Methods and apparatuses for acquiring virtual item, and device and computer-readable storage medium
By sharing virtual items within a game team, the limitations of virtual item acquisition methods are resolved, improving the flexibility of virtual item acquisition and the player's gaming experience. This enhances the game's interactivity and collaboration, and increases user retention and engagement.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-21
- Publication Date
- 2026-03-05
AI Technical Summary
Existing technologies offer limited and inflexible ways to acquire virtual items, resulting in a poor gaming experience and reduced user retention and engagement.
In the same game team, based on the virtual items collected by multiple objects in the virtual scene, a third virtual item is assigned to the first object, so that it not only depends on the virtual items it has collected, but is also related to the virtual items collected by other objects in the team, and sharing is achieved through the virtual item allocation function.
It stimulated cooperation and sharing among players in the game team, improved the efficiency and flexibility of acquiring virtual items, enhanced the player's gaming experience, and increased user retention and engagement.
Smart Images

Figure CN2025109524_05032026_PF_FP_ABST
Abstract
Description
Methods, devices, equipment, and computer-readable storage media for acquiring virtual items
[0001] This application claims priority to Chinese Patent Application No. 202411219743.8, filed on August 30, 2024, entitled “Method, Apparatus, Device and Computer-Readable Storage Medium for Obtaining Virtual Items”, 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 a method, apparatus, device, and computer-readable storage medium for obtaining virtual items. Background Technology
[0003] With the continuous development of computer technology, game technology has also developed rapidly, giving rise to more and more game modes. For example, players can team up to enter a virtual battlefield to collect virtual items and bring them to an extraction point for extraction. After a successful extraction, the virtual items collected by the players belong to the players themselves. Summary of the Invention
[0004] This application provides a method, apparatus, device, and computer-readable storage medium for acquiring virtual items, which can be used to solve the problems in related technologies where the methods for acquiring virtual items are limited and lack flexibility, resulting in a poor gaming experience for players and consequently reducing user retention and engagement. The technical solution is as follows:
[0005] On one hand, embodiments of this application provide a method for acquiring virtual items, executed by a computer device, the method comprising:
[0006] Display a first virtual item and a second virtual item. The first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a virtual item collected by a second object in the virtual scene. The first object and the second object belong to the same game team.
[0007] When the virtual item allocation function is triggered, a third virtual item is displayed. The third virtual item is the virtual item that the first object needs to acquire. The third virtual item is determined based on the first virtual item and the second virtual item.
[0008] The result of acquiring the third virtual item is displayed, indicating that the first object has acquired the third virtual item.
[0009] On the other hand, embodiments of this application provide a method for acquiring virtual items, executed by a computer device, the method comprising:
[0010] Identify a first virtual item and a second virtual item, wherein the first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a virtual item collected by a second object in the virtual scene, and the first object and the second object belong to the same game team;
[0011] Based on the first virtual item and the second virtual item, a third virtual item is determined, wherein the third virtual item is the virtual item to be acquired by the first object;
[0012] The third virtual item is assigned to the first object.
[0013] On the other hand, embodiments of this application provide a device for acquiring virtual items, the device comprising:
[0014] The display module is used to display a first virtual item and a second virtual item. The first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a virtual item collected by a second object in the virtual scene. The first object and the second object belong to the same game team.
[0015] The display module is also used to display a third virtual item when the virtual item allocation function is triggered. The third virtual item is the virtual item to be acquired by the first object. The third virtual item is determined based on the first virtual item and the second virtual item.
[0016] The acquisition module is used to display the acquisition result of the third virtual item, and the acquisition result indicates that the first object has acquired the third virtual item.
[0017] On the other hand, embodiments of this application provide a device for acquiring virtual items, the device comprising:
[0018] The determination module is used to determine the first virtual item and the second virtual item, wherein the first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene, and the first object and the second object belong to the same game team;
[0019] The determining module is further configured to determine a third virtual item based on the first virtual item and the second virtual item, wherein the third virtual item is the virtual item to be acquired by the first object;
[0020] The allocation module is used to allocate the third virtual item to the first object.
[0021] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor, so that the computer device implements any of the above-described methods for obtaining virtual items.
[0022] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement any of the above-described methods for obtaining virtual items.
[0023] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned methods for obtaining virtual items.
[0024] The technical solution provided in this application has at least the following beneficial effects:
[0025] The technical solution provided in this application illustrates the virtual items collected by multiple objects in the same game team within a virtual scene. For the first object in the game team, a third virtual item is assigned to that first object based on the virtual items collected by the other objects in the team. This ensures that the virtual items obtained by an object are not solely dependent on its own collection but are related to the virtual items collected by the other objects in the game team. Therefore, it can stimulate the willingness of objects in the same game team to cooperate in collecting and sharing virtual items, enhancing interactivity and collaboration among objects, thereby improving the efficiency of acquiring virtual items and ultimately improving the efficiency of human-computer interaction. Furthermore, since objects can acquire not only the virtual items they themselves collect in the virtual scene but also those collected by other objects in the same game team, the methods of acquiring virtual items are more diverse and flexible, avoiding the monotony of single-person collection behavior. This can enhance the player's gaming experience, increase user retention, and improve game engagement. Attached Figure Description
[0026] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application;
[0027] Figure 2 is a flowchart of a method for obtaining virtual items provided in an embodiment of this application;
[0028] Figure 3 is a schematic diagram of a game preparation interface provided in an embodiment of this application;
[0029] Figure 4 is a schematic diagram of a virtual item sharing interface provided in an embodiment of this application;
[0030] Figure 5 is a schematic diagram showing another virtual item sharing interface provided in an embodiment of this application;
[0031] Figure 6 is a schematic diagram of a virtual item acquisition interface provided in an embodiment of this application;
[0032] Figure 7 is a flowchart of a method for obtaining virtual items provided in an embodiment of this application;
[0033] Figure 8 is a flowchart of a method for obtaining virtual items provided in an embodiment of this application;
[0034] Figure 9 is a flowchart of a method for obtaining virtual items provided in an embodiment of this application;
[0035] Figure 10 is a schematic diagram of the structure of a virtual item acquisition device provided in an embodiment of this application;
[0036] Figure 11 is a schematic diagram of the structure of a virtual item acquisition device provided in an embodiment of this application;
[0037] Figure 12 is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;
[0038] Figure 13 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0039] 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.
[0040] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. 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.
[0041] With the continuous development of computer technology, game technology has also developed rapidly, leading to a surge in gamers. For example, "Escape" is a gameplay mode where players team up to enter a virtual battlefield to collect virtual items. Once players bring the collected items to an extraction point, they successfully escape, and the virtual items collected in the virtual battlefield belong to each player. Through this mode, players can acquire virtual items. However, players can only obtain the virtual items they collect themselves in the virtual battlefield, making the acquisition method relatively limited and inflexible. This results in a poor gaming experience, reducing user retention and engagement rates.
[0042] To address the aforementioned issues, this application provides a method for acquiring virtual items. When a first object and a second object team up for a game, the virtual items acquired by the first object are determined based on the virtual items collected by the first object and the second object in the virtual battlefield. This makes the acquisition of virtual items more diverse and flexible, thereby improving the player's gaming experience and increasing user retention and engagement.
[0043] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application. As shown in Figure 1, the computer system includes a terminal device 101 and a server 102. The terminal device 101 is a terminal device used by a first object 103. The terminal device 101 has a game client installed and running that can provide a virtual environment. The method for obtaining virtual items provided in this embodiment can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102. This embodiment does not limit the execution of this method.
[0044] Server 102 provides background services for the game client installed on terminal device 101, which provides a virtual environment. In one possible implementation, server 102 undertakes the main computing work, and terminal device 101 undertakes the secondary computing work. Alternatively, server 102 undertakes the secondary computing work, and terminal device 101 undertakes the main computing work. Or, terminal device 101 and server 102 collaborate on computing using a distributed computing architecture.
[0045] For example, game clients capable of providing virtual environments can be third-person shooter (TPS) games, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMOs), action role-playing games (ARPGs), virtual reality (VR) clients, augmented reality (AR) clients, 3D map programs, map simulation programs, social clients, interactive entertainment clients, etc.
[0046] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.
[0047] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.
[0048] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.
[0049] In an exemplary embodiment of this application, terminal device 101 displays a virtual item sharing interface 104, which shows a first virtual item collected by a first object 103 in a virtual battlefield, a second virtual item collected by a second object in a virtual battlefield, and a confirmation control 105. The second object and the first object 103 belong to the same game team, and both objects have successfully withdrawn from the virtual battlefield. The first object 103 marks a target virtual item among the first and second virtual items. When the first object 103 selects the confirmation control 105, terminal device 101 sends a virtual item allocation request to server 102. The virtual item allocation request includes the object identifier of the first object 103 and the item identifier of the target virtual item. Server 102 determines a third virtual item to be acquired by the first object 103 and a fourth virtual item to be acquired by the second object based on the first, second, and target virtual items. The total resource value of the third and fourth virtual items is the same. Server 102 returns the third virtual item to terminal device 101. Terminal device 101 displays a virtual item acquisition interface 106, which shows a third virtual item, a fourth virtual item, and a claim control 107. When the first object 103 selects the claim control 107, terminal device 101 sends a virtual item acquisition request to server 102. Server 102 allocates the third virtual item to the first object 103.
[0050] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.
[0051] This application provides a method for acquiring virtual items. This method can be applied to the implementation environment shown in Figure 1. Taking the flowchart of the method for acquiring virtual items provided by this application embodiment shown in Figure 2 as an example, this method can be implemented by the interaction between the terminal device 101 and the server 102 in Figure 1. As shown in Figure 2, the method includes the following steps.
[0052] In step 201, the terminal device sends an acquisition request to the server. The acquisition request is used to acquire the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene.
[0053] The virtual scene can be a virtual scene displayed (or provided) by the game client when running on the terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual scene can be any type of virtual environment, including two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. It can be any type of virtual environment, such as a virtual battlefield.
[0054] The first object can be an account, a virtual object provided by the game client, or a user. For example, the first object could be the account of the game client running on the login terminal device, or the first object could be a virtual object participating in a game in the virtual scene of the game client, or the first object could be the user using the terminal device, etc.
[0055] In one possible implementation, the terminal device is a terminal device used by the first object. The terminal device has a game client installed and running that can provide a virtual environment. The game client can be any type of client capable of providing a virtual environment; this embodiment does not limit this. The terminal device's display interface displays relevant information about the game client. This relevant information can be the game client's name, its icon, or other information; this embodiment does not limit this either.
[0056] When the first object wants to run the game client, it selects the relevant information for the game client. The terminal device responds to the triggered operation for the relevant information of the game client by displaying a game preparation interface. This interface displays a selection control and a start control. The selection control determines whether to share virtual items collected in the virtual scene, i.e., whether to share virtual items collected in the virtual scene during the match settlement phase. The start control is used for game matching and starting a game.
[0057] Match settlement is a crucial step in sports, esports, gaming, and any other form of competition. It refers to the process after a match where, according to certain rules and scoring criteria, the performance of participants is evaluated to determine winners, rankings, and potential rewards. Game matchmaking refers to the process by which a game system, based on specific rules and algorithms, assigns players to the same game or team to facilitate competition or cooperation. This process typically considers multiple factors, including but not limited to player level, rank, character attributes, past data (such as win rate, number of defeated opponents, number of defeated opponents, number of assists, damage dealt, and control duration), willingness to cooperate, geographical location, and language preference.
[0058] When the first player chooses to share virtual items collected in the virtual scene, they select the selection control. Once selected, the player will be matched with other players who also chose to share their virtual items and enter the virtual scene as a team. Upon successful evacuation, the first player does not directly acquire the collected items; instead, they share the items equally with other players in the same team who also successfully evacuated and are eligible for item distribution. Conversely, if the first player chooses not to share virtual items, they do not select the selection control. Once selected, the player will be matched with other players who also chose not to share their virtual items and enter the virtual scene as a team. Upon successful evacuation, the first player directly acquires the virtual items they collected.
[0059] The selection of game client information can be achieved by clicking or double-clicking the game client information; this embodiment does not limit the method of selecting game client information. The selection control can be displayed as a selected state with a checkmark ("√"), or as an unselected state without a checkmark ("√"). Of course, the display formats for the selected and unselected states can also be other than these, and this embodiment does not limit them further.
[0060] Among them, those who are eligible to distribute virtual items refer to those who play the game normally in the virtual scene.
[0061] Figure 3 is a schematic diagram of a game preparation interface provided in an embodiment of this application. The game preparation interface shown in Figure 3 displays a selection control 301 and a start control 302. The selection control 301 displays a "√", indicating that the selection control 301 is selected, meaning that the first object has confirmed sharing the virtual items collected in the virtual scene.
[0062] When the first object does not want to share the virtual items collected in the virtual scene, the first object selects the selection control again. At this time, the selection control does not show a "√", that is, the selection control is in an unselected state.
[0063] In one possible implementation, the first object is the account logged into the game client. The game preparation interface may also display a first virtual object, which is a virtual object controlled by the first object. As shown in Figure 3, 303 represents the first virtual object. The first virtual object refers to an active object in the virtual scene, which can be a virtual character, virtual animal, virtual sprite, anime character, etc. This first virtual object can be a virtual avatar representing the user within the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the first virtual object can be a three-dimensional model. Alternatively, the first virtual object can also be implemented using a 2.5D or 2D model.
[0064] It should be noted that other information may also be displayed in the game preparation interface, and this application embodiment does not limit this.
[0065] Once the first and second objects successfully match and enter the virtual environment, each object collects virtual items and brings them back to the extraction point. The first object successfully extracts after bringing its first collected virtual item back to the extraction point. Similarly, the second object successfully extracts after bringing its second collected virtual item back to the extraction point. When other objects belonging to the same team as the first object bring their collected virtual items back to the extraction point, they also successfully extract.
[0066] If the first object successfully evacuates, the terminal device displays an evacuation success interface, which shows a virtual item sharing control. In response to a trigger operation on the virtual item sharing control, a retrieval request is sent to the server. This request includes the object identifier of the first object and is used to retrieve the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene. The first and second objects belong to the same game team, and both objects successfully evacuated from the virtual scene. The retrieval request then requests the server to determine, based on the object identifier of the first object, the second object that belongs to the same game team as the first object and successfully evacuated from the virtual scene, determine the first and second virtual items (the first and second virtual items collected by the first and second objects respectively), and return the first and second virtual items collected by the first and second objects in the virtual scene to the terminal device.
[0067] It should be noted that when the first object fails to evacuate in the virtual scene, an evacuation failure interface will be displayed. The first object will not be able to obtain the virtual items collected by the first object in the virtual scene, nor will it be able to share the virtual items collected by the object that belongs to the same game team as the first object and successfully evacuated.
[0068] In step 202, the server responds to the retrieval request and determines whether the first object is playing the game normally in the virtual scene.
[0069] In one possible implementation, the server receives an acquisition request from the terminal device, parses the request, and obtains the object identifier of the first object. The server determines whether the first object is playing normally in the virtual scene. The first object playing normally in the virtual scene includes at least one of the following:
[0070] The movement time of the first object in the virtual scene is not less than the first time threshold.
[0071] The total resource value of the first virtual item collected by the first object in the virtual scene is not less than the first resource threshold;
[0072] The difference between the total resource value of the virtual items collected by the first object when it fails to evacuate and the total resource value of the first virtual item is not greater than the first difference.
[0073] The first duration threshold, the first resource threshold, and the first difference are all set based on experience or adjusted according to the implementation environment. This application embodiment does not limit these settings.
[0074] In other words, the server determines whether the first object meets the normal game conditions in the virtual scene. The normal game conditions include at least one of the three conditions mentioned above.
[0075] The server determines whether the first player is playing normally in the virtual environment based on the game's mechanics. For example, if the first player enters the game and immediately leaves without collecting virtual items, hoping to gain an unfair advantage in the final sharing of virtual items, the server will obtain the first player's playtime and the total value of virtual items collected in the virtual environment. If the first player's playtime is too short or the total value of virtual items collected is too small, the server will determine that the first player is playing passively and abnormally in the virtual environment; therefore, the first player will not be able to participate in the final sharing of virtual items. When the first player withdraws, they transfer the virtual items they collected in the virtual scene to other players in the game team without taking the virtual items with them. After the first player withdraws, the server can obtain the total resource value of the virtual items collected by the first player before withdrawal and the total resource value of the first virtual items collected after the first player successfully withdraws. If the difference between the total resource value of the virtual items collected by the first player before withdrawal and the total resource value of the first virtual items collected after the first player successfully withdraws is too large, it indicates that there is a significant reduction in the value of virtual item resources. The server will determine that the first player is playing the game maliciously and is not playing the game normally in the virtual scene. Therefore, the first player cannot participate in the final sharing of virtual items.
[0076] The total resource value of virtual items collected by the first object before successful evacuation refers to the maximum total resource value of virtual items collected by the first object before evacuation. This maximum resource value is calculated by adding the resource value of each virtual item collected by the first object to the maximum resource value, regardless of whether the first object subsequently transfers the virtual item. In other words, the maximum resource value refers to the total resource value of all virtual items collected by the first object in the virtual scene, including both transferred and untransferred virtual items. The first virtual item refers to the virtual item collected by the first object that was not transferred upon successful evacuation. Therefore, the total resource value of the first virtual item refers to the total resource value of the virtual items collected by the first object before successful evacuation that were not transferred. Since the first object can transfer collected virtual items to other objects, there is a possibility that the total resource value of virtual items collected by the first object before successful evacuation is greater than the total resource value of the first virtual item. If the difference between the two values is greater than the first difference, it indicates that the first object has transferred a large number of its collected virtual items out, for example, to other game teams. Therefore, the first object is playing maliciously, or rather, playing abnormally in the virtual scene. If the difference between the two values is not greater than the first difference, it indicates that the first object has not transferred a large number of its collected virtual items out. Therefore, the first object is not playing maliciously, or rather, playing normally in the virtual scene.
[0077] In step 203, while the first object is playing the game normally in the virtual scene, the server sends the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene to the terminal device.
[0078] That is, the first virtual item is the virtual item collected by the first object in the virtual scene, and the second virtual item is the virtual item collected by the second object in the virtual scene.
[0079] Once the server determines that the first object is playing the game normally in the virtual scene, the server obtains the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual scene, and sends the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual scene to the terminal device.
[0080] Optionally, the server stores the correspondence between the object identifiers of each object that successfully evacuated from the virtual scene and the virtual items collected by each object that successfully evacuated from the virtual scene. Therefore, the server can obtain the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual scene based on the object identifiers of the first object and the second object.
[0081] It should be noted that before sending the second virtual item collected by the second object in the virtual scene to the terminal device, it is necessary to first determine whether the second object has successfully evacuated from the virtual scene and whether the second object is playing normally in the virtual scene. Only if the second object has successfully evacuated from the virtual scene and is playing normally in the virtual scene will the second virtual item collected by the second object be sent to the terminal device. Optionally, the server stores the object identifiers of each object that has successfully evacuated from the virtual scene. If the object identifiers of the objects that have successfully evacuated from the virtual scene stored on the server include the object identifier of the second object, it is determined that the second object has successfully evacuated from the virtual scene. Otherwise, the second object has failed to evacuate from the virtual scene. The process by which the server determines whether the second object is playing normally in the virtual scene is the same as the process by which it determines whether the first object is playing normally in the virtual scene, and will not be described again here.
[0082] In step 204, the terminal device displays the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene.
[0083] The first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene. The number of the first virtual item can be one or more, and the number of the second virtual item can be one or more.
[0084] In one possible implementation, the terminal device receives data from the server, including a first virtual item collected by a first object and a second virtual item collected by a second object in the virtual scene, and then displays these items. Optionally, the terminal device displays a virtual item sharing interface, showing the first and second virtual items collected by the first and second objects in the virtual scene. Here, the first and second objects belong to the same game team, successfully evacuate from the virtual scene, and play normally in the virtual scene; that is, the first and second objects are eligible for virtual item sharing.
[0085] Figure 4 is a schematic diagram of a virtual item sharing interface provided in an embodiment of this application. In the virtual item sharing interface, area 401 includes a first virtual item collected by a first object in a virtual scene, and area 402 includes a second virtual item collected by a second object in a virtual scene.
[0086] In one possible implementation, the game team to which the first object belongs also includes a third object that failed to evacuate in the virtual scene. The virtual item sharing interface also displays the object information and prompt information of the third object. The third object belongs to the same game team as the first object, and the third object failed to evacuate in the virtual scene. The prompt information is used to indicate that the third object failed to evacuate in the virtual scene. Optionally, the object information of the third object includes, but is not limited to, the object name of the third object, and the prompt information can be "evacuation failed." Figure 4 shows the object information "third object" and the prompt information "evacuation failed" of the third object that failed to evacuate.
[0087] The game team to which the first object belongs also includes a fourth object that has not yet been evacuated. The virtual item sharing interface also displays the fourth object's information and notification information. The fourth object belongs to the same game team as the first object, and the fourth object has not been evacuated from the virtual scene. The notification information indicates that the fourth object has not yet been evacuated from the virtual scene. Optionally, the fourth object's information includes, but is not limited to, the fourth object's name, and the notification information may be "Still in the game".
[0088] If the game team of the first object also includes a fifth object who successfully evacuated from the virtual scene but is not eligible for virtual item sharing, the virtual item sharing interface will also display the fifth object's information and a reason why the fifth object is not eligible for virtual item sharing. Optionally, when the fifth object is not playing normally in the virtual scene, the fifth object is not eligible for virtual item sharing. Abnormal gameplay by the fifth object in the virtual scene can be either passive or malicious.
[0089] In one possible implementation, the virtual item sharing interface also displays the first object's game contribution score. This score indicates the first object's importance within the game team, and is determined based on the first object's performance data in the virtual environment. As shown in Figure 4, the first object's game contribution score is "A". Displaying this score allows the first object to understand its importance within the game team.
[0090] Optionally, before displaying the game contribution of the first object in the virtual item sharing interface, it is necessary to determine the game contribution of the first object first. This application embodiment does not limit the process of determining the game contribution of the first object. For example, the process of determining the game contribution of the first object includes: the game performance data of the first object in the virtual scene includes the combat data of the first object in the virtual scene and the total resource value of the first virtual items collected by the first object in the virtual scene. The combat data of the first object in the virtual scene includes at least one of the number of targets defeated, the number of targets assisted, or the number of targets rescued by the first object in the virtual scene. Based on the combat data of the first object in the virtual scene and the total resource value of the first virtual items collected by the first object in the virtual scene, the contribution score of the first object is determined; based on the contribution score of the first object, the game contribution of the first object is determined.
[0091] Among them, the game performance data of the first object in the virtual scene is used to indicate the game performance of the first object in the virtual scene, and the battle data of the first object in the virtual scene is used to indicate the battle situation of the first object in the virtual scene.
[0092] Optionally, the game contribution of the first object is positively correlated with the contribution score of the first object, that is, the greater the contribution score of the first object, the greater the game contribution of the first object, and the smaller the contribution score of the first object, the smaller the game contribution of the first object.
[0093] In one possible implementation, the combat data of the first object in the virtual scene includes the number of objects defeated, the number of objects assisted, and the number of objects rescued by the first object in the virtual scene. The process of determining the contribution score of the first object based on its combat data and the total resource value of the first virtual items collected in the virtual scene includes: determining the contribution score of the first object based on the number of objects defeated, the defeat weight, the number of objects assisted, the assist weight, the number of objects rescued, the rescue weight, the total resource value of the first virtual items collected, and the resource weight.
[0094] For example, the contribution score of the first object is determined according to the following formula (1): score=beat*N+assists*M+rescue*P+value*Q; Formula (1)
[0095] In the above formula (1), score is the contribution score of the first object, beat is the number of objects defeated by the first object in the virtual scene, N is the defeat weight, assists is the number of objects assisted by the first object in the virtual scene, M is the assist weight, rescue is the number of objects rescued by the first object in the virtual scene, P is the rescue weight, value is the total resource value of the first virtual item collected by the first object in the virtual scene, and Q is the resource weight.
[0096] It should be noted that the defeat weight, assist weight, rescue weight, and resource weight are all set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit them.
[0097] In addition, the terminal device needs to obtain from the server the number of targets defeated, the number of targets assisted, the number of targets rescued, and the total resource value of the first virtual item collected by the first object in the virtual scene, so that the terminal device can determine the first object's contribution to the game.
[0098] After determining the contribution score of the first object, the process of determining the game contribution of the first object based on the contribution score includes: determining the contribution value range including the contribution score of the first object, and determining the game contribution corresponding to the contribution value range including the contribution score of the first object as the game contribution of the first object.
[0099] Optionally, Table 1 shows a correspondence between a range of contribution values and game contribution levels provided in an embodiment of this application.
[0100] Table 1
[0101] As shown in Table 1 above, the game contribution corresponding to the contribution value range [100, +∞) is S, the game contribution corresponding to the contribution value range [80, 100) is A, the game contribution corresponding to the contribution value range [50, 80) is B, the game contribution corresponding to the contribution value range [20, 50) is C, and the game contribution corresponding to the contribution value range [0, 20) is D.
[0102] For example, the contribution score of the first object is 85, and the contribution value range of the first object's contribution score is [80, 100). The game contribution corresponding to the contribution value range [80, 100) is A. Therefore, the game contribution of the first object is A.
[0103] In another possible implementation, the server can determine the game contribution of the first object and send the game contribution of the first object to the terminal device so that the terminal device can display the game contribution of the first object. The process of the server determining the game contribution of the first object is the same as the process of the terminal device determining the game contribution of the first object, and will not be described again in this embodiment.
[0104] Optionally, the virtual item sharing interface also displays the second object's game contribution score. This score indicates the second object's importance within the game team and is determined based on its game performance data in the virtual scene. As shown in Figure 4, the second object's game contribution score is "S".
[0105] Before displaying the game contribution of the second object in the virtual item contribution interface, the game contribution of the second object needs to be determined first. The method for determining the game contribution of the second object is the same as that for determining the game contribution of the first object, and will not be described again in this embodiment.
[0106] In one possible implementation, the virtual item sharing interface also displays a target control corresponding to the second object. This target control is used by the first object to report the second object when it determines that the second object is not playing the game correctly; that is, the target control is used to report the second object's abnormal gameplay. As shown in Figure 4, control 403 is the target control corresponding to the second object. For example, if the first object believes that the second object is not playing the game correctly in the virtual scene, the first object can trigger the target control corresponding to the second object to report the second object. In response to the first object triggering the target control corresponding to the second object, the terminal device sends a report request to the server. The report request includes the object identifier of the second object and is used to instruct the reporting of the second object; that is, the report request is used to report the second object's abnormal gameplay.
[0107] After receiving a report request, the server parses it to obtain the object identifier of the second object. It then determines whether the first object's report was successful. If the server determines the first object's report was successful, it cancels the second object's virtual item sharing privileges. If the server determines the first object's report failed, the second object still retains its virtual item sharing privileges; that is, the second object can still share virtual items collected by both the first and second objects in the virtual environment. In other words, the server determines whether the second object is playing abnormally. If it determines the second object is playing abnormally, the first object's report is successful (report successful), and the second object's virtual item sharing privileges are canceled. If it determines the second object is playing normally, the first object's report fails (report fails), and the second object still retains its virtual item sharing privileges.
[0108] Optionally, the server's process for determining whether the first object's response was successful includes: determining whether the second object's movement time in the virtual scene is less than a second duration threshold; whether the total resource value of the second virtual items collected by the second object in the virtual scene is less than a second resource threshold; and whether the difference between the total resource value of the virtual items collected by the second object when it failed to evacuate and the total resource value of the second virtual items is greater than a second difference. If the second object's movement time in the virtual scene is not less than the second duration threshold, the total resource value of the second virtual items collected by the second object in the virtual scene is not less than the second resource threshold, and the difference between the total resource value of the virtual items collected by the second object when it failed to evacuate and the total resource value of the second virtual items is not greater than the second difference, then the first object's response is determined to have failed. Otherwise, the first object's response is determined to have succeeded.
[0109] The second duration threshold, the second resource threshold, and the second difference are all set based on experience or adjusted according to the implementation environment. This application embodiment does not limit this.
[0110] In this implementation, by displaying the target control corresponding to the second object, the first object can reflect on the second object by triggering the target control corresponding to the second object. This provides a way for the first object to reflect on the second object, allowing the first object to reflect on the second object in the virtual item sharing interface without having to leave the virtual item sharing interface, making it more convenient for the first object to report.
[0111] Optionally, after the second object is reflected, the server's criteria for determining whether the first object was successfully reflected are more stringent than the server's criteria for determining whether the second object is playing normally in the virtual scene before the second object is reflected. Therefore, the second duration threshold is greater than the first duration threshold, the second resource threshold is greater than the first resource threshold, and the second difference is less than the first difference.
[0112] In addition, the virtual item sharing interface also displays target controls for other objects belonging to the same game team as the first object. The above example only illustrates the target control corresponding to the second object.
[0113] In one possible implementation, the virtual item sharing interface also displays a countdown timer to indicate the remaining time before the virtual item allocation function is triggered. As shown in Figure 4, the countdown is 6 hours and 24 minutes, meaning the first recipient has 6 hours and 24 minutes to trigger the virtual item allocation function. After the countdown ends, if any member of the first recipient's game team who successfully evacuated and is eligible for virtual item allocation has not yet triggered the allocation function, the server will directly allocate the virtual items. Displaying a countdown timer reminds the first recipient to trigger the virtual item allocation function as soon as possible, and the automatic allocation after the countdown ends prevents the first recipient from not receiving any virtual items.
[0114] In step 205, based on the virtual item allocation function being triggered, the terminal device sends a virtual item allocation request to the server.
[0115] In one possible implementation, the virtual item sharing interface also displays a confirmation control, as shown in Figure 4 (control 404 is the confirmation control). In response to a trigger operation on the confirmation control, the virtual item allocation function is triggered. Based on the triggering of the virtual item allocation function, a virtual item allocation request is sent to the server. The virtual item allocation request includes the object identifier of the first object. The virtual item allocation request is used by the server to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item. The virtual item allocation request is used by the server to determine the second object based on the object identifier of the first object, determine the first virtual item and the second virtual item. The first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene. Based on the first virtual item and the second virtual item, the server determines the third virtual item, which is the virtual item to be acquired by the first object.
[0116] Optionally, the first object may also mark the virtual item that the first object wants to obtain in the first virtual item and the second virtual item. In response to a triggering operation for the target virtual item, a target mark is displayed on the target virtual item. The target mark is used to indicate that the first object wants to obtain the target virtual item, which can be either the first virtual item or the second virtual item. The target mark can be any kind of mark, and this embodiment of the application does not limit it. As shown in Figure 4, a target mark is displayed on the sixth first virtual item and on the sixth second virtual item.
[0117] The marking order can also be displayed on the target markers. The marking order refers to the marking order of the target virtual items in the first object. As shown in Figure 4, the target marker displaying the number 1 on the sixth first virtual item indicates that the first marked virtual item of the first object is the sixth first virtual item. The target marker displaying the number 2 on the sixth second virtual item indicates that the second marked virtual item of the first object is the sixth second virtual item.
[0118] When the first object clicks on a virtual item that already displays a target marker, the target marker is removed from the virtual item.
[0119] After the first object marks a target virtual item, the number of marked virtual items can be displayed. This number indicates the number of virtual items the first object has marked among the first and second virtual items. A marking threshold can also be displayed, which refers to the number of virtual items the first object can mark. The marking threshold is no greater than the number of virtual items the first object can acquire, and the number of virtual items the first object can acquire is half the sum of the number of the first and second virtual items. For example, if the number of first virtual items is 6 and the number of second virtual items is 4, then the number of virtual items the first object can acquire is 5. In Figure 4, "2 / 5" represents the number of marked virtual items (2) and the marking threshold (5). That is, the first object has marked 2 virtual items, and the number of virtual items the first object can mark is 5. Displaying the number of marked virtual items allows the first object to know how many virtual items it has marked, and displaying the marking threshold allows the first object to know the number of virtual items it can mark.
[0120] When the number of virtual items already marked by the first object reaches the marking threshold, if the first object wants to mark more virtual items, a pop-up message is displayed. The pop-up message indicates that the number of virtual items already marked by the first object has reached the marking threshold. This application embodiment does not limit the content of the pop-up message. For example, the pop-up message may include the message "The number of items that can be marked has been exceeded."
[0121] After the first object marks the target virtual item, the virtual item allocation function is triggered, and the virtual item allocation request sent to the server also includes the item identifier of the target virtual item. The virtual item allocation request is used by the server to determine the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0122] In one possible implementation, after the first object clicks the confirmation control, the confirmation control is changed to a "waiting for other players' confirmation" control, and this "waiting for other players' confirmation" control is in an untriggerable state. The "waiting for other players' confirmation" control being in an untriggerable state can mean that the control is displayed in gray. The "waiting for other players' confirmation" control being in an untriggerable state can also have other styles, which are not limited in this embodiment.
[0123] After the first object clicks the confirmation control, "Confirmed" is displayed next to the first object's name so that the first object and objects belonging to the same game team as the first object know that the first object has been confirmed.
[0124] Figure 5 is a schematic diagram of another virtual item sharing interface provided in this application embodiment, wherein a control 501 waiting for other players to confirm is displayed, and "Confirmed" is displayed next to the name of the first object.
[0125] In step 206, in response to the virtual item allocation request, the server determines the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene.
[0126] Among them, the first virtual item is the virtual item collected by the first object in the virtual scene, and the second virtual item is the virtual item collected by the second object in the virtual scene.
[0127] In one possible implementation, the server receives a virtual item allocation request from a terminal device, parses the request to obtain the object identifier of a first object, and identifies a second object belonging to the same game team as the first object and successfully evacuating from the virtual scene based on the object identifier. Upon receiving a virtual item allocation request from the second object, the server determines whether the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual scene are valid. In other words, if both the first and second objects determine that they are allocating virtual items, the server determines whether the first virtual item collected by the first object and the second virtual item collected by the second object in the virtual scene are valid.
[0128] Optionally, based on the object identifier of the first object, objects belonging to the same game team as the first object are identified. Among the objects belonging to the same game team as the first object, a second object that successfully evacuated from the virtual scene is then identified.
[0129] In step 207, the server determines the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item.
[0130] In other words, the third virtual item is the virtual item that the first object is to acquire.
[0131] In one possible implementation, the server randomly and evenly distributes the first and second virtual items to obtain the third virtual item to be acquired by the first object and the fourth virtual item to be acquired by the second object. The total resource value of the third virtual item and the total resource value of the fourth virtual item are the same, ensuring that the value of the virtual item acquired by the first object is the same as the value of the virtual item acquired by the second object.
[0132] Optionally, the process of determining the third virtual item to be acquired by the first object based on the first and second virtual items includes: determining the total resource value of the first and second virtual items; averaging the total resource value of the first and second virtual items to obtain an average resource value; classifying the first and second virtual items according to the average resource value to obtain a first category and a second category, each category including at least one virtual item, where the total resource value of virtual items belonging to the first category is equal to the average resource value, and the total resource value of virtual items belonging to the second category is equal to the average resource value; and determining the virtual item belonging to the third category as the third virtual item to be acquired by the first object, where the third category is either the first or the second category. That is, determining the virtual item belonging to the first category as the third virtual item, or determining the virtual item belonging to the second category as the third virtual item.
[0133] The server will also identify virtual items belonging to the fourth category as the fourth virtual item to be acquired by the second object. The fourth category is either the first or the second category, and it is different from the third category. That is, virtual items belonging to the first category will be identified as the third virtual item, and virtual items belonging to the second category will be identified as the fourth virtual item, or vice versa.
[0134] For example, the first virtual items include items 1, 2, and 3, and the second virtual items include items 4, 5, 6, 7, and 8. The resource value of item 1 is 100, the resource value of item 2 is 200, the resource value of item 3 is 300, the resource value of item 4 is 400, the resource value of item 5 is 100, the resource value of item 6 is 200, the resource value of item 7 is 300, and the resource value of item 8 is 400. The total resource value of the first and second virtual items is 2000, and the average resource value is 1000. Based on the average resource value, the first and second virtual items are classified into a first category and a second category. The first category includes items 1, 2, 3, and 4, and the second category includes items 5, 6, 7, and 8. Virtual items belonging to the first category are designated as the third virtual items to be acquired as the first object, and virtual items belonging to the second category are designated as the fourth virtual items to be acquired as the second object.
[0135] In this implementation, the first virtual item and the second virtual item are equally distributed to the first object and the second object, so that the value of the virtual items obtained by the first object and the second object is the same, making the distribution of virtual items more even and preventing the first object or the second object from not obtaining any virtual items.
[0136] In one possible implementation, when the first and second virtual items cannot be equally distributed, some of the virtual items in the first and second virtual items can first be divided into a third category and a fourth category. Each of the third and fourth categories includes at least one virtual item, and the total resource value of the virtual items belonging to the third category is the same as that belonging to the fourth category. The virtual items included in one of the third and fourth categories are designated as the third virtual items to be acquired as the first target, and the virtual items included in the other category are designated as the fourth virtual items to be acquired as the second target. Then, the remaining unallocated virtual items are exchanged for game resources of equal value. Half of the game resources are designated as the third virtual items to be acquired as the first target, and the other half as the fourth virtual items to be acquired as the second target. Thus, both the third and fourth virtual items to be acquired as the first target include actual items and game resources. Furthermore, the total resource value of the first and second virtual items to be acquired is the same, ensuring an equal distribution of the first and second virtual items.
[0137] Game resources refer to in-game currency, such as game coins.
[0138] For example, the first virtual item includes item 1, and the second virtual item includes item 2 and item 3. Item 1 has a resource value of 300, item 2 has a resource value of 300, and item 3 has a resource value of 300, resulting in an average resource value of 450. Item 1 is considered the first object to be acquired as the third virtual item, item 2 is considered the second object to be acquired as the fourth virtual item, and item 3 is exchanged for equivalent game resources, i.e., 300 game resources. Of these, 150 game resources are used as the first object to be acquired as the third virtual item, and the remaining 150 game resources are used as the second object to be acquired as the fourth virtual item.
[0139] In another possible implementation, the virtual item allocation request also includes the item identifier of the target virtual item. The target virtual item is the virtual item marked by the first object, that is, the virtual item that the first object wants to obtain. The server can also obtain the item identifier of the target virtual item. Then, based on the first virtual item, the second virtual item, and the target virtual item, the third virtual item to be obtained by the first object is determined.
[0140] If the target virtual item is not marked by the second object, the target virtual item is determined to be the third virtual item to be acquired by the first object; the total resource value of the first virtual item and the second virtual item is averaged to obtain an average resource value; if the average resource value is greater than the total resource value of the target virtual item, a first resource difference between the average resource value and the total resource value of the target virtual item is determined; the virtual item whose resource value is equal to the first resource difference is determined to be the third virtual item to be acquired by the first object.
[0141] The process of identifying a virtual item with a resource value equal to a first resource value as the third virtual item to be acquired includes: if, among the first and second virtual items (excluding the target virtual item), there exists a virtual item with a resource value equal to the first resource value, then that virtual item is designated as the third virtual item to be acquired. If, among the first and second virtual items (excluding the target virtual item), there is no virtual item with a resource value equal to the first resource value, then the game resource with a resource value equal to the first resource value is designated as the third virtual item to be acquired.
[0142] For example, if the total resource value of the first virtual item and the second virtual item is 2000, then the average resource value is 1000. If the resource value of the target virtual item is 800, then the target virtual item and 200 game resources are used as the third virtual item.
[0143] In this implementation, when determining the third virtual item to be acquired by the first object, the target virtual item that the first object hopes to acquire can be used as the third virtual item. Subsequently, the target virtual item is allocated to the first object to improve the first object's satisfaction with the acquired virtual item, thereby improving the first object's gaming experience, enhancing the first object's loyalty to the game, and ultimately increasing the game's user retention rate.
[0144] If the target virtual item is marked by both the first and second objects, determine the weight scores of the first and second objects. If the weight score of the first object is greater than that of the second object, the target virtual item is designated as the third virtual item to be acquired by the first object; if the weight score of the first object is less than that of the second object, the target virtual item is designated as the fourth virtual item to be acquired by the second object. After determining the ownership of the target virtual item, determine the third and fourth virtual items to be acquired by the first and second objects from among the remaining virtual items (excluding the target virtual item). The total resource value of the third virtual item to be acquired by the first object is the same as the total resource value of the fourth virtual item to be acquired by the second object.
[0145] The process of determining the weight score of the first object is similar to that of determining the weight score of the second object. This embodiment of the application only illustrates the process of determining the weight score of the first object. For example, the process of determining the weight score of the first object includes: determining the weight score of the first object based on the contribution score of the first object and the marking order of the target virtual items marked by the first object.
[0146] Optionally, the weight score of the first object is determined according to the contribution score of the first object and the marking order of the target virtual items marked by the first object, according to the following formula (2): W = score - X * n; Formula (2)
[0147] Where W is the weight score of the first object, score is the contribution score of the first object, X is the labeling coefficient, and n is the labeling order of the target virtual items labeled by the first object. The labeling coefficient is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit it. For example, the labeling coefficient is 100.
[0148] The smaller the tag order of the target virtual item marked by the first object, the greater the contribution score of the first object, the higher the weight score of the first object, and the more likely the first object is to obtain the target virtual item.
[0149] For example, the target virtual item is marked by a first object and a second object. The first object marks the target virtual item with a marking order of 2. The first object's contribution score is 500, so the first object's weight score = 500 - 100 * 2 = 300. The second object marks the target virtual item with a marking order of 1. The second object's contribution score is 450, so the second object's weight score is 450 - 100 * 1 = 350. Since the second object's weight score is greater than the first object's weight score, the target virtual item is designated as the fourth virtual item to be acquired by the second object.
[0150] It should be noted that when the weight scores of the first object and the second object are the same, the target virtual item is allocated according to the marking order of the target virtual item by the first object and the marking order of the target virtual item by the second object. That is, the target virtual item is allocated to the object with the smaller marking order.
[0151] In one possible implementation, after the marked virtual items are allocated, the server randomly distributes unmarked virtual items to the first and second objects until the total resource value of the virtual items to be acquired by the first and second objects is the same. If virtual items cannot be evenly distributed, the unmarked virtual items are prioritized, exchanged for equivalent game resources, and then evenly distributed. For example, there are 4 virtual items, each with a resource value of 300 currency, and 3 objects. Each of the 3 objects can receive one virtual item, and the remaining virtual item will be exchanged for 300 game resources, with each object receiving 100 game resources. If unmarked virtual items cannot be evenly distributed, the virtual items marked by the object with the highest total resource value of virtual items collected in the virtual scene are exchanged for equivalent game resources and then evenly distributed. For example, if object A collects virtual item 1 with a resource value of 350, object B collects virtual item 2 with a resource value of 300, and object C collects virtual item 3 with a resource value of 250, then virtual item 1 collected by object A will be exchanged for 350 game resources. 300 game resources will be allocated to object A, virtual item 2 will be allocated to object B, and virtual item 3 and 50 game resources will be allocated to object C.
[0152] In step 208, the server sends the third virtual item to be acquired to the terminal device.
[0153] In one possible implementation, after the server determines the third virtual item to be acquired in step 207 above, it sends the third virtual item to be acquired to the terminal device so that the terminal device displays the third virtual item to be acquired.
[0154] Optionally, while determining the third virtual item to be acquired by the first object, the server also determines the fourth virtual item to be acquired by the second object. Therefore, the server can also send the fourth virtual item to be acquired by the second object to the terminal device so that the terminal device can display the fourth virtual item to be acquired by the second object, thereby letting the first object know what virtual items the second object can acquire.
[0155] In step 209, the terminal device receives the third virtual item to be acquired from the first object and displays the third virtual item to be acquired from the first object.
[0156] In one possible implementation, after the terminal device receives the first object to be acquired and the third virtual item to be acquired from the server, it displays the first object to be acquired and the third virtual item to be acquired.
[0157] Optionally, the terminal device may also receive the second object to be acquired, the fourth virtual item, sent by the server, and may further display the second object to be acquired, the fourth virtual item.
[0158] Optionally, the terminal device displays the third virtual item to be acquired by the first object and the fourth virtual item to be acquired by the second object in the virtual item acquisition interface.
[0159] Figure 6 is a schematic diagram of a virtual item acquisition interface provided in an embodiment of this application. Area 601 of the virtual item acquisition interface includes a first object (a third virtual item to be acquired), and area 602 of the virtual item acquisition interface includes a second object (a fourth virtual item to be acquired).
[0160] In one possible implementation, the virtual item acquisition interface also displays the total resource value of the third virtual item to be acquired by the first object, as shown in Figure 6, where content 603 represents the total resource value of the third virtual item to be acquired by the first object.
[0161] The virtual item acquisition interface also displays the total resource value of the fourth virtual item to be acquired by the second object, as shown in Figure 6, where content 604 represents the total resource value of the fourth virtual item to be acquired by the second object.
[0162] In this implementation, by displaying the third virtual item that the first object is to acquire, the first object is made aware of which virtual items it can acquire, thereby making the first object more aware of the allocation of virtual items.
[0163] In step 210, based on the virtual item acquisition function being triggered, the terminal device sends a virtual item acquisition request to the server.
[0164] In one possible implementation, the virtual item acquisition interface also displays a claim control, as shown in Figure 6, where control 605 is the claim control. In response to a trigger operation on the claim control, the virtual item acquisition function is triggered. Based on the triggering of the virtual item acquisition function, a virtual item acquisition request is sent to the server. The virtual item acquisition request includes the object identifier of the first object and is used to request the server to allocate a third virtual item to the first object, so that the first object can acquire the third virtual item.
[0165] In step 211, the server responds to the virtual item acquisition request by allocating a third virtual item to the first object.
[0166] In one possible implementation, the server receives a virtual item acquisition request sent by the terminal device, parses the virtual item acquisition request to obtain the object identifier of the first object, determines the third virtual item to be acquired by the first object based on the object identifier of the first object, and then allocates the third virtual item to the first object so that the first object can acquire the third virtual item.
[0167] Optionally, the process of the server allocating a third virtual item to the first object includes: the server transferring the third virtual item to the first object.
[0168] After the server allocates the third virtual item to the first object, it can also send the first virtual item allocation information to the terminal device. This first virtual item allocation information indicates that the third virtual item has been allocated to the first object. In response to the first virtual item allocation information returned by the server, the terminal device displays the acquisition result of the third virtual item. The first virtual item allocation information indicates that the third virtual item has been allocated to the first object, and the acquisition result signifies that the first object has acquired the third virtual item. The server can send the first virtual item allocation information to the terminal device by sending an email containing the first virtual item allocation information, or the server can directly send the first virtual item allocation information to the terminal device. This application embodiment does not limit the method of sending the first virtual item allocation information.
[0169] Optionally, the server can also allocate a fourth virtual item to the second object. It can also send second virtual item allocation information to the terminal device used by the second object, indicating that a fourth virtual item has been allocated to the second object. The method of sending the second virtual item allocation information is similar to that of sending the first virtual item allocation information, and will not be described again here.
[0170] In one possible implementation, after the server allocates a third virtual item to the first object, if the server receives a response request for the first object and determines that the first object is not playing the game normally, the server cancels the first object's virtual item sharing qualification, reclaims the third virtual item already allocated to the first object, and allocates the third virtual item to the second object. The process by which the server determines whether the first object is playing the game normally is similar to the process by which the server determines whether the second object is playing the game normally as described above, and will not be repeated here.
[0171] Optionally, after the server reclaims the third virtual item that has been allocated to the first object, it may also send a first virtual item reclamation message to the terminal device. The first virtual item reclamation message is used to indicate that the third virtual item that has been allocated to the first object has been reclaimed.
[0172] Similarly, after the server assigns the fourth virtual item to the second object, if the server receives a response request for the second object and determines that the second object is not playing the game normally, the server cancels the second object's virtual item sharing privileges, reclaims the fourth virtual item already assigned to the second object, and assigns the fourth virtual item to the first object. The process by which the server determines whether the second object is playing the game normally has been described in the steps above and will not be repeated here.
[0173] After the server reclaims the fourth virtual item that has been allocated to the second object, it can also send a second virtual item reclamation message to the terminal device used by the second object. The second virtual item reclamation message is used to indicate that the fourth virtual item that has been allocated to the second object has been reclaimed.
[0174] In particular, by going through steps 210 to 211 above, the acquisition of the third virtual item is achieved. Here, the acquisition of the third virtual item refers to the first object acquiring the third virtual item.
[0175] The above method demonstrates the virtual items collected by multiple objects within the same game team in a virtual scene. For the first object in the game team, a third virtual item is assigned to that object based on the virtual items collected by the other objects in the team. This ensures that the virtual items an object acquires are not solely dependent on its own collection but are related to the virtual items collected by the other objects in the game team. Therefore, it can stimulate the willingness of objects within the same game team to cooperate in collecting and sharing virtual items, enhancing interactivity and collaboration among objects, thereby increasing the efficiency of acquiring virtual items and ultimately improving the efficiency of human-computer interaction. Furthermore, objects can acquire not only the virtual items they themselves collect in the virtual scene but also those collected by other objects in the same game team, making the acquisition methods more diverse and flexible. This avoids the monotony of single-person collection behavior, thereby enhancing the player's gaming experience, increasing user retention, and improving game engagement.
[0176] Furthermore, when determining the third virtual item to be acquired by the first object, the marking status of the virtual item by the first object is also taken into account, so that the first object can acquire the marked virtual item first. This provides the first object with a way to choose the virtual item it wants to acquire, which helps to improve the targeting and flexibility of the allocation of virtual items, thereby improving the object's satisfaction with acquiring virtual items.
[0177] Furthermore, by distributing resources equally, the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene can be equally distributed between the first object and the second object. This makes the virtual items obtained by the first object and the second object more evenly distributed, and the first object and the second object will not quarrel over virtual items in the virtual scene. This allows the first object and the second object to cooperate better in the game, improves the interactivity and cooperation between the objects, thereby improving the efficiency of obtaining virtual items, and thus improving the efficiency of human-computer interaction and the game experience between the objects.
[0178] Figure 7 is a flowchart of a method for obtaining virtual items according to an embodiment of this application. The method can be executed by a terminal device 101 in the computer system shown in Figure 1, and the method includes the following steps.
[0179] In step 701, a first virtual item and a second virtual item are displayed. The first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene. The first object and the second object belong to the same game team.
[0180] That is, it displays the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield, and the first object and the second object belong to the same game team.
[0181] In one possible implementation, the process of displaying the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene has been described in step 204 above, and will not be repeated here.
[0182] In step 702, the virtual item allocation function is triggered, and a third virtual item is displayed. The third virtual item is the virtual item to be acquired by the first object. The third virtual item is determined based on the first virtual item and the second virtual item.
[0183] That is, when the virtual item allocation function is triggered, the third virtual item to be acquired by the first object is displayed, and the third virtual item is determined based on the first virtual item and the second virtual item.
[0184] In one possible implementation, the process of displaying the third virtual item to be acquired by the first object based on the virtual item allocation function being triggered has been described in steps 205 to 209 above. Please refer to the content of steps 205 to 209 above for details, and will not be repeated here.
[0185] In step 703, the acquisition result of the third virtual item is displayed, indicating that the first object has acquired the third virtual item.
[0186] That is, acquiring a third virtual item, which here refers to the first object acquiring the third virtual item. In one possible implementation, the process of acquiring the third virtual item has been described in steps 210 to 211 above, and will not be repeated here.
[0187] The above method demonstrates the virtual items collected by multiple objects within the same game team in a virtual scene. For the first object in the game team, a third virtual item is assigned to that object based on the virtual items collected by the other objects in the team. This ensures that the virtual items an object acquires are not solely dependent on its own collection but are related to the virtual items collected by the other objects in the game team. Therefore, it can stimulate the willingness of objects within the same game team to cooperate in collecting and sharing virtual items, enhancing interactivity and collaboration among objects, thereby increasing the efficiency of acquiring virtual items and ultimately improving the efficiency of human-computer interaction. Furthermore, objects can acquire not only the virtual items they themselves collect in the virtual scene but also those collected by other objects in the same game team, making the acquisition methods more diverse and flexible. This avoids the monotony of single-person collection behavior, thereby enhancing the player's gaming experience, increasing user retention, and improving game engagement.
[0188] Figure 8 is a flowchart of a method for obtaining virtual items according to an embodiment of this application. The method can be executed by server 102 in the computer system shown in Figure 1, and the method includes the following steps.
[0189] In step 801, a first virtual item and a second virtual item are determined. The first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene. The first object and the second object belong to the same game team.
[0190] That is, it is determined that the first virtual item collected by the first object in the virtual battlefield and the second virtual item collected by the second object in the virtual battlefield belong to the same game team.
[0191] In one possible implementation, the process of determining the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene has been described in step 206 above, and will not be repeated here.
[0192] In step 802, a third virtual item is determined based on the first virtual item and the second virtual item. The third virtual item is the virtual item to be acquired by the first object.
[0193] That is, based on the first virtual item and the second virtual item, the third virtual item to be acquired by the first object is determined.
[0194] In one possible implementation, the process of determining the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item has been described in step 207 above, and will not be repeated here.
[0195] In step 803, a third virtual item is assigned to the first object.
[0196] In one possible implementation, the process of allocating the third virtual item to the first object has been described in step 211 above, and will not be repeated here.
[0197] The above method demonstrates the virtual items collected by multiple objects within the same game team in a virtual scene. For the first object in the game team, a third virtual item is assigned to that object based on the virtual items collected by the other objects in the team. This ensures that the virtual items an object acquires are not solely dependent on its own collection but are related to the virtual items collected by the other objects in the game team. Therefore, it can stimulate the willingness of objects within the same game team to cooperate in collecting and sharing virtual items, enhancing interactivity and collaboration among objects, thereby increasing the efficiency of acquiring virtual items and ultimately improving the efficiency of human-computer interaction. Furthermore, objects can acquire not only the virtual items they themselves collect in the virtual scene but also those collected by other objects in the same game team, making the acquisition methods more diverse and flexible. This avoids the monotony of single-person collection behavior, thereby enhancing the player's gaming experience, increasing user retention, and improving game engagement.
[0198] Figure 9 is a flowchart of a method for obtaining virtual items provided in an embodiment of this application. As shown in Figure 9, the method includes the following steps.
[0199] 1. The terminal device displays the game preparation interface.
[0200] The game preparation interface displays selection controls and a start control. The process of the terminal device displaying the game preparation interface has been described in step 201 above. Please refer to the content of step 201 for details, and it will not be repeated here.
[0201] 2. Select the first object using the selection control to confirm sharing the virtual items collected in the virtual scene.
[0202] The method of selecting the control for the first object has been described in step 201 above, and will not be repeated here.
[0203] 3. The first object selects the start control and sends a matching request to the server.
[0204] The match request is used to ask the server to confirm that the second object and the first object, which share virtual items, are paired together.
[0205] 4. The server will group the first object and the second object that confirms the shared virtual items into a team.
[0206] 5. The server determines whether the first object has successfully evacuated from the virtual scene.
[0207] If the first object successfully evacuates from the virtual scene, proceed to step 6; if the first object fails to evacuate from the virtual scene, end the process.
[0208] If the first object brings the virtual items collected in the virtual scene back to the extraction point, the first object has successfully extracted from the virtual scene.
[0209] 6. The server determines whether the first object is playing the game normally in the virtual scene.
[0210] If the first object is playing normally in the virtual scene, proceed to step 7; if the first object is not playing normally in the virtual scene, end the process.
[0211] The process of determining whether the first object is playing the game normally in the virtual scene has been described in step 202 above. Please refer to the content of step 202 for details, and it will not be repeated here.
[0212] 7. The server sends the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene to the terminal device.
[0213] The second object and the first object belong to the same game team, and the second object successfully evacuated in the virtual scene. The second object is playing the game normally in the virtual scene, which means that the second object has the qualification to share virtual items.
[0214] The process by which the server sends the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene to the terminal device has been described in step 203 above. Please refer to the content of step 203 for details. The process will not be described again here.
[0215] 8. The terminal device displays the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene.
[0216] The process of the terminal device displaying the first virtual item collected by the first object in the virtual scene and the second virtual item collected by the second object in the virtual scene has been described in step 204 above. Please refer to the content of step 204 for details, and it will not be repeated here.
[0217] 9. The first object marks the target virtual item in the first virtual item and the second virtual item.
[0218] The target virtual item is the virtual item that the first object wants to acquire. The process of the first object marking the target virtual item has been described in step 204 above, and will not be repeated here.
[0219] 10. Once the first object selects the confirmation control, the terminal device sends a virtual item allocation request to the server.
[0220] The virtual item allocation request includes the object identifier of the first object and the item identifier of the target virtual item.
[0221] 11. The server determines the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0222] The process of determining the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item has been described in step 207 above. Please refer to the content of step 207 for details, and it will not be repeated here.
[0223] 12. The server sends the first object to the terminal device, which is the third virtual item to be acquired.
[0224] The process by which the server sends the first object to the terminal device to acquire the third virtual item has been described in step 208 above. Please refer to the content of step 208 for details, and it will not be repeated here.
[0225] 13. The terminal device displays the third virtual item to be acquired from the first object.
[0226] The process of the terminal device displaying the third virtual item to be acquired from the first object has been described in step 209 above. Please refer to the content of step 209 for details, and it will not be repeated here.
[0227] 14. When the first object selects the claim control, the terminal device sends a virtual item acquisition request to the server.
[0228] The virtual item acquisition request includes the object identifier of the first object.
[0229] 15. The server assigns the third virtual item to the first object.
[0230] The process of the server allocating the third virtual item to the first object has been described in step 211 above, and will not be repeated here.
[0231] Figure 10 is a schematic diagram of a virtual item acquisition device provided in an embodiment of this application. As shown in Figure 10, the device includes:
[0232] Display module 1001 is used to display a first virtual item and a second virtual item. The first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a second virtual item collected by a second object in a virtual scene. The first object and the second object belong to the same game team.
[0233] The display module 1001 is also used to display a third virtual item when the virtual item allocation function is triggered. The third virtual item is the virtual item to be acquired by the first object. The third virtual item is determined based on the first virtual item and the second virtual item.
[0234] The acquisition module 1002 is used to display the acquisition result of the third virtual item, and the acquisition result indicates that the first object has acquired the third virtual item.
[0235] In one possible implementation, the display module 1001 is further configured to display a target marker on the target virtual item in response to a triggering operation for the target virtual item. The target marker indicates that the first object wishes to acquire the target virtual item, which is either a first virtual item or a second virtual item.
[0236] In one possible implementation, the display module 1001 is further configured to display the number of marked virtual items in response to a trigger operation on the target virtual item, the number of marked virtual items being used to indicate the number of virtual items marked by the first object in the first virtual item and the second virtual item.
[0237] In one possible implementation, the display module 1001 is also used to display the game contribution of the first object, which is determined based on the game performance data of the first object in the virtual scene.
[0238] In one possible implementation, the game performance data of the first object in the virtual scene includes the combat data of the first object in the virtual scene and the total resource value of the first virtual item collected by the first object in the virtual scene. The combat data of the first object in the virtual scene includes at least one of the number of objects defeated, the number of objects assisted, or the number of objects rescued by the first object in the virtual scene.
[0239] The device also includes:
[0240] The determination module is used to determine the contribution score of the first object based on the combat data of the first object in the virtual scene and the total resource value of the first virtual items collected by the first object in the virtual scene; and to determine the game contribution of the first object based on the contribution score of the first object.
[0241] In one possible implementation, the display module 1001 is also used to display object information and prompt information of the third object, the third object and the first object belong to the same game team, and the third virtual object fails to evacuate in the virtual scene, and the prompt information is used to indicate that the third object failed to evacuate in the virtual scene.
[0242] In one possible implementation, the display module 1001 is also used to display a countdown timer, which indicates the remaining time for triggering the virtual item allocation function.
[0243] In one possible implementation, the device further includes:
[0244] The sending module is used to send a virtual item allocation request to the server when the virtual item allocation function is triggered. The virtual item allocation request includes the object identifier of the first object. The virtual item allocation request is used to request the server to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item.
[0245] The receiving module is used to receive the first object sent by the server as the third virtual item to be acquired.
[0246] In one possible implementation, the acquisition module 1002 is used to send a virtual item acquisition request to the server. The virtual item acquisition request includes an object identifier of a first object and is used to request the server to allocate a third virtual item to the first object. In response to the first virtual item allocation information returned by the server, the acquisition result of the third virtual item is displayed. The first virtual item allocation information is used to indicate that a third virtual item has been allocated to the first object.
[0247] The aforementioned device demonstrates the virtual items collected by multiple objects within the same game team in a virtual scene. For the first object in the game team, a third virtual item is assigned to that object based on the virtual items collected by the other objects in the team. This ensures that the virtual items an object acquires are not solely dependent on its own collection but are related to the virtual items collected by the other objects in the game team. Therefore, it can stimulate the willingness of objects within the same game team to cooperate in collecting and sharing virtual items, enhancing interactivity and collaboration among objects, thereby increasing the efficiency of acquiring virtual items and ultimately improving the efficiency of human-computer interaction. Furthermore, objects can acquire not only the virtual items they themselves collect in the virtual scene but also those collected by other objects in the same game team, making the acquisition methods more diverse and flexible. This avoids the monotony of single-person collection behavior, thereby enhancing the player's gaming experience, increasing user retention, and improving game engagement.
[0248] Figure 11 is a schematic diagram of a virtual item acquisition device provided in an embodiment of this application. As shown in Figure 11, the device includes:
[0249] The determination module 1101 is used to determine the first virtual item and the second virtual item. The first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene. The first object and the second object belong to the same game team.
[0250] The determining module 1101 is further configured to determine a third virtual item based on the first virtual item and the second virtual item, wherein the third virtual item is the virtual item to be acquired by the first object;
[0251] The allocation module 1102 is used to allocate a third virtual item to the first object.
[0252] In one possible implementation, the device further includes:
[0253] The sending module is used to send a virtual item acquisition request to the server. The virtual item acquisition request includes the object identifier of the first object and is used by the server to allocate a third virtual item to the first object.
[0254] In one possible implementation, the first object plays the game normally in the virtual scene, including at least one of the following: the movement time of the first object in the virtual scene is not less than a first duration threshold; the total resource value of the first virtual items collected by the first object in the virtual scene is not less than a first resource threshold; and the difference between the total resource value of the virtual items collected by the first object when it fails to evacuate and the total resource value of the first virtual items is not greater than a first difference.
[0255] In one possible implementation, the determining module 1101 is used to determine the total resource value of the first virtual item and the second virtual item; perform an averaging operation on the total resource value of the first virtual item and the second virtual item to obtain an average resource value; classify the first virtual item and the second virtual item according to the average resource value to obtain a first category and a second category, the first category and the second category each include at least one virtual item, the total resource value of the virtual item belonging to the first category is equal to the average resource value, and the total resource value of the virtual item belonging to the second category is equal to the average resource value; determine the virtual item belonging to the first category as the third virtual item, or determine the virtual item belonging to the second category as the third virtual item.
[0256] In one possible implementation, the device further includes:
[0257] The acquisition module is used to determine the target virtual item, which is either a first virtual item or a second virtual item, and the target virtual item is a virtual item marked by a first object.
[0258] The determination module 1101 is used to determine the third virtual item to be acquired by the first object based on the first virtual item, the second virtual item, and the target virtual item.
[0259] In one possible implementation, the determining module 1101 is configured to: determine the target virtual item as a third virtual item to be acquired by the first object when the target virtual item is not marked by the second object; perform an averaging operation on the total resource value of the first virtual item and the second virtual item to obtain an average resource value; determine a first resource difference between the average resource value and the resource value of the target virtual item when the average resource value is greater than the resource value of the target virtual item; and determine the virtual item whose resource value is equal to the first resource difference as the third virtual item to be acquired by the first object.
[0260] The aforementioned device demonstrates the virtual items collected by multiple objects within the same game team in a virtual scene. For the first object in the game team, a third virtual item is assigned to that object based on the virtual items collected by the other objects in the team. This ensures that the virtual items an object acquires are not solely dependent on its own collection but are related to the virtual items collected by the other objects in the game team. Therefore, it can stimulate the willingness of objects within the same game team to cooperate in collecting and sharing virtual items, enhancing interactivity and collaboration among objects, thereby increasing the efficiency of acquiring virtual items and ultimately improving the efficiency of human-computer interaction. Furthermore, objects can acquire not only the virtual items they themselves collect in the virtual scene but also those collected by other objects in the same game team, making the acquisition methods more diverse and flexible. This avoids the monotony of single-person collection behavior, thereby enhancing the player's gaming experience, increasing user retention, and improving game engagement.
[0261] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the 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 apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0262] Figure 12 shows a structural block diagram of a terminal device 1200 provided in an exemplary embodiment of this application. The terminal device 1200 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.
[0263] Typically, terminal device 1200 includes a processor 1201 and a memory 1202.
[0264] Processor 1201 may include one or more processing cores, such as a quad-core processor or an octa-core processor. Processor 1201 may be implemented using at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). Processor 1201 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.
[0265] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 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 1202 are used to store at least one instruction, which is executed by the processor 1201 to implement the virtual item acquisition method provided in the method embodiments of this application.
[0266] In some embodiments, the terminal device 1200 may also optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1203 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: radio frequency circuitry 1204, display screen 1205, camera assembly 1206, audio circuitry 1207, and power supply 1208.
[0267] In some embodiments, the terminal device 1200 further includes one or more sensors 1209. The one or more sensors 1209 include, but are not limited to: an acceleration sensor 1210, a gyroscope sensor 1211, a pressure sensor 1212, an optical sensor 1213, and a proximity sensor 1214.
[0268] Those skilled in the art will understand that the structure shown in FIG12 does not constitute a limitation on the terminal device 1200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0269] Figure 13 is a schematic diagram of the server structure provided in an embodiment of this application. The server 1300 can vary considerably due to different configurations or performance. It may include one or more processors (Central Processing Units, CPUs) 1301 and one or more memories 1302. The one or more memories 1302 store at least one line of program code, which is loaded and executed by the one or more processors 1301 to implement the virtual item acquisition method provided in the above-described method embodiments. Of course, the server 1300 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1300 may also include other components for implementing device functions, which will not be elaborated here.
[0270] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code. This at least one piece of program code is loaded and executed by a processor to enable a computer to implement any of the above-described methods for obtaining virtual items. Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, or optical data storage device, etc.
[0271] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described methods for obtaining virtual items.
[0272] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0273] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A method for acquiring virtual items, executed by a computer device, the method comprising: Display a first virtual item and a second virtual item. The first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a virtual item collected by a second object in the virtual scene. The first object and the second object belong to the same game team. When the virtual item allocation function is triggered, a third virtual item is displayed. The third virtual item is the virtual item that the first object needs to acquire. The third virtual item is determined based on the first virtual item and the second virtual item. The result of acquiring the third virtual item is displayed, indicating that the first object has acquired the third virtual item.
2. The method according to claim 1, wherein, After displaying the first virtual item and the second virtual item, the method further includes: In response to a triggering operation on a target virtual item, a target marker is displayed on the target virtual item, the target marker indicating that the first object wishes to acquire the target virtual item, the target virtual item being either the first virtual item or the second virtual item.
3. The method according to claim 2, wherein, The method further includes: In response to a triggering operation for the target virtual item, the number of marked virtual items is displayed, which indicates the number of virtual items marked by the first object in the first virtual item and the second virtual item.
4. The method according to any one of claims 1 to 3, wherein, The method further includes: The game contribution of the first object is displayed, and the game contribution of the first object is determined based on the game performance data of the first object in the virtual scene.
5. The method according to claim 4, wherein, The game performance data of the first object in the virtual scene includes the combat data of the first object in the virtual scene and the total resource value of the first virtual item collected by the first object in the virtual scene. The combat data of the first object in the virtual scene includes at least one of the number of objects defeated, the number of objects assisted, or the number of objects rescued by the first object in the virtual scene. The method further includes: The contribution score of the first object is determined based on the combat data of the first object in the virtual scene and the total resource value of the first virtual item collected by the first object in the virtual scene. The game contribution of the first object is determined based on its contribution score.
6. The method according to any one of claims 1 to 5, wherein, The method further includes: Displays object information and prompt information for a third object, which belongs to the same game team as the first object, and the third virtual object failed to evacuate in the virtual scene. The prompt information is used to indicate that the third object failed to evacuate in the virtual scene.
7. The method according to any one of claims 1 to 6, wherein, The method further includes: A countdown timer is displayed to indicate the remaining time for triggering the virtual item allocation function.
8. The method according to any one of claims 1 to 7, wherein, Before displaying the third virtual item, the method further includes: When the virtual item allocation function is triggered, a virtual item allocation request is sent to the server. The virtual item allocation request includes the object identifier of the first object. The virtual item allocation request is used to request the server to determine the third virtual item to be acquired by the first object based on the first virtual item and the second virtual item. Receive the third virtual item to be acquired from the first object sent by the server.
9. The method according to any one of claims 1 to 8, wherein, The display of the acquisition result of the third virtual item includes: Send a virtual item acquisition request to the server, the virtual item acquisition request including the object identifier of the first object, the virtual item acquisition request being used to request the server to allocate the third virtual item to the first object; In response to the first virtual item allocation information returned by the server, the acquisition result of the third virtual item is displayed, wherein the first virtual item allocation information is used to indicate that the third virtual item has been allocated to the first object.
10. A method for acquiring virtual items, executed by a computer device, the method comprising: Identify a first virtual item and a second virtual item, wherein the first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a virtual item collected by a second object in the virtual scene, and the first object and the second object belong to the same game team; Based on the first virtual item and the second virtual item, a third virtual item is determined, wherein the third virtual item is the virtual item to be acquired by the first object; The third virtual item is assigned to the first object.
11. The method according to claim 10, wherein, The method further includes: While the first object is playing the game normally in the virtual scene, the first virtual item and the second virtual item are sent to the terminal device so that the terminal device can display the first virtual item and the second virtual item.
12. The method according to claim 11, wherein, The first object plays the game normally in the virtual scene, including at least one of the following: The movement duration of the first object in the virtual scene is not less than a first duration threshold. The total resource value of the first virtual item collected by the first object in the virtual scene is not less than the first resource threshold; The difference between the total resource value of the virtual items collected by the first object when it fails to evacuate and the total resource value of the first virtual items is not greater than the first difference.
13. The method according to any one of claims 10 to 12, wherein, The step of determining the third virtual item based on the first virtual item and the second virtual item includes: Determine the total resource value of the first virtual item and the second virtual item; The average resource value is obtained by averaging the total resource value of the first virtual item and the second virtual item. Based on the average resource value, the first virtual item and the second virtual item are classified into a first category and a second category. The first category and the second category each include at least one virtual item. The total resource value of the virtual items belonging to the first category is equal to the average resource value, and the total resource value of the virtual items belonging to the second category is equal to the average resource value. Virtual items belonging to the first category are identified as the third virtual item, or virtual items belonging to the second category are identified as the third virtual item.
14. The method according to any one of claims 10 to 12, wherein, The method further includes: Identify a target virtual item, wherein the target virtual item is either the first virtual item or the second virtual item, and the target virtual item is the virtual item marked by the first object; The step of determining the third virtual item based on the first virtual item and the second virtual item includes: The third virtual item is determined based on the first virtual item, the second virtual item, and the target virtual item.
15. The method according to claim 14, wherein, The step of determining the third virtual item based on the first virtual item, the second virtual item, and the target virtual item includes: If the target virtual item is not marked by the second object, the target virtual item will be identified as the third virtual item. The average resource value is obtained by averaging the total resource value of the first virtual item and the second virtual item. If the average resource value is greater than the resource value of the target virtual item, a first resource difference between the average resource value and the resource value of the target virtual item is determined. The virtual item whose resource value is equal to the first resource difference is identified as the third virtual item.
16. A device for acquiring virtual items, the device comprising: The display module is used to display a first virtual item and a second virtual item. The first virtual item is a virtual item collected by a first object in a virtual scene, and the second virtual item is a virtual item collected by a second object in the virtual scene. The first object and the second object belong to the same game team. The display module is also used to display a third virtual item when the virtual item allocation function is triggered. The third virtual item is the virtual item to be acquired by the first object. The third virtual item is determined based on the first virtual item and the second virtual item. The acquisition module is used to display the acquisition result of the third virtual item, and the acquisition result indicates that the first object has acquired the third virtual item.
17. A device for acquiring virtual items, the device comprising: The determination module is used to determine the first virtual item and the second virtual item, wherein the first virtual item is a virtual item collected by the first object in the virtual scene, and the second virtual item is a virtual item collected by the second object in the virtual scene, and the first object and the second object belong to the same game team; The determining module is further configured to determine a third virtual item based on the first virtual item and the second virtual item, wherein the third virtual item is the virtual item to be acquired by the first object; The allocation module is used to allocate the third virtual item to the first object.
18. A computer device comprising a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the method for acquiring virtual items as described in any one of claims 1 to 15.
19. A computer-readable storage medium storing at least one piece of program code, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the method for acquiring virtual items as described in any one of claims 1 to 15.
20. A computer program product storing at least one computer instruction, the at least one computer instruction being loaded and executed by a processor to enable a computer to implement the method for acquiring virtual items as described in any one of claims 1 to 15.
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