Method and apparatus for acquiring virtual item, device, and storage medium
By setting a willingness level for virtual items and determining the allocation results based on the willingness level, the problems of limited acquisition methods and scrambling for virtual items are solved, the rationality and efficiency of allocation are improved, and player satisfaction is enhanced.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2025-09-16
- Publication Date
- 2026-06-04
AI Technical Summary
Existing technologies often lead to multiple virtual characters scrambling for virtual items, and the acquisition methods are relatively simple, lacking rationality and efficiency.
By setting a willingness level for virtual items, a first willingness level is set for the first virtual item using the willingness allocation operation, and the willingness levels of the first and second virtual characters for the virtual items are displayed. The allocation result is determined based on the willingness level, and a willingness level setting control is provided to allow players to adjust the willingness level.
It improves the rationality and efficiency of virtual item distribution, reduces the possibility of looting, enhances players' acceptance of the distribution results, and optimizes the human-computer interaction process.
Smart Images

Figure CN2025121623_04062026_PF_FP_ABST
Abstract
Description
Methods, devices, equipment, and storage media for obtaining virtual items
[0001] This application claims priority to Chinese Patent Application No. 202411745723.4, filed on November 29, 2024, entitled “Method, Apparatus, Device and Storage Medium for Obtaining Virtual Items”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device and storage medium for acquiring virtual props. Background Technology
[0003] Game applications provide virtual environments where virtual characters typically need to be controlled to perform activities such as walking, driving, climbing, picking up items, and fighting.
[0004] In related technologies, virtual characters need to pick up virtual items in a virtual environment to achieve virtual competition, and the virtual character that gets close to the virtual item first can obtain the right to pick up the virtual item.
[0005] However, the aforementioned methods of obtaining virtual items can easily lead to multiple virtual characters scrambling for them, and the methods of obtaining virtual items are relatively limited. Summary of the Invention
[0006] This application provides a method, apparatus, device, and storage medium for obtaining virtual items, the technical solution of which is as follows:
[0007] According to one aspect of this application, a method for obtaining virtual items is provided, the method being executed by a terminal, the method comprising:
[0008] Displays the virtual environment corresponding to the virtual game;
[0009] In response to the intention allocation operation for the first virtual item, a first intention level is set for the first virtual item;
[0010] The terminal displays the first degree of willingness of the first virtual character controlled by the terminal to the first virtual item, and displays the second degree of willingness of the second virtual character to the first virtual item.
[0011] The distribution result of the first virtual item is displayed, and the distribution result is related to the first willingness level and the second willingness level.
[0012] According to another aspect of this application, a device for acquiring virtual items is provided, the device comprising:
[0013] The display module is used to display the virtual environment corresponding to the virtual game;
[0014] The processing module is used to set a first willingness level for the first virtual prop in response to the willingness allocation operation of the first virtual prop;
[0015] The display module is also used to display the first degree of willingness of the first virtual character controlled by the terminal to the first virtual item, and to display the second degree of willingness of the second virtual character to the first virtual item;
[0016] The display module is also used to display the allocation result of the first virtual item, the allocation result being related to the first willingness level and the second willingness level.
[0017] According to another aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the virtual item acquisition method as described above.
[0018] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method for obtaining virtual items as described above.
[0019] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer instructions to implement the virtual item acquisition method described above.
[0020] The beneficial effects of the technical solution provided in this application include at least the following:
[0021] This application provides a method for dynamically adjusting willingness levels to allocate virtual items. On one hand, a first willingness level is set for a first virtual item through a willingness allocation operation, quantifying the intensity of a first virtual character's desire to acquire the first virtual item. The allocation result of the first virtual item is related to the willingness levels set by the first and second virtual characters, ensuring that the allocation result matches the player's set willingness level and actual needs as closely as possible, improving the allocation efficiency of the first virtual item and further enhancing player acceptance of the allocation result. On the other hand, a function entry point for setting willingness levels is also provided, allowing players to set their willingness levels according to their actual needs for virtual items. Overall, this provides a new method for acquiring virtual items, avoiding the scramble for virtual items caused by the inability of virtual characters to pick them up first in related technologies. This reduces the uncertainty of virtual item allocation in related technologies, optimizes the allocation process, ensures more reasonable allocation of virtual items, and thus improves human-computer interaction efficiency. Attached Figure Description
[0022] Figure 1 is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0023] Figure 2 is a schematic diagram of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0024] Figure 3 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0025] Figure 4 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0026] Figure 5 is a schematic diagram of a willingness setting control provided in an exemplary embodiment of this application;
[0027] Figure 6 is a schematic diagram of a willingness setting control provided in an exemplary embodiment of this application;
[0028] Figure 7 is a schematic diagram of a willingness setting control provided in an exemplary embodiment of this application;
[0029] Figure 8 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0030] Figure 9 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0031] Figure 10 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0032] Figure 11 is a flowchart of a method for obtaining virtual items provided in an exemplary embodiment of this application;
[0033] Figure 12 is a structural block diagram of a virtual item acquisition device provided in an exemplary embodiment of this application;
[0034] Figure 13 is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation
[0035] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the virtual activity information and historical activity information involved in this application were obtained with full authorization.
[0036] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0037] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle arena (MOBA) program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any of the following: battle royale shooting game, virtual reality (VR) application, augmented reality (AR) program, 3D mapping program, virtual reality game, augmented reality game, casual game, party game, first-person shooter (FPS) game, third-person shooter (TPS) game, multiplayer online battle arena (MOBA) game, or simulation game (SLG). In this embodiment, the client 111 is an FPS game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual character located in a virtual environment to perform activities. The first virtual character can be referred to as the virtual character of the first user 112. The activities of the first virtual character include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using items, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. For illustrative purposes, the first virtual character is a virtual character, such as a realistic or anime character.
[0038] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be any of the following: battle royale shooting game, VR application, AR program, 3D map program, virtual reality game, augmented reality game, FPS, TPS, MOBA, or SLG. In this embodiment, a MOBA game is used as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual character located in the virtual environment. This second virtual character can be referred to as the virtual character of the second user 132. For illustrative purposes, the second virtual character is a virtual character, such as a realistic character or an anime character.
[0039] Optionally, the first virtual character and the second virtual character reside in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0040] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0041] Figure 1 shows only two terminals, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers, on which a development and editing platform supporting a virtual environment client is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0042] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0043] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0044] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play, such as 1v1, 3v3, and 5v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.
[0045] The methods provided in this application can be applied to at least one of the following scenarios, but are not limited to: virtual reality applications, 3D map programs, casual games, party games, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, etc. The following embodiments are examples of applications in games.
[0046] Figure 2 shows a schematic diagram of a method for obtaining virtual items provided in an exemplary embodiment of this application.
[0047] The first interface 310 displays a virtual environment 302 corresponding to the virtual game, which includes virtual terrain such as virtual hills, virtual buildings, and virtual grasslands. The first virtual character 304 performs virtual activities within the virtual environment 302 to achieve virtual competition.
[0048] The first interface 310 includes a prompt window 315, which is a pop-up window used to indicate that the allocation of the first virtual item 312 and the second virtual item 314 is about to begin. For example, the prompt window 315 also displays the following prompt text: "Dynamically adjust your willingness level to gain a higher ownership of your desired items"; highlighting the correlation between the willingness level and the acquisition of virtual items. For example, the prompt window 315 includes a total willingness level 316; for example, the total willingness level 316 is 10, which is five times the number of virtual items, i.e., 2 * 5 = 10.
[0049] As the countdown "3 seconds (s)" on the prompt window 315 in the first interface 310 expires, the second interface 320 is displayed;
[0050] Taking the allocation process of the first virtual prop 312 as an example; the willingness setting control 322 of the first virtual prop 312 includes ten virtual buttons; the ten virtual buttons correspond one-to-one with the willingness values from 1 to 10. In response to the click operation of the virtual button corresponding to the willingness value of 4, the virtual button is displayed as selected (for example, a triangle mark is displayed below the virtual button to indicate that the virtual button is selected).
[0051] Displays the willingness information 324 of other characters in the virtual game other than the first virtual character 304 to set the first virtual item 312. For example, the virtual character with identity number 2 has a willingness of 3 to set the first virtual item 312, the virtual character with identity number 3 has a willingness of 5 to set the first virtual item 312, and the virtual character with identity number 4 has a willingness of 2 to set the first virtual item 312.
[0052] The second interface 320 also displays a timer 326 "End Willingness Setting in 10s", which provides a time limit for allocating total willingness; the second interface 320 also displays a willingness difference 328 "Remaining Willingness: 5", which is the difference between the total willingness "10" and the activated willingness "5"; the activated willingness "5" is the sum of the willingness "4" set by the first virtual character 304 for the first virtual prop 312 and the willingness "1" set by the second virtual prop 314.
[0053] When the timer 326 in the second interface 320 expires, the third interface 330 is displayed. The third interface 330 includes a pickup interface 335; the pickup interface 335 includes a first virtual item 312, indicating that the first virtual item 312 is assigned to the first virtual character 304.
[0054] The following examples will illustrate how to obtain virtual items.
[0055] Figure 3 illustrates a flowchart of a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be executed by a terminal, which is used by a user to control a first virtual character located in a virtual environment. The method includes:
[0056] Step 510: Display the virtual environment corresponding to the virtual game;
[0057] For example, a virtual environment is a virtual space in which a first virtual character performs virtual activities; for instance, the first virtual character launches a virtual attack in a virtual game to perform virtual competition. A virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment.
[0058] For example, the first virtual character engages in virtual competition by launching virtual attacks against an enemy virtual character in a virtual environment, or by achieving virtual objectives (or virtual achievements) in a virtual match within a virtual environment.
[0059] Step 520: In response to the intention allocation operation for the first virtual item, set the first intention level for the first virtual item;
[0060] For example, the intention allocation operation is a human-computer interaction operation that indicates the strength of the intention to obtain the first virtual item. For example, as the set first intention level increases, the user's intention to obtain the first virtual item increases. In some embodiments, the intensity of intention can be represented by a numerical value, with a larger value indicating a higher intensity of intention.
[0061] For example, the intention allocation operation includes, but is not limited to, at least one of the following: clicking, swiping, rotating; such as: clicking a touchscreen or button, swiping a touchscreen or controller, rotating a terminal or controller. In one implementation, the application providing the virtual environment provides at least two candidate intention levels, and the intention allocation operation is a selection operation of the first intention level among the at least two candidate intention levels.
[0062] Step 530: Display the first degree of willingness of the first virtual character controlled by the display terminal to set the first virtual item, and display the second degree of willingness of the second virtual character to set the first virtual item;
[0063] For example, the first virtual character is a terminal-controlled virtual character, also known as the master virtual character. Virtual characters participating in the virtual match include the first virtual character and the second virtual character; the second virtual character has the authority to participate in the distribution of the first virtual items. For example, there can be one or more second virtual characters. The second virtual character and the first virtual character usually belong to the same virtual faction, but it is not impossible for the second virtual character and the first virtual character to belong to different virtual factions. That is, the second virtual character can be a teammate virtual character or an enemy virtual character, controlled by other terminals.
[0064] The first willingness level is the willingness level of the first virtual character to set the first virtual item. The second willingness level is the willingness level of the second virtual character to set the first virtual item. For example, step 530 is typically executed by a terminal, such as the terminal controlling the first virtual character. In this case, the terminal controlling the first virtual character displays both the first willingness level and the second willingness level. However, it is not excluded that the first willingness level is displayed by the terminal controlling the first virtual character, while the second willingness level is displayed by another terminal controlling the second virtual character; that is, the terminal controlling the first virtual character displays only the first willingness level, and the other terminal controlling the second virtual character displays only the second willingness level. This application does not impose any limitations on this.
[0065] Step 540: Display the allocation result of the first virtual item;
[0066] For example, the allocation result of the first virtual item is to allocate the first virtual item to a role with the permission to participate in the allocation of the first virtual item, such as allocating it to a first virtual character or a second virtual character.
[0067] For example, the allocation result of the first virtual item is related to the first willingness level and the second willingness level. For example, with the second willingness level remaining unchanged, when the first virtual item is repeatedly allocated, the number of times the first virtual character obtains the first virtual item increases as the first willingness level increases. It is understood that those skilled in the art can prove, by statistically analyzing the allocation process of the first virtual item a limited number of times (e.g., 50 times), that with the second willingness level remaining unchanged and the first willingness level increasing, the number of times the first virtual character obtains the first virtual item increases, that is, the probability of the first virtual character obtaining the first virtual item increases.
[0068] In summary, the method provided in this embodiment sets a first willingness level for the first virtual item through a willingness allocation operation, which quantifies the intensity of the first virtual character's willingness to acquire the first virtual item. The allocation result of the first virtual item is related to the willingness level set by the first virtual character and the second virtual character. It provides a function entry point for setting the willingness level, which makes it convenient for players to set the demand level according to their actual needs for virtual items. It provides a new way to acquire virtual items and avoids the situation in related technologies where virtual character skills pick up virtual items by being the first to approach them, causing a scramble for virtual items.
[0069] Figure 4 shows a flowchart of a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be executed by a terminal. Specifically, in the embodiment shown in Figure 3, step 520 can be implemented as steps 522 and 524:
[0070] Step 522: Display the willingness setting control for the first virtual prop;
[0071] For example, the willingness setting control provides a function entry point for setting at least two candidate willingness levels; for example, the function entry point for at least two candidate willingness levels can be implemented as a control part of the willingness setting control that can realize human-computer interaction operation; such as at least one of virtual buttons or virtual gears.
[0072] Step 524: In response to the triggering operation of the function entry for the first willingness setting control, set the first willingness for the first virtual prop;
[0073] For example, the willingness setting control is displayed on the terminal screen; for example, at least two candidate willingness levels include a first willingness level. The triggering operation can be implemented as at least one of the following: touch operation on the terminal screen, use of an input device such as a keyboard or mouse, etc., and this application does not limit it.
[0074] In one optional implementation of this application, the first virtual prop includes at least two virtual buttons; correspondingly, step 522 can be implemented as: displaying at least two virtual buttons in the first virtual prop;
[0075] For example, at least two virtual buttons correspond one-to-one with at least two candidate intention levels; the application providing the virtual environment provides at least two candidate intention levels for the allocation process of the first virtual prop.
[0076] Accordingly, step 524 can be implemented as follows: in response to the click operation of the first virtual button, set the first intention degree for the first virtual prop;
[0077] For example, the first virtual button corresponds to the first preference level among at least two candidate preference levels. In response to a click operation on the first virtual button, the first virtual button is displayed as selected. In some embodiments, the first virtual button being displayed as selected may be indicated by at least one of the following: highlighting the first virtual button; adding color to the first virtual button; bolding the numerical value in the first virtual button; bolding the edge / border of the first virtual button; displaying at least one of a triangle mark, a circle mark, and an underline mark below the first virtual button.
[0078] Figure 5 shows a schematic diagram of a willingness setting control provided in an exemplary embodiment of this application.
[0079] For example, the willingness setting control includes 10 virtual buttons, each displaying a corresponding candidate willingness value, which is 1 to 10; in response to a click operation 605 on the fourth virtual button 604, the fourth virtual button 604 is displayed in a selected state 604a with thickened edges and a triangle mark below, indicating that the first willingness setting for the first virtual prop is a willingness value of 4.
[0080] In another optional implementation of this application, the first virtual prop includes a virtual lever and at least two virtual gears; correspondingly, step 522 can be implemented as: displaying the virtual lever and at least two virtual gears in the first virtual prop;
[0081] For example, at least two virtual gear positions correspond one-to-one with at least two candidate intention levels; the application providing the virtual environment provides at least two candidate intention levels for the allocation process of the first virtual prop. The position of the virtual lever on the virtual gear position is used to indicate the selected candidate intention level.
[0082] Accordingly, step 524 can be implemented as follows: in response to the dragging operation of the virtual lever, when the virtual lever is moved to the first virtual position, set the first intention degree for the first virtual prop;
[0083] For example, the first virtual gear position corresponds to the first willingness level among at least two candidate willingness levels. In response to a drag operation on the virtual lever, if the virtual lever is moved to the virtual gear position corresponding to the first willingness level, the first willingness level is set for the first virtual prop.
[0084] Figure 6 shows a schematic diagram of a willingness setting control provided in an exemplary embodiment of this application.
[0085] For example, the willingness setting control includes a virtual lever 610a and 10 virtual gears. Each virtual gear displays a corresponding candidate willingness value, ranging from 1 to 10. The initial default position of the virtual lever 610a is at the first virtual gear 611, where the candidate willingness value is 1. In response to a drag operation 615 on the virtual lever 610a, the virtual lever 610a is moved from the first virtual gear 611 to the fourth virtual gear 614, indicating that the first willingness value set for the first virtual item is 4.
[0086] In another optional implementation of this application, the willingness setting control includes a question associated with the first virtual prop and at least two answer options; correspondingly, step 522 can be implemented as: displaying a question associated with the first virtual prop and at least two answer options;
[0087] For example, at least two answer options correspond one-to-one with at least two candidate willingness levels; the application providing the virtual environment provides at least two candidate willingness levels for the allocation process of the first virtual prop. The selected candidate willingness level is indicated by choosing an answer option.
[0088] Accordingly, step 524 can be implemented as follows: in response to the selection operation of the first answer option, set the first willingness level for the first virtual prop;
[0089] For example, the first answer option corresponds to the first preference among at least two candidate preference levels;
[0090] For the question about the first virtual prop, the first answer option in the willingness setting control is the correct answer to the question, and the second answer option is the incorrect answer to the question; the willingness level corresponding to the first answer option is greater than the willingness level corresponding to the second answer option.
[0091] For example, if the user selects the correct answer in the answer selection operation, the user is familiar with the use of the first virtual item or has related knowledge, and has a strong desire to become familiar with and use the first virtual item; this is set as the first desire level. However, if the user selects the wrong answer in the selection operation, the user is not familiar with the use of the first virtual item or has related knowledge, and the desire to acquire the unfamiliar first virtual item is lower than the first desire level.
[0092] In one example, Figure 7 shows a schematic diagram of a willingness setting control provided in an exemplary embodiment of this application. Question 620a is used to ask about the usage skills of the first virtual item; for example, question 620a is: Under what circumstances is the first virtual item most effective? There are four corresponding answer options, including: use against a single enemy virtual character, use against multiple enemy virtual characters, use against a single friendly virtual character, use against multiple friendly virtual characters, etc.
[0093] In one example, the first answer option 621 is the correct answer to question 620a, with a corresponding willingness value of 7. The other three answer options besides the first answer option 621 are incorrect answers to question 620a, with a corresponding willingness value of 4. In response to the selection operation 625 of the fourth answer option 624, the willingness value of the first virtual prop is set to 4.
[0094] In other examples, the questions associated with the first virtual item include, but are not limited to, at least one of the following:
[0095] The question is used to ask about the type of the first virtual item; for example, the question is: What is the type of the first virtual item? The answer options include throwing virtual items, shooting virtual items, wearable virtual items, vehicle virtual items, etc.
[0096] When the first virtual item is a shooting virtual item, the question is used to ask about the type of ammunition used by the shooting ammunition corresponding to the first virtual item; for example, the question is: What type of virtual ammunition does the first virtual item use? The answer options include 5.56 mm caliber, 7.62 mm caliber, 12-inch caliber, etc.
[0097] Furthermore, in some embodiments, the text content of the questions and answer options for the first virtual prop is pre-set or generated based on a natural language model. The text content of the questions and answer options may be obtained from the introductory text or user guide of the first virtual prop in the application providing the virtual environment, or from screen recordings, forum information, etc., of using the first virtual prop recorded in other applications.
[0098] For example, the introductory information and guiding text of the first virtual prop are input into a natural language model to predict the question and answer options. For example, the introductory information includes at least one of the following: the introductory text of the first virtual prop as described above, a user tutorial, a screen recording of using the first virtual prop, or information from a forum. The guiding text is a pre-set language template, such as: "Based on the following description, generate a question related to [mask1], and provide one correct answer and at least two incorrect answers. The prop is described as follows: [mask2]." Here, [mask1] is the location to fill in the prop name of the first virtual prop, and [mask2] is the location to fill in the introductory information of the first virtual prop.
[0099] Furthermore, the guidance text also provides sample text for the expected generated questions and answer options. The sample text uses a sample prop as an example to demonstrate the style of the expected generated questions and answer options. Optionally, the sample text also includes introductory information about the sample prop, providing the natural language model with a set of sample inputs and outputs. Leveraging the natural language model's semantic understanding capabilities, the model is guided to simulate the sample inputs and outputs, generating questions and answer options for the first virtual prop.
[0100] In one example, the sample text includes: "This is an example for reference when generating question and answer options; the expected question is: Under what circumstances is the sample item most effective? The expected answer options are: Use against a single enemy virtual character, Use against multiple enemy virtual characters, Use against a single friendly virtual character, Use against multiple friendly virtual characters; including one correct answer: Use against a single enemy virtual character; the other three answer options are incorrect answers." The example text, including examples of sample input and output, provides the natural language model with the expected format of generated information.
[0101] The example text also includes: "The description of the sample item is: The sample item is a virtual attack item that can hook an enemy character and drag them a certain distance to the main character's location; it is worth noting that there is a limit to the number of sample items that can be carried. The main character can pick up a maximum of two sample items. By default, the sample item hooks the enemy character closest to the main character in the direction of the item's use. When facing multiple enemy characters, you need to pay attention to their positions to avoid hooking enemy characters you don't want to drag." The description of the sample item in the example text, along with the expected question and answer options in the example text above, are all natural language information that can provide a basis for the natural language model. The example input and output are illustrated.
[0102] For example, a natural language model is an artificial neural network (ANN) with natural language processing capabilities, such as at least one of a large language model (LLM) or a generative pre-trained transformer (GPT).
[0103] In summary, the method provided in this embodiment sets a first willingness level by triggering the willingness setting control, which quantifies the intensity of the first virtual character's willingness to acquire the first virtual item. The allocation result of the first virtual item is related to the willingness levels set by the first and second virtual characters. It provides a functional entry point for setting the willingness level, which makes it convenient for players to set the demand level according to their actual needs for virtual items. It provides a new human-computer interaction method to acquire virtual items by performing human-computer interaction with the willingness setting control, and avoids the scramble for virtual items caused by virtual characters' skills picking up virtual items by being the first to approach them in related technologies.
[0104] Figure 8 shows a flowchart of a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be executed by a terminal. Specifically, based on the embodiment shown in Figure 3, step 515 can be implemented as step 550:
[0105] Step 515: Display the total willingness level of the first virtual character;
[0106] For example, the total willingness level is used to indicate the sum of the willingness levels of the first virtual character to have the authority to allocate virtual items; the first virtual character has the authority to participate in the allocation of multiple virtual items (such as the first virtual item and the second virtual item).
[0107] For example, the total willingness score is used to constrain the total number of willingness scores allocated to virtual items. For example, the total willingness score can be determined based on the number of virtual items for which the first virtual character has the right to participate in the allocation; for example, the total willingness score is an integer multiple of the number of virtual items; for example, if the first virtual character has the right to participate in the allocation of three virtual items, the total willingness score is 3*5=15; the total willingness score is five times the number of virtual items.
[0108] In one optional implementation of this application, the total willingness level is determined based on the virtual activity information of the first virtual character in the virtual game. Accordingly, before step 515, the following is also included:
[0109] • Determine the overall willingness level based on the virtual activity information of the first virtual character in the virtual game;
[0110] For example, the virtual activity information includes at least one of virtual attack information, virtual rescue information, and virtual growth value information; the virtual activity information is used to indicate the virtual competitive ability of the first virtual character in the virtual game, and as the virtual competitive ability of the first virtual character increases, the total willingness that the first virtual character can allocate increases; for example, any one of the virtual attack information, virtual rescue information, and virtual growth value information is positively correlated with the total willingness.
[0111] In one example, the first virtual character has the right to participate in the distribution of the first virtual item when a virtual objective is achieved in a virtual match; for example, if the first virtual character (or the virtual faction to which the first virtual character belongs) defeats the virtual enemy leader, the first virtual character has the right to participate in the distribution of the first virtual item. As the first virtual character's virtual competitive ability in the virtual match increases, it provides a higher overall willingness level, laying the foundation for the first virtual character to obtain the desired virtual item; when the first virtual character has high virtual competitive ability, obtaining virtual items can fully leverage the role of virtual items in the virtual match.
[0112] Step 550: In response to the intention allocation operation for the second virtual prop, set a third intention level for the second virtual prop;
[0113] For example, the intention allocation operation is a human-computer interaction operation that indicates the strength of the intention to obtain the second virtual item. For example, as the set third intention level increases, the user's intention to obtain the second virtual item increases. For example, the method of setting the third intention level is consistent with the principle of setting the first intention level, and can be referred to the description in step 520 above and Figures 4 to 7, which will not be repeated here.
[0114] For example, the activation intention obtained by adding the first intention and the third intention is less than or equal to the total intention; the sum of the intentions allocated to each virtual item does not exceed the total intention, and the total intention provides a constraint on the total amount of intentions allocated to virtual items.
[0115] In one alternative implementation of this application, it further includes:
[0116] • Display timer;
[0117] For example, a timer provides a time limit for allocating total willingness; the timer's duration can be preset, such as 10 seconds;
[0118] • When the timer expires and the willingness difference is positive, the willingness difference will be allocated to the first virtual item and the second virtual item.
[0119] When the timer expires, the terminal no longer has the authority to change the willingness level of virtual items based on human-computer interaction. For example, the willingness difference is the difference between the total willingness level and the activated willingness level; when the willingness difference is positive, the first virtual character has unallocated willingness level; by automatically allocating the unallocated willingness difference to the first virtual item and the second virtual item, it avoids the user from having unallocated willingness level due to time constraints, thus preventing the first virtual character from obtaining virtual items.
[0120] In one example, the willingness difference is evenly distributed among the first virtual item and the second virtual item; in another example, the willingness difference is distributed based on the ratio of the first willingness degree and the third willingness degree; for example, after the willingness difference is distributed, the updated ratio of the first willingness degree and the updated third willingness degree is the same as the ratio of the first willingness degree and the third willingness degree.
[0121] In summary, the method provided in this embodiment sets a first willingness level for the first virtual item and a third willingness level for the second virtual item through a willingness allocation operation, quantifying the intensity of the first virtual character's different willingness to acquire different virtual items; the total willingness level is used to constrain the total number of willingness levels allocated to virtual items, providing players with an interactive way to allocate willingness levels among different virtual items; the allocation result of the first virtual item is related to the willingness levels set by the first and second virtual characters, providing a functional entry point for setting willingness levels, making it convenient for players to set demand levels according to their actual needs for virtual items, providing a new way to acquire virtual items, and avoiding the scramble for virtual items caused by virtual character skills picking up virtual items by being the first to approach them in related technologies.
[0122] Figure 9 shows a flowchart of a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be executed by a terminal. Specifically, based on the embodiment shown in Figure 8, it further includes steps 535 and 536:
[0123] Step 535: If the sum of the first willingness and the second willingness exceeds the willingness threshold, change the first willingness to the first modified willingness and the second willingness to the second modified willingness.
[0124] For example, the willingness threshold refers to the threshold value, maximum value, or threshold of willingness. When the sum of the first willingness and the second willingness exceeds the willingness threshold, the first virtual character and the second virtual character have a high degree of willingness to acquire the first virtual item; the portion exceeding the willingness threshold is allocated to the second virtual item, thus balancing the allocation of willingness for different virtual items while ensuring that the ratio of willingness for the first virtual character and the second virtual character to acquire the first virtual item remains unchanged.
[0125] For example, the ratio of the first willingness degree to the second willingness degree is the same as the correction ratio of the first modified willingness degree to the second modified willingness degree; the sum of the first modified willingness degree and the second modified willingness degree does not exceed the willingness threshold.
[0126] Step 536: Add the difference in willingness to the willingness for the second virtual item;
[0127] For example, the difference in willingness is the difference between the first willingness and the first modified willingness; in one example, the first willingness of the first virtual character to the first virtual item is 6, and the second willingness of the second virtual character to the first virtual item is 9; the willingness threshold is 10; while ensuring that the correction ratio between the first modified willingness and the second modified willingness remains unchanged, the first modified willingness is 4, and the second modified willingness is 6; accordingly, the difference in willingness is 2; the difference in willingness is supplemented to the willingness of the second virtual item.
[0128] For example, by adjusting the desire for the first virtual item and supplementing the desire for the second virtual item, on the one hand, the probability of obtaining the first virtual item with a high degree of desire remains unchanged; on the other hand, by supplementing the desire for the second virtual item, the probability difference of different virtual characters obtaining the second virtual item is reduced, which is conducive to the balanced distribution of the second virtual item.
[0129] In summary, the method provided in this embodiment sets a first willingness level for the first virtual item and a third willingness level for the second virtual item through a willingness allocation operation, quantifying the intensity of the first virtual character's different willingness to acquire different virtual items; the portion exceeding the willingness threshold is allocated to the second virtual item, balancing the willingness allocation of different virtual items while ensuring that the ratio of the willingness level of the first virtual character and the second virtual character to acquire the first virtual item remains unchanged; the allocation result of the first virtual item is related to the willingness level set by the first virtual character and the second virtual character, providing a functional entry point for setting the willingness level, making it convenient for players to set the demand level according to their actual needs for virtual items, providing a new way to acquire virtual items, and avoiding the scramble for virtual items caused by virtual character skills picking up virtual items by being the first to approach them in related technologies.
[0130] Next, we will introduce the recommendation intention of the first virtual prop.
[0131] Figure 10 shows a flowchart of a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be executed by a terminal. Specifically, based on the embodiment shown in Figure 3, it further includes step 513:
[0132] Step 513: Display the recommendation intention of the first virtual prop in a visually prominent manner.
[0133] For example, the recommendation intention level is the degree of intention to recommend a choice to a user among at least two candidate intention levels. For example, visual salience methods include, but are not limited to, at least one of the following: highlighting, flashing, bolding, etc.
[0134] For example, the recommendation intention level can be preset or determined based on the performance of the first virtual character in virtual games or historical virtual games. This application does not limit this. The following describes the method for determining the recommendation intention level:
[0135] In one alternative design of the application, the recommendation intention is determined based on the virtual items carried by the first virtual character in the virtual game. Accordingly, this step can be implemented as follows:
[0136] • Obtain the virtual items carried by the first virtual character in a virtual match;
[0137] For example, virtual items can be picked up by the first virtual character in the virtual environment, or carried to the virtual environment by the first virtual character. For example, virtual items are virtual items existing in the first virtual character's virtual inventory.
[0138] • In the case where the first virtual prop includes a virtual shooting prop, in response to the virtual item including virtual ammunition of the virtual shooting prop, a first recommended intention level exceeding the reference intention level is set, and the first recommended intention level is displayed in a visually restrictive manner;
[0139] In one example, the first virtual item includes a virtual shooting item; when the first virtual character carries virtual ammunition for the virtual shooting item, the first virtual character carries the necessary items to use the first virtual item, that is, has the conditions to use the first virtual item. The initial recommended willingness level set for the virtual shooting item exceeds the reference willingness level, recommending that the user controlling the first virtual character acquire the virtual shooting item with a high willingness level.
[0140] • And / or, if the first virtual item includes a virtual wearable item, in response to the virtual item not including a virtual wearable item, a second recommended intention level exceeding the reference intention level is set, and the second recommended intention level is displayed in a visually restrictive manner;
[0141] In one example, the first virtual item includes a virtual wearable item; if the first virtual character does not carry a virtual wearable item, the first virtual character lacks the virtual wearable item, such as not receiving the virtual defense boost provided by the virtual wearable item. If the second recommended willingness level set for the virtual wearable item exceeds the reference willingness level, it is recommended that the user controlling the first virtual character acquire the virtual wearable item with a high willingness level.
[0142] For example, the reference willingness level can be the second willingness level set by the second virtual character; it is recommended that the first virtual character set a willingness level higher than that of the second virtual character to obtain the first virtual item with a higher probability than other virtual characters; the reference willingness level can also be the ratio of the total willingness level of the first virtual character with allocation authority to the number of virtual items to be allocated; it is recommended that the first virtual character set a willingness level higher than the average willingness level to achieve a higher willingness level for the first virtual item among multiple virtual items.
[0143] In another alternative design for the application, the recommendation intention level is determined based on historical activity information in historical virtual games. Accordingly, this step can be implemented as follows:
[0144] • Obtain historical activity information of the first virtual character in historical virtual matches;
[0145] For example, a historical virtual match is a match in which the first virtual character participated prior to the virtual match; for example, historical activity information includes at least one of the following: virtual damage caused by the first virtual character in the historical virtual match, virtual damage suffered by the first virtual character in the historical virtual match, etc.
[0146] • When historical activity information indicates that the virtual damage caused by using the first virtual item in a historical virtual game exceeds the damage threshold, a third recommended willingness level that exceeds the reference willingness level is set, and the third recommended willingness level is displayed in a visually restrictive manner;
[0147] If the virtual damage caused by the first virtual item in a historical virtual match exceeds the damage threshold, the first virtual character is proficient in using the first virtual item and can use it to enhance their virtual competitive ability. If the third recommended willingness level set for the first virtual item exceeds the reference willingness level, it is recommended that the user controlling the first virtual character acquire the first virtual item with a high willingness level.
[0148] • When the first virtual item has a virtual defense effect against the virtual threat item, a fourth recommended willingness level is set that exceeds the reference willingness level, and the fourth recommended willingness level is displayed in a visually restrictive manner;
[0149] For example, a virtual threat item is an item that, according to historical activity information, causes virtual damage to the first virtual character in a historical virtual match;
[0150] When the first virtual item has a virtual defensive effect against a virtual threat item, it can prevent or mitigate the virtual damage caused by the virtual threat item to the first virtual character again in a virtual match. For example, the virtual threat item is a virtual mine, and the first virtual item is a virtual minesweeper that has a virtual defensive effect against the mine. The minesweeper can reduce the likelihood of the virtual mine causing virtual damage to the first virtual character by predicting the location of the virtual mine. If the fourth recommended willingness level set for the first virtual item exceeds the reference willingness level, it is recommended that the user controlling the first virtual character acquire the first virtual item with a high willingness level.
[0151] For example, the reference willingness level is the second willingness level set by the second virtual character, or the ratio of the total willingness level of the first virtual character with allocation authority to the number of virtual items to be allocated. Please refer to the above text for an explanation of the reference willingness level; it will not be repeated here.
[0152] In summary, the method provided in this embodiment sets a first willingness level for the first virtual item through a willingness allocation operation, which quantifies the intensity of the first virtual character's willingness to acquire the first virtual item; by displaying the recommended willingness level in a visually prominent manner, it provides a recommended value for the willingness level of the first virtual item allocation; the allocation result of the first virtual item is related to the willingness level set by the first virtual character and the second virtual character, and a function entry point for setting the willingness level is provided, which makes it convenient for players to set the demand level according to their actual needs for virtual items, and provides a new way to acquire virtual items, avoiding the scramble for virtual items caused by virtual character skills picking up virtual items by being the first to approach them in related technologies.
[0153] Figure 11 illustrates a flowchart of a method for obtaining virtual items according to an exemplary embodiment of this application. This method can be executed by a terminal. The method includes:
[0154] Step 702: Display the total willingness level and display the timer;
[0155] For example, the total willingness level is used to indicate the sum of the willingness levels of the first virtual character to have the authority to allocate virtual items; the first virtual character has the authority to participate in the allocation of multiple virtual items (such as the first virtual item and the second virtual item).
[0156] For example, the total willingness level is an integer multiple of the number of virtual items; for instance, the total willingness level is five times the number of virtual items.
[0157] For example, a timer provides a time limit for allocating total willingness; the timer duration can be preset, such as 10 seconds.
[0158] Step 704: In response to the intention allocation operation, set a first intention level for the first virtual item and a third intention level for the second virtual item;
[0159] For example, the willingness allocation operation is a human-computer interaction operation that indicates the strength of the user's willingness to acquire virtual items. For example, as the set willingness level increases, the user's desire to acquire virtual items also increases.
[0160] For example, a first willingness level is set for a first virtual prop, and a third willingness level is set for a second virtual prop; the activation willingness level obtained by adding the first willingness level and the third willingness level is less than or equal to the total willingness level; the sum of the willingness levels allocated to each virtual prop does not exceed the total willingness level, and the total willingness level provides a constraint on the total amount of willingness levels allocated to virtual props.
[0161] For example, if a first virtual character completes a virtual objective in a virtual match (such as defeating a virtual enemy leader), the first virtual character has the right to participate in the distribution of a first virtual item and a second virtual item. For example, the default initial willingness level for the first virtual item and the second virtual item is 1.
[0162] Step 706: If the timer expires, display the allocation results of the first virtual character and the second virtual character for the first virtual item and the second virtual item, respectively;
[0163] When the timer expires, the terminal no longer has the authority to change the virtual items based on the user's willingness to interact with them.
[0164] For example, when the timer expires, the allocation results of each virtual character's willingness to use the virtual item are displayed; for example, the second virtual character has the permission to participate in the allocation of the first virtual item. For example, there can be one or more second virtual characters, and the second virtual character and the first virtual character usually belong to the same virtual faction, but it is not excluded that the second virtual character and the first virtual character belong to different virtual factions. For example, the second virtual character sets the willingness to use the first virtual item to the second level.
[0165] Step 708: Determine if there is any remaining total willingness.
[0166] For example, the willingness difference is the difference between the total willingness and the activation willingness; a positive willingness difference means that there is a surplus of total willingness. For example, if there is a surplus of total willingness, step 710 is executed; if there is no surplus of total willingness, step 712 is executed.
[0167] Step 710: Distribute the remaining willingness level equally;
[0168] For example, step 710 is performed when there is a remaining total willingness level.
[0169] For example, when the willingness difference is positive, the first virtual character has unallocated willingness points; by automatically allocating the unallocated willingness difference to the first virtual item and the second virtual item, the user's willingness points are not allocated due to time constraints, thus preventing the first virtual character from obtaining virtual items.
[0170] Step 712: Determine whether the overall willingness of each virtual character to the first virtual item exceeds the willingness threshold;
[0171] For example, the virtual characters with the authority to participate in the allocation process of the first virtual item include a first virtual character and a second virtual character. If the sum of the first willingness level and the second willingness level exceeds the willingness threshold, the first virtual character and the second virtual character have a high degree of willingness to obtain the first virtual item, and step 714 is executed; otherwise, if the sum of the first willingness level and the second willingness level does not exceed the willingness threshold, step 716 is executed.
[0172] Step 714: Allocate the difference in willingness of the first virtual character to the second virtual item;
[0173] For example, when the sum of the first willingness and the second willingness exceeds the willingness threshold, the first virtual character and the second virtual character have a high degree of willingness to obtain the first virtual item; the portion exceeding the willingness threshold is allocated to the second virtual item, so as to balance the allocation of willingness for different virtual items while ensuring that the ratio of willingness of the first virtual character and the second virtual character to obtain the first virtual item remains unchanged.
[0174] For example, the difference in willingness is the difference between the first willingness and the first modified willingness. By modifying the willingness of the first virtual item and supplementing the willingness of the second virtual item, on the one hand, the probability of obtaining the first virtual item with a high degree of willingness remains unchanged, and on the other hand, by supplementing the willingness of the second virtual item, the probability difference of obtaining the second virtual item by different virtual characters is reduced, which is conducive to the balanced distribution of the second virtual item.
[0175] Step 716: Display the allocation results of the first virtual item and the second virtual item;
[0176] For example, the allocation result of the first virtual item and the second virtual item is to allocate the first virtual item to a role with the permission to participate in the allocation of the first virtual item, such as allocating it to the first virtual character or the second virtual character.
[0177] For example, before displaying the allocation results of virtual props, the adjusted willingness level of the virtual props is shown (e.g., due to the existence of remaining willingness level / exceeding the willingness threshold, the willingness level changes according to the description in steps 710 and 714).
[0178] For example, taking the first virtual item as an example, during the allocation process of the first virtual item, dice are rolled independently based on the ratio between the first virtual character's initial willingness to use the first virtual item and the sum of the willingness of all virtual characters to use the first virtual item. The allocation of the first virtual item is determined by the number rolled. The total number rolled by the first virtual character = (initial willingness / sum of willingness) * 100; a random number between 1 and the total number rolled is randomly selected as the first virtual character's roll result. The first virtual item is allocated to the virtual character with the highest roll result.
[0179] For example, the first virtual character's initial willingness level is set to 6, and the second virtual character's second willingness level is set to 4; the first virtual character's total die roll is (6 / 10) * 100 = 60; a random number between 1 and 60 is randomly selected as the first virtual character's roll result. The second virtual character's total die roll is (4 / 10) * 100 = 40; a random number between 1 and 40 is randomly selected as the second virtual character's roll result. The first virtual item is then assigned to the virtual character with the highest roll result.
[0180] In summary, the method provided in this embodiment sets a first willingness level for the first virtual item through a willingness allocation operation, which quantifies the intensity of the first virtual character's willingness to acquire the first virtual item. The allocation result of the first virtual item is related to the willingness level set by the first virtual character and the second virtual character. It provides a function entry point for setting the willingness level, which makes it convenient for players to set the demand level according to their actual needs for virtual items. It provides a new way to acquire virtual items and avoids the situation in related technologies where virtual character skills pick up virtual items by being the first to approach them, causing a scramble for virtual items.
[0181] Those skilled in the art will understand that the above embodiments can be implemented independently, or the above embodiments can be freely combined to create new embodiments to implement the virtual item acquisition method of this application.
[0182] Figure 12 shows a structural block diagram of a virtual item acquisition device provided in an exemplary embodiment of this application. The device includes:
[0183] Display module 810 is used to display the virtual environment corresponding to the virtual game;
[0184] The processing module 820 is configured to, in response to the intention allocation operation of the first virtual prop, set a first intention level for the first virtual prop;
[0185] The display module 810 is also used to display the first degree of willingness of the first virtual character controlled by the terminal to the first virtual prop, and to display the second degree of willingness of the second virtual character to the first virtual prop;
[0186] The display module 810 is also used to display the allocation result of the first virtual prop, the allocation result being related to the first willingness level and the second willingness level.
[0187] In an optional implementation of this embodiment, the processing module 820 is further configured to:
[0188] The control displays the willingness setting of the first virtual prop. The willingness setting control provides a function entry to set at least two candidate willingness levels, and the at least two candidate willingness levels include the first willingness level.
[0189] In response to the triggering operation of the function entry for the first willingness level on the willingness level setting control, the first willingness level is set for the first virtual prop.
[0190] In an optional implementation of this embodiment, the processing module 820 is further configured to:
[0191] Display at least two virtual buttons in the willingness setting control, wherein the at least two virtual buttons correspond one-to-one with the at least two candidate willingness levels;
[0192] In response to a click on the first virtual button, the first intention level is set for the first virtual prop, and the first virtual button corresponds to the first intention level among the at least two candidate intention levels.
[0193] In an optional implementation of this embodiment, the processing module 820 is further configured to:
[0194] The control displays a virtual lever and at least two virtual gears in the willingness setting control, and the at least two virtual gears correspond one-to-one with the at least two candidate willingness levels;
[0195] In response to a drag operation on the virtual lever, when the virtual lever is moved to the first virtual gear position, the first intention level is set for the first virtual prop, and the first virtual gear position corresponds to the first intention level among the at least two candidate intention levels.
[0196] In an optional implementation of this embodiment, the processing module 820 is further configured to:
[0197] Displays a question associated with the first virtual prop and at least two answer options, wherein the at least two answer options correspond one-to-one with the at least two candidate intention levels;
[0198] In response to the selection operation of the first answer option, the first willingness level is set for the first virtual prop, and the first answer option corresponds to the first willingness level among the at least two candidate willingness levels;
[0199] Wherein, the first answer option in the at least two answer options is the correct answer to the question, and the second answer option is the incorrect answer to the question; the first intention level corresponding to the first answer option is greater than the intention level corresponding to the second answer option.
[0200] In an optional implementation of this embodiment, the display module 810 is further configured to:
[0201] The total willingness level of the first virtual character is displayed, which indicates the sum of the willingness of the first virtual character to have the authority to allocate virtual items;
[0202] The processing module 820 is further configured to:
[0203] In response to the intention allocation operation for the second virtual prop, a third intention level is set for the second virtual prop, wherein the activation intention level obtained by adding the first intention level and the third intention level is less than or equal to the total intention level.
[0204] In an optional implementation of this embodiment, the display module 810 is further configured to:
[0205] A timer is displayed, which provides a time limit for allocating the total willingness level;
[0206] The processing module 820 is further configured to:
[0207] When the timer expires and the willingness difference is positive, the willingness difference is allocated to the first virtual item and the second virtual item. The willingness difference is the difference between the total willingness and the activated willingness.
[0208] In an optional implementation of this embodiment, the apparatus further includes:
[0209] The total willingness level is determined based on the virtual activity information of the first virtual character in the virtual game; the virtual activity information includes at least one of virtual attack information, virtual rescue information, and virtual growth value information.
[0210] Among them, any one of the virtual attack information, virtual rescue information, and virtual growth value information is positively correlated with the total willingness level.
[0211] In an optional implementation of this embodiment, the processing module 820 is further configured to:
[0212] If the sum of the first willingness level and the second willingness level exceeds the willingness threshold, the first willingness level is changed to a first revised willingness level, and the second willingness level is changed to a second revised willingness level; the willingness level ratio between the first willingness level and the second willingness level is the same as the revision ratio between the first revised willingness level and the second revised willingness level; the sum of the first revised willingness level and the second revised willingness level does not exceed the willingness threshold.
[0213] The difference in willingness is added to the willingness of the second virtual item, where the difference in willingness is the difference between the first willingness and the first modified willingness.
[0214] In an optional implementation of this embodiment, the display module 810 is further configured to:
[0215] The recommendation intention level of the first virtual prop is displayed in a visually prominent manner.
[0216] In an optional implementation of this embodiment, the display module 810 is further configured to:
[0217] Obtain the virtual items carried by the first virtual character in the virtual game;
[0218] In the case where the first virtual prop includes a virtual shooting prop, in response to the virtual item including the virtual ammunition of the virtual shooting prop, a first recommended intention level exceeding the reference intention level is set, and the first recommended intention level is displayed in a visually restrictive manner;
[0219] And / or, if the first virtual item includes a virtual wearable item, in response to the virtual item not including the virtual wearable item, a second recommended intention level exceeding the reference intention level is set, and the second recommended intention level is displayed in a visually restrictive manner;
[0220] The reference willingness level is the second willingness level set by the second virtual character, or the ratio of the total willingness level of the first virtual character with allocation authority to the number of virtual items to be allocated.
[0221] In an optional implementation of this embodiment, the display module 810 is further configured to:
[0222] Obtain historical activity information of the first virtual character in historical virtual matches;
[0223] If the historical activity information indicates that the virtual damage caused by using the first virtual item in the historical virtual game exceeds the damage threshold, a third recommended willingness level exceeding the reference willingness level is set, and the third recommended willingness level is displayed in a visually restrictive manner;
[0224] When the first virtual item has a virtual defense effect against the virtual threat item, a fourth recommended willingness level is set that exceeds the reference willingness level, and the fourth recommended willingness level is displayed in a visually restrictive manner; the virtual threat item is the item that caused virtual damage to the first virtual character in the historical virtual game as indicated by the historical activity information;
[0225] The reference willingness level is the second willingness level set by the second virtual character, or the ratio of the total willingness level of the first virtual character with allocation authority to the number of virtual items to be allocated.
[0226] It should be noted that the device provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0227] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments of the relevant method; the technical effects achieved by each module performing its operation are the same as the technical effects in the embodiments of the relevant method, and will not be elaborated here.
[0228] This application also provides a computer device, which includes a processor and a memory, wherein the memory stores a computer program; the processor is used to execute the computer program in the memory to implement the virtual item acquisition method provided in the above method embodiments.
[0229] Figure 13 shows a structural block diagram of a terminal provided in an exemplary embodiment of this application. The terminal 1900 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1900 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0230] Typically, terminal 1900 includes a processor 1901 and a memory 1902. Processor 1901 may include one or more processing cores, such as a quad-core processor or an octa-core processor. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0231] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, which is executed by the processor 1901 to implement the virtual item acquisition method provided in the method embodiments of this application.
[0232] In some embodiments, the terminal 1900 may also optionally include a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1904, a touch display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.
[0233] Peripheral interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1901 and memory 1902. In some embodiments, processor 1901, memory 1902 and peripheral interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1901, memory 1902 and peripheral interface 1903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0234] The radio frequency (RF) circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1904 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1904 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0235] The touch display screen 1905 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1905 also has the energy to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1901 for processing. In this case, the touch display screen 1905 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1905, which is used as the front panel of the terminal 1900; in other embodiments, there may be at least two touch display screens, respectively disposed on different surfaces of the terminal 1900 or in a folded design; in still other embodiments, the touch display screen 1905 may be a flexible display screen, disposed on a curved surface or a folded surface of the terminal 1900. Furthermore, the touch display screen 1905 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display 1905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0236] The camera assembly 1906 is used to acquire images or videos. Optionally, the camera assembly 1906 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting for VR (Virtual Reality) shooting, or other fusion shooting functions by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0237] The audio circuit 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 1901 for processing, or to the radio frequency circuit 1904 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 1900. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuit 1904 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1907 may also include a headphone jack.
[0238] Power supply 1908 is used to power the various components in terminal 1900. Power supply 1908 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1908 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0239] In some embodiments, the terminal 1900 further includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to: an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.
[0240] Accelerometer 1910 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by terminal 1900. For example, accelerometer 1910 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 1901 can control touchscreen 1905 to display the user interface in landscape or portrait view based on the gravitational acceleration signal collected by accelerometer 1910. Accelerometer 1910 can also be used for game or user motion data acquisition. Gyroscope 1911 can detect the orientation and rotation angle of terminal 1900. Gyroscope 1911 can work in conjunction with accelerometer 1910 to acquire 3D user actions on terminal 1900. Based on the data collected by gyroscope 1911, processor 1901 can perform the following functions: motion sensing (e.g., changing the UI based on user tilt), image stabilization during shooting, game control, and inertial navigation.
[0241] The pressure sensor 1912 can be disposed on the side bezel of the terminal 1900 and / or on the lower layer of the touch display screen 1905. When the pressure sensor 1912 is disposed on the side bezel of the terminal 1900, it can detect the user's grip signal on the terminal 1900, and the processor 1901 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1912. When the pressure sensor 1912 is disposed on the lower layer of the touch display screen 1905, the processor 1901 can control the operable controls on the UI interface based on the user's pressure operation on the touch display screen 1905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0242] An optical sensor 1913 is used to collect ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch screen 1905 based on the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 based on the ambient light intensity collected by the optical sensor 1913.
[0243] The proximity sensor 1914, also known as a distance sensor, is typically located on the front panel of the terminal 1900. The proximity sensor 1914 is used to detect the distance between the user and the front of the terminal 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually decreasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-on state to a screen-off state; when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually increasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-off state to a screen-on state.
[0244] Those skilled in the art will understand that the above structure does not constitute a limitation on the terminal 1900, and may include more or fewer components than illustrated, or combine certain components, or employ different component arrangements.
[0245] In an exemplary embodiment, a chip is also provided, the chip including programmable logic circuitry and / or program instructions, which, when the chip is run on a computer device, are used to implement the virtual item acquisition method described above.
[0246] In an exemplary embodiment, a computer program product is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the virtual item acquisition method provided in the above-described method embodiments.
[0247] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores a computer program that is loaded and executed by a processor to implement the virtual item acquisition method provided in the above-described method embodiments.
[0248] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0249] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0250] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for acquiring a virtual prop, the method being performed by a terminal and comprising: displaying a virtual environment corresponding to a virtual game session; setting a first willingness degree for a first virtual prop in response to a willingness assignment operation for the first virtual prop; displaying the first willingness degree set by a first virtual character controlled by the terminal for the first virtual prop, and displaying a second willingness degree set by a second virtual character for the first virtual prop; displaying an assignment result of the first virtual prop, the assignment result being related to the first willingness degree and the second willingness degree.
2. The method of claim 1, wherein, The setting of the first willingness degree for the first virtual prop in response to the willingness assignment operation for the first virtual prop comprises: displaying a willingness degree setting control for the first virtual prop, the willingness degree setting control being provided with a function entry for setting at least two candidate willingness degrees, the at least two candidate willingness degrees including the first willingness degree; setting the first willingness degree for the first virtual prop in response to a triggering operation on the function entry for the first willingness degree on the willingness degree setting control.
3. The method of claim 2, wherein, The display of the willingness degree setting control for the first virtual prop comprises: displaying at least two virtual buttons in the willingness degree setting control, the at least two virtual buttons corresponding to the at least two candidate willingness degrees one by one; The setting of the first willingness degree for the first virtual prop in response to the triggering operation on the function entry for the first willingness degree on the willingness degree setting control comprises: setting the first willingness degree for the first virtual prop in response to a clicking operation on a first virtual button, the first virtual button corresponding to the first willingness degree in the at least two candidate willingness degrees.
4. The method of claim 2, wherein, The display of the willingness degree setting control for the first virtual prop comprises: displaying a virtual dial lever and at least two virtual gears in the willingness degree setting control, the at least two virtual gears corresponding to the at least two candidate willingness degrees one by one; The setting of the first willingness degree for the first virtual prop in response to the triggering operation on the function entry for the first willingness degree on the willingness degree setting control comprises: setting the first willingness degree for the first virtual prop in response to a dragging operation on the virtual dial lever, the first virtual gear corresponding to the first willingness degree in the at least two candidate willingness degrees being dialed to in the virtual dial lever.
5. The method of claim 2, wherein, The display of the willingness degree setting control for the first virtual prop comprises: displaying a question associated with the first virtual prop and at least two answer options, the at least two answer options corresponding to the at least two candidate willingness degrees one by one; The setting of the first willingness degree for the first virtual prop in response to the triggering operation on the function entry for the first willingness degree on the willingness degree setting control comprises: setting the first willingness degree for the first virtual prop in response to a selection operation on a first answer option, the first answer option corresponding to the first willingness degree in the at least two candidate willingness degrees. The first answer option in the at least two answer options is a correct answer for the question, and the second answer option is an incorrect answer for the question; the first answer option corresponds to a first willingness degree, and the second answer option corresponds to a second willingness degree.
6. The method according to any one of claims 1 to 5, wherein, The method further includes: displaying a total willingness degree of the first virtual character, the total willingness degree being used to indicate a sum of willingness degrees of the first virtual character for being allocated with a right to obtain a virtual prop; in response to a willingness allocation operation on a second virtual prop, setting a third willingness degree for the second virtual prop, and an activated willingness degree obtained by adding the first willingness degree and the third willingness degree being less than or equal to the total willingness degree.
7. The method of claim 6, wherein, The method further includes: displaying a timer, the timer providing a time limit for allocating the total willingness degree; in a case where the timer expires and a willingness difference is positive, allocating the willingness difference to the first virtual prop and the second virtual prop, the willingness difference being a difference between the total willingness degree and the activated willingness degree.
8. The method of claim 6, wherein, The method further includes: determining the total willingness degree according to virtual activity information of the first virtual character in the virtual match, the virtual activity information including at least one of virtual attack information, virtual rescue information, and virtual growth value information; wherein any one of the virtual attack information, the virtual rescue information, and the virtual growth value information is in a positive correlation with the total willingness degree.
9. The method of claim 6, wherein, The method further includes: in a case where a sum of the first willingness degree and the second willingness degree exceeds a willingness threshold, changing the first willingness degree to a first modified willingness degree, and changing the second willingness degree to a second modified willingness degree; a willingness degree ratio between the first willingness degree and the second willingness degree is the same as a modified ratio between the first modified willingness degree and the second modified willingness degree; a sum of the first modified willingness degree and the second modified willingness degree does not exceed the willingness threshold; supplementing a difference willingness degree to a willingness degree of the second virtual prop, the difference willingness degree being a difference between the first willingness degree and the first modified willingness degree.
10. The method of any one of claims 1 to 9, wherein, The method further includes: displaying a recommended willingness degree of the first virtual prop in a visually salient manner.
11. The method of claim 10, wherein, The method further includes: obtaining a virtual item carried by the first virtual character in the virtual match; in a case where the first virtual prop includes a virtual shooting prop, in response to the virtual item including virtual ammunition of the virtual shooting prop, setting a first recommended willingness degree exceeding a reference willingness degree, and displaying the first recommended willingness degree in a visually limited manner; and / or, in a case where the first virtual prop includes a virtual wearing prop, in response to the virtual item not including the virtual wearing prop, setting a second recommended willingness degree exceeding the reference willingness degree, and displaying the second recommended willingness degree in a visually limited manner; The reference willingness degree is the second willingness degree set by the second virtual character, or a ratio of a sum of willingness degrees of which the first virtual character has an allocation permission to a number of virtual props to be allocated.
12. The method of claim 10, wherein, The display of the recommended willingness degree of the first virtual prop in a visually significant manner includes: obtaining historical activity information of the first virtual character in a historical virtual game; in a case where the historical activity information indicates that virtual damage caused by use of the first virtual prop in the historical virtual game exceeds a damage threshold, setting a third recommended willingness degree that exceeds a reference willingness degree, and displaying the third recommended willingness degree in a visually limited manner; in a case where the first virtual prop has a virtual defense effect on a virtual threat prop, setting a fourth recommended willingness degree that exceeds a reference willingness degree, and displaying the fourth recommended willingness degree in a visually limited manner; the virtual threat prop is a prop that causes virtual damage to the first virtual character in the historical virtual game as indicated by the historical activity information; The reference willingness degree is the second willingness degree set by the second virtual character, or a ratio of a sum of willingness degrees of which the first virtual character has an allocation permission to a number of virtual props to be allocated.
13. A virtual prop obtaining apparatus, the apparatus comprising: a display module configured to display a virtual environment corresponding to a virtual game; a processing module configured to, in response to a willingness allocation operation on a first virtual prop, set a first willingness degree for the first virtual prop; the display module is further configured to display the first willingness degree set by a first virtual character controlled by the terminal for the first virtual prop, and display a second willingness degree set by a second virtual character for the first virtual prop; the display module is further configured to display an allocation result of the first virtual prop, the allocation result being related to the first willingness degree and the second willingness degree.
14. 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 prop obtaining method according to any one of claims 1 to 12.
15. A computer-readable storage medium storing executable instructions, the executable instructions being loaded and executed by a processor to implement the virtual prop obtaining method according to any one of claims 1 to 12.
16. A computer program product comprising computer instructions stored in a computer-readable storage medium, the computer instructions being read and executed by a processor to implement the virtual prop obtaining method according to any one of claims 1 to 12.