CN111921190A - Method, device, terminal and storage medium for equipping props of virtual objects - Google Patents

Method, device, terminal and storage medium for equipping props of virtual objects Download PDF

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Publication number
CN111921190A
CN111921190A CN202010873877.7A CN202010873877A CN111921190A CN 111921190 A CN111921190 A CN 111921190A CN 202010873877 A CN202010873877 A CN 202010873877A CN 111921190 A CN111921190 A CN 111921190A
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China
Prior art keywords
virtual
prop
item
virtual object
equipment
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Granted
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CN202010873877.7A
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Chinese (zh)
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CN111921190B (en
Inventor
徐育通
姚丽
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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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
    • A63F13/40Processing 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
    • A63F13/55Controlling 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Abstract

The embodiment of the application discloses a method, a device, a terminal and a storage medium for equipping props of virtual objects, and belongs to the technical field of computers. The method comprises the following steps: in response to the selection operation of a first skill component in the at least one skill component, equipping the first virtual object with a first skill component, wherein the first skill component is used for changing a virtual prop equipping rule of the virtual object; displaying at least one virtual item in response to an item equipment operation of the first virtual object; and in response to the selection operation of a first virtual prop and a second virtual prop in at least one piece of virtual prop, equipping the first virtual object with the first virtual prop and the second virtual prop, wherein the first virtual prop and the second virtual prop are virtual props which are not allowed to be equipped at the same time before the first skill component is equipped. In the embodiment of the application, the virtual prop equipment rule is changed, the utilization rate of the virtual prop after equipment is improved, the time length of a single office is controlled, and the processing pressure of the server is reduced.

Description

Method, device, terminal and storage medium for equipping props of virtual objects
Technical Field
The embodiment of the application relates to the technical field of computers, in particular to a method, a device, a terminal and a storage medium for equipping props of virtual objects.
Background
The battle game is a game in which a plurality of user accounts compete in the same scene, a player can control a virtual object in a virtual environment to perform actions such as walking, running, climbing, shooting and the like, and a plurality of players can form a team on line to cooperatively complete a certain task in the same virtual environment.
In the related technology, the virtual object can be equipped with the virtual prop in advance before the battle begins, and the virtual prop is used for other virtual objects in different battles in the battle process, so that the attribute values of the other virtual objects are changed, and the task is completed. In general, the virtual items of the virtual object equipment need to comply with certain rules. For example, each virtual object only allows equipping one primary virtual item and one secondary virtual item, wherein the item power of the primary virtual item is higher than the item power of the secondary virtual item.
However, under the limitation of the above virtual item equipment rule, the equipment combination mode of the virtual item is single, the usage rate of the main virtual item is high, and the usage rate of the auxiliary virtual item is low, which results in long duration of single-game battle, and further causes too much processing pressure of the server.
Disclosure of Invention
The embodiment of the application provides a method, a device, a terminal and a storage medium for equipping props of virtual objects, which can enrich the equipment combination mode of virtual props and improve the utilization rate of the virtual props, thereby shortening the duration of single-office battles and reducing the processing pressure of a server. The technical scheme is as follows:
in one aspect, an embodiment of the present application provides a prop equipment method for a virtual object, where the method is applied in a virtual environment, where the virtual environment includes a first virtual object and a second virtual object, and the first virtual object and the second virtual object belong to different campuses, and the method includes:
in response to a selection operation of a first skill component of the at least one skill component, equipping the first virtual object with the first skill component, the first skill component being used for changing a virtual prop equipping rule of the virtual object;
in response to a prop equipment operation on the first virtual object, displaying at least one piece of virtual prop, wherein the virtual prop is used for changing the attribute value of the second virtual object;
in response to selection operation of a first virtual prop and a second virtual prop of at least one piece of the virtual props, equipping the first virtual object with the first virtual prop and the second virtual prop, wherein the first virtual prop and the second virtual prop are virtual props that are not allowed to be equipped simultaneously before equipping the first skill assembly.
On the other hand, the embodiment of the present application provides a prop equipment device for a virtual object, the device includes:
the component equipment module is used for responding to the selection operation of a first skill component in the at least one skill component, and equipping the first skill component for the first virtual object, wherein the first skill component is used for changing the virtual prop equipment rule of the virtual object;
the item display module is used for responding to item equipment operation of the first virtual object and displaying at least one item of virtual item, and the virtual item is used for changing the attribute value of a second virtual object;
and the prop equipment module is used for responding to the selection operation of a first virtual prop and a second virtual prop in at least one piece of virtual prop, and equipment the first virtual prop and the second virtual prop for the first virtual object, wherein the first virtual prop and the second virtual prop are virtual props which are not allowed to be equipped at the same time before the first skill component is equipped.
In another aspect, an embodiment of the present application provides a terminal, where the terminal includes a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or a set of instructions, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by the processor to implement the method for equipping a prop of a virtual object according to the foregoing aspect.
In another aspect, embodiments of the present application provide a computer-readable storage medium, in which at least one instruction, at least one program, a code set, or a set of instructions is stored, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor to implement the prop equipping method for a virtual object according to the above aspect.
In another aspect, embodiments of the present application provide a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the prop equipment method of the virtual object provided in the various optional implementation modes of the above aspects.
The technical scheme provided by the embodiment of the application has the beneficial effects that at least:
in the embodiment of the application, by introducing the skill component for changing the virtual prop equipment rule, after the virtual object is equipped with the skill component, the virtual prop which is not allowed to be simultaneously equipped under the original virtual prop equipment rule can be simultaneously equipped, for example, under the original virtual prop equipment rule, the virtual object only allows one main virtual prop and one auxiliary virtual prop to be equipped, and after the skill component is equipped, the virtual object can be simultaneously equipped with two main virtual props, so that the utilization rate of the virtual props after equipment is improved, the virtual object is promoted to use the virtual props to fight, the control on the duration of a single game is realized, and the processing pressure of a server is reduced.
Drawings
FIG. 1 is a schematic illustration of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 2 is a flowchart of a prop outfitting method for a virtual object provided in an exemplary embodiment of the present application;
FIG. 3 is an interface schematic of a skill assembly equipment interface provided by an exemplary embodiment of the present application;
FIG. 4 is an interface schematic diagram of a virtual item equipment interface provided in an exemplary embodiment of the present application;
FIG. 5 is a flow chart of a method for props equipping a virtual object provided in another exemplary embodiment of the present application;
FIG. 6 is an interface schematic diagram of a virtual item equipping process shown in an exemplary embodiment of the present application;
fig. 7 is an interface schematic diagram of an automatic switching process of virtual props according to an exemplary embodiment of the present application;
FIG. 8 is an interface schematic diagram of a throw-type prop setup and use process shown in an exemplary embodiment of the present application;
FIG. 9 is a flow chart of a virtual item installation and use process shown in another exemplary embodiment of the present application;
FIG. 10 is a block diagram of a prop outfit apparatus for a virtual object, provided in an exemplary embodiment of the present application;
fig. 11 is a block diagram of a terminal according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are described taking as an example that the virtual environment is a three-dimensional virtual environment.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters and animals displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
Shooting game: including first person shooter games and third person shooter games. The first-person shooting game is a shooting game which can be played by a user at a first-person viewing angle, and a picture of a virtual environment in the game is a picture of observing the virtual environment at the viewing angle of a first virtual object. The third person named shooting game refers to shooting game played through a third person named angle of view, and the picture of the virtual environment in the game is a picture of the virtual environment observed through the third person named angle of view (for example, located behind the head of the first virtual object).
In the game, at least two virtual objects carry out a single-game fighting mode in a virtual environment, the virtual objects achieve the purpose of survival in the virtual environment by avoiding the injury initiated by other virtual objects and the danger (such as poison circle, marshland and the like) existing in the virtual environment, when the life value of the virtual objects in the virtual environment is zero, the life of the virtual objects in the virtual environment is ended, and finally the virtual objects which survive in the virtual environment are winners. Optionally, each client may control one or more virtual objects in the virtual environment, with the time when the first client joins the battle as a starting time and the time when the last client exits the battle as an ending time. Optionally, the competitive mode of the battle may include a single battle mode, a double group battle mode or a multi-person group battle mode, and the battle mode is not limited in the embodiment of the present application.
Virtual props: the item refers to an item that can be used by a virtual object in a virtual environment, and includes a virtual weapon that can change the attribute values of other virtual objects, a supply item such as a bullet, a defense item such as a shield, armor, or armored car, a virtual item that is displayed by a hand when a virtual object releases skills, such as a virtual beam or a virtual shock wave, and a part of the body trunk of the virtual object, such as a hand or a leg. The virtual props capable of changing attribute values of other virtual objects include remote virtual props such as handguns, rifles and sniper guns, close-range virtual props such as daggers, knives, swords and ropes, and throwing virtual props such as flyers, fly knives, grenades, flash bombs and smoke bombs.
The method provided in the present application may be applied to a virtual reality application program, a three-dimensional map program, a military simulation program, a first/third person shooter game, a Multiplayer Online Battle sports game (MOBA), and the like, and the following embodiments are exemplified by applications in Games.
The game based on the virtual environment is often composed of one or more maps of game world, the virtual environment in the game simulates the scene of the real world, the user can control the virtual object in the game to walk, run, jump, shoot, fight, drive, switch to use the virtual prop, use the virtual prop to hurt other virtual objects and other actions in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to play a competitive game.
In general, before entering the opposite office, the virtual object needs to be equipped with an initial virtual item, and a uniform virtual item equipping rule needs to be satisfied when the virtual item is equipped. For example, the virtual prop equipping rule indicates that the virtual object can only equip one primary virtual prop and one secondary virtual prop, where the primary virtual prop is usually a prop with a larger size, such as a virtual sniper gun, a virtual rifle, a virtual submachine gun, and the like, and the secondary virtual prop is usually a prop with a smaller prop power, such as a virtual pistol, a virtual dagger, and the like. However, in practical applications, since the property power of the primary virtual property is large, the user tends to control the virtual object to use the primary virtual property more during the course of the game, which results in a low usage rate of the secondary virtual property. In addition, under the condition that the utilization rate of the auxiliary virtual props is low, each virtual object is equivalent to only one virtual prop to be equipped for fighting, so that the duration of single-game fighting is long, and large processing pressure is caused on a server.
In order to improve the utilization rate of the virtual props, control the duration of single-office fight and reduce the processing pressure of the server, a skill component capable of changing the equipment rules of the virtual props is introduced in the embodiment of the application. The skill component can be equipped for the virtual object before the start of the game, and after the skill component is equipped, the virtual object is allowed to be equipped with the virtual props which are not allowed to be equipped at the same time under the original virtual prop equipment rule.
For example, after the skill component is equipped, the virtual object is allowed to be equipped with two main virtual props at the same time, so that in the process of game-play, the virtual object can be switched to use different main virtual props to fight against, and the utilization rate of the equipped virtual props is improved. And along with the improvement of the utilization rate of the virtual props, the duration of the single-game battle can be controlled, so that the processing pressure of the server is reduced.
Referring to fig. 1, a schematic diagram of an implementation environment provided by an embodiment of the present application is shown. The implementation environment may include: a first terminal 110, a server 120, and a second terminal 130.
The first terminal 110 is installed and operated with an application 111 supporting a virtual environment, and the application 111 may be a multiplayer online battle program. When the first terminal runs the application 111, a user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 may be any one of a military Simulation program, an MOBA Game, a large-fleeing and killing shooting Game, and a Simulation strategy Game (SLG). In the present embodiment, the application 111 is an FPS game for example. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment for activity, where the first virtual object may be referred to as a master virtual object of the first user 112. The activities of the first virtual object include, but are not limited to: adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking, shooting, attacking, throwing, releasing skills. Illustratively, the first virtual object is a first virtual character, such as a simulated character or an animation character.
The second terminal 130 is installed and operated with an application 131 supporting a virtual environment, and the application 131 may be a multiplayer online battle program. When the second terminal 130 runs the application 131, a user interface of the application 131 is displayed on the screen of the second terminal 130. The client may be any one of a military simulation program, an MOBA game, a large fleeing and killing shooting game, and an SLG game, and in this embodiment, the application 131 is an FPS game as an example. The second terminal 130 is a terminal used by the second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment to perform an activity, where the second virtual object may be referred to as a master virtual character of the second user 132. Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animation character.
Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, a friend relationship, or a temporary communication right. Alternatively, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have a hostile relationship.
Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (android or IOS). The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to another of the plurality of terminals, and this embodiment is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 1, but there are a plurality of other terminals that may access the server 120 in different embodiments. Optionally, one or more terminals are terminals corresponding to the developer, a development and editing platform for supporting the application program in the virtual environment is installed on the terminal, the developer can edit and update the application program on the terminal and transmit the updated application program installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the application program installation package from the server 120 to update the application program.
The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.
The server 120 includes at least one of a server, a server cluster composed of a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 120 undertakes primary computational work and the terminals undertake secondary computational work; alternatively, the server 120 undertakes the secondary computing work and the terminal undertakes the primary computing work; alternatively, the server 120 and the terminal perform cooperative computing by using a distributed computing architecture.
In one illustrative example, the server 120 includes a memory 121, a processor 122, a user account database 123, a combat services module 124, and a user-oriented Input/Output Interface (I/O Interface) 125. The processor 122 is configured to load an instruction stored in the server 120, and process data in the user account database 123 and the combat service module 124; the user account database 123 is configured to store data of a user account used by the first terminal 110, the second terminal 130, and other terminals, such as a head portrait of the user account, a nickname of the user account, a fighting capacity index of the user account, and a service area where the user account is located; the fight service module 124 is used for providing a plurality of fight rooms for the users to fight, such as 1V1 fight, 3V3 fight, 5V5 fight and the like; the user-facing I/O interface 125 is used to establish communication with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network to exchange data.
Please refer to fig. 2, which illustrates a flowchart of a prop equipping method for a virtual object according to an exemplary embodiment of the present application. The embodiment is described by taking as an example that the method is used for the first terminal 110 or the second terminal 130 in the implementation environment shown in fig. 1 or other terminals in the implementation environment, and the method includes the following steps:
step 201, responding to the selection operation of a first skill component in at least one skill component, and equipping the first virtual object with the first skill component, wherein the first skill component is used for changing the virtual prop equipping rule of the virtual object.
The method is applied to a virtual environment, the virtual environment comprises a first virtual object and a second virtual object, and the first virtual object and the second virtual object belong to different camps. In one possible embodiment, the terminal displays the virtual environment through the virtual environment screen. Alternatively, the virtual environment screen is a screen that observes the virtual environment from the perspective of the virtual object. The perspective refers to an observation angle when observing in the virtual environment at a first person perspective or a third person perspective of the virtual object. Optionally, in an embodiment of the present application, the viewing angle is an angle when a virtual object is observed by a camera model in a virtual environment.
Optionally, the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the camera model changes while following the position of the virtual object in the virtual environment, and the camera model is always within the preset distance range of the virtual object in the virtual environment. Optionally, the relative positions of the camera model and the virtual object do not change during the automatic following process.
The camera model refers to a three-dimensional model located around a virtual object in a virtual environment, and when a first-person perspective is adopted, the camera model is located near or at the head of the virtual object; when the third person perspective is adopted, the camera model may be located behind and bound to the virtual object, or may be located at any position away from the virtual object by a preset distance, and the virtual object located in the virtual environment may be observed from different angles by the camera model. Optionally, the viewing angle includes other viewing angles, such as a top viewing angle, in addition to the first person viewing angle and the third person viewing angle; the camera model may be located overhead of the virtual object head when a top view is employed, which is a view of viewing the virtual environment from an overhead top view. Optionally, the camera model is not actually displayed in the virtual environment, i.e. the camera model is not displayed in the virtual environment displayed by the user interface.
To illustrate the case where the camera model is located at an arbitrary position away from the virtual object by a preset distance, optionally, one virtual object corresponds to one camera model, and the camera model can rotate around the virtual object as a rotation center, for example: the camera model is rotated with any point of the virtual object as a rotation center, the camera model not only rotates in angle but also shifts in displacement during the rotation, and the distance between the camera model and the rotation center is kept constant during the rotation, that is, the camera model is rotated on the surface of a sphere with the rotation center as a sphere center, wherein any point of the virtual object may be a head, a trunk or any point around the virtual object, which is not limited in the embodiment of the present application. Optionally, when the camera model observes the virtual object, the center of the view angle of the camera model points in a direction in which a point of the spherical surface on which the camera model is located points at the center of the sphere.
Optionally, the camera model may also observe the virtual object at a preset angle in different directions of the virtual object. Optionally, the first virtual object is a virtual object controlled by a user through a terminal, the second virtual object includes at least one of a virtual object controlled by another user and a virtual object controlled by a background server, and the first virtual object and the second virtual object belong to different camps.
In one possible implementation mode, before the terminal displays the virtual environment interface, a skill component equipment interface is firstly displayed, and the skill component equipment interface comprises a component selection control of at least one skill component. And when the terminal receives the selection operation of the component selection control corresponding to the skill component, determining the skill component responding to the virtual object equipment.
In the embodiment of the application, at least one skill component comprises a first skill component for changing the virtual item equipment rule, and accordingly, after the first skill component is equipped, the virtual item equipment rule of the virtual object is changed.
Optionally, the virtual object not equipped with the first skill component corresponds to a unified original virtual item equipment rule, and the original virtual item equipment rule is used for indicating the type and the number of virtual items allowed to be equipped by the virtual object; after the first skill component is equipped, the virtual item equipment rule indicates that the virtual object allows the item type of the equipped virtual item to be changed, and/or the virtual object allows the number of the equipped virtual items to be changed.
For example, the original virtual item equipping rule indicates that the total number of virtual items allowed to be equipped by the virtual item is two, wherein the number of the primary virtual items is one, and the number of the secondary virtual items is one; after the first skill component is equipped, the changed virtual item equipment rule indicates that the total number of virtual items allowed to be equipped by the virtual object is two. Wherein the number of the main virtual props is two.
Optionally, there is an upper limit to the number of skill components that a virtual object equips in a single session, and when a session is defeated and rejoins the current session, the skill components that are equipped at the beginning of the session remain valid until the session is over.
Referring to fig. 3, a schematic diagram of a skill assembly equipment interface is shown. The skill component equipment interface comprises a skill component selection column 301, wherein the current account number corresponds to the skill component possessed by the first virtual object. The skill components owned by the first virtual object comprise a component selection control 302 corresponding to the first skill component (used for changing virtual item equipment rules), and when a trigger operation on the component selection control 302 is received, a first skill component 303 and a component use description are displayed in the skill component equipment interface. Upon receiving a triggering operation on the equipment control 304, the first skill component 303 is equipped for the first virtual object.
Step 202, responding to the operation of item equipment of the first virtual object, displaying at least one virtual item, wherein the virtual item is used for changing the attribute value of the second virtual object.
After the skill component equipment is completed, the first virtual object can be further equipped with a virtual item based on the changed virtual item equipment rule. In a possible implementation manner, when receiving an operation for equipping props, the terminal displays at least one virtual prop, and after a first virtual object is equipped with the virtual prop, the virtual prop can be used for a second virtual object, so that the attribute value (such as a life value, a blood volume value, a defense value and the like) of the second virtual object is changed.
In some embodiments, the virtual prop includes a virtual rifle, a virtual submachine gun, a virtual sniper gun, a virtual shotgun, a virtual machine gun, a virtual pistol, a virtual axe, a virtual dagger, and the like.
Step 203, responding to the selection operation of a first virtual item and a second virtual item in at least one virtual item, equipping the first virtual item with the first virtual item and the second virtual item, wherein the first virtual item and the second virtual item are virtual items which are not allowed to be equipped at the same time before the first skill component is equipped.
Further, the terminal receives selection operation of the virtual props in the at least one virtual prop, detects whether the selected virtual prop meets the changed virtual prop equipment rule, if yes, the selected virtual prop is equipped for the first virtual object, and if not, the virtual prop equipment is stopped and prompt is given.
In a possible implementation manner, when the first virtual object allows two virtual items to be equipped simultaneously, the terminal receives selection operations of the first virtual item and the second virtual item, detects whether the first virtual item and the second virtual item meet simultaneous equipment requirements of changed virtual item equipment rules, and if the first virtual item and the second virtual item meet the simultaneous equipment requirements, simultaneously equips the first virtual item and the second virtual item for the first virtual object.
Since the virtual item equipment rule is changed after the first skill component is equipped, the virtual item conforming to the changed virtual item equipment rule may not conform to the virtual item equipment rule before the change. In the embodiment of the application, the selected first virtual prop and the selected second virtual prop meet the changed virtual prop equipment rule and do not meet the virtual prop equipment rule before the change, that is, under the condition that the first skill component is not equipped, the virtual object does not allow the first virtual prop and the second virtual prop to be equipped simultaneously, and under the condition that the first skill component is equipped, the virtual object allows the first virtual prop and the second virtual prop to be equipped simultaneously.
In some embodiments, the virtual object allows only one primary weapon and one secondary weapon to be armed simultaneously, and does not allow two primary weapons to be armed simultaneously when the first skill assembly is not armed; while after arming the first skill assembly, the virtual object allows for arming two primary weapons simultaneously.
Compared with the prior art, the virtual object can only be provided with one main weapon and one auxiliary weapon, the virtual object can be provided with two main weapons at the same time by means of the first skill component, the equipment combination mode of the virtual object is enriched, and the utilization rate of the equipment weapons is improved.
Illustratively, as shown in fig. 4, equipment information of a virtual object is displayed in a virtual item equipment interface 40, wherein, as a first skill component 41 is equipped for the virtual object, a user can simultaneously equip the virtual object with two main weapons, namely a first main weapon 42 and a second main weapon 43.
To sum up, in the embodiment of the present application, by introducing the skill component for changing the virtual property equipment rule, after the virtual object is equipped with the skill component, the virtual object can be equipped with the virtual property that is not allowed to be equipped simultaneously under the original virtual property equipment rule, for example, under the original virtual property equipment rule, the virtual object only allows one main virtual property and one auxiliary virtual property to be equipped, and after the skill component is equipped, the virtual object can be equipped with two main virtual properties simultaneously, thereby improving the utilization rate of the virtual property after being equipped, promoting the virtual object to fight with the virtual property, realizing the control of the time length of a single office, and further reducing the processing pressure of the server.
Please refer to fig. 5, which shows a flowchart of a prop equipping method for a virtual object according to another exemplary embodiment of the present application. The embodiment is described by taking as an example that the method is used for the first terminal 110 or the second terminal 130 in the implementation environment shown in fig. 1 or other terminals in the implementation environment, and the method includes the following steps:
step 501, responding to the selection operation of a first skill component in at least one skill component, and equipping the first virtual object with the first skill component, wherein the first skill component is used for changing the virtual prop equipping rule of the virtual object.
The step 201 may be referred to in the implementation manner of this step, and this embodiment is not described herein again.
Step 502, responding to the item equipment operation of the first virtual object, and displaying a virtual item equipment picture, wherein the virtual item equipment picture comprises at least two virtual item equipment areas.
In one possible embodiment, the item equipment is operable to trigger display of a virtual item equipment screen, where the virtual item equipment screen includes at least two virtual item equipment areas, and different virtual item equipment areas are used for equipping different virtual items. For example, the virtual item equipment screen includes a first virtual item equipment area and a second virtual item equipment area, where the first virtual item equipment area is used to set a primary virtual item (such as a primary weapon), and the second virtual item equipment area is used to set a secondary virtual item (such as a secondary weapon). For convenience of description, the first virtual item equipment area and the second virtual item equipment area are taken as an example for illustrative description in the present embodiment, but the present embodiment is not limited to this configuration.
Schematically, as shown in fig. 6, virtual item equipment screen 61 includes a primary weapon equipment area 62 (i.e., a first virtual item equipment area) and a secondary weapon equipment area 63 (i.e., a second virtual item equipment area), and the virtual object is equipped with a first skill component 64.
Step 503, displaying at least one virtual item belonging to the first type in the first virtual item equipment area, and displaying at least one virtual item belonging to the first type in the second virtual item equipment area, wherein the second virtual item equipment area is used for displaying a virtual item belonging to the second type before the first skill component is equipped, and the item power of the virtual item of the second type is smaller than the item power of the virtual item of the first type.
In a possible implementation manner, the virtual props which can be equipped by the virtual objects are divided into a first type and a second type according to the prop power of the virtual props, wherein the prop power of the first type of virtual props is greater than that of the second type of virtual props, and the prop power is determined according to the reduction degree of the attribute values of the virtual props to the virtual objects.
For example, the virtual props are divided into primary virtual props and secondary virtual props, wherein the primary virtual props are long-distance high-injury props (including rifles, machine guns, sniper guns, submachine guns, shotguns, rocket tubes and the like), and the secondary virtual props are long-distance low-injury props (including pistols) and close-range props (including unshadowed daggers, axes and the like).
Optionally, when the first skill component is not equipped (i.e. under the original virtual item equipping rule), the virtual object allows to equip a first type of virtual item and a second type of virtual item at the same time, and accordingly, the terminal displays the first type of virtual item in the first virtual item equipping area and displays the second type of virtual item in the second virtual item equipping area.
After the first skill component is equipped, the virtual object allows two virtual props of the first type to be equipped simultaneously, and correspondingly, the terminal displays the virtual props of the first type in the first virtual prop equipment area and displays the virtual props of the first type in the second virtual prop equipment area.
In one possible implementation manner, in response to receiving a trigger operation on a first virtual item equipment area, a terminal displays a first virtual item equipment interface corresponding to the first virtual item equipment area, and displays a first type of virtual item in the first virtual item equipment interface; and in response to receiving the triggering operation of the second virtual item equipment area, the terminal displays a second virtual item equipment interface corresponding to the second virtual item equipment area, and displays the virtual item of the first type in the second virtual item equipment interface.
Illustratively, as shown in FIG. 6, upon receiving a click operation on primary weapons equipment area 62, the terminal displays a primary weapons equipment interface 621, where primary weapon selection controls 622 are displayed for each primary weapon on primary weapons equipment interface 621. When a clicking operation on the secondary weapon equipment area 63 is received, the terminal displays a secondary weapon equipment interface 631, and since the virtual object is equipped with the first skill component 64, the primary weapon selection control 622 corresponding to each primary weapon is also displayed in the secondary weapon equipment interface 631, and the secondary weapon selection control corresponding to the secondary weapon is not displayed any more.
Step 504, responding to the selection operation of the first virtual item in the first virtual item equipment area and the selection operation of the second virtual item in the second virtual item equipment area, and equipment the first virtual item and the second virtual item for the first virtual object.
Since the first virtual item equipment area and the second virtual item equipment area both display the virtual item of the first type, the user can select and equip one virtual item of the first type in the two virtual item equipment areas.
Illustratively, as shown in fig. 6, during the setting of the primary weapon, the user selects the first primary weapon "XX rifle" by clicking primary weapon selection control 622 in primary weapon equipment area 62, and clicks primary weapon selection control 623 to complete primary weapon selection and arming; in the process of setting the secondary weapon, the user clicks the primary weapon selection control 622 in the secondary weapon equipment area 63 to select the second primary weapon "XX sniping gun", and clicks the secondary weapon equipment control 633 to complete secondary weapon selection and equipment.
In some embodiments, although two virtual props of the first type may be equipped at the same time, in order to avoid that the selection rate of a part of the virtual props is too high and that of a part of the virtual props is too low, the first virtual props and the second virtual props equipped at the same time by the virtual object need to satisfy a certain condition.
In one possible implementation, in order to avoid the user selecting two identical virtual props, the virtual prop equipping rule indicates that two virtual props equipped simultaneously are different virtual props.
Optionally, in response to a selection operation of a first virtual item in the first virtual item equipment area and a selection operation of a second virtual item in the second virtual item equipment area, where the first virtual item is different from the second virtual item, the first virtual item and the second virtual item are equipped for the first virtual object.
Optionally, after receiving a selection operation on the first virtual item in the first virtual item equipment area, the terminal sets the first virtual item displayed in the second virtual item equipment area to be in an unselected state, so as to prevent the user from selecting two identical virtual items at the same time.
In another possible implementation manner, in order to improve the richness of the types of the virtual items selected by the user, the virtual item equipping rule indicates that two virtual items equipped at the same time belong to different subtypes.
Optionally, when receiving a selection operation on a first virtual item in the first virtual item equipment area, the terminal acquires a first subtype to which the first virtual item belongs, where the first subtype belongs to the first type; when receiving a selection operation of a second virtual item in a second virtual item equipment area, the terminal acquires a second subtype to which the second virtual item belongs, wherein the second subtype belongs to the first type; if the first subtype is different from the second subtype, the terminal equips the first virtual object with a first virtual prop and a second virtual prop.
Optionally, after receiving a selection operation on a first virtual item in the first virtual item equipment area, the terminal sets a virtual item in a first subtype to which the first virtual item belongs in the second virtual item equipment area to an unselected state, so as to prevent the user from selecting two virtual items of the same subtype at the same time.
In an illustrative example, upon receiving a selection operation of "XX rifle" in a first virtual item equipment area, the terminal sets a master weapon belonging to the rifle subtype in a second virtual item equipment area to a non-selectable state.
Step 505, receiving a prop picking operation for a third virtual prop in the virtual environment.
The virtual object can use the virtual prop set at the starting stage of the game-play, and can be automatically generated by picking up and equipping a virtual environment in the game-play process, or the virtual prop dropped by other virtual objects.
In some embodiments, when a third virtual item exists in the virtual environment, the user controls the first virtual object to advance to the position of the third virtual item, and controls the first virtual object to pick up the third virtual item through item picking-up operation.
Optionally, the prop picking operation is a triggering operation on a picking control, or is automatically triggered when a distance between the first virtual object and the third virtual prop is smaller than a preset distance.
Step 506, the item type of the third virtual item is obtained.
In the related art, when receiving a prop pickup operation, a terminal controls a virtual object to pick up a prop and replaces the picked-up prop with a currently equipped prop. In this embodiment, since the virtual item equipping rule of the first virtual object changes, when picking up the virtual item, the terminal needs to determine whether to allow picking up and equipping the virtual item in the current state.
In a possible implementation manner, after receiving the item pickup operation, the terminal acquires an item type to which the third virtual item belongs, where the item type is the first type or the second type.
Step 507, in response to the item type of the third virtual item being the first type, controlling the first virtual object to pick up the third virtual item, where the picked up third virtual item is used to replace the first virtual item or the second virtual item.
When the prop type of the third virtual prop is the first type, the terminal determines that the third virtual prop can be picked up and equipped, so that the first virtual object is controlled to pick up the third virtual prop. Since the first virtual object is currently equipped with the first virtual item and the second virtual item, upon picking up the third virtual item, the currently equipped first or second virtual item will be replaced.
For the replacement rule of the virtual prop, in a possible implementation manner, the terminal controls the first virtual object to replace the currently used virtual prop with a third virtual prop, or the terminal controls the first virtual object to replace a default virtual prop (such as a second virtual prop) with the third virtual prop, or the terminal controls the first virtual object to replace a virtual prop belonging to the same prop type as the third virtual prop with the third virtual prop (such as replacing an equipped "XX rifle" with a picked-up "YY rifle").
In one possible embodiment, if the virtual object is equipped with a first skill component, the virtual object can only pick up a virtual prop of a first type, so when the prop type of a third virtual object is of a second type, the terminal does not respond to the prop pick-up operation.
In some special scenarios, for example, when the first virtual prop or the second virtual prop cannot be used continuously (for example, when the virtual prop is used up by ammunition), if the prop pickup operation for the third virtual object of the second type is not responded, it may be that the virtual object cannot be used for further performing the alignment, and therefore in another possible implementation, when the prop type of the third virtual prop belongs to the second type, the terminal needs to further determine whether to respond to the prop pickup operation according to the prop use state equipped with the virtual prop.
And step 508, responding to that the prop type of the third virtual prop belongs to the second type, and acquiring prop use states of the first virtual prop and the second virtual prop.
Optionally, the prop use state includes a use state and an unavailable state, where in the use state, the first virtual object may use the virtual prop to reduce the attribute value of the second virtual prop, and in the unavailable state, the first virtual object cannot use the virtual prop to reduce the attribute value of the second virtual prop.
In a possible implementation manner, when the first virtual prop and the second virtual prop are virtual weapons using virtual ammunition, the terminal acquires the number of the remaining ammunition of the first virtual prop and the second virtual prop, so that the prop using states of the first virtual prop and the second virtual prop are determined according to the number of the remaining ammunition. When the number of the remaining ammunition is larger than zero, the terminal determines that the virtual prop is in a usable state; when the number of remaining ammunition is less than zero, the terminal determines that the virtual prop is in an unusable state.
Of course, in addition to determining the use state of the item of the virtual item based on the number of remaining ammunition, in other possible embodiments, the terminal may also determine the use state of the item according to the damage degree and the durability of the virtual item, which is not limited in this embodiment.
Step 509, in response to the virtual item in the unavailable state included in the first virtual item and the second virtual item, controlling the first virtual object to pick up a third virtual item, where the third virtual item is used to replace the virtual item in the unavailable state.
When the virtual prop in the unavailable state exists, in order to enable the first virtual object to continue fighting, the terminal controls the first virtual object to pick up the third virtual prop and replaces the virtual prop in the unavailable state with the third virtual prop.
In an illustrative example, when a property pickup operation for a third virtual property "xx pistol" is received, since the property type of the "xx pistol" is the second type, the terminal acquires the remaining ammunition amount of the first virtual property "xx rifle" and the second virtual property "xx sniper gun". Since the number of remaining ammunition of the second virtual item "xx sniping gun" is 0, the terminal controls the first virtual object to pick up the "xx" pistol and replace the "xx sniping gun".
It should be noted that, if a prop pickup operation on the fourth virtual prop is subsequently received and the prop type of the fourth virtual prop is the first type, the terminal controls the first virtual object to pick up the fourth virtual prop and replace the third virtual prop.
And step 510, in response to that the first virtual item and the second virtual item do not contain the virtual item in the unusable state, stopping responding to item pickup operation.
When the first virtual prop and the second virtual prop are both in the usable state, the terminal does not respond to the prop picking operation, namely the first virtual object is not controlled to pick the third virtual prop.
In some embodiments, when the first virtual item and the second virtual item are both in the usable state, and the number of times of receiving item pickup operations on the third virtual object reaches a threshold number of times (for example, 3 times), the terminal responds to the item pickup operations.
In this embodiment, after the first virtual object is equipped with the first skill component, the second type virtual item originally displayed in the second virtual item equipment area is replaced by the first type virtual item, so that the first virtual object can be equipped with two first type virtual items at the same time.
In addition, in this embodiment, when receiving a prop pickup operation on a third virtual prop in the course of a match, the terminal detects the prop type of the third virtual prop, and when the prop type of the third virtual prop is a second type, further determines whether to pick up the third virtual prop according to the prop use state equipped with the virtual prop, thereby avoiding that the first or second virtual prop is replaced by the third virtual prop due to a user misoperation.
In the above embodiments, the first skill component is further configured to change the virtual item usage rule of the virtual object, in order to further improve the efficiency of using the virtual item in the game process, in addition to changing the virtual item equipment rule, so that the first virtual object can be equipped with two virtual items of the first type at the same time.
Optionally, before the first skill component is equipped, the virtual props are switched according to prop switching operation, and after the first skill component is equipped (after the usage rule of the virtual props is changed), if the currently used virtual props are in an unusable state, the terminal automatically controls the virtual object to switch to use other virtual props in a usable state, and the user does not need to manually trigger through prop switching operation.
In a possible implementation manner, after a first virtual prop and a second virtual prop are equipped for a first virtual object, in response to receiving a prop use operation on the first virtual prop and the first virtual prop is in an unavailable state, the first virtual object is controlled to automatically switch to use the second virtual prop; or the like, or, alternatively,
and responding to the prop using operation of the second virtual prop, and controlling the second virtual object to automatically switch to use the first virtual prop by the terminal when the second virtual prop is in an unavailable state.
The method for determining the use state of the prop of the virtual prop may refer to the above embodiments, and this embodiment is not described herein again.
Schematically, as shown in fig. 7, the virtual object is equipped with a virtual rifle 72 and a virtual sniper gun 73, and the virtual rifle 72 is the virtual weapon currently in use. The user may control the virtual object to attack using a virtual weapon by clicking on the shoot control 74 in the game interface 71. When the clicking operation on the shooting control 74 is received, the remaining ammunition amount of the virtual rifle 72 is 0 (namely, the virtual rifle is in an unusable state), and the remaining ammunition amount of the virtual sniper gun 73 is 40 (namely, the virtual sniper gun is in an unusable state), so that the terminal controls the virtual object to automatically switch the currently used virtual weapon to the virtual sniper gun 73, and the user does not need to click the virtual prop switching control to manually switch.
In this embodiment, after the virtual object is equipped with the first skill component, the terminal automatically controls the virtual object to be currently used by adjusting the usage rule of the virtual prop, and the virtual prop in the unusable state is replaced by another equipped virtual prop, so that the virtual object can use another virtual prop in time, the user does not need to manually switch the virtual prop, and the switching efficiency of the virtual prop is improved.
In the above embodiments, the first skill component is used to change the rule of equipping the virtual item, and in some embodiments, the first skill component is also used to increase the initial number of equipping the specific type of virtual item.
In one possible embodiment, the terminal equips the first virtual object with a second number of throwing-class virtual objects when receiving throwing-object equipping operations on the first virtual object without equipping the first skill assembly. And in the case of being equipped with the first skill set, when receiving a throwing prop equipment operation on the first virtual object, the terminal equips the first virtual object with a first number of throwing-like virtual props, wherein the first number is greater than the second number.
The throwing type prop comprises a virtual grenade, a virtual smoke bomb, a virtual flash bomb, a virtual shock bomb and the like, is used in a throwing mode and is used for changing the prop of a second virtual object attribute value in a preset range of a throwing falling point, and the specific type of the throwing type prop is not limited in the embodiment of the application.
Schematically, as shown in fig. 8, the first virtual object is equipped with a throwing-type weapon 83 in addition to a first main weapon 81 "xx rifle" and a second main weapon 82 "xx sniper gun". The number of throwing-type weapons 83 usable by the first virtual object after entering the game is 1 in the case where the first skill set is not equipped, and the number of throwing-type weapons 83 usable by the first virtual object after entering the game is 2 in the case where the first skill set is equipped. In fig. 8, the number of projectile weapons 83 is 2 on the periphery of the upper layer projectile control 85 of the game interface 84.
In some embodiments, when the throwing type prop is used in the course of a game, the terminal sends a throwing request to the server, the server checks whether the number of the throwing type props owned by the first virtual object is greater than 1, if so, the throwing permission message is fed back to the terminal, and the number of the throwing type props owned by the first virtual object is reduced by one.
In some embodiments, the skill component that the virtual object can implement may include, in addition to the first skill component for changing the virtual item implementation rule, a skill component for other functions, such as a skill component for increasing the moving speed of the virtual object, a skill component for increasing the attribute value of the virtual object, a skill component for increasing the recovery rate of the attribute value of the virtual object, and the like. In order to improve the accuracy of the opportunity of equipping the first skill component with the virtual object, in one possible implementation mode, before equipping the first skill component with the first virtual object, the terminal acquires skill component equipment information of a second virtual object in the game. Wherein the skill component equipment information includes component information of a skill component equipped by the second virtual object.
Further, when the skill component equipment information indicates that the second virtual object is equipped with the second skill component, the terminal displays a first skill component equipment prompt to prompt the user to equip the first skill component for the first virtual object, and the disadvantage of being in the initial state of the game, namely the game, due to the fact that the first skill component is not equipped is avoided. Wherein the second skill component is configured to increase the value of the attribute of the second virtual object, for example, the second skill component is configured to increase the value of the defense or the value of the life of the second virtual object.
Correspondingly, skill component equipment information generated when the first virtual object is equipped with the first skill component is also sent to a terminal corresponding to the second virtual object.
Optionally, in the preparation stage of the bureau, the terminal corresponding to each virtual object of the bureau sends the skill component equipment information of the virtual object to the server, the server forwards the skill component equipment information to each terminal, and the terminal determines whether to prompt according to the skill component equipment information.
In other possible implementation manners, the terminal acquires friend skill component equipment information of other virtual objects belonging to the same formation with the first virtual object, so that skill component equipment recommendation is performed according to the friend skill component equipment information, and the equipment rationality of the skill components in the same formation is improved.
In this embodiment, the terminal obtains skill component equipment information of the second virtual object in the enemy camp, so that when the second virtual object is identified to be equipped with a skill component for increasing the attribute value of the virtual object, a prompt for equipping the first skill component is given, and the accuracy of the opportunity for equipping the first skill component by the virtual object is improved.
In connection with the above embodiments, in an illustrative example, the prop equipment and usage process of the virtual object are shown in fig. 9.
Step 901, equip the virtual equipment with a first skill component.
And step 902, judging whether to enter a virtual item equipment interface.
Step 903, equips the virtual object with two primary virtual props (such as primary weapons) and two throw-type props.
Step 904, whether ammunition of the primary virtual item in the primary weapon bar is consumed.
Step 905, controlling the virtual object to automatically switch to use the primary virtual item in the secondary weapon bar.
Step 906, using the throw-type prop.
Step 907, the number of the throwing type props is updated to 1.
Step 908, whether to continue using the throw-type prop.
Step 909 cancels the display of the throw property bar.
Step 910, rejoining the current game after the virtual object is defeated.
Step 911, the virtual props and the throwing props are restored to the initial state (i.e. two main virtual props and two throwing props are newly equipped).
Fig. 10 is a block diagram of a prop equipment apparatus of a virtual object according to an exemplary embodiment of the present application, where the apparatus includes:
a component equipping module 1001, which is used for responding to the selection operation of a first skill component in at least one skill component, and equipping the first skill component for a first virtual object, wherein the first skill component is used for changing the virtual prop equipping rule of the virtual object;
a prop display module 1002, configured to display at least one virtual prop in response to a prop equipment operation on the first virtual object, where the virtual prop is used to change an attribute value of a second virtual object;
a prop equipment module 1003, configured to, in response to a selection operation on a first virtual prop and a second virtual prop in at least one piece of virtual prop, equipment the first virtual prop and the second virtual prop for the first virtual object, where the first virtual prop and the second virtual prop are virtual props that are not allowed to be equipped at the same time before the first skill component is equipped.
Optionally, the prop display module 1002 includes:
a screen display unit, configured to display a virtual item equipment screen in response to the item equipment operation of the first virtual object, where the virtual item equipment screen includes at least two virtual item equipment areas;
the property display unit is used for displaying at least one virtual property belonging to a first type in a first virtual property equipment area and displaying at least one virtual property belonging to the first type in a second virtual property equipment area, wherein the second virtual property equipment area is used for displaying a virtual property belonging to a second type before the first skill component is equipped, and the property power of the virtual property of the second type is smaller than that of the virtual property of the first type;
the prop equipment module 1003 is configured to:
and responding to the selection operation of the first virtual item in the first virtual item equipment area and the selection operation of the second virtual item in the second virtual item equipment area, and equipping the first virtual object with the first virtual item and the second virtual item.
Optionally, the prop equipment module 1003 is configured to:
in response to a selection operation of the first virtual item in the first virtual item equipment area and a selection operation of the second virtual item in the second virtual item equipment area, the first virtual item being different from the second virtual item, equipment the first virtual item and the second virtual item for the first virtual object.
Optionally, the prop equipment module 1003 is configured to:
the equipping the first virtual object with the first virtual item and the second virtual item in response to the selection operation of the first virtual item in the first virtual item equipment area and the selection operation of the second virtual item in the second virtual item equipment area includes:
in response to a selection operation of the first virtual item in the first virtual item equipment area, acquiring a first subtype to which the first virtual item belongs, wherein the first subtype belongs to the first type;
responding to the selection operation of the second virtual item in the second virtual item equipment area, and acquiring a second subtype of the second virtual item, wherein the second subtype belongs to the first type;
in response to the first subtype being different from the second subtype, equipping the first virtual object with the first virtual prop and the second virtual prop.
Optionally, the apparatus further comprises:
a picking operation receiving module for receiving a prop picking operation of a third virtual prop in the virtual environment;
the prop type acquisition module is used for acquiring the prop type of the third virtual prop;
a picking module, configured to control the first virtual object to pick up the third virtual item in response to the item type of the third virtual item being the first type, where the picked up third virtual item is used to replace the first virtual item or the second virtual item.
Optionally, the apparatus further comprises:
a use state obtaining module, configured to obtain a use state of the prop of the first virtual prop and the second virtual prop in response to that a prop type of the third virtual prop belongs to the second type;
the picking module is used for responding to a virtual item in an unavailable state in the first virtual item and the second virtual item, and controlling the first virtual object to pick up the third virtual item, wherein the picked up third virtual item is used for replacing the virtual item in the unavailable state;
and the stopping and picking module is used for stopping responding to the item picking operation in response to that the first virtual item and the second virtual item do not contain the virtual item in the unusable state.
Optionally, the apparatus further comprises:
a throwing prop equipment module, configured to equip the first virtual object with a first number of throwing-like virtual props in response to throwing prop equipment operation on the first virtual object, where the throwing-like virtual props are used to change attribute values of the second virtual object within a predetermined range at a throwing drop point, where the first virtual object is equipped with a second number of throwing-like virtual props before the first skill assembly is equipped, and the first number is greater than the second number.
Optionally, the first skill component is further configured to change a virtual item usage rule of the virtual object;
the device further comprises:
the automatic switching module is used for responding to the prop using operation of the first virtual prop, controlling the first virtual object to automatically switch to use the second virtual prop when the first virtual prop is in an unavailable state; or, in response to the prop use operation of the second virtual prop and the second virtual prop is in an unavailable state, controlling the second virtual object to automatically switch to use the first virtual prop;
and switching between the virtual props before equipping the first skill assembly according to prop switching operation.
Optionally, the apparatus further comprises:
the information acquisition module is used for acquiring skill assembly equipment information of the second virtual object;
a prompt module for displaying a first skill component equipment prompt in response to the skill component equipment information indicating that the second virtual object is equipped with a second skill component, the second skill component for increasing the attribute value of the second virtual object.
To sum up, in the embodiment of the present application, by introducing the skill component for changing the virtual property equipment rule, after the virtual object is equipped with the skill component, the virtual object can be equipped with the virtual property that is not allowed to be equipped simultaneously under the original virtual property equipment rule, for example, under the original virtual property equipment rule, the virtual object only allows one main virtual property and one auxiliary virtual property to be equipped, and after the skill component is equipped, the virtual object can be equipped with two main virtual properties simultaneously, thereby improving the utilization rate of the virtual property after being equipped, promoting the virtual object to fight with the virtual property, realizing the control of the time length of a single office, and further reducing the processing pressure of the server.
Referring to fig. 11, a block diagram of a terminal 1400 according to an exemplary embodiment of the present application is shown. The terminal 1400 may be a portable mobile terminal such as: the mobile phone comprises a smart phone, a tablet computer, a motion Picture Experts Group Audio Layer 3 (MP 3) player and a motion Picture Experts Group Audio Layer 4 (MP 4) player. Terminal 1400 can also be referred to by other names such as user equipment, portable terminal, and the like.
In general, terminal 1400 includes: a processor 1401, and a memory 1402.
Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1401 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1401 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a Graphics Processing Unit (GPU) which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, processor 1401 may also include an Artificial Intelligence (AI) processor for processing computing operations related to machine learning.
Memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1402 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1402 is used to store at least one instruction for execution by processor 1401 to implement a method provided by embodiments of the present application.
In some embodiments, terminal 1400 may further optionally include: a peripheral device interface 1403 and at least one peripheral device. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1404, a touch display 1405, a camera assembly 1406, audio circuitry 1407, a positioning assembly 1408, and a power supply 1409.
The peripheral device interface 1403 may be used to connect at least one Input/Output (I/O) related peripheral device to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, memory 1402, and peripheral interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1404 is used for receiving and transmitting Radio Frequency (RF) signals, also called electromagnetic signals. The radio frequency circuitry 1404 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1404 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1404 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or Wireless Fidelity (WiFi) networks. In some embodiments, the rf circuitry 1404 may also include Near Field Communication (NFC) related circuitry, which is not limited in this application.
The touch display 1405 is used to display a UI. The UI may include graphics, text, icons, video, and any combination thereof. The touch display 1405 also has the ability to capture touch signals at or above the surface of the touch display 1405. The touch signal may be input to the processor 1401 for processing as a control signal. The touch display 1405 is used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, the touch display 1405 may be one, providing the front panel of the terminal 1400; in other embodiments, the touch display 1405 can be at least two, respectively disposed on different surfaces of the terminal 1400 or in a folded design; in still other embodiments, touch display 1405 can be a flexible display disposed on a curved surface or on a folded surface of terminal 1400. Even the touch display 1405 can be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The touch Display 1405 can be made of Liquid Crystal Display (LCD), Organic Light-Emitting Diode (OLED), or the like.
The camera assembly 1406 is used to capture images or video. Optionally, camera assembly 1406 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a Virtual Reality (VR) shooting function. In some embodiments, camera assembly 1406 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
Audio circuit 1407 is operative to provide an audio interface between the user and terminal 1400. The audio circuit 1407 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1401 for processing or inputting the electric signals to the radio frequency circuit 1404 to realize voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of terminal 1400. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is then used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuit 1407 may also include a headphone jack.
The positioning component 1408 serves to locate the current geographic position of the terminal 1400 for navigation or Location Based Service (LBS). The Positioning component 1408 may be a Positioning component based on the Global Positioning System (GPS) of the united states, the beidou System of china, or the galileo System of russia.
Power supply 1409 is used to power the various components of terminal 1400. The power source 1409 may be alternating current, direct current, disposable or rechargeable. When the power source 1409 comprises a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 1400 also includes one or more sensors 1410. The one or more sensors 1410 include, but are not limited to: acceleration sensor 1411, gyroscope sensor 1412, pressure sensor 1413, fingerprint sensor 1414, optical sensor 1415, and proximity sensor 1416.
The acceleration sensor 1411 may detect the magnitude of acceleration on three coordinate axes of a coordinate system established with the terminal 1400. For example, the acceleration sensor 1411 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1401 can control the touch display 1405 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1411. The acceleration sensor 1411 may also be used for the acquisition of motion data of a game or a user.
The gyro sensor 1412 may detect a body direction and a rotation angle of the terminal 1400, and the gyro sensor 1412 and the acceleration sensor 1411 may cooperate to collect a 3D motion of the user on the terminal 1400. The processor 1401 can realize the following functions according to the data collected by the gyro sensor 1412: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensors 1413 may be disposed on the side bezel of terminal 1400 and/or underlying touch display 1405. When the pressure sensor 1413 is disposed at the side frame of the terminal 1400, a user's holding signal of the terminal 1400 can be detected, and left-right hand recognition or shortcut operation can be performed according to the holding signal. When the pressure sensor 1413 is disposed at the lower layer of the touch display screen 1405, it is possible to control an operability control on the UI interface according to a pressure operation of the user on the touch display screen 1405. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1414 is used for collecting a fingerprint of a user to identify the identity of the user based on the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, processor 1401 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. Fingerprint sensor 1414 may be disposed on the front, back, or side of terminal 1400. When a physical key or vendor Logo (Logo) is provided on the terminal 1400, the fingerprint sensor 1414 may be integrated with the physical key or vendor Logo.
The optical sensor 1415 is used to collect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of touch display 1405 based on the ambient light intensity collected by optical sensor 1415. Specifically, when the ambient light intensity is high, the display luminance of the touch display 1405 is increased; when the ambient light intensity is low, the display brightness of the touch display 1405 is turned down. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the intensity of the ambient light collected by the optical sensor 1415.
Proximity sensors 1416, also known as distance sensors, are typically disposed on the front face of terminal 1400. The proximity sensor 1416 is used to collect the distance between the user and the front surface of the terminal 1400. In one embodiment, when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually decreased, processor 1401 controls touch display 1405 to switch from a bright screen state to a dark screen state; when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually increasing, processor 1401 controls touch display 1405 to switch from a breath-screen state to a bright-screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 11 does not constitute a limitation of terminal 1400, and may include more or fewer components than those shown, or may combine certain components, or may employ a different arrangement of components.
The embodiment of the present application further provides a computer-readable storage medium, where at least one instruction is stored, and the at least one instruction is loaded and executed by the processor to implement the prop equipment method for a virtual object according to the above embodiments.
According to an aspect of the application, a computer program product or computer program is provided, comprising computer instructions, the computer instructions being stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the prop equipment method of the virtual object provided in the various optional implementation modes of the above aspects.
Those skilled in the art will recognize that, in one or more of the examples described above, the functions described in the embodiments of the present application may be implemented in hardware, software, firmware, or any combination thereof. When implemented in software, the functions may be stored on or transmitted over as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (12)

1. A method for equipping props of virtual objects is applied to a virtual environment, the virtual environment comprises a first virtual object and a second virtual object, the first virtual object and the second virtual object belong to different campuses, and the method comprises the following steps:
in response to a selection operation of a first skill component of the at least one skill component, equipping the first virtual object with the first skill component, the first skill component being used for changing a virtual prop equipping rule of the virtual object;
in response to a prop equipment operation on the first virtual object, displaying at least one piece of virtual prop, wherein the virtual prop is used for changing the attribute value of the second virtual object;
in response to selection operation of a first virtual prop and a second virtual prop of at least one piece of the virtual props, equipping the first virtual object with the first virtual prop and the second virtual prop, wherein the first virtual prop and the second virtual prop are virtual props that are not allowed to be equipped simultaneously before equipping the first skill assembly.
2. The method of claim 1, wherein said displaying at least one piece of virtual prop in response to a prop equipment operation on said first virtual object comprises:
responding to the item equipment operation of the first virtual object, and displaying a virtual item equipment picture, wherein the virtual item equipment picture comprises at least two virtual item equipment areas;
displaying at least one virtual prop belonging to a first type in a first virtual prop equipment area, and displaying at least one virtual prop belonging to the first type in a second virtual prop equipment area, wherein the second virtual prop equipment area is used for displaying a virtual prop belonging to a second type before the first skill component is equipped, and the prop power of the virtual prop of the second type is smaller than that of the virtual prop of the first type;
said equipping said first virtual object with a first virtual item and a second virtual item in response to a selection operation of said first virtual item and said second virtual item of said at least one item of virtual item, comprising:
and responding to the selection operation of the first virtual item in the first virtual item equipment area and the selection operation of the second virtual item in the second virtual item equipment area, and equipping the first virtual object with the first virtual item and the second virtual item.
3. The method of claim 2, wherein said equipping the first virtual object with the first virtual item and the second virtual item in response to a selection operation of the first virtual item in the first virtual item equipment area and a selection operation of the second virtual item in the second virtual item equipment area comprises:
in response to a selection operation of the first virtual item in the first virtual item equipment area and a selection operation of the second virtual item in the second virtual item equipment area, the first virtual item being different from the second virtual item, equipment the first virtual item and the second virtual item for the first virtual object.
4. The method of claim 2, wherein said equipping the first virtual object with the first virtual item and the second virtual item in response to a selection operation of the first virtual item in the first virtual item equipment area and a selection operation of the second virtual item in the second virtual item equipment area comprises:
in response to a selection operation of the first virtual item in the first virtual item equipment area, acquiring a first subtype to which the first virtual item belongs, wherein the first subtype belongs to the first type;
responding to the selection operation of the second virtual item in the second virtual item equipment area, and acquiring a second subtype of the second virtual item, wherein the second subtype belongs to the first type;
in response to the first subtype being different from the second subtype, equipping the first virtual object with the first virtual prop and the second virtual prop.
5. The method of claim 2, wherein after equipping the first virtual object with the first virtual prop and the second virtual prop, the method further comprises:
receiving a prop pickup operation on a third virtual prop in the virtual environment;
acquiring the prop type of the third virtual prop;
and in response to the prop type of the third virtual prop being the first type, controlling the first virtual object to pick up the third virtual prop, wherein the picked up third virtual prop is used for replacing the first virtual prop or the second virtual prop.
6. The method of claim 5, wherein after obtaining the type of prop to which the third virtual prop belongs, the method further comprises:
responding to the fact that the prop type of the third virtual prop belongs to the second type, and obtaining prop using states of the first virtual prop and the second virtual prop;
in response to the first virtual prop and the second virtual prop containing the virtual prop in the unavailable state, controlling the first virtual object to pick up the third virtual prop, wherein the picked up third virtual prop is used for replacing the virtual prop in the unavailable state;
and stopping responding to the item picking operation in response to the fact that the first virtual item and the second virtual item do not contain the virtual item in the unusable state.
7. The method of any of claims 1 to 6, wherein after equipping the first virtual object with the first skill component, the method further comprises:
in response to a throwing-type virtual prop equipping operation on the first virtual object, equipping the first virtual object with a first number of throwing-type virtual props for changing attribute values of the second virtual object within a predetermined range at a throwing falling point, wherein the first virtual object is equipped with a second number of throwing-type virtual props before equipping the first skill assembly, and the first number is larger than the second number.
8. The method of any one of claims 1 to 6, wherein the first skill component is further operable to change the virtual item usage rules of the virtual object;
after said equipping the first virtual object with the first virtual prop and the second virtual prop, the method further comprises:
responding to the prop using operation of the first virtual prop, and controlling the first virtual object to automatically switch to use the second virtual prop when the first virtual prop is in an unavailable state;
or the like, or, alternatively,
responding to the prop using operation of the second virtual prop, and controlling the second virtual object to automatically switch to use the first virtual prop when the second virtual prop is in an unavailable state;
and switching between the virtual props before equipping the first skill assembly according to prop switching operation.
9. The method according to any one of claims 1 to 6, wherein prior to equipping the first virtual object with a first skill component in response to the operation of selecting the first skill component of the at least one skill component, the method further comprises:
acquiring skill component equipment information of the second virtual object;
in response to the skill component equipment information indicating that the second virtual object is equipped with a second skill component, displaying a first skill component equipment prompt, the second skill component for increasing an attribute value of the second virtual object.
10. A prop arming apparatus for a virtual object, the apparatus comprising:
the component equipment module is used for responding to the selection operation of a first skill component in the at least one skill component, and equipping the first skill component for the first virtual object, wherein the first skill component is used for changing the virtual prop equipment rule of the virtual object;
the item display module is used for responding to item equipment operation of the first virtual object and displaying at least one item of virtual item, and the virtual item is used for changing the attribute value of a second virtual object;
and the prop equipment module is used for responding to the selection operation of a first virtual prop and a second virtual prop in at least one piece of virtual prop, and equipment the first virtual prop and the second virtual prop for the first virtual object, wherein the first virtual prop and the second virtual prop are virtual props which are not allowed to be equipped at the same time before the first skill component is equipped.
11. A terminal, characterized in that it comprises a processor and a memory, in which at least one instruction, at least one program, a set of codes or a set of instructions is stored, which is loaded and executed by the processor to implement the method of prop arming of a virtual object according to any one of claims 1 to 9.
12. A computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of prop arming a virtual object according to any one of claims 1 to 9.
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