Virtual prop control method and apparatus, device, medium and program product

By displaying a pickup method selection area in the virtual scene, players can choose how to equip virtual items and consume elements, which solves the problem of unnecessary equipment caused by the default pickup rules and improves human-computer interaction efficiency and player freedom of operation.

WO2025223100A1PCT designated stage Publication Date: 2025-10-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/082805
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-24
Filing Date
2025-03-17
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

In the existing technology, the default pickup rules for virtual items cause player characters to perform unnecessary assembly actions, and the storage location of newly picked-up virtual items in the item storage backpack is default, requiring players to readjust, resulting in low human-computer interaction efficiency.

Method used

A method for controlling virtual items is provided, which displays a pickup method selection area, allowing players to choose the way to equip virtual items and the way to equip items with consumable elements, and responds to player trigger operations to pick up items, avoiding subsequent adjustments.

Benefits of technology

It increases the freedom and flexibility of player operation, reduces unnecessary system responses, improves human-computer interaction efficiency, and reduces the time players spend adjusting item storage locations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of computers. Disclosed are a virtual prop control method and apparatus, a device, a medium and a program product. The method comprises the following steps: displaying a first virtual character and a first virtual prop in a virtual scene; in the case of satisfying a prop pickup requirement between the first virtual character and the first virtual prop, displaying a pickup mode selection zone corresponding to the first virtual prop, the pickup mode selection zone being used for providing the first virtual character with a pickup mode during pickup of the first virtual prop; and in response to the reception of a trigger operation for a first pickup mode within the pickup mode selection zone, displaying that the first virtual character picks up the first virtual prop on the basis of the first pickup mode. The present application can provide players with operation options for controlling pickup modes of virtual characters during pickup of virtual props, thus improving the human-computer interaction efficiency.
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Description

Methods, devices, equipment, media, and program products for controlling virtual props

[0001] This application claims priority to Chinese Patent Application No. 2024105027771, filed on April 24, 2024, entitled “Control Method, Apparatus, Equipment, Medium and Program Product for Virtual Props”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to the control of virtual props. Background Technology

[0003] In some games based on virtual environments, player characters can use virtual items to participate in matches. These virtual items appear randomly in the virtual environment for the player character to pick up. When the distance between the player character and the virtual item in the virtual environment meets the pickup requirements, the game application will automatically control the player character to pick up the virtual item.

[0004] In related technologies, after a player character approaches a pickable virtual item, the virtual item is picked up according to the system's default pickup rules. For example, the virtual item is automatically equipped after the player character picks it up, and the virtual item is stored in the player character's item storage inventory.

[0005] However, the default pickup rules may cause player characters to perform unnecessary equipment actions, and the storage location of newly picked-up virtual items in the item storage backpack is set to default. Player characters need to open the corresponding display interface of the item storage backpack and readjust the equipment status and storage location of virtual items in the interface, resulting in low human-computer interaction efficiency. Summary of the Invention

[0006] This application provides a method, apparatus, device, medium, and program product for controlling virtual items. These provide operational options for players to select how virtual items are picked up when controlling a virtual character, allowing players to choose freely, avoiding unnecessary subsequent adjustments, and improving human-computer interaction efficiency. The technical solution is as follows:

[0007] On the one hand, a method for controlling virtual props is provided, the method comprising:

[0008] Display the first virtual character and the first virtual prop in the virtual scene;

[0009] When the first virtual character and the first virtual item meet the item pickup requirements, a pickup method selection area corresponding to the first virtual item is displayed. The pickup method selection area is used to provide the first virtual character with a pickup method when picking up the first virtual item. The pickup method includes at least one of the following: equipping the picked-up first virtual item and fitting the item's consumable elements when picking up the first virtual item. The item's consumable elements refer to the virtual elements consumed when the first virtual item performs its function.

[0010] In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the first virtual character is displayed to pick up the first virtual item based on the first pickup method.

[0011] On the other hand, a control device for virtual props is provided, the device comprising:

[0012] The scene display module is used to display the first virtual character and the first virtual prop in the virtual scene;

[0013] The selection area display module is used to display a pickup method selection area corresponding to the first virtual item when the first virtual character and the first virtual item meet the item pickup requirements. The pickup method selection area is used to provide the first virtual character with a pickup method when picking up the first virtual item. The pickup method includes at least one of the following: equipping the picked-up first virtual item and fitting the item's consumable elements when picking up the first virtual item. The item consumable elements refer to the virtual elements consumed when the first virtual item performs its function.

[0014] The control display module is configured to, in response to receiving a trigger operation for the first pickup method in the pickup method selection area, display the first virtual character picking up the first virtual item based on the first pickup method.

[0015] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual prop control method as described in any of the embodiments of this application above.

[0016] On the other hand, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, the computer program being loaded and executed by a processor to implement the virtual prop control method as described in any of the embodiments of this application above.

[0017] On the other hand, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the virtual prop control method described in any of the above embodiments.

[0018] The beneficial effects of the technical solutions provided in this application include at least the following:

[0019] By displaying a first virtual character and a first virtual item in the virtual scene, and assuming the item pickup requirements are met, a pickup method selection area corresponding to the first virtual item is displayed. This pickup method selection area provides the first virtual character with pickup method options, determining the equipment method for the picked-up item, the configuration method for the item's consumable elements, and other settings. This allows the first virtual character to immediately determine how to control / use the first virtual item upon acquisition. In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the first virtual character is shown picking up the first virtual item based on the first pickup method. Compared to the default pickup rule that forces the first virtual character to pick up the first virtual item, this method avoids unnecessary equipment or fitting operations when the first virtual character picks up the first virtual item. This not only effectively reduces the number of user operations the system needs to respond to and improves system resource utilization, but also increases the freedom and flexibility of player operations. It avoids the time spent by players readjusting items when the default pickup rule does not meet their expectations, thus improving the efficiency of human-computer interaction. Attached Figure Description

[0020] Figure 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;

[0021] Figure 2 is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0022] Figure 3 is a flowchart of a virtual prop control method provided in an exemplary embodiment of this application;

[0023] Figure 4 is a schematic diagram of a pickup method selection area provided in an exemplary embodiment of this application;

[0024] Figure 5 is a schematic diagram of the consumption element assembly control displayed in different display modes after being triggered, according to an exemplary embodiment of this application;

[0025] Figure 6 is a schematic diagram of the automatic equipment control displayed in different display modes after being triggered, according to an exemplary embodiment of this application;

[0026] Figure 7 is a schematic diagram of the prop and equipment area provided in an exemplary embodiment of this application;

[0027] Figure 8 is a schematic diagram of the main item slot and the secondary item slot provided in an exemplary embodiment of this application;

[0028] Figure 9 is a flowchart of a virtual prop control method provided in another exemplary embodiment of this application;

[0029] Figure 10 is a schematic diagram of discarding a first virtual item based on a first sliding operation, provided by another exemplary embodiment of this application;

[0030] Figure 11 is a schematic diagram of a second sliding operation based on an exemplary embodiment of this application, showing virtual props in different prop sub-areas.

[0031] Figure 12 is a schematic diagram of controlling the quantity of item consumption elements based on an item consumption element control according to an exemplary embodiment of this application;

[0032] Figure 13 is a schematic diagram of establishing a binding relationship based on a binding control according to an exemplary embodiment of this application;

[0033] Figure 14 is a flowchart of a virtual element control method provided in an exemplary embodiment of this application;

[0034] Figure 15 is a flowchart of an exemplary embodiment of this application, showing how to operate on a region selected based on a picking method.

[0035] Figure 16 is a flowchart of an exemplary embodiment of this application, showing an operation based on a prop and equipment area.

[0036] Figure 17 is a flowchart of controlling item consumption elements and virtual items based on the item equipment area according to an exemplary embodiment of this application;

[0037] Figure 18 is a structural block diagram of a virtual prop control device provided in an exemplary embodiment of this application;

[0038] Figure 19 is a structural block diagram of a virtual prop control device provided in another exemplary embodiment of this application;

[0039] Figure 20 is a structural block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation

[0040] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0041] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0042] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0043] It should be noted that all information and data involved in this application are authorized by the user or fully authorized by all parties, and the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0044] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0045] First, a brief introduction to the terms used in the embodiments of this application:

[0046] Virtual characters / objects: These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.

[0047] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual scene as an example.

[0048] Response: Used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which multiple operations are performed.

[0049] In some games based on virtual environments, players control virtual characters in virtual matches, during which the virtual characters can use virtual items. For example, in shooting games, virtual items grant virtual characters offensive / defensive abilities, increasing their chances of winning.

[0050] Among them, the ways to obtain virtual items include, but are not limited to: (1) virtual items appearing randomly in virtual scenes for virtual characters to pick up; (2) obtaining them by exchanging virtual resources in the game exchange shop; and (3) virtual characters gifting each other existing virtual items.

[0051] This application describes the scenario where virtual items randomly appear in a virtual scene for players to control virtual characters to acquire.

[0052] In related technologies, when the distance between a virtual character and a virtual item in a virtual scene meets the pickup requirements, the game system will automatically control the virtual character to pick up the virtual item according to the default pickup rules. That is, the type of action performed by the virtual character when picking up the virtual item, the storage location of the virtual item after it is picked up, etc. are also defaulted to by the system.

[0053] For example, if a virtual character picks up a virtual shooting item, the virtual character will automatically equip the item and add virtual bullets to it. The item will then be stored in the virtual character's inventory.

[0054] However, the default pickup rules may cause the virtual character to perform unnecessary assembly actions, and the default storage location of newly picked-up virtual items in the item storage backpack may be different from the player's expected storage location. Players need to reopen the display interface corresponding to the item storage backpack and readjust the assembly status and storage location of virtual items in the interface, resulting in low human-computer interaction efficiency.

[0055] This application provides a method for controlling virtual items, which can display a pickup method option when a virtual character picks up a virtual item. This pickup method option provides the virtual character with multiple pickup methods, including at least one of the following: whether the virtual character directly equips the virtual item when picking it up, whether to use an existing item consumable element to equip the virtual item, and the storage location of the virtual item. This provides players with comprehensive operation options, and the relevant settings of the virtual item are completed when the player controls the virtual character to pick up the virtual item, avoiding the need to open the virtual item adjustment interface later to readjust the settings.

[0056] For virtual items that are no longer needed by the virtual character, players can also control the virtual character to discard the virtual items directly by operating the item equipment area that is always displayed on the terminal screen. Compared with related technologies that require switching back and forth between the item storage backpack interface and the virtual game interface to control the quantity and position of virtual items, this method can improve the efficiency of human-computer interaction.

[0057] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal has an application installed and running that supports virtual scenes, such as an application supporting 3D virtual scenes. This application can be any of the following: a virtual reality application, a 3D mapping application, a massively multiplayer online role-playing game (MMORPG), a simulation game (SLG), a third-person shooter (TPS) game, a first-person shooter (FPS) game, a multiplayer online battle arena (MOBA) game, a party game, a tower defense game, or a social game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.

[0058] Figure 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of this application. The electronic device 100 includes an operating system 110 and an application program 111.

[0059] Operating system 110 is the foundational software that provides application 111 with secure access to computer hardware.

[0060] Application 111 is an application that supports virtual scenes. Optionally, application 111 is an application that supports 3D virtual scenes. Application 111 can be any of the following: virtual reality application, 3D mapping application, MMORPG game, SLG game, TPS game, FPS game, MOBA game, party casual game, tower defense game, or social game. Application 111 can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.

[0061] Figure 2 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 200 includes: a first device 220, a server 240, and a second device 260.

[0062] The first device 220 has an application installed and running that supports the virtual scene. This application can be any of the following: virtual reality application, 3D mapping application, MMORPG game, TPS game, FPS game, MOBA game, SLG game, party game, or tower defense game. The first device 220 is the device used by the first user, who uses the first device 220 to control a first virtual character located in the virtual scene to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, and attacking at least one of these. Illustratively, the first virtual character is a first virtual persona, such as a realistic or anime character.

[0063] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0064] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 is used to provide background services for applications supporting 3D virtual scenes. Optionally, server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake secondary computing work; or, server 240 undertakes secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, server 240, the first device 220, and the second device 260 collaborate on computing using a distributed computing architecture.

[0065] Server 240 controls a second virtual character located in a virtual scene to perform activities, including but not limited to adjusting body posture, walking, running, jumping, and attacking. For illustrative purposes, the second virtual character is a second virtual persona, such as a realistic or anime character.

[0066] The second device 260 has an application installed and running that supports virtual scenes. This application can be any of the following: virtual reality application, 3D mapping application, FPS game, MOBA game, SLG game, party game, or tower defense game. The second device 260 is used by a second user who uses it to control a third virtual character located in the virtual scene. These activities include, but are not limited to, adjusting body posture, walking, running, jumping, and attacking. Illustratively, the third virtual character is a third virtual persona, such as a realistic or anime character.

[0067] Optionally, the virtual scene may also include virtual buildings, virtual obstacles, virtual props, virtual objects, etc. A first user uses the first device 220 to control a first virtual character to enter a virtual building and perform activities; or, the first user uses the first device 220 to control the first virtual character to use virtual obstacles to block the movement of a second virtual character; or, the first user uses the first device 220 to control the first virtual character to use virtual props to interact with the second virtual character, such as through attacks or defenses.

[0068] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application from different control system platforms. The first device 220 can refer to one of multiple devices, and the second device 260 can refer to one of multiple devices; this embodiment only uses the first device 220 and the second device 260 as examples. The device types of the first device 220 and the second device 260 may be the same or different. The following embodiment uses a desktop computer as an example.

[0069] Optionally, the first device 220 is logged into a first account, and the second device 260 is logged into a second account. The first device 220 sends an equipment request message to the second device 260. This equipment request message requests the second account to recommend virtual equipment for the first account. The virtual equipment can be equipped by the first virtual character controlled by the first account. When the first device 220 sends the equipment request message to the second device 260, a corresponding equipment configuration interface will be displayed on its screen. When the second device 260 receives the equipment request message from the first device 220, a corresponding equipment configuration interface will also be displayed on its screen.

[0070] Optionally, a virtual scene 201 and a first virtual character 202 controlled by the first user through a first account are displayed on the display screen of the first device 220, and the first virtual character 202 is located in the virtual scene 201.

[0071] The display screen of the first device 220 permanently displays the props and equipment area 203, which includes multiple prop sub-areas for displaying the virtual props owned by the first virtual character 202.

[0072] The virtual scene 201 also contains a first virtual prop 204. When the first virtual character 202 and the first virtual prop 204 meet the prop pickup requirements, the pickup method selection area 205 is displayed.

[0073] The pickup method selection area 205 includes a consumable element assembly control 21, an automatic item equipment control 22, and an item sequence slot 23. The first user can determine the pickup method for the first virtual character 202 to pick up the first virtual item 204 through the pickup method selection area 205.

[0074] For example, after triggering the automatic item equipping control 22, the first virtual character 202 can be controlled to pick up the first virtual item 204 and automatically equip it. For example, the first virtual item 204 is a virtual shooting item. After the first virtual character 202 picks up the virtual shooting item, it performs the action of drawing a gun.

[0075] The trigger consumable element assembly control 21 can control the first virtual character 202 to automatically equip the first virtual item 204 with the consumable element after picking it up. For example, the first virtual item 204 is a virtual shooting item, and the consumable element is a virtual bullet element. After the first virtual character 202 picks up the virtual shooting item, it reloads the virtual shooting item based on the virtual bullet element.

[0076] There is a correspondence between the item sequence slot 23 in the pickup method selection area 205 and the item sub-area 24 in the item equipment area 203. For example, the item sequence slot 23 includes a main item slot and a secondary item slot, and the item sub-area 24 includes a first sub-area and a second sub-area. If the first user drags the first virtual item 204 into the main item slot, the first virtual character 202 will automatically display the first virtual item 204 in the first sub-area after picking it up; if the first user drags the first virtual item 204 into the secondary item slot, the first virtual character 202 will automatically display the first virtual item 204 in the second sub-area after picking it up.

[0077] Those skilled in the art will understand that the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.

[0078] It is worth noting that the aforementioned server 240 can be implemented as a physical server or as a cloud server. Cloud technology refers to a hosting technology that unifies hardware, software, and network resources within a wide area network (WAN) or local area network (LAN) to achieve data computation, storage, processing, and sharing. Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology applied to cloud computing business models. It can form resource pools, providing flexibility and convenience on demand. Cloud computing technology will become a crucial support. Backend services of technical network systems require substantial computing and storage resources, such as video websites, image websites, and many portal websites. With the rapid development and application of the internet industry, every item may have its own identification mark in the future, requiring transmission to a backend system for logical processing. Data at different levels will be processed separately, and various industry data will require robust system support, which can only be achieved through cloud computing. Optionally, when server 240 is implemented as a cloud server, the program corresponding to the aforementioned virtual scenario could be a cloud game.

[0079] In some embodiments, the method provided in this application can be applied to cloud gaming scenarios, thereby enabling the cloud server to perform data logic calculations during the game process, while the terminal is responsible for displaying the game interface.

[0080] Alternatively, the aforementioned server 240 can also be implemented as a node in a blockchain system.

[0081] Based on the above-described terminology and application scenarios, the method for controlling virtual items provided in this application will be described. This method can be executed by a computer device, which may include at least one of the aforementioned servers or terminals. In this embodiment, it can be executed by a server or a terminal, or by both a server and a terminal. In this embodiment, the method is described using the terminal as an example, as shown in Figure 3. Figure 3 is a flowchart of a virtual item control method provided in an exemplary embodiment of this application. The method includes the following steps.

[0082] Step 310: Display the first virtual character and the first virtual prop in the virtual scene.

[0083] The first virtual character is a virtual character controlled by the first player's account.

[0084] Optionally, the game system may randomly distribute virtual items in the virtual scene for the virtual character controlled by the player to acquire. The distribution location of the virtual items in the virtual scene may be random or designated. Alternatively, other player accounts may also use their controlled virtual characters to discard the virtual items they already own in a designated or arbitrary location in the virtual scene.

[0085] For example, the first virtual item is a virtual item that appears randomly in the virtual scene, and the first player account can control the first virtual character to pick up the first virtual item.

[0086] For example, the first virtual prop is used to provide the first virtual character with shooting prop function. That is, when the first virtual character is playing a virtual game with other virtual characters, the first virtual character can shoot based on the first virtual prop to attack other virtual characters.

[0087] Step 320: If the first virtual character and the first virtual item meet the item pickup requirements, display the pickup method selection area corresponding to the first virtual item.

[0088] The pickup method selection area is used to provide the first virtual character with the pickup method when picking up the first virtual item.

[0089] Optionally, the requirements for picking up virtual items between virtual characters and virtual items are as follows: the distance between the virtual character and the virtual item is less than or equal to a preset distance threshold.

[0090] For example: the preset distance threshold is 3 units. When the distance between the first virtual character and the first virtual item is 2 units, it is less than the preset distance threshold and meets the requirements for picking up the item.

[0091] The pickup method selection area is displayed based on the distance between the virtual character and the virtual item. It can promptly prompt the player to pick up the virtual item when the virtual character is close to the virtual item, so that the player can concentrate on participating in the virtual game, improve the player's win rate, reduce the operational pressure of the player controlling the virtual character and searching for virtual items at the same time, and improve the player's game experience.

[0092] Optionally, the pickup method includes at least one of the following: equipping the first virtual item and configuring the item's consumable elements when picking up the first virtual item. The consumable elements refer to the virtual elements consumed by the first virtual item to perform its function.

[0093] The method of equipping the first virtual item is determined based on the type of the first virtual item.

[0094] For example, the first virtual item is a virtual shooting item. The first virtual character can equip the first virtual item immediately upon picking it up, or store it in the item storage backpack after picking it up without equipping it immediately.

[0095] When equipping the first virtual item, the first virtual character can choose to take out the first virtual item from the front of the character and equip it, while maintaining the state of holding the first virtual item; or they can choose to take out the first virtual item from the back of the character and equip it, while maintaining the state of holding the first virtual item.

[0096] The method of equipping the consumable elements of the first virtual item when picking it up is determined based on the item type of the first virtual item. For example, if the first virtual item is a virtual shooting item, then the consumable elements are bullet elements that match the first virtual item. The first virtual item needs to consume bullet elements when performing the shooting function. Therefore, bullets need to be equipped on the first virtual item before the item function is implemented.

[0097] If the first virtual character possesses a matching item consumable element, the first virtual character can choose to equip the first virtual item using the existing consumable element when picking it up; alternatively, the first virtual character can choose not to equip the first virtual item using the existing consumable element. If the first virtual character does not possess a matching item consumable element, the first virtual character cannot equip the first virtual item using the consumable element.

[0098] The items owned by the first virtual character are stored in the item storage backpack. In some embodiments, the picking method also includes storing the first virtual item in the storage location in the item storage backpack after picking it up. The storage location of the first virtual item is related to the order in which the first virtual character uses the virtual item in the virtual game.

[0099] As shown in Figure 4, which is a schematic diagram of a pickup method selection area, this is an example of a pickup method selection area.

[0100] When the first virtual object 401 approaches the first virtual item 402, the pickup method selection area 410 corresponding to the first virtual item 402 is automatically displayed. The pickup method selection area 410 includes a virtual item candidate list 411, which displays candidate virtual items that meet the item pickup requirements with respect to the first virtual object 401. In this embodiment, the virtual item candidate list 411 displays the item identifier corresponding to the first virtual item 402, indicating that the first virtual item 402 and the first virtual character 401 meet the item pickup requirements.

[0101] Step 330: In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the first virtual character is displayed to pick up the first virtual item based on the first pickup method.

[0102] Optionally, in response to receiving a consumable element assembly operation in the pickup method selection area, the first virtual character is displayed to pick up the first virtual item and assemble the first virtual item based on the item consumable element.

[0103] For example, the pickup method selection area contains a consumable element assembly control. Upon receiving a trigger operation on the consumable element assembly control, the first virtual character is displayed picking up the first virtual item and assembling the first virtual item based on the item's consumable element. In this example, the first pickup method can be the consumable element assembly method selected through the consumable element assembly operation.

[0104] As shown in Figure 4, the pickup method selection area 410 includes a consumable element assembly control 412. After triggering the consumable element assembly control 412, the consumable element assembly function is enabled. That is, when the first virtual character 401 picks up the first virtual item 402, it will automatically use the consumable elements of the item it already owns to equip the first virtual item 402.

[0105] In some embodiments, the consumable element assembly function can be turned off by triggering the consumable element assembly control again. Please refer to Figure 5, which is a schematic diagram of the consumable element assembly control displayed in different display modes after being triggered.

[0106] Initially, before the player triggers the Consumable Element Assembly control 500, the Consumable Element Assembly function is disabled by default, and the control is displayed in the first display mode 501. At this point, triggering the Consumable Element Assembly control 500 enables the function, and it is displayed in the second display mode 502. Triggering the control again disables the function, and the control returns to the first display mode 501.

[0107] That is, each time the Consumable Element Assembly Control 500 is triggered, the display mode of the Consumable Element Assembly Control 500 and the on / off state of the Consumable Element Assembly function are changed.

[0108] For example, the difference between the first display mode and the second display mode lies in the display brightness; the display brightness corresponding to the first display mode is lower than that corresponding to the second display mode.

[0109] It is worth noting that the operation type of the consumable element assembly operation can be arbitrary, and the first display mode and the second display mode can be arbitrary and different display modes.

[0110] By providing the option to equip the virtual item with existing item consumable elements in the pickup method selection area, the virtual item can be immediately equipped with item consumable elements when the player controls the virtual character to pick up the virtual item. The equipped virtual item can be used immediately in the virtual game to realize the item function, improve human-computer interaction efficiency and the player's game win rate.

[0111] Optionally, in response to receiving an automatic item equipping operation in the pickup method selection area, the first virtual character is shown picking up and automatically equipping the first virtual item. In this example, the first pickup method can be the automatic item equipping method selected through the automatic item equipping operation.

[0112] For example, there is an auto-equip control in the pickup method selection area. After receiving a trigger operation on the auto-equip control, the first virtual character is displayed to pick up the first virtual item and automatically equip the first virtual item.

[0113] As shown in Figure 4, the pickup method selection area 410 includes an auto-equipment control 413. Triggering the auto-equipment control 413 enables the automatic item equipment function. That is, when the first virtual character 401 picks up the first virtual item 402, the first virtual item 402 will be automatically equipped.

[0114] In some embodiments, the automatic item equipping function can be turned off by triggering the automatic equipping control again. Please refer to Figure 6, which is a schematic diagram showing the automatic equipping control in different display modes after being triggered.

[0115] Initially, before the player triggers the auto-equip control 600, the consumable element equipment function is not enabled by default, and the auto-equip control 600 is displayed in the third display mode 601. At this point, triggering the auto-equip control 600 enables the item auto-equip function, and the auto-equip control 600 is displayed in the fourth display mode 602. Triggering the auto-equip control 600 again disables the item auto-equip function, and the auto-equip control 600 returns to being displayed in the third display mode 601.

[0116] That is, each time the automatic equipment control 600 is triggered, the display mode of the automatic equipment control 600 and the on / off state of the automatic equipment function of the item are changed.

[0117] For example, the difference between the third and fourth display modes lies in the display brightness; the display brightness corresponding to the third display mode is lower than that corresponding to the fourth display mode.

[0118] It is worth noting that the operation type for automatic item equipping can be arbitrary, and the third and fourth display modes can be arbitrary and different display modes.

[0119] By providing an option to automatically equip the virtual item in the pickup method selection area, the virtual character can immediately equip the virtual item after picking it up. When players need to use the virtual item in a virtual game, they can directly perform the relevant operations and call the item's function, improving human-computer interaction efficiency and the player's win rate.

[0120] Among them, the automatic item equipping function and the consumable element assembly function are two parallel functions. Depending on the activation or deactivation status of each function, the type of action performed by the first virtual character when picking up the first virtual item may also be different, including the following situations.

[0121] (1) When the automatic item equipping function is enabled and the consumable element assembly function is enabled: the first virtual character first picks up the first virtual item, equips the first virtual item, and then equips the first virtual item based on the item's consumable element. After the assembly is completed, the first virtual item is kept in the equipped state.

[0122] (2) When the automatic item equipping function is enabled and the elemental equipping function is not enabled: the first virtual character picks up the first virtual item, equips the first virtual item, and maintains the state of equipping the first virtual item.

[0123] (3) When the automatic item equipment function is not enabled and the consumable element assembly function is enabled: the first virtual character first picks up the first virtual item, equips the first virtual item, then equips the first virtual item based on the consumable element of the item, and cancels the equipment of the first virtual item after the assembly is completed and puts it into the item storage backpack.

[0124] (4) When the automatic item equipping function is not enabled and the element equipping function is not enabled: the first virtual character picks up the first virtual item and puts it directly into the item storage backpack.

[0125] Optionally, the pickup method selection area includes multiple item order slots, each corresponding to a different sequence number. These multiple item order slots are used to indicate the equipment order when the first virtual object uses virtual items.

[0126] For example, as shown in Figure 4, the pickup method selection area 410 contains two item sequence slots, namely the main item slot 414 and the secondary item slot 415, wherein the main item slot 414 corresponds to the sequence number 1; and the secondary item slot 415 corresponds to the sequence number 2.

[0127] Optionally, a permanent display area for items and equipment can be provided, whereby the virtual items owned by the first virtual character can be displayed.

[0128] Optionally, the item equipment area contains multiple item sub-areas, the i-th item sub-area corresponds to the i-th item sequence slot in the pickup method selection area, i is a positive integer, the i-th item sub-area is one of multiple item sub-areas, and the number of item sub-areas is the same as the number of item sequence slots.

[0129] For example, as shown in Figure 7, Figure 7 is a schematic diagram of a prop and equipment area.

[0130] The item equipment area 700 corresponds to the pickup method selection area 410 in Figure 4. That is, the item equipment area 700 contains two item sub-areas: the first sub-area 701 corresponds to the main item slot 414, and the second sub-area 702 corresponds to the secondary item slot 415.

[0131] In some embodiments, when the first virtual item is in the main item slot and the secondary item slot respectively, the action type of the first virtual character when equipping the first virtual item is different.

[0132] For example, if the first virtual item is a virtual shooting item, when equipping the first virtual item, if the first virtual item is located in the first sub-area (that is, the main item slot corresponding to the first virtual item), the first virtual character takes out the first virtual item from the front of the character and equips it, maintaining the state of holding the first virtual item; if the first virtual item is located in the second sub-area (that is, the secondary item slot corresponding to the first virtual item), the first virtual character takes out the first virtual item from the back of the character and equips it, maintaining the state of holding the first virtual item.

[0133] Optionally, in response to receiving an item priority setting operation in the pickup method selection area, the first virtual character is shown picking up the first virtual item; after the first virtual character picks up the first virtual item, the first virtual item is displayed in the item equipment area based on the equipment order indicated by the item priority setting operation.

[0134] For example, a drag operation on a first virtual item is received, the drag operation being used to drag the first virtual item to the j-th item sequence slot, where j is a positive integer; the first virtual character is displayed picking up the first virtual item based on the drag operation; and the first virtual item is displayed in the j-th item sub-area of ​​the item equipment area.

[0135] For example, please refer to Figure 8. By default, there are no virtual items in the main item slot 810 (the first item sequence slot) and the sub-item slot 820 (the second item sequence slot). When a virtual item exists, the item identifier of the virtual item will be displayed in the main item slot 810 and the sub-item slot 820, and the item identifier of the virtual item will also be displayed in the corresponding first item sub-area 830 and second item sub-area 840.

[0136] The item identifier is used to uniquely identify virtual items and includes at least one of the following information: item appearance, item name, item type, etc.

[0137] For example, dragging the first virtual item 801 into the main item slot 810 will display the item icon of the first virtual item 801 in the main item slot 810, and the item icon of the first virtual item 801 will also be displayed in the first item sub-area 830 of the item equipment area 800. Dragging the first virtual item 801 into the secondary item slot 820 will display the item icon of the first virtual item 801 in the secondary item slot 820, and the item icon of the first virtual item 801 will also be displayed in the second item sub-area 840 of the item equipment area 800.

[0138] By providing an option to select the item order slot in the pickup method selection area, the storage location of virtual items can be determined when the virtual character picks them up, avoiding the need for players to open the virtual item adjustment interface later to change the virtual item's position, thus improving human-computer interaction efficiency.

[0139] In some embodiments, if there is already a virtual item in the item slot, dragging the first virtual item into the item slot where there is already a virtual item will replace the original virtual item in the item slot with the first virtual item, and the original virtual item can be discarded in the virtual scene.

[0140] For example, if a virtual item A811 already exists in the main item slot 810, dragging the first virtual item 801 into the main item slot 810 will replace the item identifier of the virtual item A811, which was originally located in the main item slot 810 and in the first item sub-area 830, with the item identifier of the first virtual item 801.

[0141] It is worth noting that the number of item sub-areas contained in the item equipment area corresponds to the number of item sequence slots in the pickup method selection area. The number of item sequence slots can be arbitrary, and the equipment order of the virtual items corresponding to each item sequence slot can be determined in any way. This embodiment does not limit this.

[0142] In summary, the method provided in this application displays a first virtual character and a first virtual item in a virtual scene. When the item pickup requirements are met between the first virtual character and the first virtual item, a pickup method selection area corresponding to the first virtual item is displayed. This pickup method selection area provides the first virtual character with pickup method options when picking up the first virtual item, determining settings such as the equipment method for the picked-up first virtual item and the assembly method for the item's consumable elements. This allows the first virtual character to immediately determine how to control / use the first virtual item upon acquisition. In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the method displays the first virtual character picking up the first virtual item based on the first pickup method. Compared to the default pickup rule that forces the first virtual character to pick up the first virtual item, this method avoids unnecessary equipment or fitting operations when the first virtual character picks up the first virtual item. This not only effectively reduces the number of user operations the system needs to respond to and improves system resource utilization, but also increases the freedom and flexibility of player operations. It avoids the time spent by players readjusting items when the default pickup rule does not meet their expectations, thus improving the efficiency of human-computer interaction.

[0143] After the first virtual character picks up a virtual item, the virtual item can be stored in the permanently displayed item equipment area. Through the item management function provided by the item equipment area, the player can also control the storage method and whether to discard the virtual item. As shown in Figure 9, Figure 9 is a flowchart of a virtual item control method provided by another exemplary embodiment of this application. The method includes the following steps.

[0144] Step 910: Permanently display the item and equipment area.

[0145] The item and equipment area is used to display the virtual items owned by the first virtual character. The item and equipment area contains multiple item sub-areas. The i-th item sub-area corresponds to the i-th item sequence slot in the pickup method selection area, where i is a positive integer.

[0146] Taking the example of the item identifier of the first virtual item existing in the j-th item sequence slot of the pickup method selection area, the j-th item sub-area is used to store and display the first virtual item.

[0147] By permanently displaying the item and equipment area, players can keep track of the types and storage locations of items their virtual characters possess at any time while controlling them in virtual matches. Compared to players having to open the storage backpack to check item status, this avoids redundant operations and improves human-computer interaction efficiency.

[0148] Step 921: Receive the first sliding operation starting from the j-th prop sub-region.

[0149] The first sliding operation corresponds to a first sliding direction and a first sliding distance, which are determined based on the starting sliding position of the first sliding operation in the j-th prop sub-region.

[0150] The first sliding distance refers to the sliding distance of the first sliding operation in the first sliding direction, and the sliding starting point of the first sliding operation is located within the range of the j-th prop sub-region.

[0151] Step 922: In response to the first sliding operation, if the first sliding distance in the first sliding direction is greater than or equal to the first distance threshold, the first virtual character is displayed as discarding the first virtual item.

[0152] For example, the first distance threshold is 2 units, the first sliding direction is upward, the opposite direction of the first sliding direction is downward, and the sliding process corresponding to the first sliding operation is as follows: slide 5 units upward, slide 4 units downward, slide 2 units upward, and the sliding ends.

[0153] The first sliding distance is 5-4+2=3 units, which is greater than the first distance threshold, so the first virtual character is shown to discard the first virtual item.

[0154] Step 923: Cancel the display of the first virtual prop in the j-th prop sub-region.

[0155] Once the first virtual item is discarded by the first virtual character, the first virtual character will no longer have the first virtual item among its virtual items.

[0156] The location of the first virtual item after it is dropped by the first virtual character can be any location in the virtual scene, such as the current location of the first virtual character. At this time, the first virtual item can still be picked up by other virtual characters, or, in some embodiments, the first swipe operation is a mis-touch operation, and the player can control the first virtual character to pick up the first virtual item again.

[0157] As shown in Figure 10, which is a schematic diagram of discarding a first virtual item based on a first swipe operation.

[0158] The system receives the player's first swipe operation on the first virtual item 1001 in the j-th item sub-area. When swiping in the first swipe direction, the system displays an item discard icon 1002. The item discard icon 1002 corresponds to an item discard hot zone 1003. The item discard icon 1002 is used to prompt the player to end the first swipe operation within the item discard hot zone 1003 and discard the first virtual item 1001.

[0159] By swiping through the permanently displayed item and equipment area, players can control their virtual character to directly discard virtual items. The operation is simple and intuitive. Compared to related technologies that require players to switch back and forth between the item storage backpack interface and the virtual game interface to control the virtual character to discard virtual items, this method can improve the efficiency of human-computer interaction.

[0160] Step 931: Receive the second sliding operation starting from the j-th prop sub-region.

[0161] The second virtual item is displayed in the (j+1)th item sub-region of the item equipment area, and the jth item sub-region is adjacent to the (j+1)th item sub-region.

[0162] The second sliding operation corresponds to a second sliding direction and a second sliding distance. The second sliding direction points from the j-th prop sub-region to the (j+1)-th prop sub-region. The second sliding direction and the second sliding distance are determined based on the starting sliding position of the second sliding operation in the j-th prop sub-region.

[0163] The second sliding distance refers to the sliding distance of the second sliding operation in the second sliding direction, and the sliding starting point of the second sliding operation is located within the range of the j-th prop sub-region.

[0164] Step 932: In response to the second sliding operation, if the second sliding distance in the second sliding direction is greater than or equal to the second distance threshold, display the second virtual prop in the j-th prop sub-region, and display the first virtual prop in the (j+1)-th prop sub-region.

[0165] For example, the prop equipment area contains 2 prop sub-areas, the second sliding direction is horizontal (including horizontal left or horizontal right), and the second distance threshold is the width of the j-th prop sub-area. Let the width of the j-th prop sub-area be 3 units.

[0166] For example, if the j-th prop sub-region is to the left of the (j+1)-th prop sub-region, the second sliding direction is horizontal to the right; if the j-th prop sub-region is to the right of the (j+1)-th prop sub-region, the second sliding direction is horizontal to the left. The second sliding distance is 3.5 units. When the second distance threshold is reached, the virtual props displayed in the j-th prop sub-region and the (j+1)-th prop sub-region are swapped.

[0167] In some embodiments, in response to the sliding endpoint of the second sliding operation being located within the range of the (j+1)th prop sub-region, the second virtual prop is displayed in the j-th prop sub-region, and the first virtual prop is displayed in the (j+1)th prop sub-region.

[0168] As shown in Figure 11, which is a schematic diagram of virtual props in different prop sub-areas being displayed based on a second sliding operation.

[0169] The j-th item sub-area displays the first virtual item 1101, and the (j+1)-th item sub-area displays the second virtual item 1102. The system receives the player's second swipe operation on the first virtual item 1101 in the j-th item sub-area. When swiping to the (j+1)-th item sub-area, the (j+1)-th item sub-area is highlighted to prompt the player to end the second swipe operation. The virtual items displayed in the j-th item sub-area and the (j+1)-th item sub-area are then swapped.

[0170] By swiping through the permanently displayed item and equipment area, the position of virtual items stored in different locations can be changed, which can improve the efficiency of human-computer interaction.

[0171] Step 941: Receive the trigger operation for the i-th item consumption element control.

[0172] The triggering operation has a corresponding trigger duration, which is used to determine the number of discarded item consumption elements of the i-th item. That is, by triggering the i-th item consumption element control, the i-th item consumption element can be obtained.

[0173] Step 942: Based on the trigger duration, control the first virtual object to discard the first number of i-th item consumption elements, and display the change in the number of i-th item consumption elements in the i-th item sub-region.

[0174] Optionally, the trigger duration corresponds to a duration threshold. When the trigger duration is less than the duration threshold but greater than zero, a preset number of i-th item consumption elements are discarded. When the trigger duration is greater than the duration threshold, all i-th item consumption elements are discarded.

[0175] For example, the duration threshold is 0.5 seconds and the preset quantity is 30. When the player triggers the i-th item consumption element control and immediately releases it, the trigger duration is 0.1 seconds, which is less than the duration threshold. Therefore, the 30 i-th item consumption elements are discarded.

[0176] For example, the duration threshold is 0.5 seconds. If the player triggers the i-th item consumption element control and does not release it immediately, a progress bar corresponding to the trigger duration will be displayed. The trigger duration is positively correlated with the brightness of the progress bar. When the trigger duration reaches the duration threshold, the brightness of the progress bar reaches its maximum length, and all i-th item consumption elements will be discarded.

[0177] As illustrated in Figure 12, the i-th item consumption element is the virtual element required for the virtual item 1201 in the i-th item sub-area 1200 to perform the item function. The i-th item sub-area 1200 displays the i-th item consumption element control 1202 and the remaining quantity of the i-th item consumption element.

[0178] Each time the i-th item consumption element control 1202 is triggered (with a trigger duration less than the duration threshold), a preset number (e.g., 30) of the i-th item consumption elements are discarded; when the trigger duration of the i-th item consumption element control 1202 reaches the duration threshold, all i-th item consumption elements are discarded.

[0179] After discarding the element consumed by the i-th item, display the corresponding quantity change within the i-th item sub-region 1200.

[0180] In some embodiments, if the remaining quantity of the i-th item consumption element is lower than a preset quantity, then after triggering the i-th item consumption element control again, all i-th item consumption elements are discarded.

[0181] In some embodiments, when a binding relationship is established between the i-th item consumption element and the i-th virtual item, a third sliding operation is received on the i-th virtual item, the third sliding operation corresponding to a first sliding direction and a third sliding distance; in response to the third sliding operation having a third sliding distance in the first sliding direction that is greater than or equal to a first distance threshold, the first virtual character is shown to discard the i-th virtual item and multiple i-th item consumption elements, and the number of i-th item consumption elements is shown to be zero in the i-th item sub-region.

[0182] As illustrated in Figure 13, the i-th item sub-region 1300 contains a binding control 1301. Upon receiving a trigger operation on the binding control 1301, a binding relationship is established between the i-th item consumption element and the i-th virtual item.

[0183] Initially, before the player triggers the binding control 1301, the binding relationship between the i-th item consumable element and the i-th virtual item is not established by default, and the binding control 1301 is displayed in the fifth display mode 1302. At this point, triggering the binding control 1301 establishes the binding relationship between the i-th item consumable element and the i-th virtual item, and the binding control 1301 is displayed in the sixth display mode 1303. Triggering the binding control 1301 again releases the binding relationship between the i-th item consumable element and the i-th virtual item, and the binding control 1301 continues to be displayed in the fifth display mode 1302.

[0184] That is, each time the binding control 1301 is triggered, the binding relationship between the i-th item consumption element and the i-th virtual item is changed.

[0185] For example, the difference between the fifth display mode 1302 and the sixth display mode 1303 lies in the display brightness. The display brightness corresponding to the fifth display mode 1302 is lower than that corresponding to the sixth display mode 1303.

[0186] Based on the binding relationship between the i-th virtual item and multiple i-th item consumption elements, the main situations for discarding virtual items or item consumption elements include the following.

[0187] 1. No binding relationship is established between the i-th virtual item and multiple i-th item consumption elements;

[0188] 1.1 When discarding the element consumed by the i-th item, the i-th virtual item will not be discarded;

[0189] 1.2 When discarding the i-th virtual item, the element consumed by the i-th item will not be discarded;

[0190] 2. A binding relationship is established between the i-th virtual item and multiple i-th item consumption elements;

[0191] 2.1 When discarding the i-th item consumption element, the i-th virtual item will not be discarded. However, no matter how many times the operation of discarding the i-th item consumption element is triggered, the i-th item consumption element will retain a preset number of times as the i-th virtual item for assembly.

[0192] For example, if the first virtual character has 100 i-th item consumption elements, and the i-th virtual item can equip 30 i-th item consumption elements each time, then when multiple discard operations are performed on the i-th item consumption elements, 30 i-th item consumption elements will still be retained.

[0193] 2.2 When discarding the i-th virtual item, all elements consumed by the i-th item will also be discarded.

[0194] It is worth noting that the operation type for establishing the binding relationship between the i-th item consumption element and the i-th virtual item can be arbitrary, and the fifth and sixth display modes can be arbitrary and different display modes.

[0195] Since the consumable element is used to realize the function of the virtual item, and the consumable element can only play a role when the virtual character uses the virtual item, by establishing a binding relationship between the virtual item and the consumable element, the consumable element that plays the role of the item can be discarded together when the virtual item is discarded. Compared with discarding the virtual item and the consumable element separately, this simplifies the operation steps and improves the efficiency of human-computer interaction.

[0196] It is worth noting that the actions performed in steps 921 to 923, steps 931 to 932, and steps 941 to 942 are parallel, representing three different operation types. Steps 921 to 923 correspond to the operation of discarding virtual items, steps 931 to 932 correspond to the operation of exchanging the storage location of virtual items, and steps 941 to 942 correspond to the operation of establishing a binding relationship between virtual items and item consumption elements. The order in which these steps are performed can be arbitrary, and this embodiment does not impose any limitation on this.

[0197] In summary, the method provided in this embodiment displays a first virtual character and a first virtual item in a virtual scene. When the requirements for item pickup are met between the first virtual character and the first virtual item, a pickup method selection area corresponding to the first virtual item is displayed. This pickup method selection area provides the first virtual character with pickup method options when picking up the first virtual item, determining settings such as the equipment method for the picked-up first virtual item and the assembly method for the item's consumable elements. This allows the first virtual character to immediately determine how to control / use the first virtual item upon acquisition. In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the first virtual character is shown picking up the first virtual item based on the first pickup method. Compared to the default pickup rule that forces the first virtual character to pick up the first virtual item, this method avoids unnecessary equipment or fitting operations when the first virtual character picks up the first virtual item, increasing the player's freedom and flexibility. It also avoids the time spent by the player having to readjust the item because the default pickup rule does not meet the player's expectations, thus improving the efficiency of human-computer interaction.

[0198] In some embodiments, in addition to virtual items, item consumable elements may also randomly appear in the virtual scene. Virtual characters can pick up item consumable elements in the virtual scene to equip their owned virtual items. When the virtual character and the item consumable element meet the element picking requirements, the picking method when the virtual character picks up the item consumable element can also be set. As shown in Figure 14, Figure 14 is a flowchart of a virtual element control method provided in an exemplary embodiment of this application, including the following steps.

[0199] Step 1410: Display the first virtual character and the first item consumption element in the virtual scene.

[0200] In other words, in addition to virtual characters and virtual props, virtual scenes also include prop consumption elements, among which the first prop consumption element is included.

[0201] Optionally, the game system will randomly distribute item consumables in the virtual scene for player virtual characters to acquire, and the location of the item consumables in the virtual scene is random; or, other player accounts can also discard the item consumables they already own in the virtual scene.

[0202] For example, the first item consumable element is an item consumable element that appears randomly in the virtual scene, and the first player account can control the first virtual character to pick up the first item consumable element.

[0203] For example, the first item consumption element corresponds to the virtual shooting item. It is the virtual element consumed when the virtual shooting item performs the shooting item function. That is, when the first virtual character uses the virtual shooting item to engage in a virtual game with other virtual characters, the first virtual character needs to use the first item consumption element to equip the virtual shooting item in advance in order to attack other virtual characters.

[0204] Step 1420: If the element picking requirements are met between the first virtual character and the first item consumable element, display the assembly method selection area corresponding to the first item consumable element.

[0205] The assembly method selection area is used to provide the first virtual character with the method of assembling the matching virtual item when picking up the first item consumption element. The matching virtual item refers to the virtual item owned by the first virtual character that requires the consumption of the first item consumption element to realize the item function.

[0206] For example, the first virtual character possesses a first virtual item, and there is a matching relationship between the first virtual item and the first item consumption element. That is, the first virtual item needs to consume the first item consumption element to realize the item function.

[0207] Optionally, the element picking requirements between the virtual character and the item consumption element are as follows: the distance between the virtual character and the item consumption element is less than or equal to a preset distance threshold.

[0208] For example: the preset distance threshold is 3 units, and the distance between the first virtual character and the first item consumption element is 2 units, which is less than the preset distance threshold and meets the item pickup requirements.

[0209] Optionally, the method of equipping the matched virtual items includes, but is not limited to: (1) whether to automatically equip the matched virtual items; (2) when the matched virtual items are automatically equipped, when there are multiple matched virtual items, to determine the target virtual item from the multiple matched virtual items and equip it automatically; (3) whether to automatically establish a binding relationship between the matched virtual items and the first item consumption element.

[0210] Step 1430: In response to receiving a trigger operation for the first assembly method in the assembly method selection area, the first virtual character is displayed picking up the first item consumable element and assembling the target virtual item using the first item consumable element based on the first assembly method.

[0211] Optionally, in response to receiving a selection operation for the k-th matching virtual item in the assembly method selection area, the first virtual character is displayed picking up the first item consumption element and using the first item consumption element to assemble the k-th matching virtual item.

[0212] Optionally, in response to receiving a trigger operation on the assembly cancellation control in the assembly method selection area, the system displays the first virtual character picking up the first item consumption element and cancels the assembly of the kth matching virtual item using the first item consumption element.

[0213] For example, the assembly method selection area displays a list of matching virtual props. The virtual props displayed in the list require the consumption of a first prop consumption element to realize the prop function. The list of matching virtual props includes a first virtual prop and a second virtual prop.

[0214] By default, the automatic assembly function for matching virtual items is disabled. If a player selects the first virtual item, the first virtual character will automatically equip it with the first item's consumable element when picking it up. If a player selects both the first and second virtual items, the first virtual character will automatically equip both the first and second virtual items with the first item's consumable element when picking it up; the assembly order can be arbitrary.

[0215] The assembly method selection area includes an assembly cancellation control. If a player selects a matching virtual item and wishes to cancel automatic assembly, they can do so by triggering the assembly cancellation control. In some embodiments, the selected matching virtual item can also be triggered again to cancel automatic assembly.

[0216] In some embodiments, the assembly method selection area also includes a binding control corresponding to each matching virtual item in the matching virtual item list. The binding control is used to establish a binding relationship between the first item consumption element and the matching virtual item.

[0217] For example, let's take the kth bound control corresponding to the kth matching virtual item as an example, where k is a positive integer.

[0218] Initially, before the player triggers the k-th binding control, the binding relationship between the first item consumable element and the k-th matching virtual item is not established by default. At this point, triggering the k-th binding control establishes the binding relationship between the first item consumable element and the k-th matching virtual item. If the k-th binding control is triggered again, the binding relationship between the first item consumable element and the k-th matching virtual item is released.

[0219] That is, each time the kth binding control is triggered, the binding relationship between the first item consumption element and the kth matching virtual item is changed.

[0220] In summary, the method provided in this embodiment displays an assembly method selection area for the item consumable element when the virtual character and the item consumable element in the virtual scene meet the element pickup requirements. This provides assembly options for the player to control the virtual character when picking up the item consumable element, allowing the virtual character to immediately determine how to control / use the item consumable element when acquiring it. This improves the player's freedom and flexibility in operation, avoids the time wasted when the default pickup rules do not meet the player's expectations and require the player to readjust the element, and improves the efficiency of human-computer interaction.

[0221] Figure 15 is a flowchart of an exemplary embodiment of this application, showing an operation based on selecting an area using a picking method, with the terminal as the executing entity.

[0222] In the virtual scene, the virtual character is controlled by the player through the terminal. Taking virtual props as virtual shooting props and prop consumption elements as virtual bullet elements as an example, the virtual scene displayed on the terminal screen contains virtual characters and virtual props that are to be picked up.

[0223] S1501: When a virtual character approaches a virtual item in a virtual scene, the virtual item pick-up list is automatically displayed.

[0224] The virtual item pickup list includes at least one virtual item that meets the item pickup requirements of the first virtual character. That is, the first virtual character can pick up virtual items from the virtual item pickup list.

[0225] For example, the virtual item pickup list includes: virtual shooting item A, virtual shooting item B, and virtual shooting item C, each of which has a different type of shooting capability.

[0226] S1502, Display the pickup method selection area corresponding to the virtual item pickup list.

[0227] The pickup method selection area includes consumable element assembly controls, automatic equipment controls, and multiple item sequence slots.

[0228] Multiple item sequence slots are used to indicate the position of the picked-up virtual item in the first virtual character's storage inventory after the first virtual character picks it up, as well as the equipment order when the first virtual character uses the virtual item.

[0229] For example, the first virtual character has an item consumption element that matches the virtual shooting item A: virtual bullet element A.

[0230] After the consumable element assembly control is triggered, if the player controls the first virtual character to pick up virtual shooting item A, the virtual bullet element A will be automatically used to assemble virtual shooting item A during the picking process.

[0231] For example, after the automatic equipment control is triggered, if the player controls the first virtual character to pick up virtual shooting item A, the first virtual character will automatically perform the action of drawing a gun (that is, taking out virtual shooting item A from the backpack) after picking up virtual shooting item A.

[0232] For example, the item sequence slots include main item slots and secondary item slots, and there is a correspondence between the equipment action and the item sequence slots of virtual shooting item A.

[0233] For example, if virtual shooting item A is dragged into the main item slot and the player triggers the auto-equip control, the first virtual character takes out virtual shooting item A from the front of the character; if virtual shooting item A is dragged into the secondary item slot, the first virtual character takes out virtual shooting item A from the back of the character.

[0234] S1503, permanently displays the item and equipment area.

[0235] The item equipment area contains multiple item sub-areas, and there is a corresponding relationship between the item sub-areas and the item order slots in the pickup method selection area.

[0236] That is, the i-th item sub-region corresponds to the i-th item sequence slot, where i is a positive integer.

[0237] The virtual item dragged to the i-th item sequence slot will be displayed in the i-th item sub-area after being picked up by the first virtual character, serving as a permanent reminder to the player of the virtual item's storage location.

[0238] S1504, Determine whether the Consumable Element Assembly function and the Automatic Item Equipping function are turned off.

[0239] By default, both of these functions are disabled.

[0240] S1505, Determine whether there are click events in the Consumable Element Assembly Control and Auto Equip Control.

[0241] A click event refers to whether a player clicks on a control. If a player triggers a control, it indicates that a click event has occurred.

[0242] S1506 If the control has a click event, then switch the corresponding function state of the control to the enabled state.

[0243] The activation and deactivation of the consumable element assembly function and the automatic item assembly function are set independently, and the activation and deactivation status of one function does not affect the activation and deactivation status of the other function.

[0244] S1507 If the control does not have a click event, then the corresponding function state of the control will remain in the off state.

[0245] In some embodiments, the display mode of a control can be used to determine whether it is in a closed state. The display mode of a control in an open state is different from that in a closed state.

[0246] If a control does not have a click event, its display will not change.

[0247] S1508 determines whether the player drags a virtual item from the virtual item pickup list.

[0248] Players can determine the storage method and location of virtual items by dragging them to the item order slot in the pickup method selection area.

[0249] For example, if a player drags virtual shooting item A from the virtual item pickup list to the first item sequence slot, then after the first virtual character picks up virtual shooting item A, virtual shooting item A will be displayed in the first item sub-area of ​​the item equipment area.

[0250] S1509: If a player drags a target virtual item, determine whether the target virtual item has been dragged into the item order slot in the pickup method selection area.

[0251] Among them, the target virtual item is the virtual item that the player selects and drags from the virtual item pickup list.

[0252] For example, if a player drags virtual shooting item A from the virtual item pick-up list, then virtual shooting item A becomes the target virtual item.

[0253] S1510: If a player drags a target virtual item to an item order slot, determine whether the player has released the item.

[0254] The location where the player releases their grip is the storage location of the target virtual item in the item / equipment area.

[0255] S1511: If the player releases their hand, the virtual item in the item order slot will be replaced with the target virtual item.

[0256] For example, if virtual item C is originally displayed in item order slot 1, and the player drags virtual shooting item A from the virtual item pick-up list to item order slot 1, then virtual shooting item A will be displayed in item order slot 1 instead, and the original virtual item C will be discarded by the first virtual character.

[0257] S1512, determine the current on / off status of the element-consuming assembly function and the item auto-equipment function.

[0258] The on / off states of the two functions mentioned above are determined based on the display methods of the consumable element assembly control and the automatic equipment control.

[0259] S1513, If both the Element Consumption Assembly function and the Automatic Item Assembly function are enabled, the first virtual character is shown picking up the target virtual item, automatically equipping the target virtual item, and using the item to consume elements to equip the target virtual item.

[0260] For example, after the first virtual character picks up the virtual shooting prop A, it automatically performs the action of drawing a gun and uses the virtual bullet element A to equip the virtual shooting prop A (that is, to perform the action of reloading). After the assembly is completed, the first virtual character maintains the action state of drawing out the virtual shooting prop A.

[0261] S1514 If the only elemental assembly function is enabled, the first virtual character picks up the target virtual item, equips the target virtual item, uses the item to consume elements to equip the target virtual item, and then cancels the equipping of the target virtual item.

[0262] For example, after the first virtual character picks up virtual shooting item A, it automatically performs the action of drawing a gun and uses virtual bullet element A to equip virtual shooting item A (that is, performs the action of reloading). After the assembly is completed, the first virtual character puts virtual shooting item A back into the item storage backpack.

[0263] S1515, If only the automatic item equipping function is enabled, display the first virtual character picking up the target virtual item and automatically equipping the target virtual item.

[0264] For example, after the first virtual character picks up virtual shooting prop A, it automatically performs the action of drawing a gun and maintains the action state of drawing virtual shooting prop A.

[0265] S1516, If both the Consumable Element Equipping function and the Automatic Item Equipping function are turned off, display the first virtual character picking up the target virtual item.

[0266] For example, after the first virtual character picks up virtual shooting item A, it directly stores virtual shooting item A into the item storage backpack.

[0267] In summary, the method provided in this embodiment lists various operation types based on the selection area for picking up items, which can immediately determine the method of equipping or fitting virtual items when the player controls the virtual character to pick up virtual items, thereby improving the efficiency of human-computer interaction.

[0268] Figure 16 is a flowchart of an exemplary embodiment of this application, showing an operation based on a prop and equipment area, with the terminal as the executing entity.

[0269] S1601, when the first virtual character has virtual items and item consumption elements, the item equipment area is permanently displayed.

[0270] The item equipment area contains multiple item sub-areas, which indicate the storage location and order of the virtual items owned by the first virtual character.

[0271] For example, the props and equipment area contains a first prop sub-area and a second prop sub-area, which respectively store virtual shooting prop A and virtual shooting prop B.

[0272] S1602, determine whether the player has triggered the element consumption control.

[0273] If the first virtual character has consumable items, then each time the consumable item control is triggered, the first virtual character will discard a certain number of consumable items.

[0274] Each virtual item has its own corresponding consumable element control.

[0275] For example, virtual shooting prop A corresponds to the first consumable element control. Virtual shooting prop A matches prop consumable element A, and the quantity of prop consumable element A is 100.

[0276] For example, if a player releases the control immediately after triggering the first consumable element, the terminal displays that the first virtual character discards 30 consumable items A.

[0277] S1603, If a player triggers a consumable element control, determine whether the trigger duration has reached a preset duration threshold.

[0278] Trigger duration refers to the time from when a player triggers a consumable element control until they release it.

[0279] S1604 If the player releases the trigger before the preset duration threshold is reached, a preset number of item consumption elements will be discarded.

[0280] For example, if the duration threshold is 0.5 seconds, and you release the button before 0.5 seconds have elapsed, you will discard 30 item consumption elements.

[0281] S1605: If the player releases the trigger when the trigger duration reaches the preset duration threshold, all item consumption elements will be discarded.

[0282] For example, if the duration threshold is 0.5 seconds and the trigger duration is 0.6 seconds, releasing the trigger will discard all item consumption elements.

[0283] S1606 determines whether the player is performing a sliding operation within the first item sub-area of ​​the item / equipment area.

[0284] Determine if the player's finger has triggered the first item sub-area and continue moving it on the terminal screen.

[0285] S1607, if the player performs a swipe operation, determine the direction of the player's swipe.

[0286] Different sliding directions correspond to different operation results.

[0287] S1608, if the sliding direction is upward, and the sliding distance exceeds a preset number of units, a discard icon and a discard hot zone will be displayed.

[0288] The drop icon is used to instruct players to slide to the drop hotspot and release to drop the virtual item.

[0289] S1609, if the player releases their finger while sliding to the discard hot zone, it will display that the first virtual character discards the virtual items in the first item sub-area.

[0290] If the first virtual character used item consumption elements to equip the virtual item before discarding it, then after discarding the virtual item, the first virtual character will continue to display the item consumption elements corresponding to the virtual item being stored in the storage backpack.

[0291] S1610, if the sliding direction is left or right, the corresponding second prop sub-area in the same direction will be highlighted.

[0292] Highlight the second item sub-area to indicate the player's finger position as it moves from the range of the first item sub-area to the range of the second item sub-area.

[0293] S1611, if the player releases their hand in the second item sub-area, the virtual items in the first and second item sub-areas will be swapped.

[0294] For example, before the player releases their finger, virtual shooting item A is displayed in the first item sub-area and virtual shooting item B is displayed in the second item sub-area. If the player performs a sliding operation, moving their finger from the range of the first item sub-area to the range of the second item sub-area and then releasing their finger, then after the player releases their finger, virtual shooting item B will be displayed in the first item sub-area and virtual shooting item A will be displayed in the second item sub-area.

[0295] In summary, the method provided in this embodiment lists various operation types based on the prop and equipment area, which can simplify the process of adjusting virtual props in the prop and equipment area and improve the efficiency of human-computer interaction.

[0296] Figure 17 is a flowchart of an exemplary embodiment of this application, which provides control over item consumption elements and virtual items based on the item equipment area, with the terminal as the executing entity.

[0297] S1701, When the first virtual character picks up the first virtual item, the first virtual item and the corresponding first item consumption element are displayed in the item equipment area.

[0298] For example, the item equipment area contains multiple item sub-areas. The first item sub-area displays the item identifier of the first virtual item and the number of elements consumed by the first item.

[0299] S1702, It is determined that the first item consumption element and the first virtual item have not yet established a binding relationship.

[0300] By default, there is no binding relationship between the first item consumption element and the first virtual item; that is, the player's control over the first item consumption element and the first virtual item is independent.

[0301] S1703 determines whether the player has triggered the binding control for the item / equipment area.

[0302] The binding control is used to establish the binding relationship between the first item consumable element and the first virtual item.

[0303] S1704, If the player triggers the binding control, a binding relationship is established between the first item consumable element and the first virtual item.

[0304] The display method of the binding control differs before and after the binding relationship between the first item consumable element and the first virtual item is established.

[0305] S1705, if the player triggers the item consumption element control corresponding to the first item consumption element, display the first virtual character discarding part of the first item consumption element based on the trigger duration.

[0306] The first item consumes a portion of the elemental resources, which will be reserved for equipping the first virtual item.

[0307] For example, the first virtual item is a virtual shooting item. The first item consumes a matching bullet element. The magazine of the virtual shooting item can store 30 bullet elements. So even if the first item consumes multiple times, 30 bullet elements will still be retained.

[0308] S1706, if the player selects the first virtual item and slides it up, the first virtual character discards the first virtual item and all the elements consumed by the first item will be displayed.

[0309] The player selects the first virtual item and swipes it upwards to control the first virtual character to discard the first virtual item. Since there is a binding relationship between the first virtual item and the first item's consumable element, when the first virtual character loses the first virtual item, the first item's consumable element that matches the first virtual item will also be discarded according to the binding relationship.

[0310] In summary, the method provided in this embodiment lists several operation types for separately and jointly controlling item consumption elements and virtual items based on the item equipment area. By establishing a binding relationship between item consumption elements and virtual items, simultaneous control of items and elements can be achieved with only one operation, thereby improving the efficiency of human-computer interaction.

[0311] Figure 18 is a structural block diagram of a virtual prop control device provided in an exemplary embodiment of this application. As shown in Figure 18, the device includes the following parts.

[0312] Scene display module 1810 is used to display the first virtual character and the first virtual prop in the virtual scene;

[0313] The selection area display module 1820 is used to display a pickup method selection area corresponding to the first virtual item when the first virtual character and the first virtual item meet the item pickup requirements. The pickup method selection area is used to provide the first virtual character with a pickup method when picking up the first virtual item. The pickup method includes at least one of the following: equipping the picked-up first virtual item and assembling the item's consumable elements when picking up the first virtual item. The item consumable elements refer to the virtual elements consumed when the first virtual item performs its function.

[0314] The control display module 1830 is configured to, in response to receiving a trigger operation for a first pickup method in the pickup method selection area, display that the first virtual character picks up the first virtual item based on the first pickup method.

[0315] In an optional embodiment, the control display module 1830 is further configured to, in response to receiving a consumable element assembly operation in the pickup method selection area, display the first virtual character picking up the first virtual item and assembling the first virtual item based on the item consumable element.

[0316] In an optional embodiment, the control display module 1830 is further configured to, in response to receiving an automatic item equipping operation in the pickup method selection area, display that the first virtual character picks up the first virtual item and automatically equips the first virtual item.

[0317] In an optional embodiment, the pickup method selection area includes multiple item sequence slots, each corresponding to a different sequence number, and the multiple item sequence slots are used to indicate the equipment order when the first virtual object uses virtual items;

[0318] The control display module 1830 is further configured to, in response to receiving an item order setting operation in the pickup method selection area, display the first virtual character picking up the first virtual item;

[0319] As shown in Figure 19, the device further includes:

[0320] The storage area display module 1840 is used to permanently display the props and equipment area, wherein the props and equipment area is used to display the virtual props owned by the first virtual character; after the first virtual character picks up the first virtual prop, the first virtual prop is displayed in the props and equipment area based on the equipment order indicated by the prop order setting operation.

[0321] In an optional embodiment, the item equipment area includes multiple item sub-areas, where the i-th item sub-area corresponds to the i-th item sequence slot in the pickup method selection area, and i is a positive integer;

[0322] The control display module 1830 is further configured to receive a drag operation on the first virtual item, the drag operation being used to drag the first virtual item to the j-th item sequence slot, where j is a positive integer; and to display the first virtual character picking up the first virtual item based on the drag operation.

[0323] The storage area display module 1840 is also used to display the first virtual prop in the j-th prop sub-area of ​​the prop equipment area.

[0324] In an optional embodiment, the control display module 1830 is further configured to receive a first sliding operation starting from the j-th prop sub-area, the first sliding operation corresponding to a first sliding direction and a first sliding distance; in response to the first sliding operation having a first sliding distance in the first sliding direction that is greater than or equal to a first distance threshold, displaying that the first virtual character discards the first virtual prop;

[0325] The storage area display module 1840 is also used to cancel the display of the first virtual prop in the j-th prop sub-area.

[0326] In an optional embodiment, a second virtual item is displayed in the (j+1)th item sub-region of the item equipment area, and the (j)th item sub-region is adjacent to the (j+1)th item sub-region.

[0327] The storage area display module 1840 is further configured to receive a second sliding operation starting from the j-th prop sub-area, the second sliding operation corresponding to a second sliding direction and a second sliding distance, the second sliding direction pointing from the j-th prop sub-area to the (j+1)-th prop sub-area; in response to the second sliding operation having a second sliding distance in the second sliding direction that is greater than or equal to a second distance threshold, displaying the second virtual prop in the j-th prop sub-area, and displaying the first virtual prop in the (j+1)-th prop sub-area.

[0328] In an optional embodiment, the i-th item sub-region corresponds to an i-th item consumption element control, and the i-th item consumption element control is used to control the quantity of the i-th item consumption element that matches the i-th virtual item in the i-th item sub-region;

[0329] The storage area display module 1840 is further configured to receive a trigger operation on the i-th item consumption element control, the trigger operation having a corresponding trigger duration, the trigger duration being used to determine the number of i-th item consumption elements to be discarded; based on the trigger duration, control the first virtual object to discard a first number of i-th item consumption elements, and display the change in the number of i-th item consumption elements in the i-th item sub-area.

[0330] In an optional embodiment, the storage area display module 1840 is further configured to receive a binding operation between the i-th item consumption element and the i-th virtual item; when a binding relationship is established between the i-th item consumption element and the i-th virtual item, receive a third sliding operation on the i-th virtual item, the third sliding operation corresponding to a first sliding direction and a third sliding distance; in response to the third sliding operation having a third sliding distance in the first sliding direction that is greater than or equal to a first distance threshold, display that the first virtual character discards the i-th virtual item and the plurality of i-th item consumption elements, and display that the quantity of the i-th item consumption element is zero in the i-th item sub-area.

[0331] In an optional embodiment, the virtual scene further includes a first item consumption element;

[0332] The selection area display module 1820 is further configured to display an assembly method selection area corresponding to the first item consumable element when the first virtual character and the first item consumable element meet the item pickup requirements. The assembly method selection area is used to provide the first virtual character with a method for assembling a matching virtual item when picking up the first item consumable element. The matching virtual item refers to a virtual item owned by the first virtual character that requires the first item consumable element to perform the item function.

[0333] The control display module 1830 is further configured to, in response to receiving a trigger operation for the first assembly method in the assembly method selection area, display the first virtual character picking up the first item consumable element and assembling the target virtual item using the first item consumable element based on the first assembly method.

[0334] In an optional embodiment, the assembly method selection area includes multiple matching virtual props and assembly cancellation controls;

[0335] The control display module 1830 is further configured to, in response to receiving a selection operation for the kth matching virtual item in the assembly method selection area, display that the first virtual character picks up the first item consumption element and assembles the kth matching virtual item using the first item consumption element; or, in response to receiving a trigger operation for the assembly cancellation control in the assembly method selection area, display that the first virtual character picks up the first item consumption element and cancels the assembly of the kth matching virtual item using the first item consumption element.

[0336] In summary, the virtual item control device provided in this application displays a first virtual character and a first virtual item in a virtual scene. When the requirements for item pickup are met between the first virtual character and the first virtual item, a pickup method selection area corresponding to the first virtual item is displayed. The pickup method selection area provides the first virtual character with pickup method options when picking up the first virtual item, determining settings such as the equipment method for the picked-up first virtual item and the assembly method for the item's consumable elements. This allows the first virtual character to immediately determine how to control / use the first virtual item upon acquisition. In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the first virtual character is shown picking up the first virtual item based on the first pickup method. Compared to the default pickup rule that forces the first virtual character to pick up the first virtual item, this method avoids unnecessary equipment or fitting operations when the first virtual character picks up the first virtual item. This not only effectively reduces the number of user operations the system needs to respond to and improves system resource utilization, but also increases the freedom and flexibility of player operations. It avoids the time spent by players readjusting items when the default pickup rule does not meet their expectations, thus improving the efficiency of human-computer interaction.

[0337] It should be noted that the virtual prop control device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual prop control device and the virtual prop control method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0338] Figure 20 shows a structural block diagram of a computer device 2000 provided in an exemplary embodiment of this application. The computer device 2000 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The computer device 2000 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0339] Typically, a computer device 2000 includes a processor 2001 and a memory 2002.

[0340] Processor 2001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2001 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2001 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2001 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 2001 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0341] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2002 are used to store at least one instruction, which is executed by the processor 2001 to implement the virtual prop control method provided in the method embodiments of this application.

[0342] In some embodiments, the computer device 2000 may also include other components. Those skilled in the art will understand that the structure shown in FIG20 does not constitute a limitation on the computer device 2000, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0343] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.

[0344] This application also provides a computer device, which includes a processor and a memory. The memory stores a computer program, which is loaded and executed by the processor to implement the virtual prop control method as described in any of the above embodiments of this application.

[0345] This application also provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the virtual prop control method as described in any of the above embodiments of this application.

[0346] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform any of the virtual item control methods described in the above embodiments.

[0347] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0348] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for controlling virtual props, the method being executed by a computer device, the method comprising: Display the first virtual character and the first virtual prop in the virtual scene; When the first virtual character and the first virtual item meet the item pickup requirements, a pickup method selection area corresponding to the first virtual item is displayed. The pickup method selection area is used to provide the first virtual character with a pickup method when picking up the first virtual item. The pickup method includes at least one of the following: equipping the picked-up first virtual item and fitting the item's consumable elements when picking up the first virtual item. The item's consumable elements refer to the virtual elements consumed when the first virtual item performs its function. In response to receiving a trigger operation for the first pickup method in the pickup method selection area, the first virtual character is displayed to pick up the first virtual item based on the first pickup method.

2. The method according to claim 1, wherein responding to receiving a trigger operation for the first pickup method in the pickup method selection area, displaying the first virtual character to pick up the first virtual item based on the first pickup method, comprises: In response to receiving a consumable element assembly operation in the pickup method selection area, the first virtual character is displayed to pick up the first virtual item and assemble the first virtual item based on the item consumable element.

3. The method according to claim 1, wherein responding to receiving a trigger operation for the first pickup method in the pickup method selection area, displaying the first virtual character to pick up the first virtual item based on the first pickup method, comprises: In response to receiving an automatic item equipping operation in the pickup method selection area, the first virtual character is displayed to pick up the first virtual item and automatically equip it.

4. The method according to any one of claims 1 to 3, wherein the pickup method selection area includes a plurality of item sequence slots, the plurality of item sequence slots correspond to different serial numbers, and the plurality of item sequence slots are used to indicate the equipment order when the first virtual object uses virtual items; The response to receiving a trigger operation for the first pickup method in the pickup method selection area, displaying the first virtual character picking up the first virtual item based on the first pickup method, includes: In response to receiving an item priority setting operation in the pickup method selection area, the first virtual character is shown picking up the first virtual item; The method further includes: A permanent display area for props and equipment is provided, wherein the props and equipment area is used to display the virtual props owned by the first virtual character; After the first virtual character picks up the first virtual item, the first virtual item is displayed in the item equipment area based on the equipment order indicated by the item order setting operation.

5. The method according to claim 4, wherein the item equipment area includes multiple item sub-areas, the i-th item sub-area corresponds to the i-th item sequence slot in the pickup method selection area, and i is a positive integer; The response to receiving an item priority setting operation in the pickup method selection area, displaying the first virtual character to pick up the first virtual item, includes: Receive a drag operation on the first virtual item, the drag operation being used to drag the first virtual item to the j-th item sequence slot, where j is a positive integer; The first virtual character is shown picking up the first virtual item based on the drag operation; The step of displaying the first virtual item in the item equipment area based on the equipment order indicated by the item priority setting operation includes: The first virtual prop is displayed in the j-th prop sub-region of the prop equipment region.

6. The method according to claim 5, further comprising, after displaying the first virtual prop in the j-th prop sub-region of the prop equipment region: Receive a first sliding operation starting from the j-th prop sub-region, the first sliding operation corresponding to a first sliding direction and a first sliding distance; In response to the first sliding operation, if the first sliding distance in the first sliding direction is greater than or equal to a first distance threshold, the first virtual character is shown to discard the first virtual item; The first virtual prop is de-displayed in the j-th prop sub-region.

7. The method according to claim 5, wherein a second virtual item is displayed in the (j+1)th item sub-region of the item equipment area, and the (j)th item sub-region is adjacent to the (j+1)th item sub-region; After displaying the first virtual item in the j-th item sub-area of ​​the item equipment area, the process further includes: Receive a second sliding operation starting from the j-th prop sub-region. The second sliding operation corresponds to a second sliding direction and a second sliding distance. The second sliding direction points from the j-th prop sub-region to the (j+1)-th prop sub-region. In response to the second sliding operation having a second sliding distance in the second sliding direction that is greater than or equal to a second distance threshold, the second virtual prop is displayed in the j-th prop sub-region, and the first virtual prop is displayed in the (j+1)-th prop sub-region.

8. The method according to claim 5, wherein the i-th item sub-region corresponds to an i-th item consumption element control, and the i-th item consumption element control is used to control the quantity of the i-th item consumption element that matches the i-th virtual item in the i-th item sub-region; The method further includes: Receive a trigger operation on the i-th item consumption element control, the trigger operation has a corresponding trigger duration, the trigger duration is used to determine the number of i-th item consumption elements that are discarded; Based on the trigger duration, the first virtual object is controlled to discard a first number of the i-th item consumption elements, and the quantity change of the i-th item consumption elements is displayed in the i-th item sub-region.

9. The method according to claim 8, further comprising: Receive the binding operation between the i-th item consumption element and the i-th virtual item; When a binding relationship is established between the i-th item consumption element and the i-th virtual item, a third sliding operation is received on the i-th virtual item, the third sliding operation corresponding to a first sliding direction and a third sliding distance; In response to the third sliding operation where the third sliding distance in the first sliding direction is greater than or equal to a first distance threshold, the first virtual character is shown to discard the i-th virtual item and the plurality of i-th item consumption elements, and the number of the i-th item consumption elements is shown to be zero in the i-th item sub-region.

10. The method according to any one of claims 1 to 3, wherein the virtual scene further includes a first item consumption element; the method further includes: When the first virtual character and the first item consumable element meet the item pickup requirements, the assembly method selection area corresponding to the first item consumable element is displayed. The assembly method selection area is used to provide the first virtual character with a method to assemble the matching virtual item when picking up the first item consumable element. The matching virtual item refers to a virtual item owned by the first virtual character that requires the first item consumable element to realize the item function. In response to receiving a trigger operation for the first assembly method in the assembly method selection area, the first virtual character is displayed picking up the first item consumable element and assembling the target virtual item using the first item consumable element based on the first assembly method.

11. The method according to claim 10, wherein the assembly method selection area includes multiple matching virtual props and an assembly cancellation control; The response to receiving a trigger operation for the first assembly method in the assembly method selection area, displaying the first virtual character picking up the first item consumable element and assembling the target virtual item using the first item consumable element based on the first assembly method, includes: In response to receiving a selection operation for the k-th matching virtual item in the assembly method selection area, the first virtual character is displayed picking up the first item consumable element and assembling the k-th matching virtual item using the first item consumable element; or... In response to receiving a trigger operation on the assembly cancellation control in the assembly method selection area, the first virtual character is shown picking up the first item consumption element and canceling the assembly of the kth matching virtual item using the first item consumption element.

12. A control device for a virtual prop, the device comprising: The scene display module is used to display the first virtual character and the first virtual prop in the virtual scene; The selection area display module is used to display a pickup method selection area corresponding to the first virtual item when the first virtual character and the first virtual item meet the item pickup requirements. The pickup method selection area is used to provide the first virtual character with a pickup method when picking up the first virtual item. The pickup method includes at least one of the following: equipping the picked-up first virtual item and fitting the item's consumable elements when picking up the first virtual item. The item consumable elements refer to the virtual elements consumed when the first virtual item performs its function. The control display module is configured to, in response to receiving a trigger operation for the first pickup method in the pickup method selection area, display the first virtual character picking up the first virtual item based on the first pickup method.

13. A computer device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual prop control method as claimed in any one of claims 1 to 11.

14. A computer-readable storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the control method for virtual props as claimed in any one of claims 1 to 11.

15. A computer program product comprising a computer program that, when executed by a processor, implements the control method for virtual props as described in any one of claims 1 to 11.

Citation Information

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