Virtual match settlement method and apparatus, and device, medium and program product
By enabling the points-locking function for veteran players' main virtual accounts, their virtual attributes remain unchanged, solving the problem of veteran players' attributes declining due to new players, and increasing veteran players' enthusiasm for leading new players and social interaction.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-13
- Publication Date
- 2026-04-02
AI Technical Summary
In existing technology, when experienced players guide new players, the new players' lack of familiarity leads to a decline in virtual attributes, and the lack of incentive mechanisms causes experienced players to be unwilling to continue playing games with new players.
By enabling the rating lock function for veteran players' main virtual accounts, their virtual attributes remain unchanged after game matches, such as rank level and number of wins, ensuring that veteran players' game performance is not affected by new players.
It increased the enthusiasm of experienced players to guide new players, promoted social interaction among users, and enhanced the sense of participation in team-based games.
Smart Images

Figure CN2025114474_02042026_PF_FP_ABST
Abstract
Description
Settlement method, device, equipment, medium and program product of virtual match
[0001] The present application claims priority to the Chinese patent application No. 202411398181.8, filed on September 30, 2024, and entitled "Settlement method, device, equipment, medium and program product of virtual match", the whole content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] Embodiments of the present application relate to the field of human-computer interaction, in particular to a settlement method, device, equipment, medium and program product of virtual match. BACKGROUND
[0003] Among various game types, team cooperation games are gradually increasing. Such games require players to form a game team before the game starts and cooperate with each other to play the game.
[0004] During the game, players in the game team will cooperate with each other. In order to improve the game experience of new players, the game usually launches an activity to encourage old players to lead new players to play the game together, and encourages old players to help new players through virtual props rewards in the game.
[0005] However, in the case that the virtual prop reward is not attractive to the old player, or all the virtual props are exchanged, the old player may no longer continue to play the game with the new player, and therefore other ways are needed to encourage the old player to lead the new player. SUMMARY
[0006] The present application provides a settlement method, device, equipment, medium and program product of virtual match, which includes at least one of the following aspects.
[0007] According to an aspect of an embodiment of the present application, a settlement method of virtual match is provided, the method is used for a computer device, and the method includes:
[0008] In the case that the master virtual account and the teammate virtual account meet the lock split start condition, starting the lock split function of the master virtual account;
[0009] In response to the role control operation, controlling the master virtual role corresponding to the master virtual account to participate in the current match;
[0010] In the match settlement process of the current match, at least one virtual attribute of the master virtual account is kept unchanged after the current match based on the lock split function.
[0011] According to another aspect of an embodiment of the present application, a settlement device of virtual match is provided, the device includes:
[0012] The opening module is configured to open the lock split function of the master virtual account when the master virtual account and the teammate virtual account satisfy a lock split opening condition.
[0013] The control module is configured to control the master virtual character corresponding to the master virtual account to participate in the current game in response to a role control operation.
[0014] The settlement module is configured to keep at least one virtual attribute of the master virtual account unchanged after the current game based on the lock split function during a game settlement process of the current game.
[0015] According to another aspect of the embodiments of the present application, a computer device is provided, which includes a processor and a memory, and the memory stores at least one program. The processor is configured to execute the at least one program in the memory to implement the above-mentioned game settlement method.
[0016] According to another aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores at least one program. The at least one program is loaded and executed by a processor to implement the above-mentioned game settlement method.
[0017] According to another aspect of the embodiments of the present application, a computer program product or computer program is provided, which includes computer instructions stored in a computer readable storage medium. A processor acquires the computer instructions from the computer readable storage medium, and executes the computer instructions to implement the above-mentioned game settlement method.
[0018] The technical solutions provided by the embodiments of the present application can include the following beneficial effects:
[0019] The method keeps at least one virtual attribute of the master virtual account unchanged after the current game by opening the lock split function of the master virtual account, avoids the virtual attribute of the master virtual account from being reduced due to the problem of the teammate virtual account, improves the enthusiasm of the master virtual account as an old player to lead the teammate virtual account as a new player, and promotes social interaction among users.
[0020] In other words, when the master virtual account and the teammate virtual account satisfy the lock split opening condition, the lock split function of the master virtual account is opened, so that the player does not need to worry about affecting the virtual attribute of the master virtual account during the game, thereby paying more attention to the game performance and improving the enthusiasm of the player to participate in the team game. BRIEF DESCRIPTION OF DRAWINGS
[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the embodiments will be briefly introduced. Obviously, the drawings in the following description only constitute some embodiments of the present application, and for those skilled in the art, other drawings can be obtained based on these drawings without any creative effort.
[0022] Fig. 1 shows a schematic diagram of a computer system according to an example embodiment of the present application;
[0023] Fig. 2 shows a schematic diagram of a settlement method of a virtual game according to an example embodiment of the present application;
[0024] Fig. 3 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0025] Fig. 4 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0026] Fig. 5 shows a schematic diagram of acquiring a lockout function according to an example embodiment of the present application;
[0027] Fig. 6 shows a schematic diagram of not opening a lockout function according to an example embodiment of the present application;
[0028] Fig. 7 shows a schematic diagram of not opening a lockout function according to an example embodiment of the present application;
[0029] Fig. 8 shows a schematic diagram of viewing a lockout function according to an example embodiment of the present application;
[0030] Fig. 9 shows a schematic diagram of opening a lockout function according to an example embodiment of the present application;
[0031] Fig. 10 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0032] Fig. 11 shows a schematic diagram of displaying a lockout marker according to an example embodiment of the present application;
[0033] Fig. 12 shows a schematic diagram of displaying a lockout marker according to an example embodiment of the present application;
[0034] Fig. 13 shows a schematic diagram of displaying a lockout marker according to an example embodiment of the present application;
[0035] Fig. 14 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0036] Fig. 15 shows a schematic diagram of adjusting a type of a virtual room according to an example embodiment of the present application;
[0037] FIG. 16 shows a diagram for keeping the type of virtual room unchanged according to an example embodiment of the present application;
[0038] FIG. 17 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0039] FIG. 18 shows a diagram of a quick conversation bar according to an example embodiment of the present application;
[0040] FIG. 19 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0041] FIG. 20 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0042] FIG. 21 shows a diagram for a lock split function being unable to be opened according to an example embodiment of the present application;
[0043] FIG. 22 shows a diagram for a lock split function being unable to be opened according to an example embodiment of the present application;
[0044] FIG. 23 shows a diagram for a lock split function being unable to be opened according to an example embodiment of the present application;
[0045] FIG. 24 shows a diagram for a lock split function being unable to be opened according to an example embodiment of the present application;
[0046] FIG. 25 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0047] FIG. 26 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0048] FIG. 27 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0049] FIG. 28 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0050] FIG. 29 shows a flowchart of a search for a game according to an example embodiment of the present application;
[0051] FIG. 30 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0052] FIG. 31 shows a flowchart of a priority of a benefit display according to an example embodiment of the present application;
[0053] FIG. 32 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application;
[0054] FIG. 33 shows a block diagram of a settlement device of a virtual match according to an example embodiment of the present application;
[0055] FIG. 34 shows a structural block diagram of a computer device according to an example embodiment of the present application. DETAILED DESCRIPTION
[0056] For the purpose of making the objects, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.
[0057] The example embodiments will be described in detail herein with reference to the accompanying drawings. The following description is with reference to the drawings, in which like numerals indicate like elements, and different drawings might have different numbers of the same element indicating like or similar elements. The embodiments described in the following example embodiments are not meant to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of the present application as detailed in the appended claims.
[0058] The terminology used in the present application is for the purpose of describing particular embodiments only and is not intended to be limiting of the present application. As used in the present application and the appended claims, the singular forms "a," "an" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and / or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and / or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and / or groups thereof.
[0059] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0060] It should be understood that although the terms first, second, etc. can be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish one type of information from another type of information. For example, a first parameter can also be called a second parameter without departing from the scope of the present application, and similarly, a second parameter can also be called a first parameter. Depending on the context, the word "if" as used herein can be interpreted as "when" or "upon" or "in response to determining".
[0061] First, some terms involved in the present application are explained:
[0062] Multiplayer Online Battle Arena (MOBA): A type of game in which players can choose their own characters from various types of characters to fight against two opposing teams, and the winning condition is to break through the defense line and destroy the buildings guarded by the enemy players.
[0063] Ranking: A mode of play in a MOBA game, through which players can obtain a rating level, which can be used to judge the level of the player.
[0064] Five rows: A mode in which players need to form a team of five to participate in the ranking, allowing players to form a team within a certain rating level range, for example, players A, B, C, and D are all at the fourth rating level, and player E is usually allowed to be at the third rating level to the fifth rating level in the same team.
[0065] Game interface: The client interface of the game software, including buttons, animations, text, sound, windows, and other design elements in the picture that directly or indirectly contact the player.
[0066] Game function: A function or permission that a player can obtain in a game, usually with benefits or specified types of abilities, which can be selected by the player whether to use the game function.
[0067] FIG. 1 shows a schematic diagram of a computer system 100 according to an example embodiment of the present application. The computer system 100 includes a terminal 110 and a server 120.
[0068] The terminal 110 is installed and runs a client 111 supporting a virtual environment. When the terminal 110 runs the client 111, the screen of the terminal 110 displays the user interface of the client 111. The client 111 can be any one of a virtual reality (VR) application, an augmented reality (AR) application, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a multiplayer online battle arena (MOBA) game, and a strategy-based chess game. In the embodiments of the present application, the meanings of the terms object, user, account, and player are the same, and the present application does not limit them.
[0069] The terminal 110 is a terminal used by the user 112, and the terminal 110 can be one of a plurality of terminals, and the embodiment is only exemplified by the terminal 110. The device type of the terminal 110 includes at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0070] Only one terminal is shown in FIG. 1, but there are other terminals 130 accessing the server 120 in different embodiments. Optionally, there is one or more other terminals 130 corresponding to the developer, and the development and editing platform supporting the virtual environment client 111 is installed on the other terminal 130, and the developer can edit and update the client 111 on the other terminal 130, and transmit the updated client installation package to the server 120 through a wireless network or a wired network, and the terminal 110 can download the client installation package from the server 120 to update the client 111.
[0071] The terminal 110 and the other terminal 130 are connected to the server 120 through a wireless network or a wired network.
[0072] The server 120 is a network device, including at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the virtual environment supporting client 111. Optionally, the server 120 undertakes the main computing work, and the terminal 110 undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal 110 undertakes the main computing work; or the server 120 and the terminal 110 adopt a distributed computing architecture for collaborative computing.
[0073] Optionally, the server 120 comprises a user-oriented input / output (I / O) interface 121, a processor 122, a user account database 123, and a battle service module 124. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the terminal 110 and other terminals 130, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle modes for users to battle, such as a 1V1 battle mode, a 3V3 battle mode, a 5V5 battle mode, or a battle mode in which one or more users form a camp, and then multiple camps (more than three) battle with each other and are ranked and eliminated according to battle results to determine final rankings. The user-oriented I / O interface 121 is configured to establish communication with the terminal 110 and / or the other terminals 130 through a wireless network or a wired network and exchange data.
[0074] Those skilled in the art can know that the number of the terminal 110 can be more or less. For example, the terminal 110 can be only one, or the terminal 110 can be dozens or hundreds, or more. The number and type of the terminal 110 are not limited in the embodiments of the present application.
[0075] Among various game types, team cooperation games are gradually increasing. Such games require players to form a game team before the game starts and cooperate with each other to play the game. During the game, players in the game team will cooperate with each other. In order to improve the game experience of new players, the game usually launches an activity to encourage old players to lead new players to play the game together, and virtual props are awarded to encourage old players to help new players. However, in the case that the virtual props are not attractive to the old players or all the virtual props are exchanged, the old players may no longer continue to play the game with the new players, and therefore other ways are needed to encourage the old players to lead the new players.
[0076] In most cases, the old players do not want to lead the new players because when the old players cooperate with the new players to play the game, the new players may not be familiar with the game, which may lead to the failure of the whole team and thus reduce some virtual attributes of the old players, such as reducing the ranking level of the old players. In order to solve the above problem, the present application provides a settlement method of a virtual match. FIG. 2 shows a schematic diagram of a settlement method of a virtual match provided by an exemplary embodiment of the present application, which is executed by the terminal 110 and the server 120.
[0077] The terminal 110 is installed and runs a client 111 supporting a virtual environment, wherein the client 111 displays at least one of the following: a lock split function display area 210, an account display area 220, a lock split function related information display area 230, a virtual room information display area 240, a matching control 250, and a state control 260.
[0078] Optionally, the account display area 220 displays related information of one or more accounts. For example, the account display area 220 displays A account information and B account information, wherein the A account information includes at least one of the following: an A account flag 2211, an A account avatar 2212, and an A account name 2213, and the B account information includes at least one of the following: a B account flag 2221, a B account avatar 2222, and a B account name 2223. In this embodiment, the A account is usually taken as an example of a main control virtual account of an old player.
[0079] In some embodiments, the main control virtual account acquires the lock split function when the main control virtual account meets a lock split function acquisition condition.
[0080] As shown in FIG. 2, when the main control virtual account meets the lock split function acquisition condition, the lock split function display area 210 is displayed in response to clicking the state control 260, and the lock split function display area 210 includes a lock split control 211.
[0081] Optionally, the lock split function acquisition condition includes that a rating level of the main control virtual account reaches a specified rating level, and the rating level is used to indicate a game level of the main control virtual account.
[0082] Optionally, the lock split function acquisition condition further includes that a reputation level of the main control virtual account reaches a specified reputation level, and the reputation level is used to indicate a credit level of the main control virtual account.
[0083] The lock split function can also be referred to as lock split privilege, lock split right, and the like, and is used to keep at least one virtual attribute of the main control virtual account unchanged after participating in a game. For example, when the lock split function is enabled, the rating level of the main control virtual account remains unchanged after this game.
[0084] In addition to displaying the lock split control 211, the lock split function display area 210 can also display other information, such as a gain value (experience total addition + 100%, crystal total addition + 100%) of the main control virtual account, a use effect of a virtual prop, and the like, which are not limited in the present application. In this embodiment, only information mainly related to the lock split function is displayed in the lock split function display area 210, and display of other information is reduced or omitted, which is taken as an example for illustration.
[0085] In some embodiments, the at least one virtual attribute corresponding to the lock split function is allowed to be set.
[0086] For example, only one virtual attribute can be set to remain unchanged, such as the level of the master virtual account; or multiple virtual attributes can be set to remain unchanged, such as the level of the master virtual account, the number of winning games of the master virtual account, and the number of games of the master virtual account.
[0087] For example, but not limited to, the virtual attributes include at least one of the following: the level of the master virtual account; the number of winning games of the master virtual account; the number of games of the master virtual account; the number of winning games of the master virtual character corresponding to the master virtual account; the evaluation score of the master virtual character corresponding to the master virtual account; the number of games of the master virtual character corresponding to the master virtual account.
[0088] In some embodiments, the lock score function related information display area 230 is used to display at least one of the following information: the on-off state of the lock score function; the reputation level of the master virtual account; the level of the master virtual account.
[0089] For example, when the lock score function is not turned on, the lock score function related information display area 230 displays the on-off state of the lock score function as "lock score function not turned on"; the reputation level of the master virtual account as "reputation level: level 5"; and the level of the master virtual account as "level: fifth level 3 diamonds".
[0090] In some embodiments, when the master virtual account and the teammate virtual account meet the lock score opening condition, the lock score function of the master virtual account is turned on.
[0091] When the lock score opening condition is met, the lock score function of the master virtual account is turned on by turning on the lock score control 211.
[0092] For example, but not limited to, the lock score opening condition includes at least one of the following: the difference between the level of the master virtual account and the level of the teammate virtual account is greater than a first threshold; the difference between the game time of the master virtual account and the game time of the teammate virtual account is greater than a second threshold; the difference between the account level of the master virtual account and the account level of the teammate virtual account is greater than a third threshold; the difference between the proficiency of the master virtual character corresponding to the master virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fourth threshold; the difference between the game branch proficiency of the master virtual character corresponding to the master virtual account and the game branch proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fifth threshold.
[0093] The level grade is used to indicate the game level of the virtual account; the game duration is used to indicate the time spent by the virtual account on the game corresponding to the client; the account level is used to indicate the game level of the virtual account; the proficiency of the virtual character (main control virtual character or teammate virtual character) is used to indicate the familiarity of the virtual account with the operation of the virtual character; and the proficiency of the game session branch is used to indicate the familiarity of the virtual account with the operation of the game session branch.
[0094] The purpose of setting the lock split function is to encourage the old player to lead the new player to play the game together while not affecting the virtual attributes of the old player. Therefore, in general, the lock split control 211 is not allowed to be opened when the player plays the game alone, and the lock split control 211 is allowed to be opened when at least one teammate virtual account is played together.
[0095] Taking the difference between the level grade of the main control virtual account and the level grade of the teammate virtual account greater than a first threshold as an example. Since the level grade of the new player is generally low and the level grade of the old player is generally high, when the difference between the level grade of the main control virtual account and the level grade of the teammate virtual account is large, it indicates that the main control virtual account corresponds to the old player and the teammate virtual account corresponds to the new player, and at this time the lock split function is allowed to be opened. For example, the level grade of the main control virtual account is the fifth grade, and assuming that the first threshold is 2 grades, then the level grade of the teammate virtual account needs to be lower than or equal to the third grade.
[0096] By setting the lock split opening condition, it is ensured that the virtual accounts playing the game together correspond to at least one old player and at least one new player.
[0097] In some embodiments, the lock split opening condition further includes at least one of the following: the main control virtual account and the teammate virtual account are in a friend relationship; the remaining number of times of using the lock split function is greater than a number threshold; and the number of virtual accounts in the team to which the main control virtual account belongs that have opened the lock split function is lower than a quantity threshold.
[0098] In order to encourage the old player to lead the friend (new player) to play the game together, the lock split function is allowed to be opened only when the main control virtual account controlled by the old player and the teammate virtual account controlled by the friend are in a friend relationship. The main control virtual account and the teammate virtual account being in a friend relationship includes: the main control virtual account and one teammate virtual account being in a friend relationship, and the main control virtual account and multiple teammate virtual accounts being in a friend relationship. If the main control virtual account and all teammate virtual accounts are not in a friend relationship, the lock split function is not allowed to be opened.
[0099] Alternatively, the lock split function is provided with a remaining number of uses, and the remaining number of uses is provided with a time limit, and a number threshold is also provided. For example, the time limit is one week, and the number threshold is zero. For example, the upper limit of the remaining number of uses per week is 6, and the lock split function is not allowed to be started after the remaining number of uses is zero.
[0100] Alternatively, the number of virtual accounts in the same team that can start the lock split function is limited, and the number of virtual accounts that start the lock split function needs to be lower than a number threshold. Assuming that the number threshold is 2, if 2 virtual accounts have started the lock split function, then the 3rd virtual account in the same virtual room cannot start the lock split function. For example, if 2 team member virtual accounts have started the lock split function, then the host virtual account cannot start the lock split function. The number threshold can be a set value, and can also be set to 3, 4, or other values, which are not limited by the embodiments of the present application.
[0101] The above lock split starting conditions are pre-set conditions, and one or more lock split starting conditions can be set in specific implementations. The above lock split starting conditions are only examples, and more other lock split starting conditions can also be set, which are not limited by the embodiments of the present application.
[0102] In some embodiments, in the case that the host virtual account starts the lock split function, a lock split marker is displayed in a specified area.
[0103] By way of example but not limitation, the specified area includes at least one of the following: the side of the avatar of the host virtual account; a team information display area in a recruitment interface; a team information display area in a chat channel; wherein the team information display area is used to display related information of the team to which the host virtual account belongs.
[0104] Taking the host virtual account as an example, in response to the starting operation on the lock split control 211, the lock split function is started, and a lock split marker 2214 is displayed below the avatar 2212 of the A account. The shield-shaped marker below the avatar 2212 of the A account corresponds to the lock split marker 2214 of the A account.
[0105] In some embodiments, based on the lock split function in the starting state, a lock split prompt information 270 is displayed.
[0106] In response to the starting operation on the lock split control 211, the lock split prompt information 270 is displayed. For example, in the center of the game screen, the text "lock split function started successfully, room switched to five-person room" is displayed.
[0107] In some embodiments, in the case that the host virtual account starts the lock split function, based on the lock split starting condition, the type of the virtual room is adjusted, or the type of the virtual room remains unchanged.
[0108] In response to an opening operation on the lock split control 211, the type of the virtual room is adjusted based on the lock split opening condition, or the type of the virtual room is kept unchanged, and the lock split prompt information 270 is displayed.
[0109] For example, in the case where the lock split opening condition requires that the host virtual account and all the teammate virtual accounts are in a friend relationship, the type of the virtual room is adjusted to be a five-person room; or in the case where the lock split opening condition requires that the host virtual account and one teammate virtual account are in a friend relationship, the virtual room is adjusted to be a two-person room.
[0110] In the case where the lock split opening condition requires that the host virtual account and all the teammate virtual accounts are in a friend relationship, a text “Lock split function is successfully opened, and the room is switched to a five-person room” is displayed in the center of the game screen, and the type of the virtual room displayed in the virtual room information display area 240 is changed from a single-person room to a five-person room. If the virtual room is originally a five-person room, the type of the virtual room is kept unchanged, and a text “Lock split function is successfully opened” is displayed in the center of the game screen.
[0111] In some embodiments, in the case where the host virtual account and the teammate virtual account do not satisfy the lock split opening condition, the lock split function is not allowed to be opened.
[0112] For example, in the case where the lock split opening condition includes that the gap between the rating level of the host virtual account and the rating level of the teammate virtual account is greater than a first threshold, if the rating level of the host virtual account and the rating level of the teammate virtual account are the same, the lock split function is not allowed to be opened.
[0113] In some embodiments, in response to a role control operation, the host virtual account corresponding to the host virtual role is controlled to participate in the current match.
[0114] By clicking the match control 250, the current match is entered in the case where an opponent is matched, and the match settlement process is entered after the current match is completed.
[0115] In some embodiments, the game process includes at least one of the following: a teammate calling process; a match opponent matching process; a role selection process; a match loading process; a match fighting process; and a match settlement process.
[0116] The teammate calling process is a process from entering the virtual room to starting to match the opponent; the match opponent matching process is a process from starting to match the opponent to matching the opponent; the role selection process is a process from matching the opponent to completing the selection of the roles of all the virtual accounts; the match loading process is a process from completing the selection of the roles of all the virtual accounts to starting the match; the match fighting process is a process from starting the match to ending the match; and the match settlement process is a process of settling the data of the current match after the match ends.
[0117] In some embodiments, during the game settlement of the current game, at least one virtual attribute of the master virtual account is kept unchanged after the current game based on the lock score function.
[0118] By way of example and not limitation, the types of virtual attributes include at least one of the following: a segment level of the master virtual account; a number of winning games of the master virtual account; a number of games of the master virtual account; a number of winning games of a master virtual character corresponding to the master virtual account; an evaluation score of the master virtual character corresponding to the master virtual account; and a number of games of the master virtual character corresponding to the master virtual account.
[0119] For example, when the lock score function is in the enabled state, before the game starts, the segment level of the master virtual account is the fifth level 3 diamonds, and after the game ends, the segment level of the master virtual account remains unchanged, still the fifth level 3 diamonds, and will not change to the fifth level 4 diamonds because of a game win, or change to the fifth level 2 diamonds because of a game loss.
[0120] In some embodiments, during the game settlement, based on the lock score function in the enabled state, a settlement lock score prompt information 280 is displayed, which is used to prompt that at least one virtual attribute of the master virtual account is kept unchanged after the current game.
[0121] For example, during the game settlement, because the lock score function is enabled before the game starts, the lock score function is in the enabled state, and the settlement lock score prompt information 280 “because you enable the lock score function, the result of the current game will not change your segment level” is displayed in the center of the settlement interface 20.
[0122] In summary, the method provided in this embodiment keeps at least one virtual attribute of the master virtual account unchanged after the current game by enabling the lock score function of the master virtual account, avoids the virtual attribute of the master virtual account from being reduced due to the problem of the teammate virtual account, improves the enthusiasm of the master virtual account leading the teammate virtual account, and promotes social interaction among users.
[0123] The method provided in this embodiment also sets a lock score enabling condition, so that only players who meet the lock score enabling condition can enable the lock score function. For example, when the segment level difference is greater than a first threshold, the master virtual account can enable the lock score function, which meets the demand of new and old players who want to play together, and the demand of new players who want to be helped by old players.
[0124] FIG. 3 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application, which includes at least one of the following steps.
[0125] Step 310: In the case that the master virtual account and the teammate virtual account meet the lock split open condition, the lock split function of the master virtual account is opened.
[0126] In some embodiments, the lock split function is a function for keeping at least one virtual attribute of the virtual account unchanged after participating in the game.
[0127] For example, in the case that the lock split function of the master virtual account is opened, the rating level of the master virtual account remains unchanged after this game, or the number of game sessions that the master virtual account participates in remains unchanged, etc.
[0128] The lock split function can also be referred to as lock split privilege, lock split right, etc. Optionally, the lock split function is implemented in the form of a system function or a virtual prop. For example, the lock split function can be implemented as a lock rating function, a lock game session number function, a lock virtual character evaluation score function, etc., or as a lock rating card, a lock game session number virtual coin, a lock virtual character evaluation score gem, etc.
[0129] Among them, the lock rating function and the lock rating card are used to keep the rating level unchanged; the lock game session number function and the lock game session number virtual coin are used to keep the number of game sessions unchanged; and the lock virtual character evaluation score function and the lock virtual character evaluation score gem are used to keep the virtual character evaluation score unchanged.
[0130] In one possible implementation, the player can open the lock split function by performing a trigger operation on the lock split function control (such as a lock rating function control, a lock game session number function control, etc.); in another possible implementation, the player can also open the lock split function by using the lock split function prop (such as a lock rating card, a lock game session number virtual coin, etc.).
[0131] In some embodiments, the lock split open condition is used to indicate the condition that needs to be met to open the lock split function.
[0132] The purpose of setting the lock split function is to encourage old players to lead new players to play the game together without affecting the virtual attributes of the old players. Therefore, in general, when the player plays the game alone, the lock split function is not allowed to be opened, and at least when the player plays the game with one teammate virtual account, it is determined whether the lock split open condition is met, so as to determine whether the lock split function is allowed to be opened. That is, teaming up to participate in the game is a prerequisite for determining whether the lock split open condition is met.
[0133] In some embodiments, the lock split open condition can be pre-set.
[0134] The related skilled person can pre-set the lock split open condition in each dimension according to the actual application scenario of the lock split function.
[0135] For example, the opening condition of the lock is set according to the rating level of the virtual account; or the opening condition of the lock is set according to the game duration of the virtual account; or the opening condition of the lock is set according to the virtual relationship between the master virtual account and the teammate virtual account. The specific opening condition of the lock is not limited in the embodiments of the present application.
[0136] Step 320: In response to the role control operation, the computer device controls the master virtual character corresponding to the master virtual account to participate in the current game.
[0137] In some embodiments, the game process includes at least one of the following: a process of recruiting teammates; a process of matching opponents; a process of selecting roles; a process of loading a game; a process of game fighting; and a process of game settlement.
[0138] The process of recruiting teammates is a process from entering a virtual room to starting to match opponents; the process of matching opponents is a process from starting to match opponents to matching opponents; the process of selecting roles is a process from matching opponents to selecting roles by all virtual accounts; the process of loading a game is a process from selecting roles by all virtual accounts to starting a game; the process of game fighting is a process from starting a game to ending a game; and the process of game settlement is a process of settling data of the current game after the game ends.
[0139] In the process of game fighting, in response to the role control operation, the computer device controls the master virtual character corresponding to the master virtual account to participate in the current game.
[0140] Step 330: In the process of game settlement of the current game, at least one virtual attribute of the master virtual account is kept unchanged after the current game based on the lock function.
[0141] Since the lock function is in the opening state, at least one virtual attribute corresponding to the lock function does not change after the current game.
[0142] In some embodiments, the virtual attribute of the master virtual account is used to indicate the ability of the master virtual account.
[0143] For example, the rating level of the master virtual account is used to indicate the game level of the master virtual account; and the reputation level of the master virtual account is used to indicate the credit level of the master virtual account.
[0144] Optionally, the lock function corresponds to one virtual attribute, and one virtual attribute of the master virtual account corresponding to the lock function is kept unchanged after the current game based on the lock function in the process of game settlement of the current game.
[0145] For example, the lock function corresponds to the rating level, and the rating level of the master virtual account is kept unchanged after the current game.
[0146] Optionally, the lock score function corresponds to multiple virtual attributes, and the multiple virtual attributes corresponding to the master virtual account are kept unchanged after the current game based on the lock score function during settlement of the current game.
[0147] For example, the lock score function corresponds to a rating level and an evaluation score of the master virtual character, and the rating level and the evaluation score of the master virtual character are kept unchanged after the current game.
[0148] In summary, the method provided in the embodiment keeps at least one virtual attribute of the master virtual account unchanged after the current game by enabling the lock score function of the master virtual account, avoids the virtual attribute of the master virtual account from being reduced due to the problem of the teammate virtual account, improves the enthusiasm of the master virtual account in leading the teammate virtual account, and promotes social interaction among users.
[0149] In other words, in the case that the master virtual account and the teammate virtual account meet the lock score enabling condition, the lock score function of the master virtual account is enabled, so that the player does not need to worry about the impact on the virtual attribute of the master virtual account during the game, thereby paying more attention to the game performance and improving the enthusiasm of the player in participating in the team game.
[0150] FIG. 4 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application, which includes at least one of the following steps.
[0151] Step 301: In the case that the master virtual account meets the lock score function obtaining condition, the master virtual account obtains the lock score function.
[0152] The purpose of setting the lock score function is to encourage the old player to lead the new player to play the game while not affecting the virtual attribute of the old player, so the lock score function is usually obtained only by the old player. In order to distinguish between the old player and the new player, the lock score function obtaining condition is set, and the master virtual account meeting the lock score function obtaining condition corresponds to the virtual account of the old player.
[0153] In some embodiments, the lock score function obtaining condition includes at least one of the following: the rating level of the master virtual account reaches a specified rating level; the reputation level of the master virtual account reaches a specified reputation level;
[0154] The rating level is used to indicate the game level of the master virtual account, and the reputation level is used to indicate the credit level of the master virtual account.
[0155] The lock score function obtaining condition can also include other conditions, such as the game duration of the master virtual account reaching a specified duration, or the game field number of the master virtual account reaching a specified number, which are not limited in the embodiments of the present application, and are only described by way of example with the above conditions.
[0156] Optionally, the lock score function obtaining condition can further include a time limit condition, for example, the time limit condition is the current season. For example, in the case where the rating level of the host virtual account reaches the specified rating level in the current season, the host virtual account can obtain the lock score function; or in the case where the game duration of the host virtual account reaches the specified duration in the current season, the host virtual account can obtain the lock score function.
[0157] Optionally, in the case where the lock score function obtaining condition has a time limit, the use of the lock score function can also be set to have a corresponding use time limit. For example, in the case where the host virtual account obtains the lock score function in the current season, the lock score function is only available in the current season, or the lock score function is only available for two seasons.
[0158] In some embodiments, the host virtual account obtains the lock score function in the case where the rating level of the host virtual account reaches the specified rating level and the reputation level of the host virtual account reaches the specified reputation level.
[0159] In the case where the above two conditions are met, it is determined that the host virtual account is a virtual account corresponding to an old player, and therefore the host virtual account obtains the lock score function.
[0160] FIG. 5 shows a schematic diagram of obtaining a lock score function according to an example embodiment of the present application.
[0161] In FIG. 5, it is assumed that the specified rating level is the fourth level and the specified reputation level is level 5. Since the lock score function related information display area 230 displays that the reputation level of the host virtual account is “reputation level: level 5” and the rating level of the host virtual account is “rating level: fifth level 3 diamonds”, the lock score function obtaining condition is met, and therefore the lock score function obtaining text 510 “You have obtained the lock score function and can start here” is displayed, which is used to prompt the player that the lock score function has been obtained and the player can click the state control 260 to start the lock score function.
[0162] By setting the lock score function obtaining condition, it can be achieved that the host virtual account can only obtain the lock score function in the case where the host virtual account meets the lock score function obtaining condition, which can improve the use threshold of the lock score function, avoid the lock score function from being abused, and ensure the game experience of the old player using the lock score function.
[0163] Step 312: In the case where the host virtual account and the teammate virtual account meet the lock score starting condition, starting the lock score function of the host virtual account in response to the starting operation of the lock score control; or in the case where the host virtual account and the teammate virtual account meet the lock score starting condition, automatically starting the lock score function of the host virtual account.
[0164] In some embodiments, the lock score function allows manual starting or automatic starting.
[0165] In a possible implementation, when the master virtual account and the teammate virtual account complete teaming up and enter the game, the computer device can synchronously determine whether the master virtual account and the teammate virtual account meet the lock split enabling condition, so that the computer device displays the lock split control in the case where the master virtual account and the teammate virtual account meet the lock split enabling condition, and then, in response to an enabling operation of the lock split control by the player, the computer device enables the lock split function of the master virtual account.
[0166] In another possible implementation, when the master virtual account and the teammate virtual account complete teaming up and enter the game, the computer device displays the lock split control, and in response to an enabling operation of the lock split control by the player, the computer device determines whether the master virtual account and the teammate virtual account meet the lock split enabling condition, and enables the lock split function of the master virtual account in the case where the master virtual account and the teammate virtual account meet the lock split enabling condition.
[0167] In another possible implementation, when the master virtual account and the teammate virtual account complete teaming up and enter the game, the computer device can synchronously determine whether the master virtual account and the teammate virtual account meet the lock split enabling condition, so that the computer device automatically enables the lock split function of the master virtual account in the case where the master virtual account and the teammate virtual account meet the lock split enabling condition, and displays prompt information that the lock split function has been enabled.
[0168] For example, in the case where the lock split function is allowed to be manually enabled, as shown in FIG. 2, the lock split function of the master virtual account is enabled in response to an enabling operation of the lock split control 211. For another example, in the case where the lock split function is allowed to be automatically enabled, the lock split control does not need to be manually enabled, and the lock split function is automatically enabled as long as the master virtual account and the teammate virtual account meet the lock split enabling condition.
[0169] In the case where the lock split enabling condition is met, the lock split function is allowed to be manually enabled or automatically enabled, so that the interactive requirement of the player for the enabling mode of the lock split function in different game scenarios can be met, and the function enabling process is optimized.
[0170] In some embodiments, the lock split enabling condition includes at least one of the following:
[0171] · the gap between the rating level of the master virtual account and the rating level of the teammate virtual account is greater than a first threshold value;
[0172] · the gap between the game duration of the master virtual account and the game duration of the teammate virtual account is greater than a second threshold value;
[0173] · the gap between the account level of the master virtual account and the account level of the teammate virtual account is greater than a third threshold value;
[0174] • the difference between the proficiency of the host virtual character corresponding to the host virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fourth threshold value;
[0175] • the difference between the match branch proficiency of the host virtual account and the match branch proficiency of the teammate virtual account is greater than a fifth threshold value.
[0176] wherein the segment level is used to indicate the game level of the virtual account; the game time length is used to indicate the time spent by the virtual account on the game corresponding to the client; the account level is used to indicate the game level of the virtual account; the proficiency of the virtual character (host virtual character or teammate virtual character) is used to indicate the degree of familiarity of the virtual account with the virtual character; and the match branch proficiency is used to indicate the degree of familiarity of the virtual account with the match branch.
[0177] For example, the lock split opening condition includes that the difference between the segment level of the host virtual account and the segment level of the teammate virtual account is greater than a first threshold value. Since the segment level of a new player is usually lower and the segment level of an old player is usually higher, when the difference between the segment level of the host virtual account and the segment level of the teammate virtual account is large, it indicates that the host virtual account and the teammate virtual account correspond to an old player and a new player, and at this time, the lock split function is allowed to be opened.
[0178] Suppose the first threshold value is 2 segment levels, the segment level of the host virtual account is the fifth level (platinum), and the segment level of the teammate virtual account is the second level (bronze), the difference between them is 3 segment levels, which is greater than the first threshold value, so the lock split opening condition is met.
[0179] Optionally, the lock split opening condition can also include a time limit condition. For example, the time limit condition is the current season, a week or a month. For example, the lock split opening condition includes at least one of the following: the difference between the game time length of the host virtual account and the game time length of the teammate virtual account in the current season is greater than a second threshold value; the difference between the proficiency of the host virtual character corresponding to the host virtual account and the proficiency of the teammate virtual character corresponding to the teammate virtual account in the current month is greater than a fourth threshold value; the difference between the match branch proficiency of the host virtual account and the match branch proficiency of the teammate virtual account in the current season is greater than a fifth threshold value.
[0180] In some embodiments, the lock split opening condition further includes at least one of the following:
[0181] (1) the host virtual account and the teammate virtual account are in a friend relationship;
[0182] (2) the remaining number of uses of the lock split function is greater than a number threshold value;
[0183] (3) the number of virtual accounts in the team to which the host virtual account belongs that have enabled the lock score function is less than a number threshold;
[0184] (4) the game mode is a ranking mode.
[0185] For the lock score enabling condition (1), in order to encourage old players to lead friends (new players) to play the game, the lock score function is only allowed to be enabled in the case that the host virtual account controlled by the old player and the teammate virtual account controlled by the friend are in a friend relationship. The host virtual account and the teammate virtual account being in a friend relationship includes: the host virtual account and one teammate virtual account being in a friend relationship, the host virtual account and multiple teammate virtual accounts being in a friend relationship. If the host virtual account and all teammate virtual accounts are not in a friend relationship, the lock score function is not allowed to be enabled.
[0186] For the lock score enabling condition (2), the lock score function has a remaining number of uses, and the remaining number of uses has a time limit, and a number threshold is also set. For example, the time limit is one week, and the number threshold is zero. For example, the upper limit of the remaining number of uses per week is 6, and the lock score function is not allowed to be enabled after the remaining number of uses is zero.
[0187] For the lock score enabling condition (3), the number of virtual accounts in the same team that can enable the lock score function is limited, and the number of virtual accounts in the same team that enable the lock score function needs to be less than a number threshold. Assuming that the number threshold is 2, if there are already 2 virtual accounts that have enabled the lock score function, then the third virtual account in the same virtual room cannot enable the lock score function. For example, if 2 teammate virtual accounts have enabled the lock score function, then the host virtual account cannot enable the lock score function. The number threshold can be a set value, and can also be set to 3, 4, or other numerical values, which are not limited by the embodiments of the present application.
[0188] Optionally, in the case that the number of virtual accounts in the same team that enable the lock score function is limited, the priority of each virtual account in the same team to enable the lock score function can be determined according to the order in which the virtual accounts enter the virtual room. For example, if the number threshold is 2, then the first 2 virtual accounts that enter the virtual room can enable the lock score function. And only in the case that there is a virtual account that does not enable the lock score function among the first 2 virtual accounts that enter the virtual room, the third virtual account that enters the virtual room can enable the lock score function, and the virtual accounts that enter the virtual room subsequently follow this pattern.
[0189] Optionally, in the case that the number of virtual accounts in the same team that open the lock split function is limited, the priority of each virtual account in the same team to open the lock split function can also be determined according to the rating level of the virtual account. For example, if the number threshold is 2, then the virtual accounts with the top 2 rating levels in the same team can open the lock split function. And only in the case that there is a virtual account that does not open the lock split function among the virtual accounts with the top 2 rating levels, the virtual account with the third rating level can open the lock split function, and other virtual accounts with lower rating levels are similarly ranked.
[0190] Optionally, in the case that the number of virtual accounts in the same team that open the lock split function is limited, the priority of each virtual account in the same team to open the lock split function can also be determined according to the game duration of the virtual account. For example, if the number threshold is 2, then the virtual accounts with the top 2 game durations in the same team can open the lock split function. And only in the case that there is a virtual account that does not open the lock split function among the virtual accounts with the top 2 game durations, the virtual account with the third game duration can open the lock split function, and other virtual accounts with lower game durations are similarly ranked.
[0191] Optionally, in the case that the number of virtual accounts in the same team that open the lock split function is limited, the priority of each virtual account in the same team to open the lock split function can also be determined according to other account attributes of the virtual account, which is not limited by the embodiments of the present application.
[0192] For the lock split opening condition (4), since most players pay more attention to virtual attributes in ranked mode, they do not pay much attention to virtual attributes in entertainment mode or other modes, so the lock split function can only be allowed to be opened in ranked mode.
[0193] In some embodiments, the lock split opening condition includes at least one of the following:
[0194] 1) The teammate virtual account sends negative information;
[0195] 2) The match branch corresponding to the teammate virtual account is the same as the match branch corresponding to the main control virtual account;
[0196] 3) The teammate virtual character corresponding to the teammate virtual account interferes with the main control virtual character corresponding to the main control virtual account.
[0197] Optionally, the teammate virtual account and the main control virtual account are not in a friend relationship.
[0198] During the process of the main control virtual account and the teammate virtual account, the situation of the teammate virtual account playing negatively may occur. Negative play refers to the situation of performing negative behavior in the match, thereby affecting the normal match of the main control virtual account and even the entire team.
[0199] The negative competition specifically includes: 1) a teammate virtual account sends negative information. The negative information includes words with negative emotional direction, such as "I don't want to play well, I am tired", "Stop playing, you are going to lose".
[0200] 2) the match branch corresponding to the teammate virtual account is the same as the match branch corresponding to the host virtual account. For example, in the case that the host virtual account has selected the match branch "mage", the teammate virtual account also selects the match branch "mage", which can be regarded as the teammate virtual account negative competition.
[0201] 3) the teammate virtual character corresponding to the teammate virtual account interferes with the host virtual character corresponding to the host virtual account. For example, the host virtual character selects the match branch "wild", which needs to obtain a specified virtual resource on the map, but the teammate virtual account repeatedly grabs the specified virtual resource of the host virtual character, which can be regarded as interfering with the host virtual character corresponding to the host virtual account.
[0202] Optionally, the teammate virtual character does not perform an action in the match, for example, it is on base, which can also be regarded as interfering with the host virtual character corresponding to the host virtual account.
[0203] In the above-mentioned case of the teammate virtual account negative competition, the host virtual account automatically starts the lock function to reduce the loss and avoid the decline of the virtual attribute. The above-mentioned lock start conditions are pre-set conditions, one or more lock start conditions can be set in the specific implementation, and the above-mentioned lock start conditions are only examples, and more other lock start conditions can also be set, which are not limited by the embodiments of the application.
[0204] In one possible implementation, in the case that the host virtual account does not start the lock function when entering the match, the computer device obtains match data in real time, the match data includes match chat data, match operation data, etc., and determines whether there is a teammate virtual account negative competition in the team by identifying the match data, so as to automatically start the lock function of the host virtual account in the case that the teammate virtual account negative competition is determined.
[0205] In another possible implementation, in the case that the host virtual account has started the lock function when entering the match, the computer device does not need to identify the match data in real time to determine whether there is a teammate virtual account negative competition, thereby reducing the loss of computing resources.
[0206] FIG. 6 shows a schematic diagram of the lock function not started according to an example embodiment of the application.
[0207] Since there is only one virtual account (the host virtual account) of A account in the virtual room, and no team virtual account, the lock split function cannot be started. The text "available when teaming" is displayed in the lock split function display area 210, which prompts A account to start the lock split function when teaming with a team virtual account.
[0208] FIG. 7 shows a schematic diagram of not starting the lock split function according to an example embodiment of the present application.
[0209] Since the remaining number of times of using the lock split function is 0 (the lock split function display area 210 displays that the remaining number of times of using the lock split function is 0), the lock split function cannot be started. The text "used up this week" is displayed in the lock split function display area 210, which prompts A account that there is no remaining number of times of using the lock split function this week.
[0210] FIG. 8 shows a schematic diagram of viewing the lock split function according to an example embodiment of the present application.
[0211] In some embodiments, the lock split function is allowed to be viewed in at least one game process.
[0212] The game process includes at least one of the following: a teaming process; a matching process; a role selecting process; a match loading process; a match fighting process; and a match settlement process.
[0213] The teaming process is a process from entering the virtual room to starting to match; the matching process is a process from starting to match to matching an opponent; the role selecting process is a process from matching an opponent to selecting a role by all virtual accounts; the match loading process is a process from selecting a role by all virtual accounts to starting a match; the match fighting process is a process from starting a match to ending a match; and the match settlement process is a process of settling data of the match after ending the match.
[0214] For example, as shown in FIG. 8, the lock split function is allowed to be viewed in the role selecting process. The lock split function display area 210 displays the text "started", which indicates that the lock split function is in the started state.
[0215] FIG. 9 shows a schematic diagram of starting the lock split function according to an example embodiment of the present application.
[0216] In some embodiments, the lock split function is allowed to be started in at least one game process.
[0217] For example, as shown in FIG. 9, the lock split function is allowed to be started in the role selecting process. Since the host virtual account and the team virtual account meet the lock split starting condition, the lock split function display area 210 displays the lock split control 211, and the lock split function can be started by clicking the lock split control 211.
[0218] The lock score function also allows viewing or opening during other game processes, and embodiments of the present application do not limit this, and only take the processes of calling teammates and selecting roles as examples for description.
[0219] Step 320: In response to the role control operation, the main control virtual account is controlled to participate in the current game with the main control virtual role corresponding to the main control virtual account.
[0220] Step 330: During the game settlement process of the current game, at least one virtual attribute of the main control virtual account is kept unchanged after the current game based on the lock score function.
[0221] In some embodiments, the type of virtual attribute includes at least one of the following:
[0222] The rating level of the main control virtual account;
[0223] The number of winning games of the main control virtual account;
[0224] The number of games of the main control virtual account;
[0225] The number of winning games of the main control virtual role corresponding to the main control virtual account;
[0226] The evaluation score of the main control virtual role corresponding to the main control virtual account;
[0227] The number of games of the main control virtual role corresponding to the main control virtual account.
[0228] The rating level of the main control virtual account is used to indicate the game level of the main control virtual account; the number of winning games of the main control virtual account is used to indicate the total number of winning games of the main control virtual account, that is, the total sum of the historical number of winning games of all main control virtual roles corresponding to the main control virtual account; the number of games of the main control virtual account is used to indicate the total number of games of the main control virtual account, that is, the total sum of the historical number of games of all main control virtual roles corresponding to the main control virtual account; the number of winning games of the main control virtual role corresponding to the main control virtual account is used to indicate the total sum of the historical number of winning games of the main control virtual role in the current game; the evaluation score of the main control virtual role corresponding to the main control virtual account is used to indicate the average value of the historical evaluation score of the main control virtual role in the current game; and the number of games of the main control virtual role corresponding to the main control virtual account is used to indicate the total sum of the historical number of games of the main control virtual role in the current game.
[0229] The virtual attribute can also include other types, and embodiments of the present application do not limit this, and only take the above types as examples for description.
[0230] To sum up, the method provided in the embodiment separates the opening condition of the lock split function, so that only the players meeting the lock split function opening condition can open the lock split function. For example, when the level difference is greater than the first threshold, the master virtual account can open the lock split function, meeting the needs of new and old players who want to play together and new players who want to be helped by old players.
[0231] The method provided in the embodiment can also be manually opened by the master virtual account or automatically opened by the system, meeting the needs of the master virtual account in different scenarios. For example, when the master virtual account wants to open the lock split function for a long time, the lock split function can be automatically opened by the system; when the master virtual account wants to change the virtual attribute, the lock split function can be manually opened or closed.
[0232] FIG. 10 shows a flowchart of a settlement method of a virtual match provided in an example embodiment of the present application. Compared with the embodiment of FIG. 3, the method further includes the following steps.
[0233] Step 315: Display the lock split mark in the specified area when the master virtual account opens the lock split function.
[0234] The lock split mark is a mark for indicating that the master virtual account opens the lock split function.
[0235] FIG. 11 shows a schematic diagram of displaying the lock split mark provided in an example embodiment of the present application. When the A account (master virtual account) opens the lock split function, the lock split mark 2214 of the A account is displayed below the A account avatar 2212. The shield-shaped mark below the A account avatar 2212 corresponds to the lock split mark 2214 of the A account.
[0236] In some embodiments, in response to the clicking operation on the lock split mark, the lock split mark prompt information is displayed.
[0237] As shown in FIG. 11, when the A account opens the lock split function, in response to the clicking operation on the lock split mark 2214, the lock split mark prompt information 1101 “The lock split function has been opened” is displayed.
[0238] In some embodiments, the specified area includes at least one of the following:
[0239] the avatar side of the master virtual account;
[0240] the team information display area in the recruitment interface;
[0241] the team information display area in the chat channel;
[0242] The team information display area is used to display the related information of the team to which the master virtual account belongs.
[0243] As shown in FIG. 11, in the case that the A account (the master virtual account) opens the lock split function, a recruitment prompt text 1110 is displayed: “You have opened the lock split function, recruit 5 people!” for prompting to go to a recruitment interface 1130 by clicking a recruitment control 1120.
[0244] In response to the click operation on the recruitment control 1120, the recruitment interface 1130 is displayed. The recruitment interface 1130 includes team information display areas of respective teams, for example, a team information display area 1140 of team A and a team information display area 1150 of team B, team A being a team to which the A account belongs.
[0245] In the case that the A account opens the lock split function, the team information display area 1140 of team A in the recruitment interface 1130 displays a lock split mark 1141. The specific display position of the lock split mark 1141 is not limited in the embodiments of the present application, which can be displayed at the leftmost side of the team information display area 1140 of team A, or below the avatar of the A account. The virtual accounts in team B do not open the lock split function, so no lock split mark is displayed in the team information display area 1150 of team B.
[0246] FIG. 12 shows a schematic diagram of displaying a lock split mark according to an example embodiment of the present application.
[0247] The interface shown in FIG. 12 is another possible recruitment interface different from the recruitment interface 1130 shown in FIG. 11, which includes a team information display area 1210 of team A, team A being a team to which the A account (the master virtual account) belongs.
[0248] In the case that the A account opens the lock split function, the team information display area 1210 of team A displays a lock split mark 1211. The specific display position of the lock split mark 1211 is not limited in the embodiments of the present application, which can be displayed at the leftmost side of the team information display area 1210 of team A, or below the avatar of the A account.
[0249] FIG. 13 shows a schematic diagram of displaying a lock split mark according to an example embodiment of the present application.
[0250] When other virtual accounts send team formation information 1301 in the chat channel, the team information is displayed in a team information display area 1302 of the chat channel. For example, taking the X account as an example of the other virtual accounts, the X account sends a team formation message 1301 in the chat channel: “Does anyone want to form a team at 8:30?” The team information 1310 of team A is displayed in the team information display area 1302, team A being a team to which the A account (the master virtual account) belongs.
[0251] In the case that the lock split function is enabled for the A account, the lock split mark 1311 is displayed in the team information 1310 of the team A. The specific display position of the lock split mark 1311 is not limited in the embodiments of the present application, which can be displayed on the left side of the team information 1310 of the team A, or below the A account avatar.
[0252] In summary, the method provided in the embodiments can better distinguish the game levels of different virtual accounts, and facilitate the server to match teams with similar game levels together, for example, the server matches between teams with lock split marks in the process of matching opponents.
[0253] FIG. 14 shows a flowchart of a settlement method of a virtual match according to an example embodiment of the present application, in which the host virtual account and the teammate virtual account are in the same virtual room. Compared with the embodiment of FIG. 3, the method further includes the following steps.
[0254] Step 316: In the case that the lock split function is enabled for the host virtual account, the type of the virtual room is adjusted based on the lock split enabling condition.
[0255] The type of the virtual room includes single room, double room, triple room, five-person room, etc. In the process of matching opponents, virtual rooms of the same type are matched together, for example, a five-person room is matched with another five-person room.
[0256] In some embodiments, in the case that the lock split function is enabled for the host virtual account, the lock split enabling condition includes that the host virtual account and the teammate virtual account are in a friend relationship, and the type of the virtual room is not a specified type, the type of the virtual room is adjusted to the specified type; the specified type is the type of the virtual room associated with the lock split enabling condition.
[0257] As shown in FIG. 2, it is assumed that the lock split enabling condition includes that the host virtual account and the teammate virtual account are in a friend relationship, and the specified type is a five-person room. Before the A account (host virtual account) enables the lock split function, the virtual room information display area 240 displays that the type of the virtual room is a single room, which is not a five-person room.
[0258] In the case that the A account enables the lock split function and the type of the virtual room is not the specified type, the type of the virtual room is adjusted to the five-person room.
[0259] Optionally, after the type of the virtual room is adjusted, the lock split prompt information 270 is displayed. For example, a text “Lock split function enabled successfully, room switched to five-person room” is displayed in the center of the game screen.
[0260] FIG. 15 shows a schematic diagram of adjusting the type of the virtual room according to an example embodiment of the present application.
[0261] In some embodiments, when the lock split function is enabled by the teammate virtual account, the lock split enabling condition comprises that the host virtual account and the teammate virtual account are in a friend relationship, and the type of the virtual room is not a specified type, the type of the virtual room is adjusted to the specified type; wherein the specified type is the type of the virtual room associated with the lock split enabling condition.
[0262] In some embodiments, when the lock split enabling condition comprises that the match mode is a ranking mode, and the host virtual account and the teammate virtual account are in a friend relationship, the associated specified type is a five-person room.
[0263] Optionally, when the lock split enabling condition comprises that the match mode is a ranking mode, and the host virtual account and the teammate virtual account are in a friend relationship, the associated specified type is a ten-person room.
[0264] As shown in FIG. 15, it is assumed that the lock split enabling condition comprises that the match mode is a ranking mode, and the host virtual account and the teammate virtual account are in a friend relationship, and the associated specified type is a five-person room. Before the lock split function is enabled by the A account (host virtual account) and the B account (teammate virtual account), the virtual room information display area 240 displays that the type of the virtual room is a single-person room.
[0265] When the lock split function is enabled by the B account, and the type of the virtual room is not the specified type, the type of the virtual room is adjusted to a five-person room.
[0266] Optionally, after the type of the virtual room is adjusted, the lock split prompt information 270 is displayed. For example, in the center of the game screen, the text “The lock split function is enabled by the B account, and the room has been switched to a five-person room” is displayed.
[0267] FIG. 16 shows a schematic diagram of keeping the type of the virtual room unchanged according to an example embodiment of the present application.
[0268] In some embodiments, when the lock split function is enabled by the host virtual account, the lock split enabling condition comprises that the host virtual account and the teammate virtual account are in a friend relationship, and the type of the virtual room is a specified type, the type of the virtual room is kept unchanged; wherein the specified type is the type of the virtual room associated with the lock split enabling condition.
[0269] As shown in FIG. 16, it is assumed that the lock split enabling condition comprises that the match mode is a ranking mode, and the host virtual account and the teammate virtual account are in a friend relationship, and the associated specified type is a five-person room. Before the lock split function is enabled by the A account (host virtual account), the virtual room information display area 240 displays that the type of the virtual room is a five-person room.
[0270] In a case where the A account opens the lock function by clicking the lock control 211, and the type of the virtual room is a specified type, the type of the virtual room is kept unchanged.
[0271] Optionally, after the lock function is opened, a lock prompt 270 is displayed. For example, a text "Lock function opened successfully" is displayed in the center of the game screen.
[0272] In summary, the method provided in this embodiment adjusts the type of the virtual room based on the lock opening condition in a case where the host virtual account opens the lock function, so that the type of the virtual room of the matched opponent is the same as the type of the virtual room of the team to which the host virtual account belongs. For example, the lock opening condition is that the host virtual account and the teammate virtual account are in a friend relationship, and then the type of the virtual room is adjusted to a five-person room, and the type of the virtual room of the matched opponent is also a five-person room, thereby improving the fairness of the game.
[0273] FIG. 17 shows a flowchart of a settlement method of a virtual match provided in an example embodiment of the present application. Compared with the embodiment of FIG. 3, the method further includes the following steps.
[0274] Step 317: In a case where the host virtual account opens the lock function, a lock function related dialogue text is added in the quick dialogue bar.
[0275] The quick dialogue bar is used to provide preconfigured dialogue texts.
[0276] FIG. 18 shows a schematic diagram of a quick dialogue bar provided in an example embodiment of the present application.
[0277] The A account (host virtual account) has opened the lock function, and the lock identifier 2214 of the A account is displayed below the avatar of the A account. In a case where the A account opens the lock function, a lock function related dialogue text is added in the quick dialogue bar 1820.
[0278] For example, in response to a click operation on the quick dialogue control 1810, the quick dialogue bar 1820 is displayed, which is used to provide preconfigured dialogue texts. Among them, "Please wait for me", "I go first", "Everyone please prepare" are preconfigured dialogue texts, and "Is there anyone else who wants to lock" is a dialogue text added after the A account opens the lock function.
[0279] In summary, the method provided in this embodiment adds a lock function related dialogue text in the quick dialogue bar in a case where the host virtual account opens the lock function, thereby improving the communication efficiency of the host virtual account and the teammate virtual account.
[0280] FIG. 19 shows a flowchart of a settlement method of a virtual match according to an example embodiment of the present application. Compared with the embodiment of FIG. 3, the method further includes the following step.
[0281] In the match settlement process, based on the lock score function in the enabled state, a settlement lock score prompt information is displayed.
[0282] The settlement lock score prompt information is used to prompt that at least one virtual attribute of the host virtual account remains unchanged after the match.
[0283] As shown in FIG. 2, in the match settlement process, since the lock score function is enabled before the match starts, the lock score function is in the enabled state, and the settlement lock score prompt information 280 "Since you have enabled the lock score function, the match result does not change your rating level" is displayed in the center of the settlement interface 20.
[0284] In some embodiments, in the case that the lock score function of the host virtual account cannot be enabled, in the match settlement process, based on the lock score function in the disabled state, a settlement no-lock score prompt information is displayed.
[0285] The settlement no-lock score prompt information is used to prompt that at least one virtual attribute of the host virtual account changes after the match and the reason why the lock score function cannot be enabled.
[0286] For example, in the case that the gap between the rating level of the host virtual account and the rating level of the teammate virtual account is less than the first threshold, for example, in the case that the rating levels of the two are the same, the lock score function cannot be enabled. The settlement no-lock score prompt information is "Since your rating level is the same as that of your friend, the lock score function cannot be enabled in this match".
[0287] In summary, the method provided in this embodiment prompts the player that the lock score function is enabled in this match by displaying the settlement lock score prompt information based on the lock score function in the enabled state, so that the player can understand the specific purpose of the lock score function and decide whether to enable the lock score function in the next match.
[0288] The method provided in this embodiment also displays the settlement no-lock score prompt information based on the lock score function in the disabled state, so that the player can understand the reason why the lock score function is not enabled in this match. For the player who wants to enable the lock score function, the game can be played more purposefully, and the progress of enabling the lock score function can be accelerated.
[0289] FIG. 20 shows a flowchart of a settlement method of a virtual match according to an example embodiment of the present application. Compared with the embodiment of FIG. 3, the method further includes the following step.
[0290] Step 302: Set the type of at least one virtual attribute.
[0291] In some embodiments, the type of the at least one virtual attribute is manually set or automatically set.
[0292] For example, the type of the virtual attribute is set as the rating level of the master virtual account and the evaluation score of the master virtual character corresponding to the master virtual account.
[0293] In some embodiments, the type of the at least one virtual attribute corresponding to the type determination factor is automatically set based on the type determination factor.
[0294] For example, the type determination factor includes at least one of the following: the account level of the master virtual account; the rating level of the master virtual account; the type of the lock score function.
[0295] For example, the type determination factor includes the rating level of the master virtual account. In the case that the rating level of the master virtual account is the fifth level, the type of the corresponding virtual attribute is the rating level of the master virtual account; in the case that the rating level of the master virtual account is the seventh level, the type of the corresponding virtual attribute is the rating level of the master virtual account, the number of winning games of the master virtual account and the number of games of the master virtual account.
[0296] For example, the type determination factor includes the type of the lock score function. In the case that the type of the lock score function is the lock rating function, the type of the corresponding virtual attribute is the rating level of the master virtual account; in the case that the type of the lock score function is the lock virtual character evaluation score function, the type of the corresponding virtual attribute is the evaluation score of the master virtual character corresponding to the master virtual account.
[0297] In one possible implementation, when the lock score function is enabled, the player can be allowed to manually select at least one virtual attribute to remain unchanged after the current game. Alternatively, an option button corresponding to the at least one virtual attribute can be displayed in the lock score function display area, so as to keep the virtual attribute unchanged after the current game in response to the player's selection operation on the virtual attribute. For example, when the lock score function is enabled, the player selects the virtual attribute of "rating level", so that the computer device keeps the rating level of the master virtual account unchanged after the current game.
[0298] In the above example, the virtual attributes selectable by different virtual accounts can be different, and the number of virtual attributes selectable by different virtual accounts can also be different. Alternatively, the number of virtual attributes selectable by a virtual account is related to the account attribute.
[0299] For example, the number of virtual attributes that can be selected to remain unchanged is related to the level of the virtual account. The higher the level of the virtual account, the more virtual attributes that can be selected to remain unchanged. For example, when the level of the virtual account is the second level, two virtual attributes can be selected to remain unchanged after the current game; when the level of the virtual account is the fourth level, four virtual attributes can be selected to remain unchanged after the current game.
[0300] In summary, the method provided in the embodiment can more specifically keep the virtual attributes unchanged by setting at least one type of virtual attribute. For example, some players prefer to keep the level unchanged, and other players prefer to keep the evaluation score of the virtual character unchanged. By manually setting or automatically setting at least one type of virtual attribute, the needs of the players can be met.
[0301] In some embodiments, the lock score function of the master virtual account cannot be started when the master virtual account and the teammate virtual account do not meet the lock split starting condition.
[0302] Optionally, when the lock score function of the master virtual account cannot be started, a lock score prompt information is displayed.
[0303] FIG. 21 shows a schematic diagram of the lock score function that cannot be started according to an example embodiment of the present application.
[0304] In some embodiments, the lock score function of the master virtual account cannot be started when the reputation level of the master virtual account does not reach a specified reputation level.
[0305] Suppose the specified reputation level is level 5, and the reputation level of the master virtual account is level 5 before the current game, and the lock score function has been acquired. After the current game, the reputation level of the master virtual account is reduced to level 4. As shown in FIG. 21, the lock score function related information display area 230 displays that the reputation level of the master virtual account is “reputation level: level 4”. Therefore, the master virtual account cannot continue to start the lock score function of the master virtual account, and a lock score prompt information 270 is displayed: “the reputation level is lower than level 5, and the lock score function cannot be started”.
[0306] FIG. 22 shows a schematic diagram of the lock score function that cannot be started according to an example embodiment of the present application.
[0307] In some embodiments, the lock score function of the master virtual account cannot be started when the type of the virtual room to which the master virtual account belongs is not a specified type.
[0308] Assuming the specified type is a five-person room, as shown in FIG. 22, the virtual room information display area 240 displays that the type of the virtual room is a single-person room, not a five-person room, so the lock split function of the master virtual account cannot be started, and a lock split prompt information 270 is displayed: "It is a single-person room at present, and the lock split function cannot be started."
[0309] FIG. 23 shows a schematic diagram of the lock split function being unable to be started according to an example embodiment of the present application.
[0310] In some embodiments, the lock split function of the master virtual account cannot be started in a case where the number of virtual accounts in the team to which the master virtual account belongs and that have started the lock split function is equal to the number threshold.
[0311] Assuming the number threshold is 1, as shown in FIG. 23, a lock split mark 2224 of the B account is displayed below the B account avatar, indicating that the B account has started the lock split function, so the lock split function of the master virtual account cannot be started, and a lock split prompt information 270 is displayed: "There cannot be more than 1 player in the team who has started the lock split function."
[0312] In some embodiments, in a case where the lock split function of the master virtual account cannot be started, lock split function related dialogue text is added in the shortcut dialogue bar; wherein the shortcut dialogue bar is used to provide preconfigured dialogue text.
[0313] As shown in FIG. 23, because the B account has started the lock split function, the lock split function of the A account (the master virtual account) cannot be started, and lock split function related dialogue text is added in the shortcut dialogue bar 1820.
[0314] For example, in response to a click operation on the shortcut dialogue control 1810, the shortcut dialogue bar 1820 is displayed, which is used to provide preconfigured dialogue text, wherein "Please wait for me for a moment", "I will go first", and "Everyone please prepare" are preconfigured dialogue text, and "Let me lock split this time" is added dialogue text.
[0315] FIG. 24 shows a schematic diagram of the lock split function being unable to be started according to an example embodiment of the present application.
[0316] In some embodiments, in a case where the number of virtual accounts in the team to which the master virtual account belongs and that have started the lock split function is greater than the number threshold, a lock split prompt information is displayed.
[0317] Assuming the number threshold is 2, in the last game, the A account (the master virtual account) and the B account have started the lock split function, a lock split mark 2214 of the A account is displayed below the avatar of the A account, and a lock split mark 2224 of the B account is displayed below the avatar of the B account. In addition to the B account, other teammate virtual accounts include the C account, the D account, and the E account.
[0318] After the last game ended, the E account left the virtual room, and the F account entered the virtual room. Since the F account turned on the lock score function before entering the virtual room, the lock score identifier 2264 of the F account is displayed below the avatar of the F account.
[0319] Since the number of virtual accounts in the virtual room that have turned on the lock score function in the team to which the host virtual account belongs is greater than 2, the lock score prompt information 270 is displayed: “No more than 2 players can turn on the lock score function”, and the lock score function related information display area 230 displays: “More than 2 players have turned on the lock score function”. Only when the number of virtual accounts that have turned on the lock score function is less than or equal to 2, the A account can start matching opponents.
[0320] In the above embodiments, steps with the same serial numbers can be considered as the same step. Among them, the embodiment corresponding to FIG. 3, the embodiment corresponding to FIG. 4, the embodiment corresponding to FIG. 10, the embodiment corresponding to FIG. 14, the embodiment corresponding to FIG. 17, the embodiment corresponding to FIG. 19, and the embodiment corresponding to FIG. 20 can be implemented separately or in combination, which is not limited in the present application.
[0321] In order to implement the above embodiments, the technical implementation method of the settlement method of the virtual game is introduced as follows.
[0322] FIG. 25 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application, which includes at least one of the following steps.
[0323] Step 2510: The client obtains the rating level and the reputation level of the host virtual account.
[0324] After the player logs in to the client through the host virtual account, the server sends the rating level and the reputation level of the host virtual account to the client.
[0325] Step 2520: The server determines whether the rating level of the host virtual account reaches the specified rating level.
[0326] In some embodiments, the server determines whether the rating level of the host virtual account reaches the specified rating level, and sends a corresponding rating determination message to the client.
[0327] For example, when the server determines that the rating level of the host virtual account reaches the specified rating level, the server sends the rating determination message “The rating level reaches the specified rating level” to the client.
[0328] When the specified rating level is reached, step 2530 is performed; when the specified rating level is not reached, step 2541 is performed.
[0329] Step 2530: The server determines whether the reputation level of the hosting virtual account reaches a specified reputation level.
[0330] In some embodiments, the server determines whether the reputation level of the hosting virtual account reaches a specified reputation level, and sends a corresponding reputation determination message to the client.
[0331] For example, the server sends a reputation determination message “the reputation level reaches a specified reputation level” to the client when the reputation level of the hosting virtual account reaches a specified reputation level.
[0332] In the case of reaching a specified reputation level, step 2540 is performed; in the case of not reaching a specified reputation level, step 2541 is performed.
[0333] Step 2540: The client acquires the lock score function.
[0334] Since the rating level of the hosting virtual account reaches a specified rating level, and the reputation level of the hosting virtual account reaches a specified reputation level, the client acquires the lock score function.
[0335] Step 2541: The client cannot acquire the lock score function.
[0336] Since the rating level of the hosting virtual account does not reach a specified rating level, or the reputation level of the hosting virtual account does not reach a specified reputation level, the client cannot acquire the lock score function.
[0337] FIG. 26 shows a flowchart of a settlement method of a virtual match according to an example embodiment of the present application, which includes at least one of the following steps.
[0338] Step 2610: The server determines whether the preconditions are met.
[0339] In some embodiments, the server determines whether the hosting virtual account meets all preconditions, and sends a corresponding precondition determination message to the client.
[0340] In some embodiments, the preconditions include: the match mode is a team match mode (for example, a five-player match mode); the remaining number of times of using the lock score function of the hosting virtual account is greater than zero; and the hosting virtual account and the teammate virtual account are in a friendship relationship.
[0341] In the case of meeting all preconditions, step 2620 is performed; in the case of not meeting any precondition, step 2612 is performed.
[0342] Step 2620: The server determines whether the virtual room is a single room.
[0343] In some embodiments, the server determines whether the virtual room is a single-person room, and sends a corresponding virtual room determination message to the client.
[0344] The server can obtain the type of the virtual room, and the type of the virtual room includes: single-person room, two-person room, three-person room, five-person room, etc.
[0345] In the case that the virtual room is not a single-person room, step 2630 is executed; in the case that the virtual room is a single-person room, step 2612 is executed.
[0346] Step 2630: The server determines whether there are less than 2 people in the team to start the lock split function.
[0347] In some embodiments, the server determines whether there are less than 2 virtual accounts starting the lock split function, and sends a corresponding number of people determination message to the client.
[0348] For example, the team includes account A (master virtual account), account B, and account C, and only account B has started the lock split function, so the server determines that there are less than 2 virtual accounts starting the lock split function, and sends a number of people determination message to the client: “There are less than 2 virtual accounts starting the lock split function”.
[0349] In the case that there are less than 2 virtual accounts starting the lock split function, step 2640 is executed; in the case that there are equal to or more than 2 virtual accounts starting the lock split function, step 2612 is executed.
[0350] Step 2640: The client starts the lock split function of the master virtual account.
[0351] In some embodiments, in the case that the precondition determination message indicates that all preconditions are met, the virtual room determination message indicates that the virtual room is a single-person room, and the number of people determination message indicates that there are less than 2 virtual accounts starting the lock split function, the client starts the lock split function of the master virtual account.
[0352] In some embodiments, in the case that the master virtual account and the teammate virtual account meet the lock split start condition, the lock split function of the master virtual account is started.
[0353] Step 2612: The client cannot start the lock split function, and displays a prompt text.
[0354] In some embodiments, in the case that the precondition determination message indicates that the preconditions are not met, the client cannot start the lock split function, and displays a corresponding prompt text.
[0355] For example, when the remaining number of times of using the lock split function of the master virtual account is equal to zero, and the preconditions are not met, the client cannot start the lock split function, and displays the corresponding prompt text: "Cannot start the lock split function, the remaining number of times of using the lock split function this week is 0".
[0356] In some embodiments, when the virtual room determination message indicates that the virtual room is a single-person room, the client cannot start the lock split function, and displays the corresponding prompt text.
[0357] For example, when the virtual room is a single-person room, the client cannot start the lock split function, and displays the corresponding prompt text: "Cannot start the lock split function, the current room is a single-person room".
[0358] In some embodiments, when the number of people determination message indicates that the number of virtual accounts starting the lock split function is equal to or greater than 2, the client cannot start the lock split function, and displays the corresponding prompt text.
[0359] For example, when the number of virtual accounts starting the lock split function is greater than 2, the client cannot start the lock split function, and displays the corresponding prompt text: "Cannot start the lock split function, the number of players in the team cannot exceed 2". For example, the team includes account A (master virtual account), account B, account C, account D, and account E, and accounts B and C start the lock split function. After the last game ends, account E leaves the virtual room, and account F enters the virtual room. Account F starts the lock split function before entering the virtual room, so the number of virtual accounts starting the lock split function is greater than 2. As the team leader, account A cannot enter the matching opponent process when clicking the matching control, and the interface of all virtual accounts in the virtual room displays the prompt text: "Cannot start the lock split function, the number of players in the team cannot exceed 2".
[0360] When the number of virtual accounts starting the lock split function is equal to 2, the client cannot start the lock split function, and displays the corresponding prompt text: "Cannot start the lock split function, the number of players in the team cannot exceed 2". For example, the team includes account A (master virtual account), account B, and account C, and when accounts B and C start the lock split function, account A cannot start the lock split function, and the corresponding prompt text is displayed.
[0361] FIG. 27 shows a flowchart of a settlement method of a virtual game according to an example embodiment of the present application, which includes at least one of the following steps.
[0362] Step 2710: The client sends a lock split request to the server.
[0363] In some embodiments, the client sends a lock share request to the server by clicking the lock share control, the lock share request being used to request to turn on the lock share function.
[0364] Step 2720: The server determines whether the number of virtual accounts that have turned on the lock share function reaches a number threshold.
[0365] In some embodiments, after receiving the lock share request, the server determines whether the number of virtual accounts that have turned on the lock share function reaches a number threshold, and sends a lock share number determination message to the client.
[0366] In the case where the number of virtual accounts that have turned on the lock share function reaches the number threshold, step 2730 is performed; in the case where the number of virtual accounts that have turned on the lock share function does not reach the number threshold, step 2732 is performed.
[0367] Step 2730: The client does not turn on the lock share function, and adds lock share function related conversation text.
[0368] In some embodiments, in the case where the lock share number determination message indicates that the number of virtual accounts that have turned on the lock share function reaches the number threshold, the client does not turn on the lock share function, and adds lock share function related conversation text.
[0369] For example, assuming that the number threshold is 1, the number of virtual accounts that have turned on the lock share function is 1, the client does not turn on the lock share function, and adds lock share function related conversation text in the quick conversation bar: “This makes me want to lock share”.
[0370] Step 2732: The server determines whether a lock share turning on condition is met.
[0371] The specific implementation details of the lock share turning on condition are described in the embodiment of FIG. 4, which will not be described here.
[0372] In some embodiments, the server determines whether the lock share turning on condition is met, and sends a lock share turning on condition determination message to the client.
[0373] In the case where the lock share turning on condition is met, step 2742 is performed; in the case where the lock share turning on condition is not met, step 2740 is performed.
[0374] Step 2740: The client does not turn on the lock share function.
[0375] In some embodiments, in the case where the received lock share turning on condition determination message indicates that the lock share turning on condition is not met, the client does not turn on the lock share function.
[0376] Step 2742: The client turns on the lock share function, and adds lock share function related conversation text.
[0377] In some embodiments, the client opens the lock split function and increases the conversation text related to the lock split function in the quick conversation bar in the case that the received lock split open condition judgment message indicates that the lock split open condition is met.
[0378] For example, assuming that the quantity threshold is 1 and the number of virtual accounts that open the lock split function is 0, the client opens the lock split function and increases the conversation text related to the lock split function in the quick conversation bar: “Is there anyone else who wants to lock split?”.
[0379] FIG. 28 shows a flowchart of a method for settling a virtual match according to an example embodiment of the present application. The method includes at least one of the following steps.
[0380] Step 2810: The server judges whether to obtain the lock split function.
[0381] In some embodiments, the server judges whether the host virtual account obtains the lock split function and sends corresponding first judgment information to the client.
[0382] In the case that the host virtual account obtains the lock split function, step 2820 is performed; in the case that the host virtual account does not obtain the lock split function, step 2822 is performed.
[0383] Step 2820: The server judges whether there is a remaining number of uses.
[0384] In some embodiments, the server judges whether the remaining number of uses of the lock split function is greater than zero and sends corresponding second judgment information to the client.
[0385] In the case that the remaining number of uses of the lock split function is greater than zero, step 2830 is performed; in the case that the remaining number of uses of the lock split function is equal to zero, step 2822 is performed.
[0386] Step 2830: The server judges whether the current mode is a team ranked match mode.
[0387] In some embodiments, the server judges whether the current mode is a team ranked match mode and sends corresponding third judgment information to the client.
[0388] In the case that the current mode is a team ranked match mode, step 2840 is performed; in the case that the current mode is not a team ranked match mode, step 2822 is performed.
[0389] Step 2840: The client allows the lock split function to be opened.
[0390] In some embodiments, the client allows the lock split function to be opened in the case that the client obtains the lock split function, the remaining number of uses of the lock split function is greater than zero, and the current mode is a team ranked match mode.
[0391] Optionally, the client allows to enable the lock score function in the case that more lock split enabling conditions are met.
[0392] For example, the client allows to enable the lock score function in the case that the host virtual account and the teammate virtual account are in a friendship relationship, or in the case that the reputation level of the host virtual account reaches a specified reputation level.
[0393] Step 2822: The client does not allow to enable the lock score function, and displays a corresponding text.
[0394] In some embodiments, the client does not allow to enable the lock score function in the case that the host virtual account does not acquire the lock score function, and displays a corresponding prompt text.
[0395] Optionally, the prompt text includes the lock score function acquisition condition.
[0396] For example, in the case that the host virtual account does not acquire the lock score function, the client does not allow to enable the lock score function, does not display the lock score control, and displays a corresponding text: “The lock score function has not been acquired, and the lock score function can be acquired when the reputation level reaches level 5”.
[0397] In some embodiments, the client does not allow to enable the lock score function in the case that the remaining number of uses of the lock score function is equal to zero, and displays a corresponding prompt text.
[0398] For example, in the case that the remaining number of uses of the lock score function is equal to zero, the client does not allow to enable the lock score function, does not display the lock score control, and displays a corresponding text: “The lock score function cannot be enabled, and the remaining number of uses of the lock score function this week is 0”.
[0399] In some embodiments, the client does not allow to enable the lock score function in the case that the current mode is not a team ranked match mode, and displays a corresponding prompt text.
[0400] For example, in the case that the current mode is a single ranked match mode, the client does not allow to enable the lock score function, does not display the lock score control, and displays a corresponding text: “The lock score function cannot be enabled, and the lock score function can be enabled in the team ranked match mode”.
[0401] FIG. 29 shows a flowchart of finding a game according to an example embodiment of the present application, which includes at least one of the following steps.
[0402] Step 2910: The server determines whether the number of team members meets a specified number.
[0403] In some embodiments, the server determines whether the number of virtual accounts (the number of team members) in the virtual room meets a specified number, and sends a first number determination message to the client.
[0404] For example, assuming that the specified number is 5 and the number of virtual accounts in the virtual room is 4, a first number judgment message indicating that the number of virtual accounts is insufficient is sent to the client.
[0405] If the number of virtual accounts in the virtual room meets the specified number, step 2920 is performed; if the number of virtual accounts in the virtual room does not meet the specified number, step 2922 is performed.
[0406] Step 2920: The server judges whether the number of virtual accounts that have started the lock split function is below a number threshold.
[0407] In some embodiments, the server judges whether the number of virtual accounts that have started the lock split function is below a number threshold, and sends a second number judgment message to the client.
[0408] For example, assuming that the number threshold is 2 and the number of virtual accounts that have started the lock split function is 1, a second number judgment message indicating that the number of virtual accounts that have started the lock split function is below the number threshold is sent to the client.
[0409] If the number of virtual accounts that have started the lock split function is below the number threshold, step 2930 is performed; if the number of virtual accounts that have started the lock split function is not below the number threshold, step 2922 is performed.
[0410] Step 2930: The client allows finding a game.
[0411] In some embodiments, if the number of virtual accounts in the virtual room meets the specified number and the number of virtual accounts that have started the lock split function is below the number threshold, the client allows finding a game in response to a click operation of the host virtual account on the matching control.
[0412] Step 2922: The client does not allow finding a game.
[0413] In some embodiments, if the number of virtual accounts in the virtual room does not meet the specified number, the client does not allow finding a game in response to a click operation of the host virtual account on the matching control, and displays a matching prompt information.
[0414] For example, if the specified number is 5 and the number of virtual accounts in the virtual room is 4, the client does not allow finding a game in response to a click operation of the host virtual account on the matching control, and displays a matching prompt information: “The current number of people is insufficient”.
[0415] In some embodiments, if the number of virtual accounts that have started the lock split function is not below the number threshold, the client does not allow finding a game in response to a click operation of the host virtual account on the matching control, and displays a matching prompt information.
[0416] For example, in the case that the number threshold is 2 and the number of virtual accounts that have started the lock score function is 2, in response to the master virtual account clicking the matching control, the client does not allow the game session to be found, and displays a matching prompt message: "Cannot start the lock score function for more than 2 people".
[0417] FIG. 30 shows a flowchart of a settlement method of a virtual game session according to an example embodiment of the present application. The method includes at least one of the following steps.
[0418] Step 3010: The server determines whether the lock score function is started.
[0419] In some embodiments, during the settlement of the game session, the server determines whether the lock score function is started, and sends corresponding start determination information to the client.
[0420] For example, the server determines that the lock score function is not started, and sends corresponding start determination information to the client. The start determination information includes that the lock score function is not started and the reason why the lock score function is not started.
[0421] In the case that the lock score function is started, step 3022 is performed; in the case that the lock score function is not started, step 3020 is performed.
[0422] Step 3020: The client displays the reason why the lock score function is not started.
[0423] In some embodiments, after receiving the start determination information, the client displays the reason why the lock score function is not started according to the start determination information.
[0424] By way of example but not limitation, the reason why the lock score function is not started includes at least one of the following:
[0425] The current time cannot use the lock score function (for example, the current time is in the off-season);
[0426] The rating level is lower than a specified rating level (for example, the rating level does not reach the super master);
[0427] The reputation level is lower than a specified reputation level (for example, the reputation level is level 4, and the specified reputation level is level 5);
[0428] The virtual account of the team member is not a friend;
[0429] The remaining number of times of using the lock score function is equal to zero;
[0430] The number of virtual accounts that have started the lock score function is not less than a number threshold (for example, the number threshold is 2, and there are 2 virtual accounts that have started the lock score function);
[0431] • The lock split function is closed by the system;
[0432] • There is a violation in this game;
[0433] • This game is not in the ranking mode.
[0434] Step 3030: The server normally proceeds with the game settlement process.
[0435] In some embodiments, after sending the opening judgment information, the server continues to proceed with the game settlement process.
[0436] Step 3022: The server continues to proceed with the game settlement process.
[0437] In some embodiments, after sending the opening judgment information, the server continues to proceed with the game settlement process, and according to the lock split function, does not change the at least one virtual attribute corresponding to the lock split function.
[0438] For example, after judging that the lock split function is opened and sending the corresponding opening judgment information to the client, the server continues to settle the game, and due to the rating level of the master virtual account corresponding to the lock split function, the rating level of the master virtual account is not changed.
[0439] FIG. 31 shows a flowchart of the priority of the right display according to an example embodiment of the present application, which includes at least one of the following steps.
[0440] Step 3110: The server judges whether it has a return right.
[0441] In some embodiments, the server judges whether the master virtual account has a return right, which is used to keep at least one virtual attribute of the master virtual account unchanged after this game.
[0442] If the master virtual account has a return right, step 3120 is executed; if the master virtual account does not have a return right, step 3122 is executed.
[0443] Step 3120: The client displays the return right.
[0444] Step 3122: The server judges whether it has a team right.
[0445] In some embodiments, the server judges whether the master virtual account has a team right, which is used to keep at least one virtual attribute of the master virtual account unchanged after this game.
[0446] If the master virtual account has a team right, step 3130 is executed; if the master virtual account does not have a team right, step 3132 is executed.
[0447] Step 3130: The client displays the teaming right.
[0448] Step 3132: The server determines whether the protection card is owned.
[0449] In some embodiments, the server determines whether the hosting virtual account owns a protection card, the protection card being a virtual prop for keeping at least one virtual attribute of the hosting virtual account unchanged after the current game.
[0450] In the case where the hosting virtual account owns the protection card, step 3140 is executed; in the case where the hosting virtual account does not own the protection card, step 3142 is executed.
[0451] Step 3140: The client displays the protection card.
[0452] Step 3142: The server determines whether the lock division function is enabled.
[0453] In some embodiments, the server determines whether the hosting virtual account enables the lock division function, the lock division function being for keeping at least one virtual attribute of the hosting virtual account unchanged after the current game.
[0454] In the case where the hosting virtual account enables the lock division function, step 3150 is executed; in the case where the hosting virtual account does not enable the lock division function, step 3152 is executed.
[0455] Step 3150: The client displays that the lock division function is enabled.
[0456] Step 3152: The server determines whether the team ranking unlimited segment right is owned.
[0457] In some embodiments, the server determines whether the hosting virtual account owns the team ranking unlimited segment right, the team ranking unlimited segment right being for keeping the rating level of the hosting virtual account unchanged after the current game in the team ranking mode.
[0458] In the case where the hosting virtual account owns the team ranking unlimited segment right, step 3160 is executed; in the case where the hosting virtual account does not own the team ranking unlimited segment right, step 3162 is executed.
[0459] Step 3160: The client displays the team ranking unlimited segment times.
[0460] Step 3162: The server determines whether the five-person ranking unlimited segment right is owned.
[0461] In some embodiments, the server determines whether the hosting virtual account owns the five-person ranking unlimited segment right, the five-person ranking unlimited segment right being for keeping the rating level of the hosting virtual account unchanged after the current game in the five-person ranking mode.
[0462] If the master virtual account has the five-row unlimited segment interest, step 3170 is performed; if the master virtual account does not have the five-row unlimited segment interest, step 3172 is performed.
[0463] Step 3170: The client displays the five-row unlimited segment times.
[0464] Step 3172: The client displays the teamable segment.
[0465] FIG. 32 shows a flowchart of a settlement method of a virtual match according to an example embodiment of the present application, which includes at least one of the following steps.
[0466] Step 3210: The server determines whether to acquire the lock score function.
[0467] In some embodiments, the server determines whether the master virtual account acquires the lock score function, and sends corresponding first determination information to the client.
[0468] If the master virtual account acquires the lock score function, step 3222 is performed; if the master virtual account does not acquire the lock score function, step 3220 is performed.
[0469] Step 3220: The client does not display the lock score function related information.
[0470] In some embodiments, if the first determination information indicates that the master virtual account does not acquire the lock score function, the client does not display the lock score function related information.
[0471] By way of example but not limitation, the lock score function related information includes at least one of the following: a lock score identifier; a remaining use number of the lock score function; a lock score opening condition; a lock score function acquisition condition; and a related rule of the lock score function.
[0472] Step 3222: The client opens the lock score function.
[0473] In some embodiments, in response to a click operation on the lock score control, the client opens the lock score function.
[0474] The lock score function is in a closed state by default, and needs to be manually opened by the player by clicking the lock score control.
[0475] Step 3230: The server saves the lock score function state of the virtual account.
[0476] The server saves the lock score function states of all virtual accounts in the same virtual room. For example, all virtual accounts in the same virtual room include A account, B account, C account, D account and E account, wherein the server saves that the lock score functions of the A account and the B account are in an open state, and the lock score functions of the C account, the D account and the E account are in a closed state.
[0477] Step 3240: The client automatically closes the lock split function when the virtual account leaves the virtual room.
[0478] In some embodiments, the client automatically closes the lock split function of the virtual account when the virtual account leaves the virtual room.
[0479] For example, the lock split function of the A account is in an open state when the A account is in the virtual room. When the A account leaves the virtual room, the client automatically closes the lock split function of the A account, and the lock split function of the A account is in a closed state.
[0480] FIG. 33 shows a block diagram of a settlement device of a virtual match according to an example embodiment of the present application. The device can be implemented as a computer device or a part of a computer device by software or hardware or a combination of both. The device includes:
[0481] The opening module 3310 is configured to open the lock split function of the host virtual account when the host virtual account and the teammate virtual account meet a lock split opening condition.
[0482] The control module 3320 is configured to control the host virtual character corresponding to the host virtual account to participate in the current match in response to a role control operation.
[0483] The settlement module 3330 is configured to keep at least one virtual attribute of the host virtual account unchanged after the current match based on the lock split function during a match settlement process of the current match.
[0484] In a possible design of the present embodiment, the lock split opening condition includes at least one of the following: a gap between a segment level of the host virtual account and a segment level of the teammate virtual account is greater than a first threshold; a gap between a game duration of the host virtual account and a game duration of the teammate virtual account is greater than a second threshold; a gap between an account level of the host virtual account and an account level of the teammate virtual account is greater than a third threshold; a gap between a proficiency of the host virtual character corresponding to the host virtual account and a proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fourth threshold; and a gap between a match branch proficiency of the host virtual character corresponding to the host virtual account and a match branch proficiency of the teammate virtual character corresponding to the teammate virtual account is greater than a fifth threshold.
[0485] In a possible design of the present embodiment, the lock split opening condition further includes at least one of the following: the host virtual account and the teammate virtual account are in a friend relationship; a remaining number of times of using the lock split function is greater than a number threshold; and a number of virtual accounts in a team to which the host virtual account belongs and that have opened the lock split function is lower than a quantity threshold.
[0486] In a possible design of the present embodiment, the lock split opening condition includes at least one of the following: the teammate virtual account sends negative information; the game session branch corresponding to the teammate virtual account is the same as the game session branch corresponding to the host virtual account; and the teammate virtual character corresponding to the teammate virtual account interferes with the host virtual character corresponding to the host virtual account.
[0487] In a possible design of the present embodiment, the teammate virtual account and the host virtual account are not in a friend relationship. In a possible design of the present embodiment, the opening module 3310 is configured to, in response to an opening operation on the lock split control, open the lock split function of the host virtual account when the host virtual account and the teammate virtual account meet the lock split opening condition; or automatically open the lock split function of the host virtual account when the host virtual account and the teammate virtual account meet the lock split opening condition.
[0488] In a possible design of the present embodiment, the acquisition module 3301 is configured to acquire the lock split function for the host virtual account when the host virtual account meets the lock split function acquisition condition.
[0489] In a possible design of the present embodiment, the lock split function acquisition condition includes at least one of the following: the rating level of the host virtual account reaches a specified rating level; and the reputation level of the host virtual account reaches a specified reputation level.
[0490] In a possible design of the present embodiment, the display module 3315 is configured to display a lock split mark in a specified area when the host virtual account opens the lock split function.
[0491] In a possible design of the present embodiment, the specified area includes at least one of the following: the side of the avatar of the host virtual account; a team information display area in a recruitment interface; and a team information display area in a chat channel; wherein the team information display area is configured to display information about a team to which the host virtual account belongs.
[0492] In a possible design of the present embodiment, the host virtual account and the teammate virtual account are in the same virtual room, and the control module 3320 is configured to adjust the type of the virtual room based on the lock split opening condition when the host virtual account opens the lock split function.
[0493] In a possible design of the present embodiment, the control module 3320 is configured to, when the host virtual account opens the lock split function, and the lock split opening condition includes that the host virtual account and the teammate virtual account are in a friend relationship and the type of the virtual room is not a specified type, adjust the type of the virtual room to the specified type; wherein the specified type is the type of the virtual room associated with the lock split opening condition.
[0494] In a possible design of the present embodiment, the display module 3315 is configured to, in a case where the lock split function of the master virtual account is enabled, add lock split function related dialogue text in the quick dialogue bar; the quick dialogue bar is configured to provide preconfigured dialogue text.
[0495] In a possible design of the present embodiment, the display module 3315 is configured to, in a settlement process of a game, display a settlement lock split prompt information based on the lock split function being in the enabled state, the settlement lock split prompt information being configured to prompt that at least one virtual attribute of the master virtual account does not change after the game.
[0496] In a possible design of the present embodiment, the setting module 3300 is configured to set a type of the at least one virtual attribute.
[0497] In a possible design of the present embodiment, the setting module 3300 is configured to automatically set the type of the at least one virtual attribute corresponding to the type determination factor based on the type determination factor.
[0498] In a possible design of the present embodiment, the type determination factor includes at least one of the following: an account level of the master virtual account; a segment level of the master virtual account; and a type of the lock split function.
[0499] In a possible design of the present embodiment, the type of the virtual attribute includes at least one of the following: the segment level of the master virtual account; a number of winning games of the master virtual account; a number of games of the master virtual account; a number of winning games of a master virtual character corresponding to the master virtual account; an evaluation score of the master virtual character corresponding to the master virtual account; and a number of games of the master virtual character corresponding to the master virtual account.
[0500] The present embodiment takes one setting module 3300, one acquisition module 3301, one enabling module 3310, one display module 3315, one control module 3320 and one settlement module 3330 as an example for illustration, and the number of the setting module 3300, the acquisition module 3301, the enabling module 3310, the display module 3315, the control module 3320 and the settlement module 3330 is not limited.
[0501] The function of the setting module 3300 can refer to the content of step 302 in the embodiment of FIG. 20.
[0502] The function of the acquisition module 3301 can refer to the content of step 301 in the embodiment of FIG. 4.
[0503] The function of the enabling module 3310 can refer to the content of step 310 in the embodiment of FIG. 3 and the content of step 312 in the embodiment of FIG. 4.
[0504] The functions of the display module 3315 can refer to the functions of step 315 in the embodiment of FIG. 10, the functions of step 317 in the embodiment of FIG. 17, and the functions of step 340 in the embodiment of FIG. 19.
[0505] The functions of the control module 3320 can refer to the functions of step 320 in the embodiment of FIG. 3 and the functions of step 316 in the embodiment of FIG. 14.
[0506] The functions of the settlement module 3330 can refer to the functions of step 330 in the embodiment of FIG. 3.
[0507] The embodiments of the present application further provide a computer device, which comprises a processor and a memory, and the memory stores at least one program; the processor is configured to execute the at least one program stored in the memory to implement the settlement method of the virtual game provided by the above-mentioned method embodiments.
[0508] FIG. 34 shows a structural block diagram of a computer device 3400 according to an example embodiment of the present application. Generally, the computer device 3400 comprises a processor 3401 and a memory 3402.
[0509] The processor 3401 can comprise one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 3401 can be implemented in at least one of a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), and a Programmable Logic Array (PLA). The processor 3401 can also comprise a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a Central Processing Unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 3401 can comprise a Graphics Processing Unit (GPU) for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 3401 can further comprise an Artificial Intelligence (AI) processor for processing machine learning-related computing operations.
[0510] The memory 3402 can include one or more computer-readable storage media. The computer-readable storage media can be non-transitory. The memory 3402 can also include high-speed random access memory and can include non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile storage devices. In some embodiments, the non-transitory computer-readable storage media of the memory 3402 is used to store at least one instruction for execution by the processor 3401 to implement the method for settling a virtual game according to the method embodiments of the present application.
[0511] In some embodiments, the computer device 3400 can further optionally include an input interface 3403 and an output interface 3404. The processor 3401, the memory 3402, the input interface 3403, and the output interface 3404 can be connected through a bus or a signal line. Various peripheral devices can be connected to the input interface 3403 and the output interface 3404 through the bus, the signal line, or a circuit board. The input interface 3403 and the output interface 3404 can be used to connect at least one input / output-related peripheral device to the processor 3401 and the memory 3402. In some embodiments, the processor 3401, the memory 3402, the input interface 3403, and the output interface 3404 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 3401, the memory 3402, the input interface 3403, and the output interface 3404 can be implemented on a separate chip or circuit board, and the embodiments of the present application are not limited in this regard.
[0512] Those skilled in the art can understand that the above-mentioned structures do not constitute a limitation on the computer device 3400, and can include more or fewer components than those shown, or combine certain components, or use different component arrangements.
[0513] In an example embodiment, a chip is also provided, which includes programmable logic circuitry and / or program instructions, and when the chip is running on the computer device 3400, is used to implement the method for settling a virtual game according to the method embodiments of the present application.
[0514] In an example embodiment, a computer program product is also provided, which includes computer instructions stored in a computer readable storage medium, and the processor acquires the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to implement the method for settling a virtual game according to the method embodiments of the present application.
[0515] In an example embodiment, a computer readable storage medium is also provided, which stores at least one program, and the processor loads and executes the at least one program to implement the method for settling a virtual game according to the method embodiments of the present application.
[0516] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or can be instructed by programs to related hardware to complete, and the programs can be stored in a computer readable storage medium. The computer readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk, etc.
[0517] Those skilled in the art should realize that, in one or more examples described above, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware or any combination thereof. When implemented by software, the functions can be stored in a computer readable storage medium or transmitted as one or more instructions or codes on a computer readable storage medium. The computer readable storage medium includes a computer storage medium and a communication medium, wherein the communication medium includes any medium that facilitates the transfer of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general or special purpose computer.
[0518] The above is only an optional embodiment of the present application, and is not used to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A settlement method of a virtual game, the method being performed by a computer device, the method comprising: starting a lock split function of a host virtual account in a case where the host virtual account and a teammate virtual account satisfy a lock split starting condition; controlling a host virtual character corresponding to the host virtual account to participate in a current game in response to a character control operation; and keeping at least one virtual attribute of the host virtual account unchanged after the current game based on the lock split function during a game settlement process of the current game. The lock split starting condition comprises at least one of: a gap between a segment level of the host virtual account and a segment level of the teammate virtual account being greater than a first threshold; a gap between a game time length of the host virtual account and a game time length of the teammate virtual account being greater than a second threshold; a gap between an account level of the host virtual account and an account level of the teammate virtual account being greater than a third threshold; a gap between a proficiency of the host virtual character corresponding to the host virtual account and a proficiency of a teammate virtual character corresponding to the teammate virtual account being greater than a fourth threshold; and a gap between a game branch proficiency of the host virtual character corresponding to the host virtual account and a game branch proficiency of the teammate virtual character corresponding to the teammate virtual account being greater than a fifth threshold. The lock split starting condition further comprises at least one of: the host virtual account and the teammate virtual account being in a friendship relationship; a remaining number of times of use of the lock split function being greater than a number threshold; and a number of virtual accounts in a team to which the host virtual account belongs, for which the lock split function has been started, being lower than a quantity threshold. The lock split starting condition comprises at least one of: the teammate virtual account sending negative information; a game branch corresponding to the teammate virtual account being the same as a game branch corresponding to the host virtual account; and a teammate virtual character corresponding to the teammate virtual account interfering with the host virtual character corresponding to the host virtual account. The teammate virtual account and the host virtual account are not in a friendship relationship. The starting, in a case where the host virtual account and the teammate virtual account satisfy a lock split starting condition, of a lock split function of the host virtual account comprises: starting, in a case where the host virtual account and the teammate virtual account satisfy the lock split starting condition, the lock split function of the host virtual account in response to a starting operation on a lock split control; or automatically starting, in a case where the host virtual account and the teammate virtual account satisfy the lock split starting condition, the lock split function of the host virtual account. The method further comprises: the host virtual account acquiring the lock split function in a case where the host virtual account satisfies a lock split function acquisition condition. The lock split function acquisition condition comprises at least one of: a segment level of the host virtual account reaching a specified segment level; and a reputation level of the host virtual account reaching a specified reputation level. The method further comprises: displaying a lock split mark in a specified area in a case where the host virtual account starts the lock split function. The specified area comprises at least one of: a side of a head portrait of the host virtual account; a team information display area in a recruitment interface. 2. The method of claim 1, wherein, 3. The method of claim 2, wherein, 4. The method of claim 1, wherein, 5. The method of claim 4, wherein, 6. The method according to any one of claims 1 to 5, wherein, 7. The method according to any one of claims 1 to 6, wherein, 8. The method of claim 7, wherein, 9. The method according to any one of claims 1 to 8, wherein, 10. The method of claim 9, wherein, The team information display area in the chat channel; The team information display area is configured to display information about a team to which the host virtual account belongs.
11. The method of any one of claims 1 to 10, wherein, The host virtual account and the teammate virtual account are in the same virtual room, and the method further includes: In a case where the host virtual account opens the lock split function, the type of the virtual room is adjusted based on the lock split opening condition.
12. The method of claim 11, wherein, The type of the virtual room is adjusted based on the lock split opening condition in a case where the host virtual account opens the lock split function, including: In a case where the host virtual account opens the lock split function, the lock split opening condition includes that the host virtual account and the teammate virtual account are in a friend relationship, and the type of the virtual room is not a specified type, the type of the virtual room is adjusted to the specified type; The specified type is the type of the virtual room associated with the lock split opening condition.
13. The method of any one of claims 1 to 12, wherein, The method further includes: In a case where the host virtual account opens the lock split function, the lock split function related dialogue text is added in the shortcut dialogue bar; The shortcut dialogue bar is configured to provide preconfigured dialogue text.
14. The method of any one of claims 1 to 13, wherein, The method further includes: In the game settlement process, based on the lock split function in the opened state, a settlement lock split prompt information is displayed, and the settlement lock split prompt information is used to prompt that the at least one virtual attribute of the host virtual account does not change after the current game.
15. The method of any one of claims 1 to 14, wherein, The method further includes: The type of the at least one virtual attribute is set.
16. The method of claim 15, wherein, The type of the at least one virtual attribute is set, including: The type of the at least one virtual attribute corresponding to the type determination factor is automatically set based on the type determination factor.
17. The method of claim 16, wherein, The type determination factor includes at least one of the following: The account level of the host virtual account; The segment level of the host virtual account; The type of the lock split function.
18. The method of any one of claims 1 to 17, wherein, The type of the virtual attribute includes at least one of the following: The segment level of the host virtual account; The number of winning games of the host virtual account; The number of games of the host virtual account; The number of winning games of the host virtual character corresponding to the host virtual account; The evaluation score of the host virtual character corresponding to the host virtual account; The number of games of the host virtual character corresponding to the host virtual account.
19. A virtual game settlement device, the device comprising: an opening module configured to open a lock split function of a host virtual account in a case where the host virtual account and a teammate virtual account meet a lock split opening condition; a control module configured to control a host virtual character corresponding to the host virtual account to participate in a current game in response to a character control operation; a settlement module configured to keep at least one virtual attribute of the host virtual account unchanged after the current game based on the lock split function in a game settlement process of the current game.
20. A computer device comprising: a processor and a memory, the memory storing at least one program; the processor is configured to execute the at least one program in the memory to implement the virtual game settlement method according to any one of claims 1 to 18.
21. A computer readable storage medium having stored therein at least one segment of a program, the at least one segment of the program being loadable into a processor and executable by the processor to implement the method for settling a virtual game according to any one of claims 1 to 18.
22. A computer program product comprising computer instructions stored in a computer readable storage medium, the computer instructions being obtainable by a processor from the computer readable storage medium, the processor being operative to execute the computer instructions to implement the method for settling a virtual game according to any one of claims 1 to 18.