Game processing method and apparatus, and device, medium and program product

By realizing lossless transfer of skill special effects collection between virtual props in the game, the problem of virtual prop cultivation mode segmentation is solved, and the flexibility and game experience of prop cultivation are improved.

WO2025145840A1PCT designated stage expired Publication Date: 2025-07-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/136462
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-06
Filing Date
2024-12-03
Publication Date
2025-07-10

AI Technical Summary

Technical Problem

In the prior art, the development mode of virtual props is relatively divided, which leads to game players facing difficulties when choosing which virtual prop to cultivate, reducing the gaming experience.

Method used

It provides a game processing method, allowing the skill special effects sets between different virtual props to be transferred without loss, by displaying props obtained by virtual characters, receiving player selection operations, and transferring the skill special effects sets of trained props to the target props, improving flexibility and cultivation efficiency between props.

Benefits of technology

The lossless transfer of skill special effects collection between virtual props is achieved, avoiding cultivation from scratch, and improving the prop cultivation experience and game experience of gamers.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided in the embodiments of the present application are a game processing method and apparatus, and a device, a medium and a program product. The method comprises: displaying a first virtual prop obtained by a virtual character in a virtual scene; receiving a selection operation for a second virtual prop among at least one candidate virtual prop; and transferring to the first virtual prop a skill special-effect set possessed by the second virtual prop. By using the embodiments of the present application, the special-effect transfer between different virtual props can be realized, thereby improving the flexibility of developing the virtual props.
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Description

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

[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on January 6, 2024, with application number: 2024100230134, and application name: "A game processing method, device, equipment, medium and program product", all of which are incorporated by reference into this application. Technical Field

[0002] The present application relates to the field of computer technology, in particular to the field of game processing, and specifically to a game processing method, a game processing device, a computer device, a computer-readable storage medium, and a computer program product. Background Art

[0003] Virtual props are a widely applicable development pursuit in various games, and are also the development system that gamers feel most strongly after playing the game; gamers are often willing to spend money on virtual props to obtain virtual props of higher levels (or quality), thereby improving the gaming ability of the virtual characters controlled by gamers in virtual scenes.

[0004] Currently, the game supports the use of independent development modes to cultivate different virtual props. For example, when a game player simultaneously possesses two virtual props of different levels, the game player faces the problem of choosing which virtual prop to cultivate. This results in a relatively fragmented development of different virtual props in the game, which has limitations and reduces the game player's gaming experience. Summary of the Invention

[0005] The embodiments of the present application provide a game processing method, apparatus, device, medium, and program product, which can realize the transfer of special effects between different virtual props and improve the flexibility of developing virtual props.

[0006] In one aspect, an embodiment of the present application provides a game processing method, which is executed by a computer device and includes:

[0007] Displaying a first virtual prop obtained by the virtual character in the virtual scene; the virtual character is associated with at least one candidate virtual prop, and the prop type of the candidate virtual prop is the same as the prop type of the first virtual prop;

[0008] receiving a selection operation for a second virtual prop from at least one candidate virtual prop; the second virtual prop having a skill special effect set, the skill special effect set including special effect resources corresponding to game skills; and a virtual character equipped with the second virtual prop having a skill strength that matches the special effect resources when using the game skill in a virtual scene;

[0009] The skill special effects set of the second virtual prop is transferred to the first virtual prop; wherein, after the skill special effects set is transferred, the first virtual prop has the skill special effects set, and the virtual character equipped with the first virtual prop has the skill strength that matches the special effects resource when using the game skills in the virtual scene.

[0010] On the other hand, an embodiment of the present application provides a game processing device, the device comprising:

[0011] A display unit is configured to display a first virtual prop obtained by the virtual character in the virtual scene; the virtual character is associated with at least one candidate virtual prop, and the prop type of the candidate virtual prop is the same as the prop type of the first virtual prop;

[0012] a processing unit configured to receive a selection operation for a second virtual prop from at least one candidate virtual prop; the second virtual prop having a skill special effect set, the skill special effect set including special effect resources corresponding to game skills; and a virtual character equipped with the second virtual prop having a skill strength that matches the special effect resources when using the game skill in a virtual scene;

[0013] The processing unit is further used to transfer the skill special effects set possessed by the second virtual prop to the first virtual prop; wherein, after the skill special effects set is transferred, the first virtual prop has the skill special effects set, and the virtual character equipped with the first virtual prop has the skill strength that matches the special effects resource when using the game skills in the virtual scene.

[0014] In another aspect, an embodiment of the present application provides a computer device, comprising:

[0015] a processor for loading and executing computer programs;

[0016] A computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the game processing method is implemented.

[0017] On the other hand, the present application provides a computer-readable storage medium storing a computer program, which is suitable for being loaded by a processor and executing the above-mentioned game processing method.

[0018] In another aspect, the present application provides a computer program product or computer program, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the above-described game processing method.

[0019] In an embodiment of the present application, a first virtual prop obtained by a virtual character in a virtual scene can be displayed in a computer device, and the first virtual prop serves as a virtual prop to receive special effects. The virtual character is associated with at least one candidate virtual prop, and the prop type of the candidate virtual prop is the same as the prop type of the first virtual prop. Furthermore, a game player can select a second virtual prop from at least one candidate virtual prop in the computer device. At this time, the selected second virtual prop serves as the virtual prop for the special effects to be transferred, and the computer device transfers the skill special effects set possessed by the selected second virtual prop to the first virtual prop; wherein, the second virtual prop is a virtual prop that the game player has cultivated, and the second virtual prop has a cultivated skill special effects set. When the virtual character that has dressed up the second virtual prop uses the game skills in the virtual scene, it has a skill strength that matches the special effects resources included in the skill special effects set. Based on this, after the skill effect set is transferred, the first virtual prop has the skill effect set, and the virtual character equipped with the first virtual prop has the skill strength that matches the special effect resources included in the skill effect set when using game skills in the virtual scene; on the one hand, by transferring the skill effect set possessed by the cultivated second virtual prop to the first virtual prop, the cultivation of the first virtual prop from scratch is avoided, the defect of the cultivation division between different virtual props in traditional games is overcome, and the transfer flexibility of the skill effect set between virtual props is improved; on the other hand, when the skill effect set of the second virtual prop is transferred to the first virtual prop, the special effect resources in the skill effect set are not lost, thereby achieving the effect of lossless transfer of skill effect sets between virtual props, and improving the prop cultivation experience of game players. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] FIG1 is a schematic diagram of the architecture of a game processing system provided by an exemplary embodiment of the present application;

[0021] FIG2 is a flow chart of a game processing method provided by an exemplary embodiment of the present application;

[0022] FIG3 is a schematic diagram of triggering the display of a virtual prop interface through a second access component provided by an exemplary embodiment of the present application;

[0023] FIG4 is a schematic diagram of selecting a first virtual prop from a prop selection area provided by an exemplary embodiment of the present application;

[0024] FIG5 is a schematic diagram of triggering the display of a virtual prop interface through a prop prompt window provided by an exemplary embodiment of the present application;

[0025] FIG6 is a schematic diagram of an exemplary embodiment of the present application providing a method for dynamically setting optional states of a dress-up option;

[0026] FIG7 is a schematic diagram of outputting prompt information provided by an exemplary embodiment of the present application;

[0027] FIG8 is a schematic diagram of selecting a second virtual prop through a prop selection option provided by an exemplary embodiment of the present application;

[0028] FIG9 is a schematic diagram of selecting a second virtual prop by dragging an exemplary embodiment of the present application;

[0029] FIG10 is a schematic diagram of a preview window provided by an exemplary embodiment of the present application;

[0030] FIG11a is a schematic diagram of displaying a preview window through a long press operation provided by an exemplary embodiment of the present application;

[0031] FIG11b is a schematic diagram of displaying a preview window through a triggering operation provided by an exemplary embodiment of the present application;

[0032] FIG12 is a schematic diagram of a prop addition provided by an exemplary embodiment of the present application;

[0033] FIG13 is a flow chart of another game processing method provided by an exemplary embodiment of the present application;

[0034] FIG14 is a schematic diagram of displaying level options in a prop display window provided by an exemplary embodiment of the present application;

[0035] FIG15a is a schematic diagram of an output feedback message provided by an exemplary embodiment of the present application;

[0036] FIG15b is a schematic diagram of outputting confirmation prompt information provided by an exemplary embodiment of the present application;

[0037] FIG16 is a schematic diagram of replacing or canceling a second virtual prop provided by an exemplary embodiment of the present application;

[0038] FIG17 is a schematic diagram of viewing historical inheritance records provided by an exemplary embodiment of the present application;

[0039] FIG18 is a schematic diagram of a background process of a game processing method provided by an exemplary embodiment of the present application;

[0040] FIG19 is a schematic structural diagram of a game processing device provided by an exemplary embodiment of the present application;

[0041] FIG20 is a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0042] In an embodiment of the present application, a game processing solution is provided, specifically a solution for transferring special effects of virtual props in electronic games to encourage game players to pursue new props. The following is a brief introduction to the electronic games and virtual props involved in the embodiment of the present application, including:

[0043] (1) Electronic games (referred to as games) are games controlled by computer programs that emerged with the advent of computers. Game players refer to users or objects that control the electronic games; game players play electronic games by playing virtual characters in electronic games. Virtual characters are digital game characters used by game players to represent themselves in electronic games; the virtual characters are the images of various virtual people and virtual objects that interact in electronic games, or movable objects in electronic games (such as virtual characters, virtual animals, and cartoon characters). For example, movable objects are virtual characters and virtual animals displayed in any virtual scene provided by the electronic game (such as the virtual scene can be a simulated environment of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment; the virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene). In electronic games, game players can control virtual characters to perform any operations they want to perform, such as controlling the virtual characters to jump, run, or lie down.

[0044] Electronic games can be categorized into different types based on different classification dimensions. Alternatively, they can be categorized by how they are played, including mobile games, client-based games, web-based games, cloud gaming, virtual reality games, and augmented reality games. ① Client-based games, also known as client games, are games that run on smart computers. The game installation package must be downloaded and installed on a smart computer (such as a personal computer) before the client-based game can be played. ② Web-based games, also known as web (World Wide Web) games or web games, are online games that are controlled by opening the game webpage in a browser. ③ Mobile games, also known as mobile games, are games that run on smartphones. The installation package must be downloaded and installed on the smartphone before the game can be played. ④ Augmented reality games are games that combine virtual and real life. Compared to virtual reality games, the game scenes they provide are often superimposed on the player's current physical environment. ⑤ Virtual reality games can include games controlled by wearing wearable devices (such as virtual reality helmets); virtual reality games often simulate a completely virtual game scene that may have nothing to do with the real physical environment the gamer is currently in; and by wearing wearable devices, the gamer feels as if they are in the real game scene. ⑥ Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. In the cloud gaming operating mode, cloud gaming does not run on the terminal device held by the gamer (such as a smartphone, personal computer, or wearable device), but runs on a cloud server. The cloud server renders the game scene into a video and audio stream, and the cloud server transmits the rendered video and audio stream to the terminal device via the network, so that the terminal device can directly play the video and audio stream.

[0045] Alternatively, electronic games can be categorized by gameplay, including role-playing games (RPGs), shooting games, and action games (ACTs). ① Action games are games in which players control a character and use various methods to eliminate enemies or complete levels. Action games often lack a storyline and are designed for casual gamers, focusing on pure entertainment and leisure, making them popular games. ② Shooting games include first-person shooters (FPSs), third-person shooters (TPSs), and multiplayer online battle arenas (MOBAs). First-person shooters are shooting games played from a first-person perspective, with the virtual scenes viewed from the perspective of the first virtual subject. Third-person shooters are shooting games played from a third-person perspective, with the virtual scenes viewed from that perspective. Multiplayer online tactical competitive games (MOTs) are competitive games in which multiple players can form a single online group or faction to compete. A role-playing game (RPG) is a storyline-based game in which players assume the role of at least one character (or game object, virtual object, etc.). In MORPGs, players can improve their character's abilities (such as combat and health regeneration) by completing tasks or purchasing or selling virtual items, enabling better interaction with characters controlled by other players in the online virtual space.

[0046] It should be understood that the above are only two exemplary game classification methods; for the sake of ease of explanation, the embodiments of this application will be described using an electronic game that is a role-playing game (RPG) and a role-playing game that is a mobile game (the mobile game may also be a cloud game or a local game) as an example.

[0047] (2) Virtual props refer to digital game props used to dress up virtual characters; in electronic games, virtual props are used to improve the gaming capabilities of virtual characters. Virtual props are called virtual items or virtual equipment (referred to as equipment), including but not limited to: virtual clothes, virtual hats, virtual rings and virtual armor, etc.; when game players dress up virtual props on virtual characters, they can increase the gaming capabilities of the virtual props for the virtual character (such as improved defense capabilities). Among them, dressing up virtual props on virtual characters refers to the process of covering the surface area of ​​the virtual character with texture maps. For example, if the virtual props are virtual clothes, then dressing up virtual clothes on the virtual character means covering the upper body area of ​​the virtual character with a texture map on the virtual hat. From a visual effect point of view, the virtual clothes are worn / dressed on the upper body of the virtual character.

[0048] Furthermore, virtual props have prop levels (or prop quality); the prop levels of virtual props can be divided according to the difficulty of obtaining the virtual props and the difficulty of cultivating the virtual props, used to represent the difficulty of obtaining or cultivating the virtual props; for example, the higher the difficulty of obtaining, the higher the prop level of the virtual props, and conversely, the lower the difficulty of obtaining, the lower the prop level of the virtual props; for another example, the higher the difficulty of cultivating, the higher the prop level of the virtual props, and conversely, the lower the difficulty of cultivating, the lower the prop level of the virtual props. For two virtual props of the same prop type, the higher the prop level, the stronger the prop ability of the virtual prop; conversely, the lower the prop level, the weaker the prop ability of the virtual prop. Among them, the prop ability (or game ability) of the virtual props can be reflected by the prop attributes (such as vitality attributes or magic attributes, etc.) of the virtual props, the strength limit of the skill strength of the game skills (such as defensive skills, offensive skills, and flash skills, etc.), etc. For example, the stronger the item power of a virtual item, the higher the upper limit of the skill strength of the game skill possessed by the virtual item, that is, the game skill possessed by the virtual item can achieve a higher skill strength. For example, the item levels of virtual items of the same item type are differentiated by color; when the item levels are from low to high, the colors of the corresponding virtual items are: green, blue, purple, orange, and gold; that is, the item level of a gold virtual item is higher than the item level of an orange virtual item, the item level of an orange virtual item is higher than the item level of a purple virtual item, the item level of a purple virtual item is higher than the item level of a blue virtual item, and the item level of a blue virtual item is higher than the item level of a green virtual item.

[0049] Furthermore, the type of game skills possessed by the virtual props can be at least one, and the embodiment of the present application does not limit the number of game skills possessed by the virtual props; and the skill strength of the game skills possessed by the virtual props can be continuously improved as the development goals are achieved. Specifically, the development of the skill strength of the game skills is achieved by the game players collecting special effect resources (or special effect terms) corresponding to the game skills. For example, game players obtain special effect resources corresponding to game skills by performing game tasks provided by electronic games, or by directly purchasing virtual goods provided by electronic games, etc.; as the number of special effect resources accumulates, the various development goals contained in the development line of game skills provided by the electronic game are gradually reached (such as when the number of special effect resources is 1, the game skill reaches development goal 1, when the number of special effect resources is 2, the game skill reaches development goal 2, etc.) to obtain the skill strength corresponding to the development goal achieved; as the skill strength of the game skills increases, the prop ability of the virtual props to which the game skills belong is improved. In this way, when a game player equips a virtual character with the virtual item and uses the item skills (such as confrontation ability, defense ability, etc.) possessed by the virtual item, the corresponding skill strength can be effectively improved, thereby helping the game player to better complete the game and enhance the gaming experience. It is worth noting that the higher the item level of the virtual item, the higher the upper limit of the skill strength of the game skill possessed by the virtual item, and the higher the number of special effect resources required to cultivate the higher skill strength of the game skill; that is, the upper limit of the number of special effect resources that can be collected for the game skill is positively correlated with the item level of the virtual item. For example, the higher the item level of the virtual item, the higher the upper limit of the number of special effect resources that can be collected for the game skill.

[0050] As can be seen from the above description, the special effects resources corresponding to the game skills of a virtual item directly influence the evaluation of the virtual item. The more special effects resources there are, the higher the skill strength of the game skill corresponding to the special effects resource, and thus the stronger the virtual item associated with the game skill.

[0051] In actual applications, game players may own multiple virtual items of the same item type. In this case, the game player faces the problem of weighing how to cultivate multiple virtual items. For example, a game player owns a purple virtual item that has already cultivated (or possesses) a skill special effect set (such as special effect resources corresponding to one or more game skills). When the game player obtains a higher-quality gold virtual item, the game player needs to cultivate the gold virtual item from scratch. This means that when obtaining the higher-quality item, the game player needs to abandon the previously cultivated virtual item (such as the purple virtual item). This may result in the game player obtaining the higher-quality virtual item, but because the higher-quality virtual item has not yet been cultivated, the item power of the higher-quality virtual item is actually weaker than the item power of the lower-quality virtual item that has already been cultivated.

[0052] In order to overcome the defects of solidification and fragmentation in traditional prop cultivation, the game processing solution proposed in the embodiment of the present application specifically provides an equipment inheritance solution. Equipment inheritance or prop inheritance refers to the process of transferring the skill effect set of a virtual prop to another virtual prop of the same prop type without loss. For example, virtual prop 1 and virtual prop 2 are both damage type props, and virtual prop 1 has a skill effect set. Then the skill effect set of virtual prop 1 can be transferred to virtual prop 2. At this time, virtual prop 1 does not have the skill effect set, while virtual prop 2 has the skill effect set. This solution adds an equipment inheritance system (or prop transfer system, etc.) to the electronic game. The equipment inheritance system is used to transfer the skill effect set of a virtual prop to another virtual prop of the same prop type without loss, thereby improving the flexibility of prop cultivation. The general logic of the equipment inheritance solution provided by the embodiment of the present application may include: when a game player has a need for equipment inheritance, he or she may select a first virtual prop to receive special effects. At this time, the first virtual prop obtained by the virtual character in the virtual scene is displayed on the terminal device held by the game player; the virtual character is associated with at least one candidate virtual prop, and the prop type of the candidate virtual prop is the same as the prop type of the first virtual prop. Then, the game player may select a second virtual prop with special effects to be transferred from the at least one candidate virtual prop associated with the virtual character, and the computer device receives the game player's selection operation for the second virtual prop; the second virtual prop has a skill special effect set (including special effect resources corresponding to the game skills), that is, the second virtual prop has cultivated special effect resources (or special effect terms) corresponding to the game skills. The computer device transfers the skill special effect set of the second virtual prop to the first virtual prop according to the second virtual prop selected by the game player. After the skill special effects are converted, the first virtual prop has the skill special effect set of the second virtual prop, so that after the virtual character dresses up with the first virtual prop, if he uses the game skills of the first virtual prop in the virtual scene, he has the skill strength that matches the special effect resources corresponding to the game skills (for example, the greater the number of special effect resources, the stronger the skill strength).

[0053] Thus, the embodiments of the present application enable the transfer of skill effects from the second virtual item to the first virtual item through equipment inheritance, and this skill effects set is an important factor in developing or cultivating the skill strength of the virtual item's gaming skills. By increasing the flexibility of skill effects set inheritance between virtual items of the same item type, gamers can be encouraged to pursue higher-quality virtual items without pressure, avoiding the drawback of players starting from scratch when acquiring higher-quality virtual items, thereby improving the speed and efficiency of virtual item cultivation.

[0054] In order to better understand the game processing solution mentioned above, the game processing solution involved in the embodiment of the present application is introduced below in combination with actual game scenarios. Please refer to Figure 1, which shows an architectural diagram of a game processing system provided by an exemplary embodiment of the present application; as shown in Figure 1, the system includes a terminal device and a server, and the embodiment of the present application does not limit the type and number of terminal devices and servers. For example, when the electronic game is a multiplayer online role-playing game, the number of terminal devices can be multiple, each of which is a device used by each game player participating in the electronic game; the embodiment of the present application takes the control of the electronic game by any one of the multiple game players as an example to illustrate.

[0055] in:

[0056] 1) Terminal device 101 can be a control device used by any player participating in an electronic game. Terminal device 102 is a terminal device used by other players in the same virtual scene (or game room) provided by the electronic game as any player holding terminal device 101. Each player, through their respective terminal devices, accesses the same virtual scene provided by the electronic game for real-time game interaction, enhancing the fun and authenticity of the game. Terminal devices (such as terminal devices 101 and terminal devices 102) can include, but are not limited to, smartphones (such as Android phones, iOS phones, etc.), tablets, portable personal computers, mobile internet devices (MIDs), smart TVs, in-vehicle devices, head-mounted devices, game controllers, remote controls, arcade machines, and other touchscreen smart devices. Specifically, terminal devices 101 and terminal devices 102 are deployed with game applications that provide electronic games, and game players use these game applications to launch and play electronic games.

[0057] 2) Server 103 can be a backend server for terminal device 101 and terminal device 102, used to interact with terminal device 101 and terminal device 102 to provide computing and application service support for terminal device 101 and terminal device 102. Server 103 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. In the scenario where the electronic game is a cloud game, server 103 is a cloud server or a cloud server; in this implementation, the electronic game can forward the data sent by the terminal device (such as input instructions or signals) to the cloud server, which is responsible for rendering the game screen based on the data, compressing the rendered game screen, and transmitting it to the terminal device used by the game player via the network. At this time, the terminal device only performs the operation of displaying the game screen. This operating mode of cloud gaming means that the terminal device held by the player does not need to have powerful graphics computing and data processing capabilities. It only needs to have basic streaming media playback capabilities (such as the ability to display the game screen), human-computer interaction capabilities (the ability to obtain the game player's input operations), and data transmission capabilities (such as the ability to send instructions to the cloud server).

[0058] Among them, the terminal device (such as terminal device 101 and terminal device 102) and the server 103 can be directly or indirectly connected in a wired or wireless manner. The embodiment of the present application does not limit the connection method between the terminal device and the server. The game processing solution provided in the embodiment of the present application can be executed by the above-mentioned terminal device, or server, or the terminal device and server together; specifically, it is executed by the game application deployed in the terminal device and the server corresponding to the game application. Taking the case where the terminal device and the server jointly execute the game data processing solution, and the electronic game is a client game as an example, the processing flow of the solution is exemplified.

[0059] In a specific implementation, when a game player wants to control an electronic game, they can use their terminal device to open and launch the game application deployed on the terminal device. The terminal device then sends a data acquisition request to the server, requesting the server to return resource data related to the electronic game (such as the player's historical game data and game data related to the electronic game). After receiving the data acquisition request, the server returns the corresponding resource data to the terminal device in response to the data acquisition request. After receiving the resource data returned by the server, the terminal device renders and displays the game screen based on the resource data, thereby outputting the game interface of the electronic game on the terminal device's display screen. The game interface displayed on the terminal device can be any access interface to which the game player has access rights. For example, if the game player wants to transfer equipment, the game interface can be a virtual prop interface, and the game player can select a first virtual prop to receive special effects from the virtual prop interface. Furthermore, the virtual character controlled by the game player in the electronic game is associated with at least one candidate virtual prop that has been cultivated. The game player selects a second virtual prop from the at least one candidate virtual prop to transfer special effects, and the second virtual prop has a set of cultivated skill special effects. If the game player triggers the transfer of the skill effect set of the second virtual prop to the first virtual prop in the terminal device, the terminal device can generate a transfer notification message and send the transfer notification message to the server, so that the server side can respond to the transfer notification message to perform relevant operations on equipment inheritance (such as determining the hierarchical relationship between the first virtual prop and the second virtual prop, and realizing the redistribution of the skill effect set, etc.). Optionally, the server can also send a confirmation message to the terminal device after redistributing the skill effect set of the second virtual prop (such as the confirmation message includes the interface data after the skill effect is transferred), so that the terminal device can associate the first virtual prop and the skill effect set in the interface based on the confirmation message, so that the game player can intuitively perceive that the skill effect set has been transferred from the second virtual prop to the first virtual prop.

[0060] It should be noted that: ① Depending on the different operating modes of electronic games, the processing flow of the game processing solution provided in the embodiment of the present application is different from the above description. For example, when the electronic game is a cloud game, the terminal device is only responsible for playing or displaying the game screen, and the cloud server performs the rendering of the game screen. ② As mentioned above, virtual props have prop levels. The embodiment of the present application does not limit the hierarchical relationship between the prop levels of the first virtual prop and the second virtual prop for equipment inheritance. For example, the prop level of the first virtual prop can be higher than the prop level of the second virtual prop. For another example, the prop level of the first virtual prop can be equal to the prop level of the first virtual prop. For another example, the prop level of the first virtual prop can be lower than the prop level of the first virtual prop. For the sake of convenience, the following explanation will be made using the example of the prop level of the first virtual prop being equal to or higher than the prop level of the second virtual prop, that is, it supports the inheritance of the skill special effects set possessed by low-quality virtual props to high-quality virtual props. In this way, for game players, it allows them to pursue the level of props smoothly. Every time they obtain high-quality props, they do not need to worry about whether to cultivate high-quality props or retain the cultivated low-quality props. This can encourage game players to use the equipment inheritance function to transfer the skill effect set of low-quality props to high-quality props, thereby promoting game players to retain the skill effect set of low-quality props while pursuing the prop ability of higher-quality props, providing game players with a linear cultivation experience in prop cultivation, greatly improving the game experience of game players. ③ In the embodiments of this application, the collection and processing of relevant data should be strictly in accordance with the requirements of relevant laws and regulations. The acquisition of personal information must be subject to the knowledge or consent of the individual subject (or the legal basis for obtaining information), and subsequent data use and processing behavior must be carried out within the scope of authorization of laws and regulations and the subject of personal information. For example, when the embodiments of this application are applied to specific products or technologies, such as when carrying out equipment inheritance between a first virtual prop and a second virtual prop, it is necessary to obtain the permission or consent of the game player holding the first virtual prop and the second virtual prop, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant region.

[0061] Based on the relevant description of the above game processing solution, the embodiment of this application provides a more detailed game processing method in conjunction with the accompanying drawings. This method can be executed by the terminal device mentioned above, or by a game application deployed in the terminal device; for ease of explanation, the embodiment of this application uses the terminal device executing the game processing method as an example. As shown in Figure 2, the game processing method may include the following steps S201-S203:

[0062] S201: Displaying a first virtual prop obtained by a virtual character in a virtual scene.

[0063] The first virtual prop can be any virtual prop obtained by the virtual character in the virtual scene. The virtual scene can be any scene provided by the electronic game for the virtual character, including but not limited to: the game scene when the virtual character participates in the game in the game room, the equipment upgrade scene when the virtual character upgrades the equipment, and the login scene when the game player logs into the electronic game to obtain rewards, etc. Further, considering that the virtual prop can only be released when the virtual character uses the virtual prop in the virtual scene after it is dressed up as the virtual character (such as a virtual top worn by the virtual character). Based on this, the embodiment of the present application supports the first virtual prop selected as the virtual prop to be received as the virtual prop associated with the virtual character and the virtual prop that has been dressed up as the virtual character. In other words, the first virtual prop to be inherited (i.e., to receive the special effect) is the virtual prop that has been dressed up as the virtual character; in this way, after the game player inherits the first virtual prop, he can directly use the game skills of the corresponding skill intensity obtained after the inheritance of the first virtual prop in the virtual scene, thereby realizing the rapid use of game skills and improving the game experience of the game player.

[0064] The embodiment of the present application supports displaying the selected first virtual prop in the virtual prop interface of the virtual character provided by the electronic game; the virtual prop interface can be the main interface of the equipment inheritance system (or called the prop inheritance system) set in the electronic game, so as to realize the equipment inheritance between different virtual props associated with the virtual character in the main interface. It should be noted that the embodiment of the present application does not limit the triggering method or path for triggering the display of the virtual prop interface of the virtual character in the electronic game. Two exemplary methods of triggering the display of the virtual prop interface of the virtual character and displaying the first virtual prop obtained by the virtual character in the virtual scene in the virtual prop interface are given below; among which:

[0065] (1) The second access component for accessing the item inheritance system is used to trigger the display of the virtual item interface of the virtual character, and the first virtual item to receive the special effect is displayed in the virtual item interface. In other words, when a game player has the need to inherit equipment, he or she can actively trigger the second access component for accessing the item inheritance system in the electronic game to trigger the display of the virtual item interface of the virtual character, thereby satisfying the game player's need to actively initiate equipment inheritance.

[0066] In a specific implementation, when a game player has a need to inherit virtual props, the game player uses and opens a game application in the terminal device held by the game player to start the electronic game provided by the game application, thereby displaying a game access interface of the electronic game on the display screen of the terminal device. Among them, the game access interface can be understood as the main interface of the electronic game, which includes access entrances to various game systems provided by the electronic game (such as a game setting system, a game room system, and an equipment system (such as a subsystem embedded in the equipment system, such as an equipment inheritance system for implementing equipment inheritance)), so that the game system can be quickly entered from the game access interface to perform corresponding operations.

[0067] In an embodiment of the present application, the game access interface of the electronic game includes a first access component for accessing the virtual props of the virtual character (i.e., the first access component for accessing the equipment system). When the game player performs a trigger operation on the first access component in the game access interface, the terminal device can enter the equipment system provided by the electronic game in response to the trigger operation on the first access component and display the virtual prop interface of the equipment system; considering that the equipment system is related to the virtual character controlled by the game player, the virtual prop interface of the equipment system is also called the virtual prop interface of the virtual character. Among them, subsystems with different functions related to virtual props can be embedded in the equipment system; illustratively, the subsystems include but are not limited to: a strengthening prop system, a prop backpack system, a prop inheritance system (i.e., the equipment inheritance system mentioned above) and an equipment synthesis system, etc. Therefore, the virtual prop interface of the equipment system includes access entries corresponding to subsystems with different functions, such as the virtual prop interface includes a second access component for accessing the prop inheritance system (the component includes an access entry for accessing the prop inheritance system). In this way, if the second access component in the virtual prop interface is in a selected state (manifested as the color depth (or brightness) of the second access component is greater than the color depth (or brightness) of other access components, or, manifested as the transparency of the second access component is lower than the transparency of other access components, etc.), it indicates that the game player wants to access the prop inheritance system corresponding to the second access component, then the interface content of the prop inheritance system is displayed in the virtual prop interface, specifically, the first virtual prop obtained by the virtual character in the virtual scene is displayed in the virtual prop interface.

[0068] FIG3 is a schematic diagram of an exemplary process for triggering the display of a virtual character's virtual item interface by triggering a second access component for accessing an item inheritance system. As shown in FIG3 , after a game player uses and opens a game application deployed on a terminal device, a game access interface 301 of the electronic game is displayed on the terminal device's display screen. This game access interface 301 includes portals for accessing different game systems in the electronic game, such as a first access component 3011 for accessing the equipment system of the electronic game. When the game player needs to operate virtual items, such as changing the equipment of the virtual character, or updating or inheriting virtual items, the game player can trigger the first access component 3011 in the game access interface 301. At this time, the terminal device (specifically, the game application or electronic game deployed on the terminal device) responds to the triggering operation on the first access component 3011 and displays the equipment system's virtual item interface 302. Considering that the virtual items displayed in this virtual item interface 302 are all related to the virtual character, it can also be referred to as the virtual item interface 302 of the virtual character. Among them, the virtual prop interface 302 includes an option area 3021, which is used to display the access entrances corresponding to each subsystem in the equipment system. For example, the option area 3021 includes an "enhancement option" for accessing the enhanced prop system, a "wearing option" for accessing the prop backpack system, and a "second access component" for accessing the prop inheritance system, etc.

[0069] Based on their needs for virtual item manipulation, game players can trigger corresponding options in the virtual item interface 302. The triggered option is set to a selected state, and corresponding interface content is displayed in the virtual item interface 302 based on the triggered option, allowing the game player to edit the corresponding interface content in the virtual item interface. As shown in FIG3 , assuming that the wear option in the option area 3021 is selected by default when the virtual item interface 302 is triggered, the wear option is set to a selected state, and the virtual item interface 302 displays the interface content corresponding to the "wear option" (e.g., virtual items that have been equipped with a virtual character and virtual items that have not been equipped with a virtual character are displayed separately in the virtual item interface). In this implementation, if the game player needs to inherit equipment, they can trigger the second access component in the virtual item interface 302. At this time, the second access component can be set to a selected state, the wear option can be deselected, and the interface content related to the second access component can be displayed in the virtual item interface.

[0070] Furthermore, when the second access component is in the selected state, the interface content related to the second access component displayed in the virtual prop interface includes a prop selection area; the prop selection area is used to display the virtual props that have been dressed up in the virtual character. Therefore, after determining the selected first virtual prop from the prop selection area, the selected first virtual prop can be displayed in the virtual prop interface, that is, the virtual character is displayed in the virtual scene to obtain the first virtual prop in the virtual prop interface. It is worth noting that the method for determining the first virtual prop displayed in the virtual prop interface can at least include: 1. Using the virtual prop that is selected by default in the prop selection area as the first virtual prop; that is, when the second access component is triggered, a virtual prop can be selected by default in the prop selection area in the virtual prop interface. At this time, if the game player does not perform a replacement of the selected virtual prop, the virtual prop that is selected by default will be used as the first virtual prop. Among them, the selection rules of the virtual props selected in the prop selection area include but are not limited to: the virtual prop at a specified position in the prop selection area (such as the virtual prop at the first display position) is selected by default; or, a virtual prop of a certain prop type is selected by default in the prop selection area (such as the prop types included in the prop selection area are clothing type, jewelry type and shoe type, and the order of priority from high to low is clothing type → jewelry type → shoe type, then when the prop selection area only includes virtual props of jewelry type and shoe type, one virtual prop is selected by default from at least one virtual prop of jewelry type); or, the virtual prop in the prop selection area is selected by default according to the prop inheritance strategy (such as if the prop inheritance strategy indicates that the first virtual prop is a virtual prop with a prop level greater than a level threshold, then only one virtual prop can be selected by default from at least one virtual prop with a prop level greater than the level threshold in the prop selection area); and so on.

[0071] ② The game player can perform a prop selection operation in the prop selection area of ​​the virtual prop interface. At this time, the terminal device responds to the prop selection operation received in the prop selection area and uses the selected virtual prop as the first virtual prop to receive the special effect. In other words, the embodiment of the present application supports the game player to select the first virtual prop to receive the special effect from the prop selection area according to their own equipment inheritance needs, granting the game player the selection authority in the equipment inheritance scene, and meeting the game player's need to customize the first virtual prop. For example, the interface diagram of selecting the first virtual prop from the prop selection area according to the prop selection operation can be seen in Figure 4; as shown in Figure 4, when the second access component 401 in the virtual prop interface is in the selected state, it indicates that the game player has the need to perform equipment inheritance. At this time, the prop selection area 402 included in the virtual prop interface displays at least one virtual prop that has been dressed up as a virtual character, such as virtual prop 4021, virtual prop 4022, and virtual prop 4023, etc. Moreover, the virtual prop selected by default in the prop selection area 402 is the virtual prop 4021. If the game player wants to use the virtual prop 4021 as the first virtual prop, the game player does not need to perform the prop selection operation in the prop selection area 402. On the contrary, if the game player wants to use a virtual prop other than the virtual prop 4021 in the prop selection area 402 (such as the virtual prop 4022) as the first virtual prop, the game player can perform the prop selection operation in the prop selection area 402 to select the virtual prop 4022.

[0072] Thus, on the one hand, the embodiments of the present application support the use of the default selected virtual prop as the first virtual prop, eliminating the need for the game player to select the first virtual prop, thereby improving the convenience of determining the first virtual prop. On the other hand, the embodiments of the present application support the game player to actively select the first virtual prop in the virtual prop interface according to their own prop inheritance needs, thereby improving the flexibility of determining the first virtual prop and meeting the game player's needs to customize the first virtual prop.

[0073] Furthermore, the virtual prop interface of the virtual character also includes a first display area, which is used to display the prop information of the first virtual prop. Among them, the prop information of the virtual prop is related to the virtual prop, and is some data that helps game players understand the prop capabilities of the virtual prop, including but not limited to: the prop identifier of the virtual prop (such as a number or icon used to uniquely identify the virtual prop, etc.), the attribute information of the virtual prop (such as health or magic value, etc.), the skill special effect set of the virtual prop (such as the number of special effect entries corresponding to each game skill that the virtual prop has cultivated, etc.). In this way, after selecting the first virtual prop in the virtual prop selection area, the prop information of the first virtual prop can be displayed in the first display area in the virtual prop interface; that is, the prop information of the first virtual prop obtained by the virtual character in the virtual scene is displayed in the first display area, so that game players can intuitively perceive the selected first virtual prop from the virtual prop interface. The schematic diagram of the first display area displayed in the virtual prop interface can continue to refer to Figure 4. The virtual prop interface shown in Figure 4 includes a first display area 403; when the virtual prop (such as virtual prop 4022) in the prop selection area 402 in the virtual prop interface is in a selected state, the prop information of the virtual prop 4022 can be displayed in the first display area 403.

[0074] (2) When the virtual character obtains a new target virtual prop, the virtual prop interface of the virtual character is triggered from the prop prompt window, and the first virtual prop to receive the special effect is displayed in the virtual prop interface; at this time, the target virtual prop is used as the first virtual prop by default (or the game player can reselect a new virtual prop as the first virtual prop in the virtual prop interface). In other words, the embodiment of the present application supports triggering the display of the virtual prop interface of the virtual character through the prop prompt window, and displaying the first virtual prop to receive the special effect in the virtual prop interface. Among them, the prop prompt window is output to the game player when the virtual character obtains a new target virtual prop (such as a virtual prop of any prop type) so that the game player can intuitively perceive the window of the new target virtual prop obtained. That is to say, when the game player obtains a new target virtual prop, the embodiment of the present application supports triggering the display of the virtual prop interface of the first virtual prop directly from the prop prompt window that displays the target virtual prop; shortening the path for the game player to open the virtual prop interface, having the advantages of simple operation and fast speed, and can enhance the game experience of the game player.

[0075] In a specific implementation, while controlling an electronic game, a game player may obtain a new target virtual item issued by the electronic game (e.g., by completing a game mission, purchasing game resources, or synthesizing equipment). The electronic game then displays or outputs an item prompt window to notify the player that the new target virtual item has been obtained. The item prompt window includes the new target virtual item obtained by the virtual character in the virtual scene. The item prompt window also includes a dress-up option. When the dress-up option in the item prompt window is triggered, indicating that the game player wishes to dress the target virtual item on the virtual character, the terminal device, in response to the game player's selection of the dress-up option in the item prompt window, dresses the target virtual item on the virtual character, thereby enabling rapid dressing of the virtual item. For example, if the virtual character is already equipped with a virtual item of the same type as the target virtual item, the virtual item already equipped with the target virtual item and of the same type as the target virtual item will be replaced with the target virtual item. Among them, the prop prompt window also includes a prop inheritance option; when the prop inheritance option in the prop prompt window is selected, it means that the game player wants to directly use the newly obtained target virtual prop as the first virtual prop, then the virtual character's virtual prop interface is displayed, and the first virtual prop obtained by the virtual character in the virtual scene is displayed in the virtual prop interface. At this time, the first virtual prop is the target virtual prop.

[0076] FIG5 is an exemplary diagram of an interface for triggering the display of a virtual prop interface through a prop prompt window and displaying a first virtual prop in the virtual prop interface. As shown in FIG5 , assuming that a game player obtains a new target virtual prop (e.g., a virtual hat) when controlling a virtual character to play a game in a game scene, a prop prompt window 501 is output, which includes a new target virtual prop 502, a dress-up option 503, and a prop inheritance option 504. When the game player selects the dress-up option 503 in the prop prompt window 501, the terminal device can dress the target virtual prop on the virtual character in response to the selection of the dress-up option 503. For example, in FIG5 , if the target virtual prop is a virtual hat, when the dress-up option 503 is selected and it is detected that the virtual character is not currently wearing a hat, the virtual hat can be directly added to the head of the virtual character. From the visual effect of the game player, the virtual character appears to be wearing a virtual hat. Furthermore, if the game player wants to directly use the target virtual prop that has been dressed up in the virtual character as the first virtual prop in the equipment inheritance, the game player can continue to perform a selection operation on the prop inheritance option 504 in the prop prompt window 501, which can trigger the display of the virtual character's virtual prop interface; and add the target virtual character in the prop selection area in the virtual prop interface, and display the prop information of the target virtual prop in the first display area in the virtual prop interface, so as to intuitively inform the game player that the target virtual prop has been selected as the first virtual prop.

[0077] It should be noted that the above Figure 5 only provides an exemplary prop prompt window and display method of various options (such as dressing options and prop inheritance options) provided by this application, and does not limit the embodiments of this application.

[0078] For example, considering that the first virtual item that can be inherited is a virtual item that has been dressed up as a virtual character, when the dress-up option in the item prompt window is not selected, the item inheritance option is supported to be set to an unselectable state; when the dress-up option has been selected, the item inheritance option is set to an optional state. By dynamically setting the state of the item inheritance option according to whether the target virtual item has been dressed up as a virtual character, it is helpful to help game players intuitively understand whether the target virtual item can be inherited, and avoid misoperation of the item inheritance option when the target virtual item has not been dressed up as a virtual character. As shown in Figure 6, when the dress-up option 502 in the item prompt window is not selected, the item inheritance option 503 is in an unselectable state (such as the item inheritance option 503 is grayscale); when the dress-up option 502 is selected, the item inheritance option 503 is switched from an unselectable state to an optional state.

[0079] For another example: the display of at least one of the item prompt window, the dress-up option in the item prompt window, and the item inheritance option in the item prompt window is time-limited. For example, assuming that the display duration of the item prompt window is set to 10 seconds, then when the display duration of the item prompt window reaches 10 seconds, the item prompt window will be closed regardless of whether the game player performs an operation on the item prompt window. For example, assuming that the display duration of the dress-up option is set to 5 seconds (as shown in Figure 6, the remaining duration 504 is displayed in a countdown form at a position adjacent to the dress-up option 502), then when the dress-up option is displayed in the item prompt window for 5 seconds, the item prompt window will be automatically closed; if the game player performs a selection operation on the dress-up option within 5 seconds, the timer of the dress-up option will be turned off, and the timer of the item inheritance option in the item prompt window will be turned on. Similarly, assuming that the display time of the prop inheritance option is set to 3 seconds, then when the prop inheritance option is displayed in the prop prompt window for 3 seconds, the prop prompt window will be automatically closed; if the game player performs a selection operation on the prop inheritance option within 3 seconds, the prop inheritance option will be closed and the virtual prop interface of the virtual character will be triggered. It should be understood that the specific values ​​of the display time of at least one of the prop prompt window, dress-up option and prop inheritance option given above are all examples. By setting a timer for the prop prompt window, dress-up option and prop inheritance option, the display time of the prop prompt window on the terminal screen can be effectively controlled to avoid the prop prompt window occupying the terminal screen for a long time and blocking the content on the terminal screen; for example, when the game player is actively manipulating the virtual character in the game scene, he may not want to change or inherit the prop immediately when receiving the target virtual prop. Therefore, by setting a timer, not only can the effect of prompting the game player to obtain new props be achieved, but also the screen can be avoided from being blocked for a long time, thereby improving the game experience of the game player.

[0080] For another example: If the game player does not pass on the props through the prop prompt window, and the virtual character has a virtual prop of the same prop type as the target virtual prop but with a lower prop level, then it is determined that the virtual character has a virtual prop that can be passed on (i.e., the target virtual prop); the embodiment of the present application outputs a prompt message to prompt the game player that the props can be passed on. At this time, the prompt message is used to prompt the virtual character that the virtual prop has a virtual prop that can be passed on. The above-mentioned method of prompting the game player that there are virtual props that can be passed on through the prompt message is equivalent to helping the game player record the prop inheritance when it is inconvenient for the game player to pass on the props through the prop prompt window, so as to prevent the game player from forgetting the existence of the virtual prop that can be passed on, making it easier for the game player to understand the prop inheritance situation and improving the game player's prop inheritance experience.

[0081] The embodiment of the present application does not limit the display position and display method of the prompt information. For example, the prompt information can be displayed in the first access component in the aforementioned game access interface, or in the second access component in the aforementioned virtual prop interface, etc.; the prompt information can be presented in the form of text, icons, or colored dots, etc. A schematic diagram of a prompt information in the form of dots can be seen in Figure 7; as shown in Figure 7, when a virtual character has a virtual prop that can be inherited, the prompt information 701 can be displayed adjacent to the first access component in the game access interface, and / or the prompt information 701 can be displayed adjacent to the second access component in the virtual prop interface, etc. It is worth noting that the triggering condition for triggering the electronic game to output a prompt information to prompt the game player to inherit equipment is not limited to the above-described condition that the game player does not inherit the prop through the prop prompt window, and the virtual character has a virtual prop of the same type as the target virtual prop but with a lower prop level. The triggering conditions may also include: the electronic game periodically and automatically assessing the item levels of virtual items of the same type possessed by virtual characters. When it detects that the lower-level virtual item of two virtual items of the same item type has a transferable skill effect set, a prompt message may be output to prompt the game player to transfer items between the two virtual items, specifically transferring the skill effect set possessed by the lower-level virtual item to the higher-level virtual item. Of course, in addition to the dots shown in FIG7 , the prompt message may also include other static or dynamic animations, images, and sound effects, etc., to better attract the game player's attention to the prompt message; as shown in FIG7 , animated image 702.

[0082] S202: Receive a selection operation for a second virtual prop from at least one candidate virtual prop.

[0083] The virtual character controlled by the game player in the electronic game is associated with at least one candidate virtual prop. Specifically, the at least one candidate virtual prop can be a virtual character that is associated with the virtual character, is not dressed up on the virtual character, and has the same prop type as the first virtual prop selected for equipment inheritance. For example, the virtual character is associated with virtual props 1, virtual props 2, and virtual props 3, which belong to the first prop type, and virtual prop 3 has been dressed up on the virtual character; the virtual character is also associated with virtual props 4 and virtual props 5, which belong to the second prop type, and virtual props 4 and virtual props 5 have not been dressed up on the virtual character; then, when virtual prop 3, which has been dressed up on the virtual character, is selected as the first virtual prop, the candidate virtual props determined to be associated with the virtual character include: virtual props 1 and virtual props 2, which belong to the same prop type as virtual prop 3.

[0084] As described above, the first virtual item selected for equipment inheritance can be displayed in the virtual character's virtual item interface; this virtual item interface also includes a third display area, which is primarily used to display item information for the selected second virtual item. Therefore, after the game player selects the second virtual item from at least one candidate virtual item, the item information for the second virtual item can be displayed in the third display area of ​​the virtual item interface, allowing the game player to intuitively perceive the selected second virtual item and facilitate secondary confirmation of the selected second virtual item, thereby avoiding misoperation.

[0085] Depending on the interface content included in the virtual item interface, the specific selection process for the game player to select the second virtual item from at least one candidate virtual item associated with the virtual character may also vary. Two exemplary implementations of selecting the second virtual item are provided below, wherein:

[0086] (1) The virtual item interface includes an item selection option, through which a second virtual item is selected from at least one candidate virtual item.

[0087] Specifically, the virtual prop interface of the virtual character also includes a prop selection option; in this way, when the game player has the option of selecting a second virtual prop for equipment inheritance, the prop selection option in the virtual prop interface can be triggered. At this time, the terminal device can display a prop display window in response to the trigger operation for the prop selection option received on the terminal screen. The prop display window includes the prop type and at least one candidate virtual prop whose prop type is the same as that of the first virtual prop. Then, the game player can select a second virtual prop from at least one candidate virtual prop in the prop display window. By setting a prop selection option in the virtual prop interface, at least one candidate virtual prop can be quickly accessed through the prop selection option, thereby improving the convenience of selecting the second virtual prop and enhancing the user experience.

[0088] FIG8 is a schematic diagram of an exemplary interface for selecting a second virtual prop from at least one candidate virtual prop through a prop selection option. As shown in FIG8 , the virtual prop interface of the virtual character includes a prop selection option 801. The prop selection option 801 can be displayed at any display location in the virtual prop interface (as shown in FIG8 , the prop selection option 801 is displayed in the third display area 802 in the virtual prop interface). When the game player triggers the prop selection option 801 in the virtual prop interface, a prop display window 803 is displayed. The prop display window 803 can be displayed in the form of a floating window as shown in FIG8 , or in the form of a separate interface. The embodiment of the present application does not limit the display form of the prop display window 803. The prop display window 803 includes at least one candidate virtual prop associated with the virtual character (specifically, including the prop identifier of the candidate virtual prop), such as candidate virtual prop 8031, candidate virtual prop 8032, and candidate virtual prop 8033. In this way, game players can select any candidate virtual prop from the prop display window 803 according to their inheritance needs. At this time, the selected candidate virtual prop will be used as the second virtual prop, and the prop information of the second virtual prop will be displayed in the third display area 802 in the virtual prop interface.

[0089] (2) The virtual prop interface further includes a second display area, and a second virtual prop is selected from at least one candidate virtual prop by dragging the candidate virtual prop from the second display area to the third display area.

[0090] Specifically, the virtual item interface of the virtual character also includes a second display area, which is used to display at least one candidate virtual item of the same item type as the first virtual item. In other words, the embodiment of the present application supports displaying the item information of the selected first virtual item in the first display area of ​​the virtual item interface, displaying the candidate virtual items of the same item type as the first virtual item in the second display area of ​​the virtual item interface, and displaying the item information of the selected second virtual item in the third display area of ​​the virtual item interface. In this implementation, a game player can directly perform a selection operation in the second display area of ​​the virtual item interface. At this time, the terminal device, in response to the selection operation performed in the second display area, determines the second virtual item determined by the selection operation performed by the game player from the at least one candidate virtual item displayed in the second display area. Among them, the selection operation performed by the game player in the second display area includes: a trigger operation for the second virtual prop in the second display area (such as a single-click operation, a double-click operation, or a long press operation, etc.); or a drag operation to move the second virtual prop from the second display area to the third display area; the embodiment of the present application does not limit the specific implementation of the selection operation for selecting the second virtual prop. Therefore, it can be seen that supporting the selection of the second virtual prop directly in the second display area of ​​the virtual prop interface without switching or jumping the interface can shorten the operation path of selecting the second virtual prop and improve the convenience of selecting the second virtual prop.

[0091] The following describes the interface process for selecting a second virtual item from at least one candidate virtual item using a drag operation as an example. As shown in Figure 9, the virtual item interface for a virtual character includes a first display area 403, a second display area 901, and a third display area 802. First display area 403 displays item information for the first virtual item selected for equipment inheritance, second display area 901 displays at least one candidate virtual item of the same item type as the first virtual item, and third display area 802 displays item information for the second virtual item selected from the at least one candidate virtual item. Assuming that the second display area 901 includes candidate virtual item 9011, candidate virtual item 9012, and candidate virtual item 9013, and the game player wants to select candidate virtual item 9011 as the second virtual item for equipment inheritance, the game player can perform a selection operation on candidate virtual item 9011 in the second display area 901; for example, the selection operation includes: continuously pressing candidate virtual item 9011 and moving candidate virtual item 9011 to the third display area 802, and then releasing the pressure on candidate virtual item 9011 by dragging the item. After the selection operation is performed on candidate virtual item 9011 in the second display area 901, the item information of candidate virtual item 9011 can be displayed in the third display area 802 of the virtual item interface, so as to intuitively prompt the game player that candidate virtual item 9011 has been selected as the second virtual item.

[0092] It should be noted that Figure 9 only gives exemplary display styles and display positions of the three display areas (the first display area, the second display area, and the third display area) in the virtual prop interface; in actual applications, the display styles and display positions of the three display areas may change, and the embodiments of the present application do not limit this.

[0093] Furthermore, considering that the display area of ​​the second display area in the virtual item interface is limited, the game player can only better select a second virtual item that is more suitable for equipment inheritance if they have more detailed information about the candidate virtual items. To facilitate the game player to view more detailed information about the candidate virtual items, the embodiment of the present application also supports previewing the item information of any candidate virtual item in the second display area, making it easier for the game player to view the item information of the candidate virtual items.

[0094] In a specific implementation, the process of previewing item information of candidate virtual items in the second display area may include: if a game player desires to view item information of any candidate virtual item in the second display area, the game player may perform a preview operation on the candidate virtual item; then, in response to the game player's preview operation on the candidate virtual item in the second display area, the terminal device may output a preview window on the virtual item interface, thereby displaying the item information of the candidate virtual item for which the preview operation was performed. A schematic diagram of the preview window interface can be seen in FIG. 10 , where the second display area includes a candidate virtual item 9011; if the game player desires to view item information of the candidate virtual item 9011, the game player may perform a preview operation on the candidate virtual item 9011. In response to the preview operation on the candidate virtual item 9011, the terminal device may output a preview window 1001, and display the item information of the candidate virtual item 9011 in the preview window 1001.

[0095] It is worth noting that the embodiments of the present application do not limit the specific implementation of the preview operation performed on the candidate virtual props; depending on the preview operation, the display duration and display method of the preview window also vary. For example, the preview operation includes any of the following: ① A long press operation on any candidate virtual prop; when the preview operation is a long press operation on the candidate virtual prop, if the long press operation on the candidate virtual prop is canceled, the preview window is canceled on the virtual prop interface; that is, the display duration of the preview window is the same as the execution duration of the long press operation, and the preview window is displayed as the long press operation is performed and canceled when the long press operation ends. As shown in Figure 11a, when the game player performs a long press operation on the candidate virtual prop 9011 in the second display area, the preview window 1001 is triggered to be displayed. The preview window 1001 includes the item information of the candidate virtual prop 9011; when the long press operation on the candidate virtual prop 9011 is canceled, the display of the preview window 1001 is canceled. This method of displaying a preview window based on the execution duration of a long-press operation by the game player helps game players control the display duration of the preview window, meeting the game player's personalized control needs for the preview window display. ② Triggering operation for any candidate virtual prop: When the preview operation is a triggering operation for a candidate virtual prop, the preview window is displayed in the virtual prop interface in a countdown format; that is, after the candidate virtual prop in the second display area is triggered, the preview window is displayed, and the display duration of the preview window is fixed, and the remaining display duration is displayed in the preview window in a countdown format. As shown in Figure 11b, when the game player performs a triggering operation on the candidate virtual prop 9011 in the second display area, the preview window 1001 is triggered and the countdown 1002 is displayed. The countdown 1000 informs the game player of the remaining display duration of the preview window 1001.

[0096] S203: Transferring the skill special effect set of the second virtual prop to the first virtual prop.

[0097] In a specific implementation, after determining the first and second virtual props for equipment inheritance through the aforementioned steps, support is provided for transferring the skill effects set possessed by the second virtual prop to the first virtual prop, thereby enabling equipment inheritance between the first and second virtual props. The skill effects set possessed by the second virtual prop includes special effects resources corresponding to game skills; and the virtual character equipped with the second virtual prop possesses skill strengths that match the special effects resources when using the game skills in a virtual scene. Matching here means that the greater the number of special effects resources, the higher the skill strength of the game skill when the virtual character uses the game skill. Thus, after the skill effects set possessed by the second virtual prop is transferred to the first virtual prop, the second virtual prop is directly deleted from the virtual character's virtual backpack, which simulates a real-world backpack and can be used to store the virtual character's virtual props in electronic games. The skill effects set possessed by the second virtual prop is then added to the first virtual prop, so that after the skill effects set is transferred, the first virtual prop possesses the skill effects set of the second virtual prop. Among them, the virtual character equipped with the first virtual prop has the skill strength that matches the special effect resources when using the game skills in the virtual scene.

[0098] The skill special effect set is introduced in detail below: The skill special effect set possessed by the second virtual prop is a set of special effect resources (or special effect terms) collected for the second virtual prop. Specifically, the skill special effect set includes N special effect groups, N is a positive integer, and one of the N special effect groups corresponds to a game skill. The special effect group includes special effect resources corresponding to the corresponding game skills; wherein, game skills can refer to game methods in electronic games that cause attack, defense, and assistance effects through game behaviors; game skills have skill levels, and the higher the skill level, the higher the skill strength of the game skill. For example, if the game skill is a defensive skill, then the higher the skill level of the defensive skill, the higher the damage that the virtual character can withstand when using the defensive skill.

[0099] Furthermore, improving the skill level of a gaming skill can be achieved by cultivating the special effect resources corresponding to the gaming skill; special effect resources are the basic unit for cultivating the skill level of a gaming skill. Specifically, the number of special effect resources included in a special effect group is positively correlated with the skill strength of the corresponding gaming skill. That is, the more special effect resources corresponding to a gaming skill included in the special effect group, the higher the skill level of the corresponding gaming skill, i.e., the higher the skill strength of the corresponding gaming skill. In other words, the number of special effect resources corresponding to a gaming skill can be used to represent the virtual character's proficiency in the gaming skill. The more special effect resources there are, the higher the proficiency, i.e., the higher the skill strength of the gaming skill. For example, if the number of special effect resources corresponding to a gaming skill is 1, the proficiency level is beginner, and the skill strength of the gaming skill may be 100; if the number of special effect resources corresponding to a gaming skill is 2, the proficiency level is experienced, and the skill strength of the gaming skill may be 200; and so on. For another example, for each additional special effect resource corresponding to a gaming skill, the skill strength of the gaming skill increases by a corresponding value (e.g., 200, or an increase of 2% from the original skill strength value, etc.).

[0100] Among them, the virtual props belonging to game skills have different prop levels, and when the number of special effect resources corresponding to the game skills increases, the corresponding game skills' skill strength bonus may vary. The bonus refers to the increase in skill strength by adding to the current skill strength. For example, if the current skill level is 100 and the bonus is 10%, then after the skill strength increases by one bonus, the new skill strength is 110. For example, to encourage game players to pursue higher-level virtual props, the higher the prop level of the virtual prop, the greater the bonus to the skill strength of the corresponding game skill when the number of special effect resources corresponding to the game skill possessed by the virtual prop increases. As mentioned above, the item levels of virtual props can include green, blue, purple, orange, and gold from low to high. If the item level of a gold virtual prop is the highest, and the value of its special effect resources is unique, for example, the value of the special effect resources of the gold virtual prop can be increased by 50%. This not only ensures that the gold prop can add more skill strength when collecting special effect resources, but also ensures that after the gold prop inherits the skill special effect set of props of other levels, the game player can continue to pursue the remaining 50%, giving the game player the motivation to continue pursuing. An exemplary diagram of the gold prop addition can be seen in Figure 12. As shown in Figure 12, the skill value of the game skill with skill ID 1001 is 200. Then, when the item level of the virtual prop is the highest level (such as gold level), the skill value of the game skill can be increased by 50% based on 200, that is, the skill value of the game skill possessed by the highest level virtual prop can reach 200+200*50%=300.

[0101] Furthermore, the skill strength of a game skill has an upper limit; that is, the number of special effect resources corresponding to a game skill cannot be increased indefinitely. In order to encourage game players to pursue higher skill strength for game skills, that is, to collect more special effect resources corresponding to game skills, the embodiment of the present application supports multiplying the skill strength of the corresponding game skill when the number of special effect entries reaches the upper limit, so that game players can obtain higher skill strength when the game skill cultivation reaches the upper limit, enrich the skill cultivation form, and enhance game players' interest in cultivating game skills. In the embodiment of the present application, the skill strength obtained by the corresponding game skill when the number of special effect resources included in the special effect group reaches the upper limit is called a special effect set. The special effect set is a multiplied skill strength added to the game skill. In other words, the skill strength of the game skill under the special effect set is: the sum of the skill strength when the number of special effect resources corresponding to the game skill reaches the upper limit and the reference skill strength; the reference skill strength is the additional skill strength added to the corresponding game skill when the number of special effect resources included in the special effect group reaches the upper limit.

[0102] It is worth noting that the upper limit of the number of special effect resources corresponding to game skills is positively correlated with the item level of the virtual props to which the game skills belong. In other words, the higher the item level of the virtual props, the higher the upper limit of special effect resources the virtual props have. This allows higher-level virtual props to inherit a lower-level skill special effect set, and then there are still pursuit points, that is, they can continue to collect special effect resources to cultivate game skills, allowing game players to continue to have a linear pursuit experience. For example, as mentioned above, the item levels of virtual props can include green, blue, purple, orange, and gold from low to high; then the upper limit of the number of special effect resources corresponding to each item level can be seen in Table 1:

[0103] Table 1

[0104] As can be seen from Table 1, the higher the item level, the higher the upper limit of the number of special effect resources corresponding to the game skills possessed by the virtual item. For example: a game player obtains an orange-level virtual item, and transfers the skill special effect set of the purple-level virtual item of the same type obtained in the past (such as including 3 special effect groups, and each special effect group includes 1 special effect resource) to the orange-level virtual item, it is determined that the orange-level virtual item has the skill special effect set of the purple-level virtual item, that is, it has 3 special effect groups, and each special effect group includes 1 special effect resource. Then, when the upper limit of the number of special effect resources corresponding to the orange-level virtual item is 6, the game player can continue to pursue each of the 3 special effect groups possessed by the orange-level virtual item through equipment synthesis.

[0105] In the embodiment of the present application, by losslessly transferring the skill special effect set (specifically, special effect resources / special effect terms) of a low-quality virtual prop to a high-quality virtual prop, the first virtual prop is avoided from being cultivated from scratch, the defect of cultivating and segmenting different virtual props in traditional games is overcome, and the transfer flexibility of the skill special effect set between virtual props is improved. In addition, the upper limit of the number of special effect resources corresponding to high-quality virtual props is greater than the upper limit of the number of special effect resources corresponding to low-quality virtual props. This makes it possible that even if the skill special effect set of a low-quality prop is transferred to a high-quality prop, the high-quality prop still has a pursuit point, that is, it can continue to collect special effect resources to continue to cultivate game skills. In addition, the equipment inheritance provided in the embodiment of the present application specifically inherits the skill special effect set, while keeping the attributes of the virtual prop from being inherited. This can make the attributes of the virtual prop always serve as a pursuit point of the virtual prop (for example, when the virtual prop is initially obtained, the attribute value of its attribute is only 80% of the maximum attribute value, and the remaining 20% ​​of the attribute value still needs to be pursued through equipment synthesis), meeting the needs of game players pursuing the attributes of virtual props.

[0106] Please refer to Figure 13, which is a flowchart of another game processing method provided by an exemplary embodiment of the present application. This method can be executed by the terminal device mentioned above, or by a game application deployed in the terminal device. For ease of explanation, this embodiment of the present application uses the terminal device executing the game processing method as an example. As shown in Figure 13, the game processing method may include the following steps S1301-S1305:

[0107] S1301: Displaying a first virtual prop obtained by the virtual character in the virtual scene.

[0108] S1302: Receive a selection operation for a second virtual item from at least one candidate virtual item.

[0109] It should be noted that the specific implementation process shown in steps S1301-S1302 is similar to the specific implementation process shown in steps S201-S202 in the embodiment shown in Figure 2 above. Please refer to the relevant description shown in the above steps S201-S202, and no further details will be given here.

[0110] It should also be noted that, considering that at least one candidate virtual item associated with a virtual character belongs to multiple item levels (such as the aforementioned gold level, purple level, or blue level, etc.), in order to facilitate game players to select candidate virtual items of a certain item level, the embodiment of the present application supports independent display of candidate virtual items of any item level among at least one candidate virtual item according to the needs of game players; and facilitates game players to select a second virtual item from at least one candidate virtual item belonging to a certain item level, thereby realizing item inheritance between the second virtual item of a specified item level and the first virtual item, thereby meeting the game needs of game players to screen candidate virtual items of a specified item level.

[0111] In a specific implementation, at least one candidate virtual prop associated with a virtual prop mentioned in step S202 can be displayed in the prop display window, or in the second display area in the virtual prop interface; for the sake of convenience, it is supported to represent any one of the prop display window and the second display area as the target interface. The embodiment of the present application supports setting level options corresponding to multiple prop levels in the target interface, that is, the target interface may include multiple level options, and one level option in the multiple level options corresponds to a prop level. In this way, when a game player wants to filter candidate virtual characters belonging to a specified prop level, he can perform a trigger operation on the level option corresponding to the prop level in the target interface. At this time, the terminal device can display the candidate virtual props belonging to the prop level indicated by the triggered level option in the target interface according to the trigger operation on the level option in the target interface.

[0112] Taking the target interface as an item display window, as shown in FIG14 , the item display window may include level options corresponding to each of multiple item levels, such as level option 1401 corresponding to the first item level, level option 1402 corresponding to the second item level, and level option 1403 corresponding to the third item level. A game player can trigger any level option, at which point only candidate virtual characters belonging to the item level corresponding to the triggered level option will be displayed in the item display window. If level option 1401 is triggered, only candidate virtual items belonging to the item level corresponding to level option 1401 will be displayed in the item display window. Continuing with FIG14 , to facilitate the player's viewing of all candidate virtual items, an "all" option 1404 can be set in the item display window. In response to a triggering operation on "all" option 1404, all candidate virtual items associated with the virtual item and of the same type as the first virtual item will be displayed in the item display window.

[0113] Figure 14 is only an exemplary schematic diagram of displaying level options in a target interface (such as a prop display window) provided by an embodiment of the present application; the embodiment of the present application does not limit the interface elements included in the target interface. For example: since there are often many types of prop levels and the display area of ​​the prop display window is limited, it is likely that only the level options corresponding to some of the prop levels among the multiple prop levels can be displayed in the prop display window, and the remaining level options can only be hidden; in order to facilitate game players to view all level options, the embodiment of the present application also supports game players to display hidden level options by sliding in the prop display window; of course, it is also possible to display hidden level options by triggering the expansion component 1405 in the prop display window.

[0114] For another example: In order to facilitate game players to view key information about candidate virtual props and related to equipment inheritance in a limited target interface, and to better select the second virtual prop for equipment inheritance; the embodiment of the present application supports displaying the prop prompt information (such as the key information mentioned above) corresponding to each candidate virtual prop in at least one candidate virtual prop in the target interface, so that game players can view the prop prompt information of the candidate virtual prop to realize the selection of the second virtual prop, and help game players to select the second virtual prop after fully understanding the prop details, which helps game players to select the second virtual prop of their choice and enhance the game player experience. Among them, the specific content of the prop prompt information of the candidate virtual prop is related to equipment inheritance, and this relevance is reflected in: the prop prompt information corresponding to the candidate virtual prop can be used to indicate the set special effects of the skill special effects set possessed by the corresponding candidate virtual prop. Exemplarily, the item prompt information corresponding to the candidate virtual prop includes at least one of the following: ① The number of skill types of the game skills included in the skill special effect set; if the number of skill types of the game skills possessed by the candidate virtual prop is 3, it means that the candidate virtual prop has begun to cultivate 3 game skills. At this time, the item prompt information "3" is displayed adjacent to the candidate virtual prop in the target interface. ② The number of special effect resources included in the skill special effect set; if the candidate virtual prop has collected a total of 3 special effect terms, then the item prompt information 1407 can be displayed adjacent to the candidate virtual prop (such as candidate virtual prop 1406) as shown in Figure 14. ③ The number of special effect sets included in the skill special effect set; if the candidate virtual prop has cultivated 2 special effect sets, that is, the number of special effect terms corresponding to the 2 game skills possessed by the candidate virtual prop has reached the upper limit, then the item prompt information "2" is displayed adjacent to the candidate virtual prop in the target interface.

[0115] Furthermore, as described above, to ensure that game players can pursue higher-quality virtual items, embodiments of the present application can set the item level of a first virtual item to be higher than the item level of a second virtual item. Based on this, embodiments of the present application, upon detecting that a game player has selected a second virtual item from at least one candidate virtual item, further support comparing the levels of the first and second virtual items to ensure that the item level of the second virtual item is lower than that of the first virtual item, thereby helping game players pursue higher-quality items.

[0116] In a specific implementation, when the terminal device detects that a second virtual item is selected from at least one candidate virtual item, it obtains the item level of the first virtual item and the item level of the second virtual item, and compares the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result. If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, step S1303 may be triggered. Conversely, if the comparison result indicates that the item level of the second virtual item is higher than the item level of the first virtual item, indicating that the selected second virtual item cannot be inherited from the first virtual item, feedback information is output, which is used to indicate that the inheritance of the item level between the first virtual item and the second virtual item has failed.

[0117] The feedback information described above is now described in conjunction with FIG15a. As shown in FIG15a, after the game player selects the second virtual item, the terminal device or server performs a step of comparing the item level of the first virtual item with the item level of the second virtual item. If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, the item information of the second virtual item is displayed in the third display area. Conversely, if the comparison result indicates that the item level of the second virtual item is higher than the item level of the first virtual item, feedback information 1501 is output, indicating that the second virtual item does not have the authority to transfer items to the first virtual item, and the item information of the second virtual item is not displayed in the third display area.

[0118] S1303: Displaying item information of the second virtual item in a third display area of ​​the virtual item interface, wherein the third display area includes a confirmation option.

[0119] S1304: When the confirmation option is triggered, a confirmation prompt message is output on the virtual prop interface.

[0120] S1305: In response to a confirmation operation on the confirmation prompt information, the skill effect set possessed by the second virtual item is transferred to the first virtual item.

[0121] In steps S1303-S1305, after the game player selects a second virtual item from at least one candidate virtual item associated with the virtual character, to facilitate the game player in previewing the item information of the selected second virtual item, embodiments of the present application support displaying the item information of the second virtual item in a third display area of ​​the virtual item interface. This third display area also includes a confirmation option. When the game player triggers the confirmation option in the third display area, it indicates that the game player confirms the transfer of the skill effect set of the second virtual item to the first virtual item. After the skill effect set is transferred, the second virtual item is deleted from the third display area, and the skill effect set possessed by the second virtual item is displayed in the first display area. In other words, after the skill effect set is transferred, the skill effect set of the second virtual item and the item information of the first virtual item are displayed together in the first display area. This facilitates the game player to intuitively perceive the skill effect set transfer process. That is, the game player only needs to observe the first display area to intuitively perceive that the skill effect set of the second virtual item has been transferred to the first virtual item, thereby enhancing the game player experience.

[0122] Furthermore, a confirmation option (such as confirmation option 1502 shown in FIG15b ) is displayed in the third display area of ​​the virtual item interface. If the game player confirms that the skill effect set of the second virtual item in the third display area is to be transferred to the first virtual item, the game player can trigger the confirmation option. In response to the trigger operation, the terminal outputs a confirmation prompt message (such as confirmation prompt message 1503 shown in FIG15b ) in the virtual item to facilitate the game player to reconfirm whether to transfer the item between the second virtual item and the first virtual item. If the game player performs a confirmation operation (such as clicking confirmation option 15031 in confirmation prompt message 1503 ) in response to the confirmation prompt message, the skill effect set of the second virtual item is transferred to the first virtual item, the skill effect set of the second virtual item is displayed in the first display area, the entire second virtual item is deleted, and the display of the item information of the second virtual item in the third display area is canceled.

[0123] In addition, considering that the game player may change his or her intention after selecting the second virtual prop, such as wanting to select other candidate virtual props as the second virtual prop, or cancel the virtual prop in the third display area as the second virtual prop; therefore, in order to enrich the game player's operating permissions, the embodiment of the present application also supports setting a replacement option and a cancel option in the third display area. As shown in Figure 16, a replacement option 1601 and a cancel option 1602 are displayed in the third display area of ​​the virtual prop; when the game player performs a trigger operation for the replacement option 1601, the prop display window is triggered to display, so that the game player can continue to select a new candidate virtual prop from the prop display window to replace the second virtual prop displayed in the third display area; similarly, when the game player performs a trigger operation for the cancel option 1602, the display of the prop information of the second virtual prop is directly canceled in the third display area, indicating that the game player cancels the selection of the candidate virtual prop in the third display area as the second virtual prop.

[0124] In addition, the embodiments of the present application also support game players to view historical inheritance records in real time, making it convenient for game players to trace the inheritance of equipment within a historical time period. It should be understood that there may be one or more equipment inheritances within a historical time period. The embodiments of the present application take the inheritance of equipment between a first virtual prop and a second virtual prop as an example, and the inheritance of props between the first virtual prop and the second virtual prop is recorded and stored. In this way, when a game player has a need to trace back, he or she can perform a viewing operation in the virtual prop interface. At this time, the terminal device responds to the viewing operation for the prop inheritance in the virtual prop interface by displaying a query interface, in which the record information of the prop inheritance between the first virtual prop and the second virtual prop is displayed in the form of a log. Among them: ① The embodiments of the present application do not limit the viewing operation performed by the game player in the virtual prop interface. For example, the viewing operation can include any of the following: gesture operation (such as "S"-shaped movement operation, two-finger pinch operation or triple-click operation, etc.), trigger operation or voice input operation (during the display of the virtual prop interface, the microphone of the terminal device is in an on state, so that when the microphone collects a voice signal in the physical environment for indicating the viewing of the prop inheritance record, it is determined that a voice input operation is detected). ② The embodiment of the present application does not limit the information type of the record information of the prop inheritance between the first virtual prop and the second virtual prop, which at least includes: the skill special effect set transferred from the second virtual prop to the first virtual prop (such as special effect resources and special effect sets), the prop identification of the first virtual prop, the prop identification of the second virtual prop, the attribute information of the first virtual prop (basic attributes, such as life attributes or magic attributes, etc.), and the attribute information of the second virtual prop, etc. ③ The embodiment of the present application does not limit the display format of the record information in the viewing interface; for example, it supports the storage of the prop inheritance between the first virtual prop and the second virtual prop in the form of a log, so that the record information is displayed in the form of a log; for another example: it supports the storage of the prop inheritance between the first virtual prop and the second virtual prop in the form of a table, so that the record information is displayed in the form of a table.

[0125] For example, the interface flow of triggering the display of the viewing interface is given by taking the viewing operation as a gesture operation as an example in conjunction with FIG17; as shown in FIG17, when a game player has the need to view the historical prop inheritance, he can perform a gesture operation in the virtual prop interface (such as the gesture operation is a movement operation of drawing an "S" shape), then in response to the gesture operation in the virtual prop interface, the display of the viewing interface 1701 can be triggered; the viewing interface 1701 can be displayed in the form of a floating window, or in the form of an independent interface, which is not limited. In addition, the viewing interface 1701 displays the record information of each prop inheritance in one or more prop inheritances within the historical time period; as shown in FIG17, the record information of the prop inheritance between virtual props A and virtual props B is displayed in the form of a log, and the record information at least includes: the prop identification (or ID) of virtual props A, the prop identification of virtual props B, the transferred special effect resources, the transfer time and other information.

[0126] The embodiments shown in Figures 2 and 13 above mainly introduce the game processing method proposed in the embodiments of the present application from the interface dimension; the background processing flow of the game processing method is given below in conjunction with Figure 18. The background processing flow can be executed by the terminal device and / or server in the system shown in Figure 1; for the sake of convenience, the background processing flow jointly executed by the terminal device and the server is taken as an example. As shown in Figure 18, after detecting the selection operation of the game player for the first virtual prop, the terminal device can send the first virtual prop (such as the prop identifier of the first virtual prop) to the server, and the server records the high-quality prop to be used as equipment inheritance as the first virtual prop. Similarly, when the terminal device detects the selection operation of the game player selecting the second virtual prop from at least one candidate virtual prop, the second virtual prop (such as the prop identifier of the second virtual prop) is sent to the server, and the server records the second virtual prop to be used as equipment inheritance. The server compares the item level of the first virtual item with the item level of the second virtual item to obtain a comparison result; if the comparison result indicates that the item level of the first virtual item is higher than the item level of the second virtual item, indicating that the item level of the first virtual item and the second virtual item can be inherited, the server notifies the terminal device of a message, and the notification message is used to indicate that the item level of the first virtual item is higher than the item level of the second virtual item; in this way, the terminal device can display the item information of the first virtual item and the skill effect set of the second virtual item in the first display area in response to the notification message, so that the game player can intuitively perceive the skill effect set of the second virtual item to be transferred to the first virtual item. On the other hand, if the comparison result indicates that the item level of the first virtual item is lower than the item level of the second virtual item, indicating that item inheritance between the first and second virtual items is not possible, the server returns feedback information to the terminal device, indicating that the item level of the first virtual item is lower than the item level of the second virtual item. The terminal device can then output the feedback information on the terminal screen to facilitate the game player to re-select the second virtual item based on the feedback information. This item level comparison mechanism ensures that when items are inherited, the skill effects of the second virtual item with a lower item level are always inherited to the first virtual item with a higher item level, thereby helping the game player continue to cultivate the first virtual item with a higher item level and improving the game player's gaming experience.

[0127] Furthermore, if the item level of the second virtual item is lower than that of the first virtual item, if the terminal device detects that the game player has triggered a confirmation option in the third display area, the terminal device outputs a confirmation prompt message to facilitate the game player's reconfirmation of whether the skill effect set of the second virtual item should be transferred to the first virtual item. If the game player confirms the confirmation prompt message, the terminal device sends a first message to the server, indicating that the game player confirms the item transfer between the first virtual item and the second virtual item. The server may then reclaim the second virtual item and transfer the skill effect set of the second virtual item to the first virtual item. If the game player denies the confirmation prompt message, i.e., the game player does not transfer the item between the first virtual item and the second virtual item, the terminal device sends a second message to the server, indicating that the game player does not wish to transfer the item between the first virtual item and the second virtual item. The server then retains the second virtual item and does not transfer the skill effect set of the second virtual item to the first virtual item.

[0128] In summary, in addition to supporting the lossless transfer of a cultivated skill effect set from a second virtual item to a first virtual item, thus improving the flexibility of transferring skill effect sets between virtual items, the present embodiment also supports outputting a confirmation prompt after a game player triggers the transfer of a skill effect set from a second virtual item to a first virtual item, allowing the game player to confirm the transfer a second time, thus preventing the skill effect set from being transferred due to player error.

[0129] The method of the embodiment of the present application is described in detail above. In order to facilitate the above-mentioned scheme of the embodiment of the present application to be better implemented, accordingly, the device of the embodiment of the present application is provided below. In the embodiment of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuit or memory) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement at least one module or unit. In addition, each module or unit can be a part of the overall module or unit that includes the module or unit function.

[0130] FIG19 shows a schematic diagram of the structure of a game processing device provided by an exemplary embodiment of the present application; the game processing device can be used to perform some or all of the steps in the method embodiments shown in FIG2 and FIG13. Referring to FIG19, the device includes the following units:

[0131] The display unit 1901 is configured to display a first virtual prop obtained by the virtual character in the virtual scene; the virtual character is associated with at least one candidate virtual prop, and the prop type of the candidate virtual prop is the same as that of the first virtual prop;

[0132] Processing unit 1902 is configured to receive a selection operation for a second virtual prop from at least one candidate virtual prop; the second virtual prop has a skill special effect set, the skill special effect set including special effect resources corresponding to game skills; and a virtual character equipped with the second virtual prop has a skill strength that matches the special effect resources when using the game skill in a virtual scene;

[0133] The processing unit 1902 is further configured to transfer the skill special effects set of the second virtual prop to the first virtual prop; wherein, after the skill special effects set is transferred, the first virtual prop has the skill special effects set, and the virtual character equipped with the first virtual prop has skill strength that matches the special effects resource when using game skills in a virtual scene.

[0134] In one implementation, the skill special effect set possessed by the second virtual prop includes N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill;

[0135] The special effect group includes special effect resources corresponding to the corresponding game skills; the number of special effect resources included in the special effect group is positively correlated with the skill strength of the corresponding game skills;

[0136] When the number of special effect resources included in the special effect group reaches the upper limit, the game skill obtains a special effect set; the skill strength of the special effect set is the sum of the skill strength when the number of special effect resources corresponding to the game skill reaches the upper limit and the reference skill strength; the reference skill strength is the skill strength added to the game skill when the number of special effect resources included in the special effect group reaches the upper limit; the upper limit is positively correlated with the item level of the virtual item.

[0137] In one implementation, the display unit 1901 is configured to display a first virtual prop obtained by the virtual character in the virtual scene, specifically configured to:

[0138] Displaying a game access interface of the game, wherein the game access interface includes a first access component for accessing virtual props of a virtual character;

[0139] In response to a triggering operation on the first access component, a virtual prop interface of the virtual character is displayed; the virtual prop interface includes a second access component for accessing the prop inheritance system;

[0140] If the second access component is in the selected state, the first virtual prop obtained by the virtual character in the virtual scene is displayed in the virtual prop interface;

[0141] If the virtual character has virtual props that can be inherited, prompt information is displayed in the first access component and the second access component, and the prompt information is used to prompt the virtual character that the virtual props can be inherited.

[0142] In one implementation, the virtual prop interface includes a prop selection area for displaying virtual props that have been dressed up on a virtual character. A method for determining a first virtual prop displayed in the virtual prop interface includes:

[0143] Use the virtual prop selected by default in the prop selection area as the first virtual prop; or

[0144] In response to an item selection operation received in the item selection area, the selected virtual item is used as a first virtual item.

[0145] In one implementation, the display unit, when used to display the first virtual prop obtained by the virtual character in the virtual scene, is specifically used to:

[0146] Displaying the prop prompt window, which includes the new target virtual props obtained by the virtual character in the virtual scene; the prop prompt window also includes dress-up options and prop inheritance options;

[0147] In response to a selection operation on a dress-up option, dressing up the target virtual prop on the virtual character;

[0148] When the item inheritance option is selected, the virtual item interface of the virtual character is displayed; and,

[0149] The first virtual prop obtained by the virtual character in the virtual scene is displayed in the virtual prop interface, and the target virtual prop serves as the first virtual prop.

[0150] In one implementation, the virtual prop interface includes a first display area for displaying prop information of a first virtual prop. The processing unit 1902 is configured to display the first virtual prop obtained by the virtual character in the virtual scene in the virtual prop interface by:

[0151] Displaying in the first display area the prop information of the first virtual prop obtained by the virtual character in the virtual scene;

[0152] The item information of the virtual item includes at least: an item identifier of the virtual item, attribute information of the virtual item, and a skill special effect set of the virtual item.

[0153] In one implementation, the first virtual item is displayed in a virtual item interface of the virtual character, and the virtual item interface also includes an item selection option. The processing unit 1902 is configured to, upon receiving a selection operation for a second virtual item from the at least one candidate virtual item, specifically:

[0154] In response to a trigger operation for a prop selection option, a prop display window is displayed; the prop display window includes a prop type and at least one candidate virtual prop whose prop type is the same as that of the first virtual prop;

[0155] In the prop display window, a selection operation for a second virtual prop from at least one candidate virtual prop is received.

[0156] In one implementation, the first virtual item is displayed in a virtual item interface of the virtual character, and the virtual item interface includes a second display area and a third display area; the second display area is used to display at least one candidate virtual item of the same item type as the first virtual item; and the third display area is used to display item information of the selected second virtual item.

[0157] The processing unit 1902 is configured to, upon receiving a selection operation for a second virtual item from at least one candidate virtual item, specifically:

[0158] selecting a second virtual prop from at least one candidate virtual prop according to a selection operation performed in the second display area;

[0159] The selection operation includes: a trigger operation on the second virtual prop, or a drag operation to move the second virtual prop from the second display area to the third display area.

[0160] In one implementation, the processing unit 1902 is further configured to:

[0161] In response to a preview operation on any candidate virtual prop in the second display area, outputting a preview window on the virtual prop interface;

[0162] Display the item information of any candidate virtual item in the preview window;

[0163] Among them, the preview operation includes any of the following: a long press operation on any candidate virtual prop, or a trigger operation on any candidate virtual prop; when the preview operation is a long press operation on a candidate virtual prop, if the long press operation on the candidate virtual prop is canceled, the preview window is canceled on the virtual prop interface; when the preview operation is a trigger operation on a candidate virtual prop, the preview window is displayed in a countdown form on the virtual prop interface.

[0164] In one implementation, at least one candidate virtual item belongs to multiple item levels; the item display window and the second display area are represented as a target interface, and the target interface includes level options corresponding to the multiple item levels; the processing unit 1902 is further configured to:

[0165] According to the triggering operation on the level option in the target interface, candidate virtual props belonging to the prop level indicated by the triggered level option are displayed in the target interface.

[0166] In one implementation, the processing unit 1902 is further configured to:

[0167] Displaying item prompt information corresponding to each candidate virtual item in at least one candidate virtual item in the target interface;

[0168] Among them, the prop prompt information corresponding to the candidate virtual props includes at least one of the following: the number of skill types of game skills included in the skill special effect set, the number of special effect resources included in the skill special effect set, and the number of special effect sets included in the skill special effect set.

[0169] In one implementation, the first virtual item is displayed in a virtual item interface of the virtual character; the virtual item interface includes a third display area for displaying item information of the selected second virtual item; the processing unit 1902 is further configured to:

[0170] The item information of the second virtual item is displayed in the third display area.

[0171] In one implementation, the virtual item interface further includes a first display area for displaying item information of the first virtual item; a third display area includes a confirmation option; and processing unit 1902 is configured to transfer the skill effect set possessed by the second virtual item to the first virtual item by:

[0172] When the confirmation option is triggered, a confirmation prompt message is output on the virtual props interface;

[0173] In response to a confirmation operation on the confirmation prompt information, the skill effect set possessed by the second virtual prop is transferred to the first virtual prop; after the skill effect set is transferred, the skill effect set possessed by the second virtual prop is displayed in the first display area.

[0174] In one implementation, the processing unit 1902 is further configured to:

[0175] Obtaining the item levels of the first virtual item and the second virtual item respectively;

[0176] Comparing the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result;

[0177] If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, a step of transferring the skill effect set of the second virtual item to the first virtual item is triggered.

[0178] In one implementation, the processing unit 1902 is further configured to:

[0179] If the comparison result indicates that the item level of the second virtual item is higher than the item level of the first virtual item, feedback information is output, where the feedback information is used to prompt that the item inheritance between the first virtual item and the second virtual item has failed.

[0180] In one implementation, the first virtual prop is displayed in the virtual prop interface of the virtual character; the prop inheritance between the first virtual prop and the second virtual prop is recorded; and the processing unit 1902 is further configured to:

[0181] In response to a viewing operation on item inheritance in the virtual item interface, a query interface is displayed; the viewing operation includes any of the following: a gesture operation, a trigger operation, or a voice input operation;

[0182] The query interface displays record information of item inheritance between the first virtual item and the second virtual item; the record information includes at least: a set of skill effects transferred from the second virtual item to the first virtual item, an item identifier of the first virtual item, an item identifier of the second virtual item, attribute information of the first virtual item, and attribute information of the second virtual item.

[0183] According to one embodiment of the present application, the various units in the game processing device shown in Figure 19 can be separately or all merged into one or several other units to constitute, or some of the units (some of them) can also be split into multiple smaller units in function to constitute, which can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application. The above-mentioned units are divided based on logical functions. In actual applications, the function of one unit can also be realized by multiple units, or the function of multiple units can be realized by one unit. In other embodiments of the present application, the game processing device can also include other units. In actual applications, these functions can also be implemented with the assistance of other units and can be implemented by the collaboration of multiple units. According to another embodiment of the present application, a computer program (including program code) that can execute the steps involved in the corresponding method shown in Figure 2 or Figure 13 can be run on a general computing device such as a computer including processing elements and storage elements such as a central processing unit (CPU), a random access storage medium (RAM), a read-only storage medium (ROM), etc., to construct a game processing device as shown in Figure 19, and to implement the game processing method of the embodiment of the present application. The computer program can be recorded on, for example, a computer-readable recording medium, loaded into the above-mentioned computing device via the computer-readable recording medium, and executed therein.

[0184] Based on the same inventive concept, the principles and beneficial effects of the computer device game processing apparatus provided in the embodiment of the present application for solving the problem are similar to the principles and beneficial effects of the game processing method in the method embodiment of the present application. Please refer to the principles and beneficial effects of the implementation of the method. For the sake of concise description, they will not be repeated here.

[0185] Figure 20 shows a schematic diagram of the structure of a computer device provided by an exemplary embodiment of the present application. Referring to Figure 20, the computer device includes a processor 2001, a communication interface 2002 and a computer-readable storage medium 2003. The processor 2001, the communication interface 2002 and the computer-readable storage medium 2003 can be connected via a bus or other means. The communication interface 2002 is used to receive and send data. The computer-readable storage medium 2003 can be stored in the memory of the computer device. The computer-readable storage medium 2003 is used to store a computer program. The computer program includes program instructions, and the processor 2001 is used to execute the program instructions stored in the computer-readable storage medium 2003. The processor 2001 (or CPU (Central Processing Unit)) is the computing core and control core of the computer device, which is suitable for implementing one or more instructions, and is specifically suitable for loading and executing one or more instructions to implement the corresponding method flow or corresponding function.

[0186] The embodiment of the present application also provides a computer-readable storage medium (Memory), which is a memory device in a computer device for storing programs and data. It is understandable that the computer-readable storage medium here can include both built-in storage media in the computer device and, of course, extended storage media supported by the computer device. The computer-readable storage medium provides a storage space that stores the processing system of the computer device. In addition, one or more instructions suitable for being loaded and executed by the processor 2001 are also stored in the storage space. These instructions can be at least one computer program (including program code). It should be noted that the computer-readable storage medium here can be a high-speed RAM memory, or a non-volatile memory (non-volatile memory), such as at least one disk storage; optionally, it can also be at least one computer-readable storage medium located away from the aforementioned processor.

[0187] In one embodiment, the computer device may be the device deployed with the game application mentioned in the aforementioned embodiment; the computer-readable storage medium stores one or more instructions; the processor 2001 loads and executes the one or more instructions stored in the computer-readable storage medium to implement the corresponding steps in the aforementioned game processing method embodiment; in a specific implementation, the processor 2001 loads the one or more instructions in the computer-readable storage medium and executes the following steps:

[0188] Displaying a first virtual prop obtained by the virtual character in the virtual scene; the virtual character is associated with at least one candidate virtual prop, and the prop type of the candidate virtual prop is the same as the prop type of the first virtual prop;

[0189] receiving a selection operation for a second virtual prop from at least one candidate virtual prop; the second virtual prop having a skill special effect set, the skill special effect set including special effect resources corresponding to game skills; and a virtual character equipped with the second virtual prop having a skill strength that matches the special effect resources when using the game skill in a virtual scene;

[0190] The skill special effects set of the second virtual prop is transferred to the first virtual prop; wherein, after the skill special effects set is transferred, the first virtual prop has the skill special effects set, and the virtual character equipped with the first virtual prop has the skill strength that matches the special effects resource when using the game skills in the virtual scene.

[0191] In one implementation, the skill special effect set possessed by the second virtual prop includes N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill;

[0192] The special effect group includes special effect resources corresponding to the corresponding game skills; the number of special effect resources included in the special effect group is positively correlated with the skill strength of the corresponding game skills;

[0193] When the number of special effect resources included in the special effect group reaches the upper limit, the game skill obtains a special effect set; the skill strength of the special effect set is the sum of the skill strength when the number of special effect resources corresponding to the game skill reaches the upper limit and the reference skill strength; the reference skill strength is the skill strength added to the game skill when the number of special effect resources included in the special effect group reaches the upper limit; the upper limit is positively correlated with the item level of the virtual item.

[0194] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and, when executing to display a first virtual prop obtained by a virtual character in a virtual scene, specifically perform the following steps:

[0195] Displaying a game access interface of the game, wherein the game access interface includes a first access component for accessing virtual props of a virtual character;

[0196] In response to a triggering operation on the first access component, a virtual prop interface of the virtual character is displayed; the virtual prop interface includes a second access component for accessing the prop inheritance system;

[0197] If the second access component is in the selected state, the first virtual prop obtained by the virtual character in the virtual scene is displayed in the virtual prop interface;

[0198] If the virtual character has virtual props that can be inherited, prompt information is displayed in the first access component and the second access component, and the prompt information is used to prompt the virtual character that the virtual props can be inherited.

[0199] In one implementation, the virtual prop interface includes a prop selection area for displaying virtual props that have been dressed up on a virtual character. A method for determining a first virtual prop displayed in the virtual prop interface includes:

[0200] Use the virtual prop selected by default in the prop selection area as the first virtual prop; or

[0201] In response to an item selection operation received in the item selection area, the selected virtual item is used as a first virtual item.

[0202] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and, when executing to display a first virtual prop obtained by a virtual character in a virtual scene, specifically perform the following steps:

[0203] Displaying the prop prompt window, which includes the new target virtual props obtained by the virtual character in the virtual scene; the prop prompt window also includes dress-up options and prop inheritance options;

[0204] In response to a selection operation on a dress-up option, dressing up the target virtual prop on the virtual character;

[0205] When the item inheritance option is selected, the virtual item interface of the virtual character is displayed; and,

[0206] The first virtual prop obtained by the virtual character in the virtual scene is displayed in the virtual prop interface, and the target virtual prop serves as the first virtual prop.

[0207] In one implementation, the virtual prop interface includes a first display area for displaying prop information of a first virtual prop. When one or more instructions in a computer-readable storage medium are loaded by the processor 2001 and executed to display the first virtual prop obtained by the virtual character in the virtual scene in the virtual prop interface, the processor 2001 specifically performs the following steps:

[0208] Displaying in the first display area the prop information of the first virtual prop obtained by the virtual character in the virtual scene;

[0209] The item information of the virtual item includes at least: an item identifier of the virtual item, attribute information of the virtual item, and a skill special effect set of the virtual item.

[0210] In one implementation, a first virtual item is displayed in a virtual item interface of a virtual character, and the virtual item interface also includes an item selection option. One or more instructions in a computer-readable storage medium are loaded by the processor 2001 and, upon receiving a selection operation for a second virtual item from at least one candidate virtual item, specifically perform the following steps:

[0211] In response to a trigger operation for a prop selection option, a prop display window is displayed; the prop display window includes a prop type and at least one candidate virtual prop whose prop type is the same as that of the first virtual prop;

[0212] In the prop display window, a selection operation for a second virtual prop from at least one candidate virtual prop is received.

[0213] In one implementation, the first virtual item is displayed in a virtual item interface of the virtual character, and the virtual item interface includes a second display area and a third display area; the second display area is used to display at least one candidate virtual item of the same item type as the first virtual item; and the third display area is used to display item information of the selected second virtual item.

[0214] The one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and, when receiving a selection operation for a second virtual item from at least one candidate virtual item, specifically perform the following steps:

[0215] selecting a second virtual prop from at least one candidate virtual prop according to a selection operation performed in the second display area;

[0216] The selection operation includes: a trigger operation on the second virtual prop, or a drag operation to move the second virtual prop from the second display area to the third display area.

[0217] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:

[0218] In response to a preview operation on any candidate virtual prop in the second display area, outputting a preview window on the virtual prop interface;

[0219] Display the item information of any candidate virtual item in the preview window;

[0220] Among them, the preview operation includes any of the following: a long press operation on any candidate virtual prop, or a trigger operation on any candidate virtual prop; when the preview operation is a long press operation on a candidate virtual prop, if the long press operation on the candidate virtual prop is canceled, the preview window is canceled on the virtual prop interface; when the preview operation is a trigger operation on a candidate virtual prop, the preview window is displayed in a countdown form on the virtual prop interface.

[0221] In one implementation, at least one candidate virtual item belongs to multiple item levels; the item display window and the second display area are represented as a target interface, and the target interface includes level options corresponding to the multiple item levels; one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:

[0222] According to the triggering operation on the level option in the target interface, candidate virtual props belonging to the prop level indicated by the triggered level option are displayed in the target interface.

[0223] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:

[0224] Displaying item prompt information corresponding to each candidate virtual item in at least one candidate virtual item in the target interface;

[0225] Among them, the prop prompt information corresponding to the candidate virtual props includes at least one of the following: the number of skill types of game skills included in the skill special effect set, the number of special effect resources included in the skill special effect set, and the number of special effect sets included in the skill special effect set.

[0226] In one implementation, a first virtual item is displayed in a virtual item interface of a virtual character; the virtual item interface includes a third display area for displaying item information of a selected second virtual item; one or more instructions in a computer-readable storage medium are loaded by the processor 2001 and the processor further executes the following steps:

[0227] The item information of the second virtual item is displayed in the third display area.

[0228] In one implementation, the virtual item interface further includes a first display area for displaying item information of the first virtual item; a third display area includes a confirmation option; and one or more instructions in a computer-readable storage medium are loaded by the processor 2001 and, when executing to transfer the skill effect set possessed by the second virtual item to the first virtual item, specifically perform the following steps:

[0229] When the confirmation option is triggered, a confirmation prompt message is output on the virtual props interface;

[0230] In response to a confirmation operation on the confirmation prompt information, the skill effect set possessed by the second virtual prop is transferred to the first virtual prop; after the skill effect set is transferred, the skill effect set possessed by the second virtual prop is displayed in the first display area.

[0231] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:

[0232] Obtaining the item levels of the first virtual item and the second virtual item respectively;

[0233] Comparing the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result;

[0234] If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, a step of transferring the skill effect set of the second virtual item to the first virtual item is triggered.

[0235] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2001 and further perform the following steps:

[0236] If the comparison result indicates that the item level of the second virtual item is higher than the item level of the first virtual item, feedback information is output, where the feedback information is used to prompt that the item inheritance between the first virtual item and the second virtual item has failed.

[0237] In one implementation, a first virtual item is displayed in a virtual item interface of a virtual character; item inheritance between the first virtual item and a second virtual item is recorded; and one or more instructions in a computer-readable storage medium are loaded by the processor 2001 and the processor 2001 further executes the following steps:

[0238] In response to a viewing operation on item inheritance in the virtual item interface, a query interface is displayed; the viewing operation includes any of the following: a gesture operation, a trigger operation, or a voice input operation;

[0239] The query interface displays record information of item inheritance between the first virtual item and the second virtual item; the record information includes at least: a set of skill effects transferred from the second virtual item to the first virtual item, an item identifier of the first virtual item, an item identifier of the second virtual item, attribute information of the first virtual item, and attribute information of the second virtual item.

[0240] Based on the same inventive concept, the principles and beneficial effects of solving the problems provided by the computer device in the embodiment of the present application are similar to the principles and beneficial effects of solving the problems provided by the game processing method in the method embodiment of the present application. Please refer to the principles and beneficial effects of the implementation of the method. For the sake of concise description, they will not be repeated here.

[0241] The embodiment of the present application further provides a computer-readable storage medium, which stores a computer program. The computer program is suitable for being loaded by a processor and executing the game processing method as described above.

[0242] Those skilled in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed in this application can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0243] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When software is used for implementation, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes at least one computer instruction. When the computer program instruction is loaded and executed on a computer, the process or function according to the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instruction can be stored in a computer-readable storage medium or transmitted via a computer-readable storage medium. The computer instruction can be transmitted from one website, computer, server or data center to another website, computer, server or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) method. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that includes at least one available medium integrated. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)).

[0244] The foregoing is merely a specific embodiment of the present application, but the scope of protection of the present application is not limited thereto. Any modifications or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A game processing method, characterized in that, The method is executed by a computer device, and the method includes: Displaying a first virtual item obtained by a virtual character in a virtual scene; at least one candidate virtual item is associated with the virtual character, and the item type of the candidate virtual item is the same as that of the first virtual item; Receiving a selection operation for a second virtual item among at least one of the candidate virtual items; the second virtual item has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; the virtual character equipped with the second virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene; Transferring the set of skill special effects of the second virtual item to the first virtual item; wherein, after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and the virtual character equipped with the first virtual item has a skill intensity matching the special effect resources when using the game skill in the virtual scene.

2. The method according to claim 1, wherein, The set of skill special effects of the second virtual item includes N special effect groups, where N is a positive integer; one special effect group corresponds to one game skill; Wherein, the special effect group includes special effect resources corresponding to the corresponding game skill; the number of special effect resources included in the special effect group is positively correlated with the skill intensity of the corresponding game skill; When the number of special effect resources included in the special effect group reaches the upper limit of the quantity, the game skill obtains a special effect set; the skill intensity of the special effect set is: the sum of the skill intensity when the number of special effect resources corresponding to the game skill is the upper limit of the quantity and the reference skill intensity; the reference skill intensity is the skill intensity added to the game skill when the number of special effect resources included in the special effect group reaches the upper limit of the quantity; the upper limit of the quantity is positively correlated with the item level of the virtual item.

3. The method according to claim 1 or 2, characterized in that The displaying of the first virtual item obtained by the virtual character in the virtual scene includes: Displaying a game access interface of the game, and the game access interface includes a first access component for accessing the virtual items of the virtual character; In response to a triggering operation on the first access component, displaying the virtual item interface of the virtual character; the virtual item interface includes a second access component for accessing the item inheritance system; If the second access component is in a selected state, then displaying the first virtual item obtained by the virtual character in the virtual item interface; Wherein, if the virtual character has a virtual item that can be inherited, a prompt message is displayed in the first access component and the second access component, and the prompt message is used to prompt that the virtual character has a virtual item that can be inherited.

4. The method according to any one of claims 1 to 3, characterized in that, The virtual item interface includes an item selection area for displaying the virtual items equipped to the virtual character; the determination method of the first virtual item displayed in the virtual item interface includes: Regarding the virtual item default selected in the item selection area as the first virtual item; or, In response to a prop selection operation received in the prop selection area, the selected virtual prop is used as the first virtual prop.

5. The method according to any one of claims 1-4, characterized in that Displaying the first virtual prop obtained by the virtual character in the virtual scene includes: Displaying a prop prompt window, where the prop prompt window includes a new target virtual prop obtained by the virtual character in the virtual scene; the prop prompt window also includes a dressing option and a prop inheritance option; In response to a selection operation on the dressing option, dressing the target virtual prop on the virtual character; When the prop inheritance option is selected, displaying the virtual prop interface of the virtual character; and, Displaying the first virtual prop obtained by the virtual character in the virtual scene in the virtual prop interface, with the target virtual prop as the first virtual prop.

6. The method according to any one of claims 1-5, characterized in that, The virtual prop interface includes a first display area for displaying the prop information of the first virtual prop; Displaying the first virtual prop obtained by the virtual character in the virtual scene in the virtual prop interface includes: Displaying the prop information of the first virtual prop obtained by the virtual character in the virtual scene in the first display area; Among them, the prop information of the virtual prop at least includes: the prop identifier of the virtual prop, the attribute information of the virtual prop, and the skill special effect set of the virtual prop.

7. The method according to any one of claims 1-6, characterized in that, The first virtual prop is displayed in the virtual prop interface of the virtual character, and the virtual prop interface also includes a prop selection option; receiving a selection operation on a second virtual prop among at least one of the candidate virtual props includes: In response to a trigger operation on the prop selection option, displaying a prop display window; the prop display window includes a prop type and at least one candidate virtual prop with the same prop type as the first virtual prop; In the prop display window, receiving a selection operation on a second virtual prop among at least one of the candidate virtual props.

8. The method according to any one of claims 1-7, characterized in that, The first virtual prop is displayed in the virtual prop interface of the virtual character, and the virtual prop interface includes a second display area and a third display area; the second display area is used to display at least one of the candidate virtual props with the same prop type as the first virtual prop; the third display area is used to display the prop information of the selected second virtual prop; Receiving a selection operation on a second virtual prop among at least one of the candidate virtual props includes: Selecting a second virtual prop from at least one of the candidate virtual props according to a selection operation performed in the second display area; Among them, the selection operation includes: a trigger operation on the second virtual prop, or a drag operation for moving the second virtual prop from the second display area to the third display area.

9. The method according to any one of claims 1-8, characterized in that, The method further includes: In response to a preview operation on any candidate virtual prop in the second display area, outputting a preview window on the virtual prop interface; Displaying the prop information of the any candidate virtual prop in the preview window; Among them, the preview operation includes any one of the following: a long - press operation on any one of the candidate virtual items, or a trigger operation on any one of the candidate virtual items; when the preview operation is a long - press operation on the candidate virtual item, if the long - press operation on the candidate virtual item is cancelled, the preview window is cancelled from being displayed on the virtual item interface; when the preview operation is a trigger operation on the candidate virtual item, the preview window is displayed in a countdown form on the virtual item interface.

10. The method according to any one of claims 1-9, characterized in that At least one of the candidate virtual items belongs to multiple item levels; The item display window and the second display area are represented as a target interface, and the target interface includes level options corresponding to multiple item levels respectively; the method further includes: According to the trigger operation on the level option in the target interface, candidate virtual items belonging to the item level indicated by the triggered level option are displayed in the target interface.

11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: When displaying at least one of the candidate virtual items in the target interface, item prompt information corresponding to each candidate virtual item is displayed; Among them, the item prompt information corresponding to the candidate virtual item includes at least one of the following: the number of skill types of the game skills included in the skill special effect set, the number of special effect resources included in the skill special effect set, and the number of special effect sets included in the skill special effect set.

12. The method according to any one of claims 1-11, characterized in that, The first virtual item is displayed in the virtual item interface of the virtual character; the virtual item interface includes a third display area, and the third display area is used to display the item information of the selected second virtual item; After receiving the selection operation on the second virtual item among at least one of the candidate virtual items, it further includes: The item information of the second virtual item is displayed in the third display area.

13. The method according to any one of claims 1 to 12, characterized in that The virtual item interface further includes a first display area, and the first display area is used to display the item information of the first virtual item; the third display area includes a confirmation option; transferring the skill special effect set possessed by the second virtual item to the first virtual item includes: When the confirmation option is triggered, a confirmation prompt message is output on the virtual item interface; In response to the confirmation operation on the confirmation prompt message, the skill special effect set possessed by the second virtual item is transferred to the first virtual item; after the transfer of the skill special effect set, the skill special effect set possessed by the second virtual item is displayed in the first display area.

14. The method according to any one of claims 1-13, characterized in that, Before transferring the skill special effect set possessed by the second virtual item to the first virtual item, it further includes: Obtaining the item levels of the first virtual item and the second virtual item respectively; Comparing the item level of the second virtual item with the item level of the first virtual item to obtain a comparison result; If the comparison result indicates that the item level of the second virtual item is lower than the item level of the first virtual item, the step of transferring the skill special effect set possessed by the second virtual item to the first virtual item is triggered to be executed.

15. The method according to any one of claims 1 to 14, characterized in that The method further includes: If the comparison result indicates that the item level of the second virtual item is higher than that of the first virtual item, output feedback information; the feedback information is used to prompt that the item inheritance between the first virtual item and the second virtual item fails.

16. The method according to any one of claims 1 to 15, characterized in that, The first virtual item is displayed in the virtual item interface of the virtual character; The item inheritance between the first virtual item and the second virtual item is recorded; the method further includes: In response to a viewing operation for item inheritance in the virtual item interface, display a query interface; the viewing operation includes any one of the following: gesture operation, trigger operation, or voice input operation; In the query interface, display the record information of the item inheritance between the first virtual item and the second virtual item; the record information at least includes: the set of skill special effects transferred from the second virtual item to the first virtual item, the item identifier of the first virtual item, the item identifier of the second virtual item, the attribute information of the first virtual item, and the attribute information of the second virtual item.

17. A game processing device, characterized in that, It includes: A display unit for displaying a first virtual item obtained by the virtual character in the virtual scene; At least one candidate virtual item is associated with the virtual character, and the item type of the candidate virtual item is the same as that of the first virtual item; A processing unit for receiving a selection operation for a second virtual item among at least one of the candidate virtual items; The second virtual item has a set of skill special effects, and the set of skill special effects includes special effect resources corresponding to game skills; when the virtual character equipped with the second virtual item uses the game skill in the virtual scene, it has a skill intensity matching the special effect resources. The processing unit is further configured to transfer the set of skill special effects possessed by the second virtual item to the first virtual item; wherein, after the transfer of the set of skill special effects, the first virtual item has the set of skill special effects, and when the virtual character equipped with the first virtual item uses the game skill in the virtual scene, it has a skill intensity matching the special effect resources.

18. A computer device, characterized in that, It includes: A processor suitable for executing a computer program; A computer-readable storage medium stores a computer program, and when the computer program is executed by the processor, it implements the game processing method according to any one of claims 1-16.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded and executed by the processor to implement the game processing method according to any one of claims 1-16.

20. A computer program product, characterized in that, The computer program product includes computer instructions, and when the computer instructions are executed by the processor, it implements the game processing method according to any one of claims 1-16.

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