfer count identifier around the first virtual object will be stopped, regardless of whether the number of received virtual items meets the required number of items for the first virtual object (the number of items indicated by the transfer count identifier). Optionally, the first virtual object may be configured to allow it to receive virtual items transferred by other virtual objects multiple times each time it initiates an item acquisition request. In other words, the first virtual object can receive virtual items transferred by multiple other virtual objects until it meets the required number of virtual items for the first virtual object. For example, if the transfer count identifier displayed around the first virtual object indicates that the first virtual object needs 30 rounds of virtual ammunition, then during the item acquisition request period, the first virtual object can receive 10 rounds of virtual ammunition transferred by the second virtual object A, and then an additional 20 rounds of virtual ammunition transferred by the second virtual object B. After the first virtual object has met its requirement of 30 rounds of virtual ammunition, the display of the item identifier and transfer count identifier around the first virtual object stops, indicating that the first virtual object no longer has an item acquisition need.

[0099] Step 403: In response to a trigger operation on the item transfer control, control the second virtual object to transfer a virtual item to the first virtual object.

[0100] In one possible embodiment, the item transfer control displays the virtual items to be transferred and a first number of transfers that need to be made. If the user determines that the first number of transfers matches the user's preference, they can click the item transfer control, and the corresponding terminal can receive a trigger operation on the item transfer control and control the second virtual object to transfer the first number of virtual items to the first virtual object.

[0101] Selectively, after an item transfer is successful, the terminal reduces the number of virtual items transferred in the first transfer by the number of remaining items for the second virtual object, and increases the number of virtual items transferred in the first virtual object.

[0102] Step 404: When the first virtual object receives a virtual item transferred by the second virtual object, stop displaying the item identifier around the first virtual object.

[0103] The item identifier displayed around or near the first virtual object is intended to remind teammates that there is an item acquisition need for it. Therefore, to prevent teammates from repeatedly transferring virtual items to the first virtual object, in one possible embodiment, the display of the item identifier around or near the first virtual object can be stopped when the first virtual object receives a virtual item transferred by the second virtual object. This reminds other teammates that the first virtual object has already received a sufficient number of virtual items and does not currently have an item acquisition need.

[0104] Selectively, after a first virtual object initiates an item acquisition request, there may be cases where no corresponding virtual item exists for other virtual objects, making it impossible to transfer the virtual item to them. To avoid the item identifier being displayed for an extended period around or near a virtual object, in one possible embodiment, the display duration of the item identifier is obtained in real time, and if the display duration of the item identifier exceeds a duration threshold, the display of the item identifier around or near the first virtual object is stopped.

[0105] In this embodiment, the system determines whether to display an item transfer control by checking whether the object distance between the first virtual object and the second virtual object satisfies specific conditions, whether the second virtual object possesses a specific number of virtual items, whether the second virtual object targets the first virtual object, and whether the first virtual object has received virtual items transferred by other virtual objects, thereby ensuring a high success rate for virtual item transfers. In addition, the system automatically determines the number of virtual items that the second virtual object needs to transfer to the first virtual object based on the number of remaining virtual items owned by the second virtual object, the number of virtual items that the second virtual object can transfer, and the number of virtual items that the first virtual object can receive, all within the terminal's background. This eliminates the need for the user to search their backpack, automatically inputs the number of items to be transferred, and improves the efficiency of virtual item transfers. Furthermore, the system allows the first virtual object to receive the number of items automatically determined by the terminal, thereby improving the success rate of virtual item transfers. In addition, by displaying an item identifier and a transfer count identifier around the first virtual object, other virtual objects can clearly identify the virtual items required by the first virtual object and the number of virtual items required. This allows them to further determine whether or not they possess the ability to grant virtual items and avoid performing unnecessary granting actions if they do not.

[0106] In other possible application scenarios, when the first virtual object initiates an item acquisition request, it may be possible to edit the number of virtual items that need to be acquired. Correspondingly, in one possible embodiment, an item identifier is displayed around or near the first virtual object to remind teammates of the number of items required. This not only reminds teammates of the virtual items that need to be acquired, but also displays an item identifier corresponding to the virtual items around or near the first virtual object. The transfer count identifier can characterize the number of virtual items required for the first virtual object, so that other teammates, after seeing the transfer count identifier, can determine based on the transfer count identifier how many virtual items are required for the first virtual object and whether it itself has the ability to transfer virtual items to the first virtual object.

[0107] Selectively, after the first virtual object initiates an item acquisition request, it can only accept one item transfer during the process of this item acquisition. That is, after the first virtual object receives the virtual item transferred by the second virtual object, the display of the item identifier and transfer count identifier ceases around or near the first virtual object. In other words, regardless of whether the first transfer count (the number of virtual items transferred by the second virtual object to the first virtual object) is the same as the number of items indicated by the transfer count identifier, the item acquisition process ends, and the display of the item identifier and transfer count identifier ceases around or near the first virtual object. If the first transfer count is less than the number of items indicated by the transfer count identifier, the first virtual object must restart the item acquisition request.

[0108] In other possible embodiments, selectively, after the first virtual object initiates an item acquisition request, the first virtual object stops displaying the item identifier and the transfer count identifier in or around the first virtual object only after it has received the number of virtual items indicated by the transfer count identifier. In other words, the item acquisition process ends only after the first virtual object has received the number of items indicated by the transfer count identifier.

[0109] The process by which a first virtual object selectively receives a number of virtual items indicated by a transfer count identifier may be as follows: A second virtual object transfers the number of items indicated by a transfer count identifier to the first virtual object in N item transfer operations, where N is a positive integer, and when N is 1, it means that the first number of transfers that the second virtual object transfers to the first virtual object in one operation is greater than or equal to the number of items indicated by the transfer count identifier, and when N is greater than 1, the second virtual object transfers the number of items indicated by the transfer count identifier to the first virtual object in multiple item transfer operations.

[0110] If N is greater than 1, the same second virtual object may transfer the number of items indicated by the transfer count identifier to the first virtual object through multiple item transfer operations, or different second virtual objects may transfer the number of items indicated by the transfer count identifier to the first virtual object through multiple item transfer operations.

[0111] Selectively, if N is greater than 1, the transfer count identifier may be updated according to the number of virtual items already received by the first virtual object. The number of items indicated by the transfer count identifier = initial number of items - number of items already received, where the initial number of items is the number of virtual items that the first virtual object needs to acquire in this item acquisition request.

[0112] In one illustrative example, the transfer count identifier may be "30" when the first virtual object has not yet received any virtual items transferred by other virtual objects, and it may become "10" when the first virtual object has received 20 virtual items transferred by the second virtual object, immediately reminding teammates of the number of virtual items currently missing from the first virtual object.

[0113] In the item transfer control, the terminal's background displays a first transfer count determined based on pre-configured assignment rules. If this first transfer count matches the user's preference, the user can perform a one-click transfer by triggering the item transfer control. If the first transfer count does not match the user's preference, in one possible embodiment, the user is allowed to directly modify the first transfer count displayed in the item transfer control, avoiding the user having to manually open the backpack, select the virtual item to transfer, and select the transfer count. This further improves item transfer efficiency.

[0114] As shown in Figure 6, a flowchart of a method for transferring virtual items provided by another exemplary embodiment of the present application is shown. This embodiment will be described using the method as an example of being used by a first terminal 110 or a second terminal 130 or another terminal in the implementation environment shown in Figure 1. The method includes the following steps 601 to 604.

[0115] Step 601: Display the game screen, which contains the first virtual object.

[0116] Step 602: If the first virtual object has an item acquisition need and the second virtual object's reticle is pointing to the first virtual object, display the item transfer control. The first and second virtual objects belong to the same faction.

[0117] Selectively, the item transfer control displays the virtual item to be transferred and the first transfer count for the virtual item. Here, the first transfer count is automatically determined by the terminal background based on the number of remaining items. The process of determining the first transfer count based on the number of remaining items can be found in the embodiment described above.

[0118] Embodiments of steps 601 and 602 can be described by referring to the embodiments described above, and therefore these embodiments will not be described in detail here.

[0119] Step 603: In response to an edit operation on the item transfer control, modify the first transfer count based on the edit operation.

[0120] To avoid the first transfer number displayed in the item transfer control not matching the user's preference, in one possible embodiment, the user is provided with an editing function for the first transfer number in the item transfer control. If the user determines that the first transfer number displayed in the item transfer control does not match their preference, they can long-press the item transfer control. The corresponding terminal receives the edit operation on the item transfer control and sets the item transfer control to an editable state. In this editable state, the user can edit the first transfer number, and the corresponding terminal determines the corrected first transfer number based on the edit operation.

[0121] Step 604: In response to the confirmation operation for the item transfer control, control the second virtual object to transfer virtual items to the first virtual object based on the modified first transfer count.

[0122] Selectively, after the user has modified and completed the first transfer count, they can click the item transfer control. The corresponding terminal receives the confirmation operation for the item transfer control and controls the second virtual object to transfer the virtual items to the first virtual object based on the modified first transfer count.

[0123] To selectively prevent the user from transferring virtual items to the first object without limit via the second virtual object, the terminal must check the modified number of transfers in the first object after the user has modified it. Furthermore, after passing the check of the number of transfers in the first object, the terminal allows the user to transfer virtual items to the first virtual object by triggering an item transfer control.

[0124] Selectively, the check for the first transfer count may also involve checking whether the first transfer count exceeds a certain threshold number.

[0125] Figure 7 is a schematic diagram of the operation for editing an item transfer control according to one exemplary embodiment of the present invention. A first virtual object 702 is displayed on the game screen 701, and an item identifier 703 is displayed around or near the first virtual object 702 when there is an item acquisition need for the first virtual object 702. When a user needs to transfer a virtual item to the first virtual object 702, the aiming center 704 can be made to point to the first virtual object 702, and when the corresponding terminal determines that the aiming center 704 is pointing to the first virtual object 702, an item transfer control 705 can be displayed on the game screen 701, and the item transfer control 705 displays the virtual item 706 to be transferred and the first transfer number 707. Selectively, when a user needs to modify the first transfer number 707, the item transfer control 705 can be long-pressed. The corresponding terminal receives the long-press operation on the item transfer control 705, and the item transfer control 705 can enter an edit state. To address this, an edit control 708 is displayed, allowing the user to modify the first transfer number 707 through a trigger operation on the edit control 708.

[0126] In this embodiment, by allowing the user to modify the first transfer number displayed in the item transfer control, the first transfer number can be made to meet the user's needs while simultaneously avoiding the process of the user manually selecting virtual items and transfer numbers from the backpack, thereby further improving item transfer efficiency.

[0127] As shown in Figure 8, a flowchart is shown in which a virtual item granter transfers a virtual item according to one exemplary embodiment of the present invention. The virtual item granter corresponds to the second virtual object in the above embodiment, and the process includes the following steps 801 to 817.

[0128] Step 801: Determine the distance between the player and the lost person in real time.

[0129] When a player who has lost their resources initiates a request for supplies, the distance between the player and the player who lost their resources is determined first. Selectively, after the player who lost their resources initiates a request for supplies, all other players belonging to the same faction can receive information about that request.

[0130] Step 802: Distance ≥ 1 meter.

[0131] The request is ineffective against the player when the distance between the player (corresponding to the second virtual object in the above embodiment) and the lost person (corresponding to the first virtual object in the above embodiment) is greater than 1 meter. In other words, the second virtual object cannot transfer the virtual item to the first virtual object.

[0132] Step 803: The request is not valid for the player.

[0133] Step 804: Distance < 1 meter.

[0134] When the distance between the player and the lost item is less than 1 meter, the system continues to determine whether the player's front sight (center of aim) is aligned with the lost item. If it is aligned with the lost item, the system proceeds to step 807 and continues to determine whether the player possesses that type of item.

[0135] Step 805: Determine in real time whether the player's sight is aligned with the lost person.

[0136] Step 806: The request is not effective against the player.

[0137] If the aiming center of the second virtual object is not aligned with the first virtual object, the second virtual object cannot transfer virtual items to the first virtual object.

[0138] Step 807: Determine in real time whether the player possesses that type of item.

[0139] If the player possesses that type of item, the system will continue to determine the number of items that need to be transferred.

[0140] Step 808: The request is not effective against the player.

[0141] If the second virtual object does not possess the said material, the second virtual object cannot transfer that material, or virtual item, to the first virtual object.

[0142] Step 809: Determine the number of the item owned by the player.

[0143] Step 810: If the supplies are virtual medicines, grant half of the current number.

[0144] If the virtual item requested by the first virtual object is a virtual medicine, the second virtual object is configured to grant the first virtual object half the number of remaining virtual items. The number of remaining items is the number of virtual items currently owned by the second virtual object.

[0145] Step 811: If the supplies are virtual bullets, determine whether the number of supplies the player possesses is greater than 60.

[0146] Step 812: If the number of supplies is ≥ 60, grant 30 rounds.

[0147] If the virtual item requested by the first virtual object is a virtual bullet, the system will continue to check whether the number of remaining virtual bullets owned by the second virtual object is greater than 60. If it is greater than 60, the system will set the second virtual object to grant the first virtual object 30 virtual bullets.

[0148] Step 813: If the number of supplies is <60, grant half of the current quantity.

[0149] If the second virtual object has fewer than 60 virtual bullets remaining, the second virtual object is configured to grant the first virtual object half the number of remaining virtual bullets.

[0150] Step 814: Determine whether the remaining capacity of the missing person's backpack is sufficient to receive the required number of supplies.

[0151] Step 815: If there is enough to receive, display the grant button.

[0152] Step 816: If the number of recipients is insufficient, adjust downwards to the maximum number they can receive and display the grant button.

[0153] If the remaining capacity of the first virtual object's backpack is sufficient to receive that number of virtual items, the grant button (item transfer control) will be displayed, and the items will be transferred by triggering the item transfer control. If the remaining capacity of the first virtual object's backpack is not sufficient to receive that number of virtual items, the number will be reduced to the maximum number it can receive, and the grant button will be displayed.

[0154] Step 817: Click the grant button to give the supplies to the lost person.

[0155] The above embodiment mainly describes the process of how the second virtual object controls the transfer of a virtual item to the first virtual object. Compared to the virtual item transfer process in related technologies, the virtual item transfer method provided in the embodiment of this application can not only improve the item transfer efficiency of the virtual item giver, but also eliminate the need for the virtual item recipient to pick up the virtual item. This embodiment mainly describes the process of how the virtual item recipient (the first virtual object in the above embodiment) initiates an item acquisition request.

[0156] As shown in Figure 9, a flowchart of a method for transferring virtual items provided by another exemplary embodiment of the present application is shown. This embodiment will be described using the method as an example of being used by a first terminal 110 or a second terminal 130 or another terminal in the implementation environment shown in Figure 1. The method includes the following steps 901 to 904.

[0157] Step 901: Display the item acquisition control, which is used to trigger the first virtual object to request the transfer of a virtual item from the second virtual object, and the first and second virtual objects belong to the same faction.

[0158] In one possible embodiment, the user triggers a first virtual object (a virtual object primarily controlled by the user) to request the transfer of a virtual item to a second virtual object by calling an item acquisition control and triggering an operation on the item acquisition control, wherein the second virtual object is a virtual object belonging to the same faction as the first virtual object.

[0159] In general terms, the item acquisition control can be a virtual roulette.

[0160] As shown in Figure 10, this is a schematic diagram of the process of initiating an item acquisition request according to one exemplary embodiment of the present invention. The game screen 1001 displays a first virtual object (the game screen in third-person view), and when the user who primarily controls the first virtual object has an item acquisition need, the item acquisition control 1002 can be invoked. The item acquisition control 1002 includes multiple sub-controls, and when the user has a need to acquire a virtual bullet, they can click on a sub-control 1003. The corresponding terminal receives the trigger operation on the sub-control 1003, determines the first virtual item (virtual bullet 2) required to meet the need based on the item type (virtual bullet) indicated by the sub-control 1003, and can initiate an item acquisition request to acquire virtual bullet 2. Correspondingly, a target message (virtual bullet 2 is needed) is displayed in the chat channel 1004.

[0161] Step 902: Determine the first virtual item in response to a trigger operation on a subcontrol in the item acquisition control. The subcontrol is used to indicate the first virtual item that the first virtual object requests to acquire.

[0162] Because there are a relatively large number of virtual item types, in one possible embodiment, the item acquisition control includes multiple subcontrols to allow users to initiate the necessary item acquisition request relatively quickly using the item acquisition control. Different subcontrols can point to different virtual items, and the user selects the first virtual item that needs to be acquired by triggering a different subcontrol. The corresponding terminal receives the trigger operation on the subcontrols in the item acquisition control and, based on the subcontrols, can determine which first virtual item the first virtual object needs to request acquisition of.

[0163] In general terms, if a sub-control is used to instruct the acquisition of virtual ammunition, then the corresponding first virtual item is virtual ammunition.

[0164] Selectively, a terminal can send a target message to a chat channel requesting to acquire a first virtual item after it has received the first virtual item that the first virtual object is requesting to acquire. Simultaneously, terminals where other second virtual objects reside will receive and display the target message.

[0165] One point that needs to be explained is that the first virtual item in this embodiment corresponds to the virtual item in the above embodiment, and in both cases, the first virtual object points to a virtual item that the other virtual object requests to be transferred.

[0166] Step 903: Display the item identifier of the first virtual item around the first virtual object, and the item identifier is used to characterize that the first virtual object has an item acquisition need.

[0167] In one possible embodiment, to remind teammates that there is an item acquisition need for the first virtual object, the item identifier of the first virtual item can be displayed around or near the first virtual object. In this way, other users can very intuitively determine that there is an item acquisition need for the first virtual object and that the first virtual item needs to be acquired.

[0168] Selectively, the item identifier may be the item name corresponding to the first virtual item, or it may be an identifier that can uniquely identify the first virtual item, such as an item icon corresponding to the first virtual item, but the embodiments of the present application are not limited thereto.

[0169] Selectively, for display positions of item identifiers around or near the first virtual object, the item identifier may be displayed on the top of the first virtual object, on the left side of the first virtual object, on the right side of the object, etc.

[0170] Selectively, if the first virtual object has acquisition needs for multiple types of virtual items simultaneously, the item identifiers of different virtual items can be displayed at different locations around the first virtual object. Correspondingly, when the second virtual object transfers virtual items to the first virtual object, the virtual items that need to be transferred to the first virtual object can be determined based on the position pointed to by the center of sight. Exemplaryly, if the first virtual object has acquisition needs for virtual ammunition and virtual medicine simultaneously, the first item identifier for virtual ammunition can be displayed on the top of the first virtual object's head, and the second item identifier for virtual medicine can be displayed to the left of the first virtual object. Correspondingly, if the second virtual object transfers virtual ammunition to the first virtual object, the conditions that must be met include the object distance between the second virtual object and the first virtual object satisfying the distance condition, the center of sight of the second virtual object pointing to the head region position of the first virtual object, the second virtual object possessing a certain number of virtual ammunition, and the first virtual object not having received virtual ammunition transferred by other virtual objects. Only when the above conditions are met will the item transfer control be displayed, thereby triggering the transfer of virtual ammunition from the second virtual object to the first virtual object. If the second virtual object needs to transfer virtual medicine to the first virtual object, the conditions that must be met include the object distance between the second virtual object and the first virtual object meeting the distance condition, the aiming center of the second virtual object pointing to a location in the left region of the first virtual object's body, the second virtual object possessing a certain number of virtual medicines, and the first virtual object not having received any virtual medicines transferred by other virtual objects. Only when the above conditions are met will the item transfer control be displayed, thereby triggering the transfer of virtual medicines from the second virtual object to the first virtual object.

[0171] Selectively, in other possible embodiments, if the first virtual object has acquisition needs for multiple types of virtual items simultaneously, and the aiming center of the second virtual object points to the first virtual object (regardless of where on the body of the first virtual object it points to), the object distance between the second virtual object and the first virtual object satisfies the distance condition, the second virtual object has the capability to transfer multiple types of virtual items, and the first virtual object has not received any virtual items transferred by other virtual objects, then multiple item transfer controls may be displayed to distinguish transfer operations for different virtual items. Different item transfer controls are used to transfer different virtual items.

[0172] Selectively, if the current game screen is in first-person view, the first virtual object may not be displayed on the game screen, and the item identifier may also not be displayed. If the game screen is in third-person view, the first virtual object and the item identifier are displayed on the game screen.

[0173] Step 904: The second virtual object receives the first virtual item that it has transferred to the first virtual object, and the second virtual object triggers the transfer of the first virtual item via the item transfer control. The item transfer control is used to appear when the second virtual object's crosshairs are pointing to the first virtual object.

[0174] In one possible embodiment, when a user primarily controlling a second virtual object clarifies that there is an item acquisition need for the first virtual object, they can adopt the virtual item transfer method shown in the above embodiment and transfer the first virtual item to the first virtual object. The corresponding terminal receives the first virtual item transferred by the second virtual object to the first virtual object, and the user can transfer the first virtual item to the first virtual object with a single click using the item transfer control. Accordingly, the first virtual object does not need to move to the target location and perform an item collection operation, and the efficiency of the first virtual object receiving the first virtual item can also be improved.

[0175] Here, the process by which the second virtual object transfers the first virtual item to the first virtual object can be described by referring to the embodiment described above, so this embodiment will not be explained in detail here.

[0176] Selectively, when a first virtual object receives a first virtual item transferred by a second virtual object, it can be configured to stop displaying the item identifier around or near the first virtual object, thereby preventing other virtual objects from repeatedly performing the item transfer process.

[0177] Selectively, after displaying an item identifier around or near the first virtual object, the display duration of the item identifier is further obtained. If the display duration of the item identifier is longer than a duration threshold, the display of the item identifier around or near the first virtual object can be set to stop.

[0178] As described above, in the embodiment of the present invention, after the first virtual object initiates an item acquisition request, an item identifier can be displayed around or near the first virtual object. This reminds other users that the first virtual object has an item acquisition need, avoiding the possibility of other users ignoring the item acquisition need if it is simply displayed as text, and further improving the success rate of virtual item transfer. In addition, it is no longer necessary to control the first virtual object to move to a specific location to pick up the virtual item, and the second virtual object can directly receive the transferred virtual item, thus further improving the efficiency of the first virtual object receiving the virtual item.

[0179] In one possible application scenario, a sub-control can specify only the item type of the virtual item that needs to be requested, but cannot specify a specific first virtual item. Instead, it can determine the first virtual item that matches the current user's preference by combining it with a selected item type based on pre-configured item request rules.

[0180] In one exemplary example, step 902 may include steps 902A to 902C.

[0181] Step 902A: In response to a trigger operation on a sub-control in the item acquisition control, determine the item type indicated by the sub-control.

[0182] Here, the sub-control is used solely to indicate an item type, and more broadly, the sub-control is used to indicate virtual ammunition, and in one possible embodiment, after the terminal receives a trigger operation on the sub-control in the item acquisition control, it can determine the item type to be indicated to the sub-control based on the relationship between the sub-control and the item type.

[0183] Step 902B: Based on the item type, determine at least one second virtual item that belongs to the item type.

[0184] Taking the example that the item type is virtual ammunition, in a game, different types of virtual ammunition are assigned to different virtual items. Therefore, in one possible embodiment, in order to more accurately determine the first virtual item that the first virtual object needs to request, the terminal needs to determine the item type based on sub-controls, and then determine the first virtual item from a plurality of second virtual items corresponding to the item type.

[0185] Step 902C: Determine the first virtual item from the second virtual item based on the item priority of each second virtual item.

[0186] Selectively, for item transfer scenes, each second virtual item has a priority set, and this priority indicates the order in which each second virtual item should be requested to be acquired. For example, if the item type is virtual ammunition, and the category of virtual ammunition includes five types, then the priority of the items would be virtual ammunition 1 > virtual ammunition 3 > virtual ammunition 4 > virtual ammunition 2 > virtual ammunition 5. As is clear from the priority of the items, acquiring virtual ammunition 1 will be requested preferentially.

[0187] In one possible embodiment, the terminal can determine the second virtual item with the highest priority as the first virtual item, based on each second virtual item corresponding to an item type and the priority of the items.

[0188] Since virtual items have a collection limit during the game, when initiating an item acquisition request, after determining the second virtual item with the highest priority, it is necessary to further consider whether the number of items that the second virtual item corresponds to reaches the collection limit. If the collection limit is reached, the candidate virtual item cannot be requested. Accordingly, in one exemplary example, step 902C may further include the following steps 1 to 3.

[0189] Step 1: Determine the second virtual item with the highest priority.

[0190] Step 2: Determine the number of items held by the second virtual item.

[0191] In one possible embodiment, based on the item priority of each second virtual item, the second virtual item with the highest item priority is determined, and the number of items that the second virtual item corresponds to is determined, and in this way, it is determined whether the number of items that it holds reaches the upper limit of collection.

[0192] Step 3: If the number of items you possess is less than the fourth threshold, determine that the second virtual item is the first virtual item.

[0193] Selectively, when the number of items held by the second virtual item with the highest priority is less than the fourth threshold, it indicates that the second virtual item has not reached its collection limit, and it is possible to request to acquire the second virtual item. Accordingly, the second virtual item is determined to be the first virtual item.

[0194] Selectively, if the second virtual item with the highest item priority has a corresponding number of items equal to or greater than the fourth threshold, and it is not possible to continue requesting to acquire that second virtual item when it indicates that the collection limit has already been reached, then, based on the item priority, the next level of second virtual item is selected, and the number of items it has and the fourth threshold are determined. If it has not reached the collection limit, the next level of second virtual item can be determined as the first virtual item.

[0195] In another possible embodiment, it may be possible to determine which first virtual item needs to be retrieved based on the virtual item currently being used by the first virtual object. In another exemplary example, step 902 may further include steps 902D to 902F.

[0196] Step 902D: In response to a trigger operation on a subcontrol in the item acquisition control, retrieve the held virtual items used by the first virtual object and the item type indicated by the subcontrol.

[0197] Taking the item type as virtual ammunition as an example, the user may more likely request to acquire the virtual ammunition needed for the currently held virtual item. Thus, in one possible embodiment, when the terminal receives a trigger operation on a sub-control in the item acquisition control, it can acquire the held virtual item being used by the first virtual object and the item type indicated by the sub-control, and further determine the first virtual item from the second virtual item based on the held virtual item.

[0198] Step 902E: Determine at least one second virtual item that belongs to the item type.

[0199] Step 902F: If the second virtual item contains a virtual item necessary for the process of using the retained virtual item, the second virtual item necessary for the process of using the retained virtual item is determined to be the first virtual item.

[0200] In one possible embodiment, if the second virtual item contains virtual items necessary for the use of the retained virtual item, the user may indicate a preference for requesting the virtual items that the retained virtual item needs to use. In this case, the second virtual item necessary for the use of the retained virtual item can be determined as the first virtual item.

[0201] In one exemplary example, if the item type is virtual ammunition, and that item type includes five different model numbers of virtual ammunition, and the held virtual item used by the first virtual object needs to use virtual ammunition 3, then virtual ammunition 3 is determined to be the first virtual item accordingly.

[0202] To selectively further improve the accuracy of the requested first virtual item, the user may manually select additional virtual items that need to be requested. In another exemplary example, step 902 may further include steps 902G and 902H.

[0203] Step 902G: In response to a long press operation on a sub-control in the item acquisition control, display at least one second virtual item belonging to an item type, where the item type is the item type indicated by the sub-control.

[0204] In one possible embodiment, each second virtual item can be displayed in the user interface. This allows the user to manually select a first virtual item that needs to request the transfer of other virtual objects, and the corresponding terminal can display at least one second virtual item corresponding to the item type around or near the item acquisition control after receiving a long press operation on a sub-control in the item acquisition control.

[0205] When selectively displaying multiple secondary virtual items, it is possible to display only the item name or item icon corresponding to each secondary virtual item.

[0206] Step 902H: Determine the first virtual item in response to a selection operation on the second virtual item.

[0207] Selectively, after the terminal receives a selection operation for a second virtual item, it can determine that the second virtual item instructed by the selection operation is the first virtual item.

[0208] As shown in Figure 11, this is a schematic diagram of the first virtual item selection process according to one exemplary embodiment of the present invention. The game screen 1101 displays a first virtual object (the game screen in third-person view), and when the user who primarily controls the first virtual object has an item acquisition need, the item acquisition control 1102 can be invoked. The item acquisition control 1102 includes multiple sub-controls, and when the user has a need to acquire a virtual bullet, they can long-press a sub-control 1103. The corresponding terminal receives a trigger operation on the sub-control 1103 and displays multiple second virtual items 1104 around or near the item acquisition control 1102. If the terminal receives a trigger operation on a second virtual item 1104, it determines that the second virtual item (virtual bullet 2) is the first virtual item. Correspondingly, it initiates an item acquisition request to acquire virtual bullet 2 and simultaneously displays a target message (virtual bullet 2 is needed) in the chat channel 1105.

[0209] In other possible embodiments, the terminal can further comprehensively analyze which first virtual items the current user is more likely to acquire, based on parameters such as the past usage frequency, past acquisition request frequency, pre-set item priority, and the number of items owned for each second virtual item corresponding to an item type.

[0210] In one exemplary example, step 902 may further include steps 902I to 902L.

[0211] Step 902I: In response to a trigger operation on a sub-control in the item acquisition control, determine at least one second virtual item belonging to the item type based on the item type indicated to the sub-control.

[0212] Since the embodiment of step 902I can be found by referring to the above embodiment, this embodiment will not be described in detail here.

[0213] Step 902J: Obtain the virtual item parameters for each second virtual item, which include the past usage frequency of the second virtual item, the past acquisition request frequency, the pre-set item priority, and the number of items the user possesses.

[0214] To better match the first virtual item selected by the terminal to the user's preferences, virtual item parameters such as past usage frequency (the user is more likely to acquire the second virtual item with a higher past usage frequency), past acquisition request frequency (which can be obtained by analyzing the second virtual item that the user frequently requests during the game based on the virtual items the user has requested in the past), pre-set item priority, and the number of items the user possesses (the user is more likely to acquire the second virtual item with a relatively small number of items they possess) can be integrated to analyze which first virtual item the user most desires.

[0215] Step 902K: Determine the item selection score for each second virtual item based on the virtual item parameters and the parameter weights of the virtual item parameters.

[0216] In order to comprehensively analyze each virtual item parameter, and because each virtual item parameter is not of the same rank, in one possible embodiment, a parameter weight can be assigned to each virtual item parameter. Correspondingly, the item selection score for each second virtual item is determined based on the product of the virtual item parameter and each virtual item parameter weight. Here, a higher item selection score indicates a higher tendency for the user to select that second virtual item.

[0217] Step 902L: Determine that the second virtual item with the highest item selection score is the first virtual item.

[0218] In one possible embodiment, the second virtual item with the highest item selection score is determined to be the first virtual item.

[0219] Selectively, if the second virtual item with the highest item selection score has already reached its item collection limit, then it is determined whether the second virtual item with the next highest item selection score will reach its item collection limit. If it has not reached its item collection limit, then the second virtual item with the next highest item selection score is determined to be the first virtual item.

[0220] In this embodiment, multiple methods for selecting the first virtual item are provided. The first virtual item can be determined by item priority or existing virtual items, and the screened first virtual item can be matched to the virtual items currently required by the first virtual object. This eliminates the need for the user to manually select the virtual items required by the first virtual object, thereby improving the efficiency of item selection. In addition, the accuracy of item selection can be improved by displaying the second virtual item and allowing the user to select it manually.

[0221] As shown in Figure 12, a flowchart is shown illustrating how a virtual item lost person transfers a virtual item according to one exemplary embodiment of the present invention. The virtual item lost person corresponds to the first virtual object in the above embodiment, and the process includes the following steps 1201 to 1220.

[0222] Step 1201: The person who lost their supplies requests them via a roulette wheel.

[0223] The first virtual object issues a supply request via a virtual roulette (item acquisition control).

[0224] Step 1202: Determine the type of supplies the player will start with.

[0225] The type of supplies a player starts with is determined by the trigger operation on the roulette wheel by the person who lost their item.

[0226] Step 1203: If the supply type is virtual bullet, determine whether the player currently possesses a virtual item that requires the use of virtual bullet.

[0227] Let's explain using the example of a system where the required virtual items are virtual bullets and virtual medicine.

[0228] Step 1204: Initiate a request to acquire a virtual bullet of a predetermined type.

[0229] Step 1205: Initiate a request to acquire a virtual bullet of the corresponding bullet type for the virtual item you currently possess.

[0230] Step 1206: A bubble appears on the top of the missing person's head, displaying the identifier of the requested item.

[0231] If the first virtual object requests virtual bullets, the system continues to determine whether the first virtual object possesses a virtual item that requires virtual bullets to be consumed in order to perform an attack operation. If the first virtual object possesses the virtual item, the system prioritizes initiating an item acquisition request for the virtual bullets needed for the item currently held. Conversely, if the first virtual object does not currently possess the virtual item, the system can initiate an item acquisition request for the default virtual bullets.

[0232] Step 1207: Determine whether or not there is a donor who can provide supplies.

[0233] Step 1208: After the duration threshold is reached, the bubbles disappear and the process ends.

[0234] Step 1209: The bubbles disappear, and the process is complete.

[0235] Step 1210: If the item type is virtual medicine, determine the number of virtual medicines the player currently possesses.

[0236] Step 1211: Determine whether the number of medical kits exceeds the maximum limit for collection.

[0237] Step 1212: Determine that the requested supplies are medical kits.

[0238] Step 1213: Determine whether the number of bandages exceeds the maximum limit for collection.

[0239] Step 1214: Determine that the requested item is bandages.

[0240] Step 1215: Determine whether the number of pain medications exceeds the upper limit of what can be controlled.

[0241] Step 1216: Determine that the requested supplies are pain medication.

[0242] Step 1217: Determine that the requested supplies are energy drinks.

[0243] If the first virtual object requests virtual medicine, since there is a limit to the amount of virtual medicine that can be collected, it is necessary to obtain the number of virtual medicines that the first virtual object currently possesses. It is first determined whether the number of medical kits is greater than or equal to the collection limit. If it is less than the collection limit, an item acquisition request for medical kits can be directly initiated. If it is greater than or equal to the collection limit, it continues to determine whether the number of bandages is greater than or equal to the collection limit. If it is less than the limit, an item acquisition request for bandages can be directly initiated. If it is greater than or equal to the limit, it continues to determine whether the number of painkillers is greater than or equal to the collection limit. If it is less than the limit, an item acquisition request for painkillers can be initiated. If it is greater than or equal to the limit, an item acquisition request for energy drinks can be initiated.

[0244] Step 1218: Determine whether or not there is a donor who can provide supplies.

[0245] Step 1219: After the duration threshold is reached, the bubbles disappear and the process ends.

[0246] Step 1220: The bubbles disappear, and the process is complete.

[0247] Figure 13 is a structural block diagram of a virtual item transfer device provided by one exemplary embodiment of the present application, the device including the following display module 1301 and control module 1302: The above display module 1301 is used to display the game screen, and the game screen includes a first virtual object. The above display module 1301 is further used to display item transfer controls when the first virtual object has an item acquisition need and the aiming center of the second virtual object is pointing to the first virtual object, and when the first virtual object and the second virtual object belong to the same faction, The control module 1302 described above is used to control the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation for the item transfer control.

[0248] Selectively, the above display module 1301 further, This is used to display the item transfer control when the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object.

[0249] Selectively, the above display module 1301 further, If the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object, then the number of remaining virtual items owned by the second virtual object is obtained. This is used to display the item transfer control when the number of remaining items is greater than the first threshold.

[0250] Selectively, the above display module 1301 further, If the number of remaining items is greater than the first threshold, the first transfer count for transferring the virtual items to the first virtual object is determined based on the number of remaining items. This is used in the item transfer control described above to display the first transfer count and the virtual item.

[0251] Selectively, the above display module 1301 further, Based on the number of remaining items mentioned above, the second number of virtual items that the second virtual object can transfer is determined. If the above-mentioned second transfer count is greater than the second threshold, the above-mentioned first transfer count is determined based on the above-mentioned second threshold, and the above-mentioned second threshold is determined by the number of virtual items that the first virtual object can receive. This is used to determine that the second number of transfers is the first number of transfers when the second number of transfers is less than or equal to the second threshold.

[0252] Selectively, the above display module 1301 further, If the number of remaining items is greater than the third threshold, the transfer count threshold for the virtual item is determined as the second transfer count, and different virtual items correspond to different transfer count thresholds. This is used to determine the second transfer number based on the number of remaining items and the transfer rate, when the number of remaining items is less than or equal to the third threshold.

[0253] Selectively, the above display module 1301 further, If the above-mentioned first virtual object has an item acquisition need, the object distance between the above-mentioned first virtual object and the above-mentioned second virtual object is obtained, This is used to display the item transfer control when the object distance is less than the distance threshold and the aiming center of the second virtual object is pointing to the first virtual object.

[0254] Selectively, the display module 1301 is further used to display the item identifier of the virtual item around the first virtual object, and the item identifier is used to characterize the first virtual object that there is a need to acquire the item.

[0255] Selectively, the above device, The system further includes a stop indicator module used to stop the display of the item identifier around the first virtual object when the first virtual object receives the virtual item transferred by the second virtual object.

[0256] Selectively, the above device, Furthermore, the system further includes a stop display module used to stop the display of the item identifier around the first virtual object when the display duration of the item identifier exceeds a duration threshold.

[0257] Selectively, the above display module 1301 further, This is used to display the transfer count identifier of the virtual item around the first virtual object, and the transfer count identifier is used to characterize the number of virtual items required for the first virtual object, and the transfer count identifier is updated according to the number of virtual items already received by the first virtual object.

[0258] Selectively, the above display module 1301 further, This is used to display the item transfer control when the first virtual object has not received the virtual item transferred by another virtual object.

[0259] Selectively, the item transfer control displays the virtual item to be transferred and the first transfer count of the virtual item. The above device is The system further includes an editing module used to modify the first transfer count based on an editing operation performed on the item transfer control, in response to the editing operation performed on the item transfer control, The above control module 1302 further, In response to a confirmation operation for the above item transfer control, it is used to control the transfer of the virtual items from the second virtual object to the first virtual object based on the modified first transfer count.

[0260] As described above, the embodiment of the present invention provides a method for transferring virtual items between virtual objects during a game. After a first virtual object requests a virtual item, a second virtual object belonging to the same faction can transfer the virtual item to the first virtual object by aiming at it and clicking the item transfer control. Compared to related technologies that require several steps such as opening a backpack, selecting exchange items, discarding and marking items, and picking up items, the virtual item transfer method provided by the present invention greatly simplifies the steps of the operation to transfer virtual items and reduces the operational cost of transferring virtual items, thereby improving the efficiency of virtual item transfer. In addition, since a virtual item giver (virtual item transferr) can trigger the item transfer control to achieve one-click transfer of virtual items, the cost of giving items to the virtual item giver can be reduced, thereby encouraging more users to control virtual objects and become virtual item givers, increasing interaction among teammates, and increasing the frequency of use of the virtual item transfer function during a game.

[0261] Figure 14 is a structural block diagram of a virtual item transfer device provided by another exemplary embodiment of the present application, the device including a display module 1401, a determination module 1402, and a receiving module 1403. The above display module 1401 is used to display an item acquisition control, the item acquisition control is used to trigger the first virtual object to request the transfer of a virtual item to the second virtual object, and the first virtual object and the second virtual object belong to the same faction. The above determination module 1402 is used to determine the first virtual item in response to a trigger operation on a sub-control in the item acquisition control, and the above sub-control is used to indicate the first virtual item that the first virtual object requests to acquire. The display module 1401 is further used to display the item identifier of the virtual item around the first virtual object, and the item identifier is used to characterize that the first virtual object has an item acquisition need. The receiving module 1403 described above is used to receive the first virtual item that the second virtual object has transferred to the first virtual object. The second virtual object triggers the transfer of the first virtual item via an item transfer control, and the item transfer control is used to be displayed when the aiming center of the second virtual object is pointing to the first virtual object.

[0262] Selectively, the above determination module 1402 further, In response to a trigger operation on the sub-control in the item acquisition control described above, the item type indicated by the sub-control is determined, Based on the above item types, determine at least one second virtual item belonging to the above item type, This is used to determine the first virtual item from the second virtual item based on the priority of each of the second virtual items mentioned above.

[0263] Selectively, the above determination module 1402 further, To determine the second virtual item with the highest priority among the above items, Determine the number of items that the above-mentioned second virtual item possesses, This is used to determine that the second virtual item is the first virtual item if the number of items possessed is less than the fourth threshold.

[0264] Selectively, the above determination module 1402 further, In response to a trigger operation on the sub-control in the item acquisition control described above, the retained virtual items used by the first virtual object and the item type indicated by the sub-control are acquired. Determine at least one second virtual item belonging to the above item type, This is used to determine that the second virtual item, which is necessary for the process of using the retained virtual item, is the first virtual item, when the second virtual item contains a virtual item necessary for the process of using the retained virtual item.

[0265] Selectively, the above determination module 1402 further, In response to a long press operation on the sub-control in the item acquisition control described above, at least one second virtual item belonging to the item type is displayed, wherein the item type is the item type indicated by the sub-control, This is used to determine the first virtual item in response to a selection operation on the second virtual item.

[0266] Selectively, the display module 1401 is also used to stop displaying the item identifier around the first virtual object when the first virtual object receives the first virtual item transferred by the second virtual object.

[0267] Selectively, the display module 1401 is further used to stop displaying the item identifier around the first virtual object if the display duration of the item identifier is longer than a duration threshold.

[0268] As described above, in the embodiments of the present application, after the first virtual object starts an item acquisition request, an item identifier can be displayed around the first virtual object, thereby reminding other users that there is an item acquisition need for the first virtual object, and avoiding being easily ignored by other users by simply displaying the item acquisition need in text, and further improving the success rate of virtual item transfer. In addition, it is no longer necessary to control the first virtual object to move to a specific location to pick up a virtual item, and the second virtual object can directly receive the virtual item transferred, and the efficiency of the first virtual object receiving the virtual item can also be further improved.

[0269] As shown in reference to FIG. 15, a structural block diagram of a terminal 1500 provided by one exemplary embodiment of the present application is shown. The terminal 1500 may be a portable mobile terminal, for example, a smartphone, a tablet computer, an MP3 player, or an MP4 player. The terminal 1500 may also be referred to by other names such as a user device, a mobile terminal, etc.

[0270] Generally, the terminal 1500 includes a processor 1501 and a memory 1502.

[0271] The processor 1501 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1501 may be implemented using at least one hardware format from among Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 1501 may include a main processor and a coprocessor, the main processor being a processor used to process data in the wake-up state and also called a Central Processing Unit (CPU), and the coprocessor being a low-power processor used to process data in the standby state. In some embodiments, a graphics processing unit (GPU) may be integrated into the processor 1501, and the GPU is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1501 may further include an artificial intelligence (AI) processor, which is used to process computational operations related to machine learning.

[0272] The memory 1502 may include one or more computer-readable storage media, which may be tangible and non-temporary. The memory 1502 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, a non-temporary computer-readable storage medium in the memory 1502 is used to store at least one instruction, which is executed by the processor 1501 to implement a method for transferring virtual items provided by the embodiments of the present application.

[0273] In some embodiments, the terminal 1500 may optionally further include a peripheral interface 1503 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit, a touch display screen, a camera unit, an audio circuit, and a power supply.

[0274] As those skilled in the art will understand, the structure shown in Figure 15 does not constitute a limitation to terminal 1500 and may include more or fewer assemblies than those shown, or may combine several assemblies or employ different arrangements of assemblies.

[0275] Embodiments of the present invention further provide a computer-readable storage medium in which at least one segment of a program is stored, the at least one segment of the program being uploaded and executed by a processor, thereby realizing the virtual item transfer method described in each of the embodiments above.

[0276] A computer program product is provided based on one aspect of the present invention, the computer program product includes computer instructions, the computer instructions being stored in a computer-readable storage medium. A terminal processor reads the computer instructions from the computer-readable storage medium, the processor executes the computer instructions, and causes the terminal to perform a method for transferring virtual items provided in various selectable implementations of the above aspect.

Claims

1. A method for transferring virtual items in a first-person shooting game, which is performed on a terminal, A step of displaying a game screen, wherein the game screen includes a first virtual object operated by a first user, A step of displaying an item transfer control when there is an item acquisition need for the first virtual object and the aiming center of a second virtual object operated by a second user is pointing to the first virtual object, wherein the first virtual object and the second virtual object belong to the same faction, The steps include controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control, and Methods that include...

2. Displaying the item transfer control when the first virtual object has an item acquisition need and the targeting center of the second virtual object is pointing to the first virtual object is: The step of displaying the item transfer control when the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object. The method according to claim 1, including the method described in claim 1.

3. The step of displaying the item transfer control when the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object is: The steps include obtaining the number of remaining virtual items owned by the second virtual object if the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object, If the number of remaining items is greater than a first threshold, the step of displaying the item transfer control is: The method according to claim 2, including the method described in claim 2.

4. If the number of remaining items is greater than the first threshold, the step of displaying the item transfer control is: If the number of remaining items is greater than the first threshold, the step of determining a first transfer count for transferring the virtual items to the first virtual object based on the number of remaining items, The item transfer control includes the steps of displaying the first transfer count and the virtual item. The method according to claim 3, including the method described in claim 3.

5. The step of determining the first number of transfers to transfer the virtual items to the first virtual object based on the number of remaining items is: The steps include determining a second number of virtual items that the second virtual object can transfer based on the number of remaining items, If the second number of transfers is greater than the second number threshold, the first number of transfers is determined based on the second number threshold, wherein the second number threshold is determined by the number of virtual items that the first virtual object can receive. The step of determining the second number of transfers as the first number of transfers when the second number of transfers is less than or equal to the second number threshold, The method according to claim 4, including the method described in claim 4.

6. The step of determining the second number of virtual items that the second virtual object can transfer based on the number of remaining items is: A step in which, if the number of remaining items is greater than the third number threshold, the transfer count threshold of the virtual item is determined to be the second transfer count, wherein different virtual items correspond to different transfer count thresholds. If the number of remaining items is less than or equal to the third threshold, the second transfer count is determined based on the number of remaining items and the transfer rate. The method according to claim 5, including the method described in claim 5.

7. The step of displaying the item transfer control when the first virtual object has an item acquisition need, the object distance between the first virtual object and the second virtual object satisfies the distance condition, and the aiming center of the second virtual object points to the first virtual object is: If the first virtual object has an item acquisition need, the step of acquiring the object distance between the first virtual object and the second virtual object, The steps include displaying the item transfer control when the object distance is less than the distance threshold and the aiming center of the second virtual object is pointing to the first virtual object, and The method according to claim 2, including the method described in claim 2.

8. The method according to claim 1, further comprising the step of displaying an item identifier of the virtual item around the first virtual object, wherein the item identifier is used to characterize the first virtual object that there is an item acquisition need.

9. The method according to claim 8, further comprising the step of stopping the display of the item identifier around the first virtual object when the first virtual object receives the virtual item transferred by the second virtual object.

10. The method of claim 8, further comprising the step of stopping the display of the item identifier around the first virtual object if the display duration of the item identifier is longer than a duration threshold.

11. The method according to claim 8, further comprising the step of displaying a transfer count identifier of the virtual item around the first virtual object, wherein the transfer count identifier is used to characterize the number of virtual items required for the first virtual object, and the transfer count identifier is updated according to the number of virtual items already received by the first virtual object.

12. The step of displaying the item transfer control is: The method according to claim 1, further comprising the step of displaying the item transfer control if the first virtual object has not received the virtual item transferred by another virtual object.

13. The item transfer control displays the virtual item to be transferred and the first number of transfers of the virtual item. The method further includes the step of modifying the first transfer count based on the editing operation in response to the editing operation on the item transfer control, The step of controlling the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control is: In response to a confirmation operation for the item transfer control, the second virtual object is controlled to transfer the virtual item to the first virtual object based on the modified first transfer count. The method according to claim 1, including the method described in claim 1.

14. A method for transferring virtual items in a first-person shooting game, which is performed on a terminal, A step of displaying an item acquisition control, wherein the item acquisition control is used to trigger a first virtual object operated by a first user to request the transfer of a virtual item to a second virtual object operated by a second user, and the first virtual object and the second virtual object belong to the same faction. A step of determining a first virtual item in response to a trigger operation on a sub-control in the item acquisition control, wherein the sub-control is used to indicate the first virtual item that the first virtual object requests to acquire; A step of displaying the item identifier of the first virtual item around the first virtual object, wherein the item identifier is used to characterize the first virtual object as having an item acquisition need; The steps include: receiving the first virtual item transferred by the second virtual object to the first virtual object, and the second virtual object triggering the transfer of the first virtual item by an item transfer control, the item transfer control being used to be displayed when the aiming center of the second virtual object is pointing to the first virtual object; and Methods that include...

15. The step of determining the first virtual item in response to a trigger operation on a sub-control in the item acquisition control is: The steps include: determining the item type indicated by the sub-control in response to a trigger operation on the sub-control in the item acquisition control; A step of determining at least one second virtual item belonging to the item type based on the item type, A step of determining the first virtual item from the second virtual item based on the priority of each of the second virtual items. The method according to claim 14, including the method described in claim 14.

16. The step of determining the first virtual item from the second virtual item based on the priority of each of the second virtual items is: A step of determining the second virtual item which has the highest priority among the aforementioned items, The steps include determining the number of items the second virtual object possesses, If the number of items possessed is less than the fourth threshold, the second virtual item is determined to be the first virtual item. The method according to claim 15, including the method described in claim 15.

17. The step of determining the first virtual item in response to a trigger operation on a sub-control in the item acquisition control is: The steps include: In response to a trigger operation on the sub-control in the item acquisition control, acquiring the retained virtual items used by the first virtual object and the item type indicated by the sub-control; A step of determining at least one second virtual item belonging to the aforementioned item type, If the second virtual item contains a virtual item necessary for the process of using the retained virtual item, the second virtual item necessary for the process of using the retained virtual item is determined to be the first virtual item. The method according to claim 14, including the method described in claim 14.

18. The step of determining the first virtual item in response to a trigger operation on a sub-control in the item acquisition control is: A step of displaying at least one second virtual item belonging to an item type in response to a long press operation on the sub-control in the item acquisition control, wherein the item type is the item type indicated by the sub-control; The steps include determining the first virtual item in response to a selection operation on the second virtual item, and The method according to claim 14, including the method described in claim 14.

19. The method according to claim 14, further comprising the step of stopping the display of the item identifier around the first virtual object when the first virtual object receives the first virtual item transferred by the second virtual object.

20. The method according to claim 14, further comprising the step of stopping the display of the item identifier around the first virtual object if the display duration of the item identifier is longer than a duration threshold.

21. A virtual item transfer device in a first-person shooting game, comprising a display module and a control module, The display module is used to display a game screen, and the game screen includes a first virtual object operated by a first user. The display module is further used to display item transfer controls when the first virtual object has an item acquisition need and the aiming center of the second virtual object operated by the second user is pointing to the first virtual object, and when the first virtual object and the second virtual object belong to the same faction, The control module is used to control the second virtual object to transfer a virtual item to the first virtual object in response to a trigger operation on the item transfer control. Device.

22. A virtual item transfer device for a first-person shooting game, comprising a display module, a determination module, and a receiving module, The display module is used to display an item acquisition control, the item acquisition control is used to trigger a first virtual object operated by a first user to request the transfer of a virtual item to a second virtual object operated by a second user, and the first virtual object and the second virtual object belong to the same faction. The determination module is used to determine a first virtual item in response to a trigger operation on a sub-control in the item acquisition control, and the sub-control is used to indicate the first virtual item that the first virtual object requests to acquire. The display module is further used to display the item identifier of the first virtual item around the first virtual object, and the item identifier is used to characterize that the first virtual object has an item acquisition need. The receiving module is used to receive the first virtual item transferred by the second virtual object to the first virtual object, the second virtual object triggers the transfer of the first virtual item by an item transfer control, and the item transfer control is used to be displayed when the aiming center of the second virtual object is pointing to the first virtual object.

23. A terminal comprising a processor and memory, wherein at least one segment of program is stored in the memory, the at least one segment of program is uploaded and executed by the processor, and the terminal implements the method according to any one of claims 1 to 13.

24. A terminal comprising a processor and memory, wherein at least one segment of program is stored in the memory, the at least one segment of program is uploaded and executed by the processor, and the terminal implements the method according to any one of claims 14 to 20.

25. A computer program configured to cause a computer to implement the method described in any one of claims 1 to 13.

26. A computer program configured to cause a computer to implement the method described in any one of claims 14 to 20.