CN113069772A - Method and device for assembling virtual props in game and electronic equipment - Google Patents

Method and device for assembling virtual props in game and electronic equipment Download PDF

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Publication number
CN113069772A
CN113069772A CN202110352907.4A CN202110352907A CN113069772A CN 113069772 A CN113069772 A CN 113069772A CN 202110352907 A CN202110352907 A CN 202110352907A CN 113069772 A CN113069772 A CN 113069772A
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China
Prior art keywords
virtual
prop
preset
assembly
adjusting
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CN202110352907.4A
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Chinese (zh)
Inventor
胡佳胜
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110352907.4A priority Critical patent/CN113069772A/en
Publication of CN113069772A publication Critical patent/CN113069772A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides an assembly method and device of virtual props in games and electronic equipment, relates to the technical field of games, and solves the technical problem that the virtual props are frequently lost in the fighting process. The method comprises the following steps: responding to the fact that the current state of the virtual character in the game meets a preset state, and obtaining a first number of virtual props assembled by the virtual character at present; and adjusting the assembly of the props of the virtual roles in response to the first number reaching a preset condition.

Description

Method and device for assembling virtual props in game and electronic equipment
Technical Field
The present application relates to the field of game technologies, and in particular, to an assembly method and an assembly device for a virtual item in a game, and an electronic device.
Background
Currently, in many games, players need to adjust virtual items owned by virtual characters they control, for example, equipment such as ammunition in shooting games such as Counter-Strike (CSgo), fire-line crossing, and dead-beat (PUB).
However, the player is easy to neglect the operation of adjusting the virtual item in the game process, for example, for a player who is not familiar with the game, the player often forgets to check the equipment such as ammunition and the like to affect the fighting process, so that the virtual item is lost in the fighting process of the virtual character, and the game experience of the player is reduced.
Disclosure of Invention
The application aims to provide an assembly method and device of virtual props in games and electronic equipment, so as to relieve the technical problem that the virtual props are frequently lost in the fighting process.
In a first aspect, an embodiment of the present application provides a method for assembling a virtual item in a game, where the method includes:
responding to the fact that the current state of the virtual character in the game meets a preset state, and obtaining a first number of virtual props assembled by the virtual character at present;
and adjusting the assembly of the props of the virtual roles in response to the first number reaching a preset condition.
In one possible implementation, the preset state includes a non-combat state.
In one possible implementation, the non-combat state is that the virtual character is not detected to execute a specified virtual action within a preset time period.
In one possible implementation, the preset condition includes any one or more of the following:
the first quantity is smaller than a preset quantity, and the ratio of the first quantity in the equipment upper limit quantity of the virtual prop is smaller than a preset ratio.
In one possible implementation, the step of adjusting the assembly of the props of the virtual character in response to the first number reaching a preset condition includes:
and responding to the condition that the first quantity is smaller than the preset quantity, adding the assembly quantity of the virtual props, so that the added assembly quantity of the virtual props is larger than or equal to the preset quantity.
In one possible implementation, the step of adjusting the assembly of the props of the virtual character in response to the first number reaching a preset condition includes:
and in response to that the ratio of the first quantity to the equipment upper limit quantity of the virtual prop is smaller than a preset ratio, adding the assembly quantity of the virtual prop so that the ratio of the added assembly quantity of the virtual prop to the equipment upper limit quantity is larger than or equal to the preset ratio.
In one possible implementation, the step of adjusting the assembly of the props of the virtual character in response to the first number reaching a preset condition includes:
acquiring a second quantity of virtual props to be selected corresponding to the virtual props in virtual backpacks of the virtual roles;
and adjusting the prop assembly of the virtual role according to the virtual prop to be selected and the second quantity.
In one possible implementation, the method further comprises:
acquiring the property attribute of the virtual prop assembled by the virtual character;
and determining the preset condition corresponding to the virtual prop according to the prop attribute.
In a possible implementation, the step of adjusting the prop assembly of the virtual character according to the to-be-selected virtual prop and the second number includes:
and if the property attribute of the virtual property is a first attribute, adjusting the number of the virtual properties currently assembled by the virtual character according to the virtual property to be selected and the second number.
In a possible implementation, the step of adjusting the prop assembly of the virtual character according to the to-be-selected virtual prop and the second number includes:
and if the property attribute of the virtual property is a second attribute, adjusting the content of the virtual property equipped by the virtual character according to the virtual property to be selected and the second quantity.
In one possible implementation, the method further comprises:
and if the virtual role is detected to execute the specified virtual action, stopping the process of adjusting the assembly quantity of the virtual prop.
In one possible implementation, the method further comprises:
and if the specified virtual action is finished, continuing the process of adjusting the assembly quantity of the virtual prop.
In one possible implementation, a graphical user interface is provided through a terminal, the graphical user interface including a target control; the method further comprises the following steps:
and responding to the operation aiming at the target control, and adjusting the prop assembly of the virtual character.
In one possible implementation, the virtual prop includes any one or more of:
throwing objects, ammunition, mines.
In a second aspect, there is provided an apparatus for assembling a virtual item in a game, the apparatus comprising:
the obtaining module is used for responding that the current state of the virtual character in the game meets a preset state, and obtaining a first number of virtual props assembled by the virtual character at present;
and the adjusting module is used for responding to the condition that the first quantity reaches the preset condition and adjusting the prop assembly of the virtual role.
In a third aspect, an embodiment of the present application further provides an electronic device, which includes a memory and a processor, where the memory stores a computer program that is executable on the processor, and the processor implements the method of the first aspect when executing the computer program.
In a fourth aspect, this embodiment of the present application further provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method of the first aspect.
The embodiment of the application brings the following beneficial effects:
the method, the device and the electronic equipment for assembling the virtual props in the game can respond that the current state of the virtual roles in the game meets the preset state, obtain the first number of the virtual props currently assembled by the virtual roles, and then respond that the first number meets the preset condition, and adjust the prop assembly of the virtual roles. In the scheme, the first quantity of the virtual props assembled currently by the virtual roles is obtained when the current state of the virtual roles meets the preset state, and prop assembly of the virtual roles is automatically adjusted when the first quantity meets the preset condition, so that the situation of virtual prop loss can be avoided to a certain extent, and the technical problem of frequent virtual prop loss in the fighting process is solved.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the detailed description of the present application or the technical solutions in the prior art, the drawings needed to be used in the detailed description of the present application or the prior art description will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure;
fig. 2 is a schematic flow chart of a method for assembling a virtual item in a game according to an embodiment of the present application;
FIG. 3 is a graphical user interface diagram of a method for assembling virtual items in a game according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an assembly device of a virtual item in a game according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be clearly and completely described below with reference to the accompanying drawings, and it is obvious that the described embodiments are some, but not all embodiments of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The terms "comprising" and "having," and any variations thereof, as referred to in the embodiments of the present application, are intended to cover non-exclusive inclusions. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements but may alternatively include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Currently, during a game (e.g., a mainstream shooting end game such as CSgo, fire line crossing, PUBG, etc.), a player can easily ignore the operation of checking the current number of virtual items. For example, in the PUBG game, a player needs to perform other operations (for example, moving to observe an enemy, observing the position of the player, and the like) after controlling a virtual character to shoot, and the situation that the virtual character forgets to load the virtual item occurs, so that the situation that the number of the virtual items such as ammunition and the like is lost in the fighting process of the virtual character occurs, and the game experience of the player is reduced.
Based on this, the embodiment of the application provides an assembly method and device of virtual props in games and electronic equipment, and the technical problem that the virtual props are frequently lost in a battle process can be solved through the method.
The method for assembling the virtual item in the game in one embodiment of the application can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the control method is operated on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and a client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the assembling method of the virtual props in the game are finished on a cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present application provides an assembly method of a virtual item in a game, where a graphical user interface is provided through a first terminal device, where the first terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system.
The method for controlling the virtual object in the game in the embodiment of the application can be applied to electronic equipment such as terminal equipment and a server. Illustratively, as shown in fig. 1, the electronic device 100 includes a memory 101 and a processor 102, where a computer program operable on the processor is stored, and the processor executes the computer program to implement the steps of the method provided by the foregoing embodiments.
Referring to fig. 1, the electronic device further includes: a bus 103 and a communication interface 104, wherein the processor 102, the communication interface 104 and the memory 101 are connected through the bus 103; the processor 102 is used to execute executable modules, such as computer programs, stored in the memory 101.
The Memory 101 may include a high-speed Random Access Memory (RAM), and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 104 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used.
Bus 103 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 1, but this does not indicate only one bus or one type of bus.
The memory 101 is used for storing a program, and the processor 102 executes the program after receiving an execution instruction, and the method performed by the apparatus defined by the process disclosed in any of the foregoing embodiments of the present application may be applied to the processor 102, or implemented by the processor 102.
The processor 102 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 102. The Processor 102 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other Programmable logic devices, discrete Gate or transistor logic devices, discrete hardware components. The various methods, steps, and logic blocks disclosed in the embodiments of the present application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present application may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 101, and the processor 102 reads the information in the memory 101 and completes the steps of the method in combination with the hardware.
Embodiments of the present application are further described below with reference to the accompanying drawings.
Fig. 2 is a schematic flow chart of an assembly method of a virtual item in a game according to an embodiment of the present application. The method can be applied to electronic equipment such as terminal equipment, servers and the like. As shown in fig. 2, the method includes:
step S210, responding to the situation that the current state of the virtual character in the game meets the preset state, and obtaining the first number of the virtual props assembled by the virtual character at present.
The virtual character is a game character controlled by a user through a terminal device, and the virtual character can be a virtual character, a virtual monster, a virtual animal, a virtual machine and the like in appearance.
Specifically, a graphical user interface is provided through the terminal device, and the graphical user interface comprises at least one function control, such as a movement control, a shooting control, a prop release control, an aiming control and the like. Responding to the touch operation aiming at the mobile control, and controlling the virtual character to move in the game scene; responding to the touch operation aiming at the shooting control, and controlling the virtual character to shoot towards the aiming direction; responding to the touch operation aiming at the prop release control, and controlling the virtual character to throw the virtual prop towards the aiming direction; and controlling the virtual object to adjust the aiming direction in response to the touch operation aiming at the aiming control, and the like.
The virtual prop in the embodiment of the present application may be any virtual article whose number can be changed, for example, a projectile, ammunition, a mine, and the like.
It should be noted that the preset state may include a non-combat state of the virtual character, and for example, if a combat event such as shooting or shooting is not detected within a preset time before the current time, it is determined that the virtual character at the current time is in the non-combat state. For example, if the occurrence of a combat event such as shooting or shooting is not detected within 20 seconds before the current time, it is determined that the virtual character is in a non-combat state corresponding to the preset state at the current time.
In the embodiment of the present application, the virtual prop currently assembled by the virtual character is, for example, ammunition loaded in a virtual firearm held by the virtual character, or a throwing object, a mine, and the like configured by the virtual character.
As can be appreciated, the virtual character holds the virtual firearm with ammunition loaded therein, and in response to the touch operation on the firing control, the virtual character can be controlled to fire in the aiming direction, i.e., to fire the loaded ammunition in the aiming direction until the firing is completed.
Whether the current state of the virtual character meets the preset state or not is judged, the first number of the virtual props can be determined when the current state of the virtual character meets the preset state, so that corresponding reactions to different states of the virtual character can be guaranteed to be timely, and the flexibility of game setting is improved.
And step S220, responding to the first quantity reaching the preset condition, and adjusting the item assembly of the virtual role.
The preset condition may also be in various forms, for example, the current number is lower than the preset number, the ratio of the current number to the equipment upper limit number of the virtual consumable is lower than the preset ratio, and the like.
For the adjustment process in this step, if the adjustment object is a bullet, the number thereof can be adjusted, and if the adjustment object is a projectile such as a grenade, the content thereof can be adjusted.
Illustratively, when the first quantity of the virtual props reaches the preset condition, the equipment can adjust the quantity of the virtual props to balance the quantity relation among different virtual props and meet different game requirements of players in time.
For example, the system can automatically assist the player to check the number of virtual props such as ammunition when the number reaches the preset condition and needs to be adjusted, for example, the player is automatically filled with the virtual props such as ammunition to increase the number of the virtual props, and the situation that the virtual props are frequently lost in the fighting process is avoided.
The first number of the virtual props assembled currently by the virtual roles is obtained when the current state of the virtual roles meets the preset state, prop assembly of the virtual roles is automatically adjusted when the first number reaches the preset condition, and therefore the situation that the virtual props are lost can be avoided to a certain extent, the problem that the virtual roles are insufficient when a large number of virtual props are needed is solved, and game experience of players is improved.
The above steps are described in detail below.
In some embodiments, the virtual items described above exist in multiple types. As an example, a virtual prop includes any one or more of: throwing objects, ammunition, mines.
Wherein, the virtual props comprise throwing objects, ammunition, mines and the like. Therefore, the player can flexibly configure the parameters of different virtual props according to the requirements, and the diversity and the reality of the game scene are improved.
In some embodiments, the preset state includes a plurality of forms of states. As one example, the preset state includes a non-combat state.
The non-combat state may be a state when a combat event such as shooting or shooting is not detected within a preset time period before the current time. For example, if the occurrence of a combat event such as shooting or shooting is not detected within 15 seconds before the current time, it is determined that the virtual character is in a non-combat state at the current time.
Based on this, as one example, the non-combat state is that the virtual character is not detected to execute the specified virtual action within a preset time period.
In practical applications, the specified virtual actions may comprise a number of different types of actions, such as shooting, and the like.
Wherein the preset time period may be a time period calculated from the current time onward. For example, within 30s before the current moment (the preset time period can be set by the player), if the virtual character does not have any fighting behavior of shooting or throwing, the virtual character is determined to be in a non-fighting state at the moment, and the number of the virtual items can be adjusted in the period, so that frequent adjustment operation is not needed in the fighting process, and the game experience of the player is improved.
Based on this, the device may also specify to stop or continue the process of adjusting the number of virtual items. As an example, the method further comprises:
step a), if the virtual character is detected to execute the specified virtual action, stopping the adjustment process of the assembly quantity of the virtual prop.
Wherein the designated virtual action may include a virtual action of opening a gun, throwing, opening a backpack, etc. In practical application, the execution of the specified virtual action can interrupt the adjustment process of the assembly quantity of the virtual props. For example, when the current number of the virtual items is smaller than the preset number, the current number of the virtual items needs to be added, and at this time, if it is detected that the virtual character executes a corresponding specified behavior, the process of adding the virtual items can be interrupted. For another example, in the process of virtual character fighting, the adjustment process of the number of the virtual items can be stopped, or the adjustment process of the virtual items can also be stopped when the virtual items are checked or sorted, so that the fighting behavior of the virtual characters can be prevented from being influenced by frequent adjustment processes, and the independence and flexibility of game operation are improved.
Based on the step a), the method further comprises the following steps:
and b), if the appointed virtual action is finished, continuing the adjustment process of the assembly quantity of the virtual props.
In practical application, after the execution of the specified virtual actions such as shooting, throwing and the like is completed, the adjustment process of the assembly quantity of the interrupted virtual props can be continued. Of course, it is also possible to set a certain time limit in which the fitting adjustment process can be continued. For example, if the corresponding designated virtual action of the virtual character is finished within 30s of the stop (interrupted) (the player can set the time by himself), the process of adjusting the number of virtual items is continued.
Therefore, according to the corresponding designated behavior executed by the virtual character, the process of adjusting the number of the virtual props can be stopped or continued, the game behavior of the virtual character can be flexibly controlled by the player, the number of the current virtual props does not need to be frequently checked, and the game experience of the player is improved.
In some embodiments, the preset condition may take various forms. As an example, the preset condition includes any one or more of:
the first quantity is smaller than the preset quantity, and the ratio of the first quantity to the equipment upper limit quantity of the virtual prop is smaller than the preset ratio.
It should be noted that, when the virtual character is determined to be in the non-combat state, the state of the number of the virtual props may be adjusted in time according to the preset condition in this period, for example, when the current number of the virtual props is smaller than the preset number, or when the proportion of the current number of the virtual props in the upper limit number of the virtual props is smaller than a certain proportion (a player may set the preset proportion by himself), the number of the virtual props may be adjusted in time based on the different preset conditions, so as to increase the diversity and individualization of game contents.
In some embodiments, multiple adjustments may be made based on the current number of virtual items. As an example, the step S220 may include the following steps:
and c), responding to the condition that the first quantity is smaller than the preset quantity, adding the assembly quantity of the virtual props, so that the assembly quantity after the virtual props are added is larger than or equal to the preset quantity.
It should be noted that, when the current number of the virtual items is smaller than the preset number, the empty virtual items need to be supplemented, so that the number of the current virtual items is greater than or equal to the preset number.
By supplementing the lacking virtual props in time, the situation that the virtual characters are insufficient when a large number of virtual props are needed in the fighting process is avoided, and the game experience of players is improved.
As another example, the step S220 may further include the following steps:
and d), in response to the fact that the ratio of the first quantity to the equipment upper limit quantity of the virtual prop is smaller than the preset ratio, adding the assembly quantity of the virtual prop, so that the ratio of the added assembly quantity of the virtual prop to the equipment upper limit quantity is larger than or equal to the preset ratio.
It should be noted that, when the current number of the virtual items occupies a smaller percentage of the upper limit number of the virtual items, the system may automatically add the number of the assembled virtual items. For example, when the ratio of the current number of virtual items such as ammunition to the upper limit number of the virtual items is less than 50% (the player can set the preset ratio by himself), the virtual items less than the ratio need to be supplemented, so that the current number of virtual items such as ammunition is greater than or equal to 50%.
The player can meet the game habits of different players in different game scenes by individually setting the preset proportion in the upper limit quantity of the virtual props, and the game experience of the player is enriched.
As another example, the step S220 may further include the following steps:
step e), acquiring a second quantity of virtual props to be selected corresponding to the virtual props in the virtual backpack of the virtual character;
and f), adjusting the prop assembly of the virtual roles according to the virtual props to be selected and the second quantity.
In practical application, if the second number of the virtual props in the virtual backpack (the second number of the to-be-selected virtual props) is smaller than the number of the virtual props to be assembled when the virtual props reach the upper limit of the assembly number, prop assembly is performed only according to the second number of the virtual props in the virtual backpack, and the number of the virtual props to be assembled when the virtual props reach the upper limit of the assembly number is not considered. For example, the upper limit of the loading (i.e. the upper limit of the number of virtual props assembled) is 30 shots, 5 shots are currently assembled (i.e. the first number, which satisfies the preset condition), and only 10 shots (i.e. the second number) remain in the virtual backpack, so that only 10 shots in the virtual backpack can be completely assembled, and the number of shots (i.e. 25 shots) required to be assembled when the virtual bullets reach the upper limit of the number of virtual bullets is not considered. The number of the virtual props in the virtual backpack is considered, and the props can be adjusted more flexibly based on the number of the virtual props.
Based on the above steps e) and f), the method may further include the steps of:
step g), acquiring the property attribute of the virtual prop assembled by the virtual character;
and h), determining the preset conditions corresponding to the virtual props according to the property of the props.
In an exemplary embodiment of the application, the virtual prop is determined to be an ammunition prop according to the prop attribute, and a first preset condition corresponding to the virtual prop is determined.
Specifically, the ammunition type prop can be corresponding bullets of virtual firearms of different models, such as bullets with calibers of 7.62mm, 5.56mm, 9mm and 12 mm.
If the virtual prop is an ammunition prop, the corresponding first preset condition may be that the number of ammunition assembled is less than a first preset number. For example, the number of ammunition assembled is less than 10.
In another exemplary embodiment of the application, the virtual prop is determined to be a throwing prop or a placing prop according to the prop attribute, and a second preset condition corresponding to the virtual prop is determined.
Specifically, the throwing prop can be a grenade, a smoke bomb, a flash bomb and the like; the placing type prop can be a mine, a trap and the like.
If the virtual prop is a throwing prop or a placing prop, the corresponding second preset condition may be that the number of the assembled virtual props is equal to a second preset number. For example, the number of virtual props assembled is equal to 0.
The corresponding preset conditions of the virtual props are determined through the prop attributes of the virtual props assembled by the virtual roles, and the reasonability of the preset conditions can be higher.
Based on the step g) and the step h), the step f) may comprise the following steps:
and i), if the property attribute of the virtual property is the first attribute, adjusting the number of the virtual properties currently assembled by the virtual character according to the virtual property to be selected and the second number.
In practical application, if the property of the virtual prop meets a certain property, the number of the virtual props can be adjusted according to the number of the props in the backpack. For example, the virtual prop is a prop with a bullet attribute, the upper limit of the number of assembled bullets is 30, 5 bullets (first number) are currently assembled, only 10 bullets (second number) are left in the virtual backpack, and all 10 bullets (second number) in the virtual backpack need to be assembled, so as to improve the adjustment reasonableness of the assembled virtual prop.
Based on the step g) and the step h), the step f) may further include the steps of:
and j), if the property attribute of the virtual property is a second attribute, adjusting the content of the virtual property equipped by the virtual character according to the virtual property to be selected and the second quantity.
In practical applications, if the property of the virtual prop meets another property, the assembled content can be adjusted according to the number of the prop in the backpack instead of the assembled number. Illustratively, the virtual prop is a prop with the attribute of a throwing object such as a grenade, and the assembly content can be adjusted according to the condition of the throwing object such as the grenade. For example, a currently equipped grenade is thrown away, while a bag without a grenade is equipped with a smoke bomb or other throw; or the environment around the virtual character can be detected, if teammates exist around the virtual character, the smog bomb is equipped, and if no teammates exist, the grenade is equipped.
The method and the device can improve the rationality of the adjustment of the virtual item content by adjusting the virtual item content equipped by the virtual character according to the virtual item to be selected and the second quantity when the item attribute of the virtual item is the second attribute.
In some embodiments, a target control may be utilized to control the adjustment process for the current number of virtual items. As an example, a graphical user interface is provided by the terminal, the graphical user interface includes a target control, and the method further includes:
and k), responding to the operation aiming at the target control, and adjusting the prop assembly of the virtual role.
In an optional implementation manner of the application, the system can automatically acquire the number of the currently assembled virtual props when the preset state is met and automatically adjust the prop assembly when the number reaches the preset condition, and can also adjust the prop assembly through manual operation of a player. For example, as shown in fig. 3, when the player clicks, presses, etc. the target control, an adjustment process for the current number of virtual items is triggered. Through setting up corresponding target control in graphical user interface, can adjust the quantity of virtual stage property fast convenient, the flexibility and the succinctness of having strengthened the game operation have promoted player's gaming experience.
Fig. 4 provides a schematic structural diagram of an assembly device of a virtual item in a game. As shown in fig. 4, the device 400 for assembling virtual props in a game comprises:
a first obtaining module 401, configured to obtain, in response to that a current state of a virtual character in the game satisfies a preset state, a first number of virtual props currently assembled by the virtual character;
an adjusting module 402, configured to adjust prop assembly of the virtual role in response to that the first number reaches a preset condition.
In some embodiments, the preset state comprises a non-combat state.
In some embodiments, the non-combat state is that the virtual character is not detected to execute a specified virtual action within a preset time period.
In some embodiments, the preset conditions include any one or more of:
the first quantity is smaller than a preset quantity, and the ratio of the first quantity in the equipment upper limit quantity of the virtual prop is smaller than a preset ratio.
In some embodiments, the adjusting module 402 is specifically configured to:
and responding to the condition that the first quantity is smaller than the preset quantity, adding the assembly quantity of the virtual props, so that the added assembly quantity of the virtual props is larger than or equal to the preset quantity.
In some embodiments, the adjusting module 402 is further specifically configured to:
and in response to that the ratio of the first quantity to the equipment upper limit quantity of the virtual prop is smaller than a preset ratio, adding the assembly quantity of the virtual prop so that the ratio of the added assembly quantity of the virtual prop to the equipment upper limit quantity is larger than or equal to the preset ratio.
In some embodiments, the adjusting module 402 is further specifically configured to:
acquiring a second quantity of virtual props to be selected corresponding to the virtual props in virtual backpacks of the virtual roles;
and adjusting the prop assembly of the virtual role according to the virtual prop to be selected and the second quantity.
In some embodiments, the apparatus further comprises:
the second obtaining module is used for obtaining the property of the virtual prop assembled by the virtual role;
and the determining module is used for determining the preset condition corresponding to the virtual prop according to the prop attribute.
In some embodiments, the adjusting module 402 is specifically configured to:
and if the property attribute of the virtual property is a first attribute, adjusting the number of the virtual properties currently assembled by the virtual character according to the virtual property to be selected and the second number.
In some embodiments, the adjustment module 402 is further configured to:
and if the property attribute of the virtual property is a second attribute, adjusting the content of the virtual property equipped by the virtual character according to the virtual property to be selected and the second quantity.
In some embodiments, the apparatus further comprises:
and the stopping module is used for stopping the process of adjusting the assembly quantity of the virtual props if the virtual roles are detected to execute the specified virtual actions.
In some embodiments, the apparatus further comprises:
and the continuing module is used for continuing the adjusting process of the assembly quantity of the virtual props if the specified virtual action is finished.
In some embodiments, a graphical user interface is provided by the terminal, the graphical user interface containing the target control, the apparatus further comprising:
and the target control determining module is used for responding to the operation aiming at the target control and adjusting the prop assembly of the virtual role.
In some embodiments, the virtual prop comprises any one or more of: throwing objects, ammunition, mines.
The assembling device of the virtual prop in the game provided by the embodiment of the application has the same technical characteristics as the assembling method of the virtual prop in the game provided by the embodiment, so that the same technical problems can be solved, and the same technical effect is achieved.
Corresponding to the assembling method of the virtual item in the game, the embodiment of the application further provides a computer-readable storage medium, where a machine executable instruction is stored in the computer-readable storage medium, and when the computer executable instruction is called and executed by a processor, the computer executable instruction causes the processor to execute the step of the assembling method of the virtual item in the game.
The assembling device of the virtual item in the game provided by the embodiment of the application can be specific hardware on the device or software or firmware installed on the device. The device provided by the embodiment of the present application has the same implementation principle and technical effect as the foregoing method embodiments, and for the sake of brief description, reference may be made to the corresponding contents in the foregoing method embodiments where no part of the device embodiments is mentioned. It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the foregoing systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
For another example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or a part of the technical solution may be essentially implemented in the form of a software product, which is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method for controlling a virtual object in a game according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the scope of the embodiments of the present application. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (17)

1. A method of assembling a virtual item in a game, the method comprising:
responding to the fact that the current state of the virtual character in the game meets a preset state, and obtaining a first number of virtual props assembled by the virtual character at present;
and adjusting the assembly of the props of the virtual roles in response to the first number reaching a preset condition.
2. The method of claim 1, wherein the preset state comprises a non-combat state.
3. The method of claim 2, wherein the non-combat state is that the virtual character is not detected to perform a specified virtual action within a preset time period.
4. The method of claim 1, wherein the preset condition comprises any one or more of:
the first quantity is smaller than a preset quantity, and the ratio of the first quantity in the equipment upper limit quantity of the virtual prop is smaller than a preset ratio.
5. The method according to claim 1, wherein the step of adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition comprises:
and responding to the condition that the first quantity is smaller than the preset quantity, adding the assembly quantity of the virtual props, so that the added assembly quantity of the virtual props is larger than or equal to the preset quantity.
6. The method according to claim 1, wherein the step of adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition comprises:
and in response to that the ratio of the first quantity to the equipment upper limit quantity of the virtual prop is smaller than a preset ratio, adding the assembly quantity of the virtual prop so that the ratio of the added assembly quantity of the virtual prop to the equipment upper limit quantity is larger than or equal to the preset ratio.
7. The method according to claim 1, wherein the step of adjusting the prop assembly of the virtual character in response to the first number reaching a preset condition comprises:
acquiring a second quantity of virtual props to be selected corresponding to the virtual props in virtual backpacks of the virtual roles;
and adjusting the prop assembly of the virtual role according to the virtual prop to be selected and the second quantity.
8. The method of claim 7, further comprising:
acquiring the property attribute of the virtual prop assembled by the virtual character;
and determining the preset condition corresponding to the virtual prop according to the prop attribute.
9. The method according to claim 8, wherein said step of adjusting the prop assembly of said virtual character according to said virtual prop to be selected and said second number comprises:
and if the property attribute of the virtual property is a first attribute, adjusting the number of the virtual properties currently assembled by the virtual character according to the virtual property to be selected and the second number.
10. The method according to claim 8, wherein said step of adjusting the prop assembly of said virtual character according to said virtual prop to be selected and said second number comprises:
and if the property attribute of the virtual property is a second attribute, adjusting the content of the virtual property equipped by the virtual character according to the virtual property to be selected and the second quantity.
11. The method of claim 3, further comprising:
and if the virtual role is detected to execute the specified virtual action, stopping the process of adjusting the assembly quantity of the virtual prop.
12. The method of claim 11, further comprising:
and if the specified virtual action is finished, continuing the process of adjusting the assembly quantity of the virtual prop.
13. The method of claim 1, wherein a graphical user interface is provided via a terminal, the graphical user interface containing a target control; the method further comprises the following steps:
and responding to the operation aiming at the target control, and adjusting the prop assembly of the virtual character.
14. The method of any one of claims 1 to 13, wherein the virtual prop comprises any one or more of:
throwing objects, ammunition, mines.
15. An apparatus for assembling a virtual item in a game, the apparatus comprising:
the obtaining module is used for responding that the current state of the virtual character in the game meets a preset state, and obtaining a first number of virtual props assembled by the virtual character at present;
and the adjusting module is used for responding to the condition that the first quantity reaches the preset condition and adjusting the prop assembly of the virtual role.
16. An electronic device comprising a memory and a processor, wherein the memory stores a computer program operable on the processor, and wherein the processor implements the steps of the method of any of claims 1 to 14 when executing the computer program.
17. A computer readable storage medium having stored thereon computer executable instructions which, when invoked and executed by a processor, cause the processor to execute the method of any of claims 1 to 14.
CN202110352907.4A 2021-03-31 2021-03-31 Method and device for assembling virtual props in game and electronic equipment Pending CN113069772A (en)

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