CN113117342A - Method, device, equipment and storage medium for processing virtual props in game - Google Patents

Method, device, equipment and storage medium for processing virtual props in game Download PDF

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Publication number
CN113117342A
CN113117342A CN202110432083.1A CN202110432083A CN113117342A CN 113117342 A CN113117342 A CN 113117342A CN 202110432083 A CN202110432083 A CN 202110432083A CN 113117342 A CN113117342 A CN 113117342A
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China
Prior art keywords
virtual
game
preset
prop
virtual object
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CN202110432083.1A
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Chinese (zh)
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翁太耀
刘松果
焦黎云
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110432083.1A priority Critical patent/CN113117342A/en
Publication of CN113117342A publication Critical patent/CN113117342A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/85Providing additional services to players

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application provides a method, a device, equipment and a storage medium for processing a virtual item in a game, and relates to the technical field of computers. The method comprises the following steps: responding to the virtual object in the game in a designated state, and determining that the game play in which the virtual object participates has the preset virtual prop which is not picked up; and pushing the preset virtual item to the game account number associated with the virtual object through a recycling medium. By applying the embodiment of the application, the workload of managers can be reduced, and the game experience of players can be improved.

Description

Method, device, equipment and storage medium for processing virtual props in game
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for processing a virtual item in a game.
Background
With the rapid development of computer technology and internet technology, various network games are emerging. In the network game, a player can complete a certain task by controlling a virtual object, wherein a virtual item carried by the virtual object is an important legal instrument for completing the task. Virtual items are very valuable "property" to players.
At present, if a valuable virtual item is lost by a virtual object controlled by a player in a game process, the player can feed back the condition that the virtual item is lost to a manager, and the manager judges whether the lost virtual item is returned to the player by searching a log generated in the game process.
However, returning the virtual items lost by the player in the prior art not only increases the workload of the administrator, but also reduces the game experience of the player.
Disclosure of Invention
An object of the present application is to provide a method, an apparatus, a device and a storage medium for processing a virtual item in a game, which can not only reduce workload of a manager, but also improve game experience of a player.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides a method for processing a virtual item in a game, where the method includes:
responding to the fact that a virtual object in a game is in a designated state, and determining that the game play in which the virtual object participates has a preset virtual item which is not picked up;
and pushing the preset virtual item to the game account number associated with the virtual object through a recycling medium.
Optionally, the determining that there is a preset virtual item that is not picked up in the game play in which the virtual object participates includes:
acquiring feature information of virtual props which are not picked up in the game play;
and determining the virtual prop with the characteristic information meeting a first preset condition as the preset virtual prop.
Optionally, the pushing the preset virtual item to the game account associated with the virtual object through a recycling medium includes:
determining characteristic information of the preset virtual prop, wherein the characteristic information is used for representing the precious degree of the virtual prop;
and if the characteristic information of the preset virtual prop meets a second preset condition, pushing the preset virtual prop to a game account number associated with the virtual object through a recycling medium.
Optionally, the designated state includes an offline state, an away from the game play state.
Optionally, the determining that there is a preset virtual item that is not picked up in the game play in which the virtual object participates includes:
and if the virtual object is in the preset time period before the appointed state and is in the confrontation with the opponent in the game play, and the opponent has the virtual prop falling off in the confrontation process, determining that the unmapped preset virtual prop exists in the game play participated by the virtual object.
Optionally, the determining that there is a preset virtual item that is not picked up in the game play in which the virtual object participates includes:
judging whether the duration from the time when the virtual prop of the opponent in the game play falls to the time when the virtual object is in the specified state meets a first retrieving condition or not;
and if so, determining that the un-picked preset virtual prop exists in the game play of the virtual object.
Optionally, the determining the feature information of the preset virtual item includes:
determining the characteristic information of the preset virtual prop according to the prop parameter of the preset virtual prop and the mapping relation between the prop parameter and the characteristic information, wherein the prop parameter comprises: a quality parameter, and/or a type parameter.
Optionally, before determining the feature information of the preset virtual item according to the item parameter of the preset virtual item and the mapping relationship between the item parameter and the feature information, the method further includes:
receiving prop configuration information, and establishing a mapping relation between the prop parameters and the characteristic information.
Optionally, after the preset virtual item is pushed to the game account associated with the virtual object through a recycling medium, the method further includes:
and establishing and storing an association relation between the preset virtual prop and the game account number associated with the virtual object.
Optionally, the establishing and storing an association relationship between the preset virtual item and the game account number associated with the virtual object includes:
and after receiving the confirmation instruction in a fourth preset time period after the preset virtual item is pushed, establishing and storing an association relationship between the preset virtual item and the game account number associated with the virtual object.
Optionally, the method further comprises:
and pushing prompt information to the game account number associated with the virtual object, wherein the prompt information is used for prompting a player with the game account number to timely pick up the preset virtual item.
Optionally, after the prompt information is pushed to the game account associated with the virtual object, the method further includes:
receiving an operation instruction, and executing a target operation corresponding to the operation instruction, wherein the target operation comprises: and deleting the preset virtual prop, or storing the preset virtual prop.
Optionally, if the target operation is to store the preset virtual item, the method further includes:
and receiving a receiving instruction, and establishing and storing an association relation between the preset virtual prop and the game account number associated with the virtual object.
Optionally, the recovery medium comprises at least one of: mail, temporary backpack.
In a second aspect, an embodiment of the present application provides an apparatus for processing a virtual item in a game, where the apparatus includes:
the determining module is used for responding to the fact that the virtual object in the game is in the designated state, and determining that the un-picked preset virtual prop exists in the game play of the virtual object;
and the pushing module is used for pushing the preset virtual prop to the game account number associated with the virtual object through a recovery medium.
Optionally, the determining module is specifically configured to obtain feature information of a virtual item that is not picked up in the game play; and determining the virtual prop with the characteristic information meeting a first preset condition as the preset virtual prop.
Optionally, the pushing module is specifically configured to determine feature information of the preset virtual item, where the feature information is used to represent a precious degree of the virtual item; and if the characteristic information of the preset virtual prop meets a second preset condition, pushing the preset virtual prop to a game account number associated with the virtual object through a recycling medium.
Optionally, the designated state includes an offline state, an away from the game play state.
Optionally, the determining module is further specifically configured to determine that the game play in which the virtual object participates has the non-picked preset virtual item if the virtual object is in the preset time period before the designated state and the opponent in the game play competes with the opponent in the game play, and the opponent has the virtual item dropped during the competition process.
Optionally, the determining module is further specifically configured to determine whether a duration from a time when the virtual item of the opponent in the game play falls to a time when the virtual object is in the specified state meets a first retrieving condition; and if so, determining whether the game play of the virtual object has the preset virtual prop which is not picked up.
Optionally, the determining module is further specifically configured to determine the feature information of the preset virtual item according to the item parameter of the preset virtual item and a mapping relationship between the item parameter and the feature information, where the item parameter includes: a quality parameter, and/or a type parameter.
Optionally, the apparatus further comprises: and the establishing module is used for receiving the prop configuration information and establishing the mapping relation between the prop parameters and the characteristic information.
Optionally, the establishing module is further configured to establish and store an association relationship between the preset virtual item and the game account associated with the virtual object.
Optionally, the establishing module is further specifically configured to receive a confirmation instruction within a fourth preset time period after the preset virtual item is pushed, and establish and store an association relationship between the preset virtual item and the game account associated with the virtual object.
Optionally, the pushing module is further configured to push prompt information to a game account associated with the virtual object, where the prompt information is used to prompt a player with the game account to timely pick up the preset virtual item.
Optionally, the apparatus further includes a receiving module, configured to receive an operation instruction, and execute the operation instruction, where the target operation includes: and deleting the preset virtual prop, or storing the preset virtual prop.
Optionally, the receiving module is specifically configured to receive a pickup instruction, and establish and store an association relationship between the preset virtual item and the game account associated with the virtual object.
Optionally, the recovery medium comprises at least one of: mail, temporary backpack.
In a third aspect, an embodiment of the present application provides an electronic device, including: the electronic device comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the steps of the method for processing the virtual item in the game of the first aspect.
In a fourth aspect, the present application provides a storage medium, where a computer program is stored, and when being executed by a processor, the computer program performs the steps of the method for processing a virtual item in a game according to the first aspect.
The beneficial effect of this application is:
the method comprises the steps of responding to the fact that a virtual object in a game is in a designated state, and determining that an unhacked preset virtual item exists in a game match in which the virtual object participates; and pushing the preset virtual item to the game account number associated with the virtual object through a recycling medium. By adopting the method for processing the virtual item in the game provided by the embodiment of the application, when the virtual object is in the designated state, if the game server further judges that the non-picked preset virtual item exists, the game server can directly push the preset virtual item to the game account number associated with the virtual object. Therefore, the workload of the manager can be reduced, and the game experience of the player can be improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.
Fig. 1 is a schematic flow chart of a method for processing a virtual item in a game according to an embodiment of the present application;
fig. 2 is a schematic flow chart of another method for processing a virtual item in a game according to the embodiment of the present application;
fig. 3 is a schematic flowchart of a method for processing a virtual item in a game according to an embodiment of the present application;
fig. 4 is a schematic flowchart of a method for processing a virtual item in a game according to an embodiment of the present application;
fig. 5 is a schematic flow chart of another method for processing a virtual item in a game according to the embodiment of the present application;
fig. 6 is a schematic flow chart of a method for processing a virtual item in a game according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a device for processing a virtual item in a game according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
Fig. 1 is a schematic flow chart of a method for processing a virtual item in a game according to an embodiment of the present application. As shown in fig. 1, the method may include:
s101, responding to the fact that the virtual object in the game is in the designated state, and determining that the preset virtual prop which is not picked up exists in the game play of the virtual object.
The virtual object manipulated by the player may be a virtual character, a virtual animal, a virtual machine, or the like, which is not limited in the present application, and may be a virtual object manipulated by another player (a player character) or a non-player character in a game play.
In general, the battle games (such as shooting games) are mainly divided into two types, one is a pure single game, and in the game, each game is played independently and is not mutually coherent; the other type is a target game with pursuit and growth outside a single game, and the virtual prop obtained by a virtual object in a certain single game can be converted into the pursuit and growth outside the single game in various forms and be put into other subsequent single games. The embodiment of the present application mainly takes the second type of game scenario as an example for description, but it should be noted that the present application is applicable as long as other game scenarios have a game mechanism for actively returning the virtual item dropped by the virtual object to the game account associated with the player.
The game server performs data interaction with the terminal device through a network, and in the process of performing data interaction, the game server may be configured to monitor a state of the virtual object in the game process, and if the state of the virtual object in the game process is consistent with a preset specified state, the game server may perform subsequent operations in the specified state based on the virtual object, where the specified state may be set according to a preset game mechanism, and if the specified state may be an offline state, it should be noted that the present application does not limit the state.
After the game server determines the state of the virtual object in the game as a specified state, whether the virtual object has a preset virtual item which is not picked up in the process of competing with other virtual objects in the game can be judged. The preset virtual item which is not picked up may be an item (such as a helmet, a armor, and the like) which falls off from the virtual object itself in the battle process with other virtual objects, or an item which falls off from other virtual objects in the battle process with other virtual objects, and the application does not limit the item.
The preset virtual prop may be a target virtual prop determined according to the characteristics of the virtual prop and preset conditions, or a preset virtual prop serving as the target virtual prop, which is not limited in the present application. For example, in the case of a preset condition, the preset virtual item may be all virtual items in the game, or may be a part of virtual items in the game system, or some virtual items preset by the player, which is not limited in the present application. In an implementation embodiment, as long as the virtual object is in the designated state, the virtual item dropped in the game match may be the preset virtual item, or the game server may determine the virtual item as the preset virtual item after some judgment operations.
S102, pushing preset virtual props to the game account number associated with the virtual object through a recycling medium.
If the game play of the virtual object does not have the preset virtual item which is not picked up, the game server does not need to push the virtual item dropped in the game play to the game account number associated with the virtual object; if the game match in which the virtual object participates has the preset virtual item which is not picked up, the game server can send the preset virtual item to the game account number associated with the virtual object through a recycling medium, wherein the recycling medium can be a mail, a temporary backpack and the like, and the application does not limit the preset virtual item.
To sum up, according to the method for processing a virtual item in a game provided by the embodiment of the present application, when a virtual object is in an assigned state, if it is determined that a preset virtual item that is not picked up exists, the game server may directly push the preset virtual item to a game account associated with the virtual object. Therefore, the workload of the manager can be reduced, and the game experience of the player can be improved.
Fig. 2 is a schematic flow chart of another method for processing a virtual item in a game according to the embodiment of the present application. Optionally, as shown in fig. 2, the pushing the preset virtual item to the game account associated with the virtual object through the recycling medium includes:
s201, determining characteristic information of a preset virtual prop, wherein the characteristic information is used for representing the precious degree of the virtual prop.
If the number of the non-picked preset virtual props in the game play of the virtual object is multiple, the valuables of the preset virtual props are respectively determined. Specifically, the characteristic information of each preset virtual prop can be determined according to the attribute parameters of each preset virtual prop, and the attribute parameters of each preset virtual prop can be set according to a game mechanism.
In an implementation embodiment, the characteristic information of each preset virtual item is specifically a precious level of each preset virtual item, and the precious level of each preset virtual item may be determined according to one attribute parameter of the preset virtual item, or may be determined according to a plurality of attribute parameters of the preset virtual item, which is not limited in this application.
S202, if the characteristic information of the preset virtual prop meets a second preset condition, pushing the preset virtual prop to the game account number associated with the virtual object through a recycling medium.
The game server can match the characteristic information of each preset virtual item with a second preset condition respectively. Specifically, the value grade of each preset virtual item can be obtained according to the above description, and the preset condition may be that the value grade of the virtual item needs to be greater than the target value grade, and then the virtual item can be actively pushed to the player. After the matching processing, the game server can push the preset virtual item with the value grade larger than the target value grade to a game account number associated with a virtual object controlled by a player through a recycling medium.
In an implementation example, before determining whether the characteristic information of the preset virtual item satisfies the second preset condition, the determining that the unselected preset virtual item exists in the game pair in which the virtual object participates may include: acquiring the characteristic information of the virtual prop which is not picked up in the game play; and determining the virtual prop with the characteristic information meeting the first preset condition as a preset virtual prop.
When the virtual object and other virtual objects are in a game match, before the virtual object is in the designated state, a plurality of virtual props which are not picked up may exist in the game match, the game server may match the feature information of each virtual prop which is not picked up with the first preset condition, and the matched virtual prop which is not picked up may be used as a preset virtual prop. The feature information may include grade information, price information, rarity information, and the like, and the first preset condition may include only a condition of one feature or a condition of a plurality of features, which is not limited in the present application.
Optionally, the above-mentioned designated state may include an offline state and a state of leaving the game pair, where the state of leaving the game pair may include a state of a designated area in the game pair, or a state of leaving the game copy, and of course, a combination of at least two states may also be included, such as the state of leaving the game copy is in the offline state, it should be noted that the present application does not limit the state.
Optionally, the determining that the game play in which the virtual object participates has the preset virtual item which is not picked up includes: and if the virtual object is in the preset time period before the appointed state and is in the confrontation with the opponent in the game play, and the opponent has the virtual prop falling off in the confrontation process, determining that the unmapped preset virtual prop exists in the game play in which the virtual object participates.
Specifically, the following embodiments can be used to describe the cases of the virtual object being in the offline state, the designated area state in the game play, and the state of leaving the game copy respectively.
Fig. 3 is a schematic flow chart of another method for processing a virtual item in a game according to the embodiment of the present application. As shown in fig. 3, if the to-be-picked state is an offline state; the determining that the game pair in which the virtual object participates has the preset virtual item which is not picked up includes:
s301, judging whether the virtual object is in a first preset time period before the virtual object is in an off-line state to compete with an opponent in the game play, and whether the opponent has a virtual prop to drop in the competing process.
The game server may retrieve the state information of the virtual object in the game match before the virtual object is in the offline state, based on the time when the virtual object is in the offline state. Specifically, it may obtain confrontation data between the virtual object and another virtual object (opponent) in a first preset time period before the virtual object is in the offline state, obtain whether the virtual object in the game match is confronted with the opponent in the first preset time period according to the confrontation data, and if the virtual object is confronted with the opponent, continue to determine whether the opponent has a virtual prop to drop. It should be noted that the first preset time period may be set according to actual requirements, such as (5s-10s), and the application does not limit this.
S302, if the virtual object is in the first preset time period before the offline state and is in the confrontation with the opponent in the game play, and the opponent has the virtual prop falling off in the confrontation process, determining that the preset virtual prop which is not picked up exists in the game play in which the virtual object participates.
If the virtual object is in match with the opponent in the first preset time period and the opponent has the virtual prop to drop, the game server can judge that the dropped virtual prop comprises the preset virtual prop; if the game server judges that the virtual object does not compete with the opponent in the game play in the first preset time period before the virtual object leaves the state, or the game server competes with the opponent in the game play but does not drop the virtual item, the game server proves that no virtual item of the game account number associated with the virtual player needs to be pushed, that is, even if the virtual object competes with other virtual objects in other time periods in the game play, and other virtual objects drop the virtual item, the game server does not take the virtual item dropped in the time period as the preset virtual item.
In an implementation embodiment, the determination mechanism is specifically applicable to a strange game scene, and of course, the determination mechanism is also applicable to any other game scene in which an opponent has a virtual item falling during game play.
Fig. 4 is a schematic flow chart of a method for processing a virtual item in a game according to an embodiment of the present application. Alternatively, as shown in fig. 4, if the designated state is a state of a designated area located in the game match; the determining that the game pair in which the virtual object participates has the preset virtual item which is not picked up includes:
s401, whether the virtual object is located in a second preset time period before the appointed area in the game play and is in confrontation with an opponent in the game play is judged, and whether the opponent has a virtual prop to drop in the confrontation process is judged.
The specific scenario that the virtual object is located in the designated area of the game match may include a specific scenario that the virtual object is transferred back to the city due to a mistake operation (e.g., pressing a wrong function key, such as clicking a "go back to city" control), and thus the player does not have to pick up a dropped virtual item; the other is that the player forgets to pick up the dropped virtual item before returning the virtual object to the city in order to operate correctly. No matter which reason causes the virtual object to be located in the designated area of the game play, the game server takes the time when the virtual object is located in the designated area of the game play as a reference, and calls the state information of the virtual object in the game play before the virtual object is located in the designated area of the game play. It should be noted that the second preset time period may be set according to actual requirements, and the application does not limit the time period.
S402, if the virtual object is located in a second preset time period before the state of the designated area in the game play and is in a confrontation with an opponent in the game play, and the opponent has a virtual prop falling off in the confrontation process, determining that the game play participated by the virtual object has the preset virtual prop which is not picked up.
If the virtual object is in match with the opponent in the second preset time period, and the opponent has a virtual item to drop, the game server can send out the dropped virtual item including a preset virtual item; if the game server judges that the virtual object is located in a second preset time period before the designated area in the game play and does not compete with an opponent in the game play, or competes with the opponent in the game play but does not drop the virtual item, the game server proves that no virtual item needs to be pushed to the game account number associated with the virtual player, that is, even if the virtual object competes with other virtual objects in other time periods in the game play, and other virtual items drop, the game server takes the virtual item dropped in the time period as the preset virtual item.
Fig. 5 is a schematic flow chart of another method for processing a virtual item in a game according to the embodiment of the present application. Alternatively, as shown in FIG. 5, if the designated state is the away game copy state; the determining that the game pair in which the virtual object participates has the preset virtual item which is not picked up includes:
s501, judging whether the virtual object is confronted with an opponent in the game play in a third preset time period before the virtual object leaves the game copy, and whether the opponent has a virtual prop to drop in the confrontation process.
The embodiment is generally applicable to game scenes with specific playing methods, and games with such game scenes can be called copy games. Replica games typically include a plurality of specific game scenarios between which a jump can be made. For example, when the game object jumps from the specific game scene 1 to the specific game scene 2, the game server may call the state information of the virtual object in the game play before leaving the game play based on the time when the game object jumps from the specific game scene 1 to the specific game scene 2, specifically, may obtain the confrontation data between the virtual object and another virtual object (opponent) in a third preset time period before leaving the game play, and according to the confrontation data, may obtain whether the virtual object in the game play is confronted with the opponent in the third preset time period, and if confrontation with the opponent is performed, then continuously determine whether the opponent has a virtual item to drop. It should be noted that the third preset time period may be set according to actual requirements, and the first preset time period, the second preset time period, and the third preset time period mentioned above may be the same or different, and the application does not limit the same.
S502, if the virtual object is in the third preset time period before leaving the game copy state to play against the opponent in the game play, and the opponent has the virtual item falling off in the playing process, determining that the preset virtual item which is not picked up exists in the game play in which the virtual object participates.
If the virtual object is in match with the opponent in the third time period and the opponent has the virtual prop falling off, the game server can judge that the falling virtual prop comprises the preset virtual prop; if the game server judges that the virtual object does not compete with the opponent in the game play in the third preset time period before leaving the game copy, or the game server competes with the opponent in the game play but does not drop the virtual item, it proves that no virtual item of the game account number associated with the virtual player needs to be pushed, that is, even if the virtual object competes with other virtual objects in other time periods in the game play, and other virtual objects drop the virtual item, the game server does not take the virtual item dropped in the time period as the preset virtual item.
Optionally, all of the above mentioned are whether the opponent has a virtual item dropped, in another practical embodiment, the game server may determine whether the virtual object is confronted with the opponent in the game pair within a preset time period before the above mentioned three designated states, respectively, and whether the virtual object has a virtual item dropped during the confrontation; if the virtual object has the virtual prop falling off, judging whether the falling virtual prop is picked up by other virtual objects; if the virtual object is not picked up by other virtual objects, the game play of the virtual object is determined to have the preset virtual prop which is not picked up.
The virtual object with the virtual prop drop mentioned above may include a scenario, for example, when the virtual object is defeated by other virtual objects, the virtual prop carried by the virtual object will drop, or the virtual object may drop a virtual prop which is not valuable to the game in the field due to the space for placing the virtual prop container, so as to carry the picked virtual prop. These dropped virtual items may be pushed by the game server into the game account associated with the virtual object when not picked up by other virtual objects.
Based on fig. 3-5, there may be two situations where the virtual item dropped by the opponent is not picked up by the virtual object, one is that the virtual object is not picked up by mistake, and the other is that the virtual object is not picked up intentionally, so that the probability of pushing the virtual item that the player does not want to the player can be reduced by any one of the above judgment mechanisms corresponding to the specified states.
Fig. 6 is a schematic flow chart of a method for processing a virtual item in a game according to an embodiment of the present application. Optionally, as shown in fig. 6, the determining that there is a preset virtual item that is not picked up in the game pair in which the virtual object participates includes:
s601, judging whether the duration from the time when the virtual prop of the opponent in the game play falls to the time when the virtual object is in the specified state meets a first retrieving condition or not.
And S602, if yes, determining that the game pair in which the virtual object participates has the preset virtual prop which is not picked up.
Here, the virtual object is taken as an example in an offline state, and other designated states are similar. The virtual object is in a first preset time period before being in an off-line state to play against an opponent in the game play, and the opponent has a virtual prop to drop in the playing process. Then, there may be a case where the first preset time period is divided into a plurality of time intervals, and the dropped virtual item may fall in different time intervals, so that the target time duration may be obtained according to the time when the virtual item falls and the time when the virtual object is in the offline state.
If the target duration is not greater than the preset retrieval time, the server will continue to determine whether the virtual item corresponding to the first retrieval condition includes a preset virtual item; if the target duration is greater than the preset retrieving time, the server does not perform subsequent operations.
For example, if in a strange game scene, the virtual object is in an offline state immediately after the virtual object has played the virtual item from the strange, it can be proved with a high probability that the virtual item which is not picked up in the strange game scene is the virtual item which is not picked up by the player in time; if the virtual object is in an offline state after hitting the virtual item from a monster in a monster game scene for a long time, for example, the virtual object is swaying, it can be proved with a high probability that the virtual item which is not picked up in the monster game scene is a virtual item which is not desired by the player. It can be seen that the probability of pushing the virtual item that the player does not want to the player can be reduced to a greater extent by the above-mentioned judgment mechanism.
Optionally, the determining the feature information of the preset virtual item includes: determining the characteristic information of the preset virtual prop according to the prop parameter of the preset virtual prop and the mapping relation between the prop parameter and the characteristic information, wherein the prop parameter comprises: a quality parameter, and/or a type parameter.
The mapping relationship between the property parameters and the characteristic information of the preset virtual property can be stored in the memory in advance. The method comprises the steps of extracting prop parameters of a dropped virtual prop as preset virtual props, and obtaining characteristic information, namely a precious grade, of the virtual prop according to the extracted prop parameters of the virtual prop.
Specifically, the quality parameters of the virtual props can be generally expressed by colors, different colors are used for indicating different valuables of the virtual props, and corresponding relations between different colors and characteristic information can be established in advance. The type parameters of the virtual props generally refer to the types of the virtual props, such as precious stones, equipment, materials and the like, different types are used for indicating different precious degrees of the virtual props, and corresponding relations between different types and characteristic information can be established in advance, for example, the corresponding values of the virtual props of the precious stones are compared, that is, the corresponding precious grades are higher. Certainly, prop parameters with other attributes can also be included, and the setting can be performed according to a specific game scene, which is not limited in the present application. It should be noted that the valuables of a virtual item may be determined based on one or more item parameters of the virtual item.
Optionally, before determining the feature information of the preset virtual item according to the item parameter of the preset virtual item and the mapping relationship between the item parameter and the feature information, the method may further include: and receiving the prop configuration information, and establishing a mapping relation between the prop parameters and the characteristic information.
The method comprises the steps that a virtual object is obtained through a game server, the virtual object is obtained through a virtual object model, the virtual object model is obtained through a virtual object model, and the virtual object model is displayed on the virtual object model.
Optionally, after the preset virtual item is pushed to the game account associated with the virtual object through the recycling medium, the method may further include: and establishing and storing an association relation between the preset virtual prop and the game account number associated with the virtual object.
In an implementation embodiment, after the game server sends the preset virtual item to the game account associated with the virtual object through the recycling medium, the preset virtual item may be directly stored in a backpack under the game account, and the virtual item in the backpack may be matched with the virtual object operated by the player.
In another implementation, after the game server pushes the preset virtual item to the game account number associated with the virtual object through a recovery medium, the preset virtual item is temporarily placed in the recovery medium, and if the player confirms the preset virtual item placed in the recovery medium within a fourth preset time period, the preset virtual item confirmed by the player can be stored in a backpack under the game account number; if the player does not confirm the preset virtual item placed in the recovery medium in the fourth preset time period, the preset virtual item in the recovery medium can be directly recovered by the system, so that unnecessary waste of the space of the recovery medium can be avoided.
Optionally, the method may further include: and pushing prompt information to the game account number associated with the virtual object, wherein the prompt information is used for prompting a player with the game account number to timely pick up the virtual item.
When the game server pushes the preset virtual item to the game account number associated with the virtual object through the recovery medium, the game server also pushes prompt information to the game account number. In an implementation, the push information may include two options, one is a pick-up option and the other is a reject pick-up option.
Optionally, after the prompt information is pushed to the game account associated with the virtual object, the method may further include: receiving an operation instruction, and executing a target operation corresponding to the operation instruction, wherein the target operation comprises: and deleting the preset virtual prop, or storing the preset virtual prop.
Wherein, if the player confirms the refusing to get the option in the prompt message corresponding to a certain preset virtual item in the recovery medium, the state of the preset virtual item can include the following conditions: the preset virtual prop is directly deleted, or the preset virtual prop is temporarily stored in the recovery medium.
If the preset virtual item is temporarily stored in the recovery medium, the player can get the preset virtual item temporarily stored in the recovery medium, the field operation can be limited to be effective within a preset time period, and within the preset time period, the preset virtual item can be stored in a backpack associated with the game account as long as the player gets the preset virtual item temporarily stored in the recovery medium.
Therefore, the player can timely receive and confirm the lost virtual prop through the prompt message, and even if the user selects the option of refusing to receive due to misoperation, the player can be given the opportunity of receiving the lost virtual prop again, so that the experience of the player in the game can be improved.
Fig. 7 is a schematic structural diagram of a device for processing a virtual item in a game according to an embodiment of the present application, where the basic principle and the generated technical effects of the device are the same as those of the corresponding method embodiment, and for brief description, reference may be made to corresponding contents in the method embodiment for a part not mentioned in this embodiment. As shown in fig. 7, the apparatus may include:
a determining module 701, configured to determine that a preset virtual item that is not picked up exists in a game pair in which a virtual object in a game participates in response to that the virtual object in the game is in an assigned state;
a pushing module 702, configured to push the preset virtual item to the game account associated with the virtual object through a recycling medium.
Optionally, the determining module 701 is specifically configured to obtain feature information of a virtual item that is not picked up in the game pair; and determining the virtual prop with the characteristic information meeting the first preset condition as a preset virtual prop.
Optionally, the pushing module 702 is specifically configured to determine feature information of a preset virtual item, where the feature information is used to represent a precious degree of the virtual item; and if the characteristic information of the preset virtual prop meets a second preset condition, pushing the preset virtual prop to the game account number associated with the virtual object through a recycling medium.
Optionally, the designated status includes an offline status, an away game play status.
Optionally, the determining module 701 is specifically configured to determine that there is a preset virtual item that is not picked up in the game play in which the virtual object participates, if the virtual object is in a preset time period before the designated state to play against an opponent in the game play, and the opponent has the virtual item dropped during the playing against process.
Optionally, if the state to be picked up is an offline state; the determining module 701 is further specifically configured to determine whether the virtual object is in a first preset time period before the offline state to compete with an opponent in the game play, and whether the opponent has a virtual item falling off during the competing process; if the virtual object is in the first preset time period before the offline state and is in the confrontation with the opponent in the game play, and the opponent has the virtual prop falling off in the confrontation process, determining that the preset virtual prop which is not picked up exists in the game play in which the virtual object participates.
Optionally, if the designated state is a designated area state located in the game play, the determining module 701 is specifically configured to determine whether the virtual object is located in a second preset time period before the designated area state in the game play and confronts an opponent in the game play, and in the confrontation process, whether the opponent has a virtual prop to drop;
and if the virtual object is positioned in a second preset time period before the state of the designated area in the game play and is in confrontation with the opponent in the game play, and the opponent has the virtual prop to drop in the confrontation process, determining that the unselected preset virtual prop exists in the game play in which the virtual object participates.
Optionally, if the designated state is an out-of-game copy state; a determining module 701, configured to specifically determine whether the virtual object is confronted with an opponent in the game play in a third preset time period before the virtual object leaves the game copy state, and whether the opponent has a virtual item falling off in the confrontation process;
and if the virtual object is confronted with the opponent in the game play in a third preset time period before the virtual object leaves the game copy state, and the opponent has the virtual prop falling off in the confronting process, determining that the preset virtual prop which is not picked up exists in the game play in which the virtual object participates.
Optionally, the determining module 701 is further specifically configured to determine whether a duration from a time when the virtual item of the opponent in the game play falls to a time when the virtual object is in the designated state meets a first retrieving condition; and if so, determining that the preset virtual prop which is not picked up exists in the game play of the virtual object.
Optionally, the determining module 701 is further specifically configured to determine the feature information of the preset virtual item according to the item parameter of the preset virtual item and a mapping relationship between the item parameter and the feature information, where the item parameter includes: a quality parameter, and/or a type parameter.
Optionally, the apparatus further comprises: and the establishing module is used for receiving the prop configuration information and establishing the mapping relation between the prop parameters and the characteristic information.
Optionally, the establishing module is further configured to establish and store an association relationship between the preset virtual item and a game account associated with the virtual object.
Optionally, the establishing module is further specifically configured to establish and store an association relationship between the preset virtual item and the game account associated with the virtual object after receiving a confirmation operation within a fourth preset time period after the preset virtual item is pushed.
Optionally, the pushing module 702 is further configured to push a prompt message to a game account associated with the virtual object, where the prompt message is used to prompt a player with the game account to timely pick up a preset virtual item.
Optionally, the apparatus further includes a receiving module, configured to receive an operation instruction, and execute a target operation corresponding to the operation instruction, where the target operation includes: and deleting the preset virtual prop, or storing the preset virtual prop.
Optionally, the receiving module is specifically configured to receive the pickup instruction, and establish and store an association relationship between the preset virtual item and the game account associated with the virtual object.
Optionally, the recovery medium comprises at least one of: mail, temporary backpack.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present application, and as shown in fig. 8, the electronic device may include: a processor 801, a storage medium 802 and a bus 803, wherein the storage medium 1102 stores machine-readable instructions executable by the processor 801, and when the electronic device is operated, the processor 801 communicates with the storage medium 802 via the bus 803, and the processor 801 executes the machine-readable instructions to perform the steps of the above-described method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It is noted that, in this document, relational terms such as "first" and "second," and the like, may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (17)

1. A method for processing a virtual item in a game, the method comprising:
responding to the fact that a virtual object in a game is in a designated state, and determining that the game play in which the virtual object participates has a preset virtual item which is not picked up;
and pushing the preset virtual item to the game account number associated with the virtual object through a recycling medium.
2. The method of claim 1, wherein said determining that there are pre-set virtual items in the game play in which the virtual object participates that are not picked up comprises:
acquiring feature information of virtual props which are not picked up in the game play;
and determining the virtual prop with the characteristic information meeting a first preset condition as the preset virtual prop.
3. The method of claim 1, wherein the pushing the preset virtual item to the game account number associated with the virtual object through a recycling medium comprises:
determining characteristic information of the preset virtual prop, wherein the characteristic information is used for representing the precious degree of the virtual prop;
and if the characteristic information of the preset virtual prop meets a second preset condition, pushing the preset virtual prop to a game account number associated with the virtual object through a recycling medium.
4. The method of claim 1, wherein the designated state comprises an offline state, an away from the game play state.
5. The method of claim 1, wherein said determining that there are pre-set virtual items in the game play in which the virtual object participates that are not picked up comprises:
and if the virtual object is in the preset time period before the appointed state and is in the confrontation with the opponent in the game play, and the opponent has the virtual prop falling off in the confrontation process, determining that the unmapped preset virtual prop exists in the game play participated by the virtual object.
6. The method of claim 1, wherein said determining that there are pre-set virtual items in the game play in which the virtual object participates that are not picked up comprises:
judging whether the duration from the time when the virtual prop of the opponent in the game play falls to the time when the virtual object is in the specified state meets a first retrieving condition or not;
and if so, determining that the un-picked preset virtual prop exists in the game play of the virtual object.
7. The method according to claim 3, wherein the determining the characteristic information of the preset virtual prop comprises:
determining the characteristic information of the preset virtual prop according to the prop parameter of the preset virtual prop and the mapping relation between the prop parameter and the characteristic information, wherein the prop parameter comprises: a quality parameter, and/or a type parameter.
8. The method according to claim 7, wherein before determining the feature information of the preset virtual item according to the item parameter of the preset virtual item and the mapping relationship between the item parameter and the feature information, the method further comprises:
receiving prop configuration information, and establishing a mapping relation between the prop parameters and the characteristic information.
9. The method of claim 1, wherein after pushing the preset virtual item to the game account associated with the virtual object through a recycling medium, the method further comprises:
and establishing and storing an association relation between the preset virtual prop and the game account number associated with the virtual object.
10. The method according to claim 9, wherein the establishing and storing the association relationship between the preset virtual item and the game account number associated with the virtual object comprises:
and after receiving the confirmation instruction in a fourth preset time period after the preset virtual item is pushed, establishing and storing an association relationship between the preset virtual item and the game account number associated with the virtual object.
11. The method of claim 1, further comprising:
and pushing prompt information to the game account number associated with the virtual object, wherein the prompt information is used for prompting a player with the game account number to timely pick up the preset virtual item.
12. The method of claim 11, wherein after pushing the reminder information to the game account associated with the virtual object, the method further comprises:
receiving an operation instruction, and executing a target operation corresponding to the operation instruction, wherein the target operation comprises: and deleting the preset virtual prop, or storing the preset virtual prop.
13. The method of claim 12, wherein if the target operation is to store the preset virtual prop, the method further comprises:
and receiving a receiving instruction, and establishing and storing an association relation between the preset virtual prop and the game account number associated with the virtual object.
14. The method of claim 1, wherein the recovery medium comprises at least one of: mail, temporary backpack.
15. An apparatus for processing a virtual item in a game, the apparatus comprising:
the determining module is used for responding to the fact that the virtual object in the game is in the designated state, and determining that the un-picked preset virtual prop exists in the game play of the virtual object;
and the pushing module is used for pushing the preset virtual prop to the game account number associated with the virtual object through a recovery medium.
16. An electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the steps of the method for processing the virtual item in the game according to any one of claims 1 to 14.
17. A storage medium having stored thereon a computer program for performing, when executed by a processor, the steps of a method of processing a virtual item in a game as claimed in any one of claims 1 to 14.
CN202110432083.1A 2021-04-21 2021-04-21 Method, device, equipment and storage medium for processing virtual props in game Pending CN113117342A (en)

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