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HK40069411A - Method and apparatus for acquiring virtual item, device, medium, and program product - Google Patents

Method and apparatus for acquiring virtual item, device, medium, and program product Download PDF

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Publication number
HK40069411A
HK40069411A HK42022059290.1A HK42022059290A HK40069411A HK 40069411 A HK40069411 A HK 40069411A HK 42022059290 A HK42022059290 A HK 42022059290A HK 40069411 A HK40069411 A HK 40069411A
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HK
Hong Kong
Prior art keywords
virtual
ranking
match
mall
user account
Prior art date
Application number
HK42022059290.1A
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Chinese (zh)
Other versions
HK40069411B (en
Inventor
张伟松
裴辰星
曾沛源
Original Assignee
腾讯科技(深圳)有限公司
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of HK40069411A publication Critical patent/HK40069411A/en
Publication of HK40069411B publication Critical patent/HK40069411B/en

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Description

Virtual article acquisition method, device, equipment, medium and program product
Technical Field
The embodiment of the application relates to the field of virtual games, in particular to a method, a device, equipment, a medium and a program product for acquiring a virtual article.
Background
The battle game is a game in which a plurality of user accounts compete in the same virtual world. For example, the Battle game may be a Multiplayer Online tactical sports game (MOBA).
MOBA games are often provided with a plurality of games, such as match games, ranking games, peak games, entertainment games, and the like. Users obtain game coins by participating in various game games, and purchase virtual goods such as heros, skins, props, etc. through the game coins.
However, some rare virtual commodities exist in the game mall and can be obtained only by means of lottery or paid-point ticket, and it is difficult for ordinary non-paid players to obtain the rare virtual commodities.
Disclosure of Invention
The application provides a method, a device, equipment, a medium and a program product for acquiring virtual goods, and provides a method for acquiring rare virtual goods, so that a non-paying common player can acquire the rare virtual goods. The technical scheme is as follows:
according to an aspect of the present application, there is provided a method for acquiring a virtual article, the method including:
displaying a competition entrance of a ranking mode, wherein the ranking mode is one of at least two game modes provided by the client, and the ranking mode is a competition mode for determining the strength section position of a user account in a ranking list;
responding to the triggering operation on the competition entrance, and controlling the virtual role of the user account to participate in the ranking competition;
under the condition of successful participation, displaying the virtual ranking coins obtained in the current season by participating in the ranking match;
and using the virtual ranking coins to purchase the exclusive virtual commodity of the ranking competition mode in the exclusive ranking mall of the ranking competition mode.
According to an aspect of the present application, there is provided an apparatus for acquiring a virtual article, the apparatus including:
the client side is used for providing a ranking match mode, the ranking match mode is one of at least two game modes provided by the client side, and the ranking match mode is a competition mode for determining the strength section position of a user account in a ranking list;
the game-matching module is used for responding to the triggering operation on the competition entrance and controlling the virtual role of the user account to participate in the ranking game;
the reward module is used for displaying the virtual ranking coins obtained in the current season when the ranking match is participated in under the condition of successful participation;
and the mall module is used for using the virtual ranking coins to purchase the exclusive virtual commodity of the ranking competition mode in the exclusive ranking mall of the ranking competition mode.
According to another aspect of the present application, there is provided a computer device including: a processor and a memory, the memory having stored therein at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the method of acquiring a virtual article as described above.
According to another aspect of the present application, there is provided a computer storage medium having at least one computer instruction stored therein, the at least one computer instruction being loaded and executed by a processor to implement the method for acquiring a virtual article as described above.
According to another aspect of the present application, there is provided a computer program product comprising computer instructions stored in a computer readable storage medium; the computer instructions are read from the computer-readable storage medium and executed by a processor of a computer device, causing the computer device to perform the virtual article acquisition method as described above.
The beneficial effect that technical scheme that this application provided brought includes at least:
through providing exclusive virtual ranking coin, ranking mall and virtual commodity of ranking match mode, can make the user obtain or purchase rare virtual commodity of season through the mode of joining in the ranking match, increased the mode that the user obtained rare virtual commodity to promote the user to join in the ranking match, improve the resource utilization who is used for providing the server of ranking match.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 2 is a flowchart of a method for acquiring a virtual article according to an exemplary embodiment of the present application;
FIG. 3 is a flowchart of a method for acquiring a virtual article according to an exemplary embodiment of the present application;
FIG. 4 is an interface schematic of a season course interface provided in an exemplary embodiment of the present application;
FIG. 5 is a schematic illustration of an interface for a ranked mall provided in accordance with an exemplary embodiment of the present application;
FIG. 6 is a schematic diagram of a virtual skin provided by an exemplary embodiment of the present application;
FIG. 7 is a schematic illustration of a virtual pose provided by an exemplary embodiment of the present application;
FIG. 8 is a schematic illustration of a virtual gesture provided by an exemplary embodiment of the present application;
FIG. 9 is a schematic diagram of a virtual city back effect provided by an exemplary embodiment of the present application;
FIG. 10 is a schematic illustration of a virtual decorative effect provided by an exemplary embodiment of the present application;
FIG. 11 is a schematic illustration of a virtual decorative expression provided by an exemplary embodiment of the present application;
FIG. 12 is a schematic view of a virtual prop provided in accordance with an exemplary embodiment of the present application;
FIG. 13 is a schematic view of a virtual prop provided in accordance with an exemplary embodiment of the present application;
FIG. 14 is a schematic diagram of a layout mall provided in an exemplary embodiment of the present application;
FIG. 15 is a flowchart of a method for acquiring a virtual article according to an exemplary embodiment of the present application;
FIG. 16 is a schematic diagram of a purchase function class library for virtual items provided by an exemplary embodiment of the present application;
FIG. 17 is a flowchart of a method for acquiring a virtual article according to an exemplary embodiment of the present application;
FIG. 18 is a block diagram of an apparatus for obtaining a virtual article provided by an exemplary embodiment of the present application;
fig. 19 is a schematic device structure diagram of a computer apparatus 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 simulated world of a real world, a semi-simulated semi-fictional three-dimensional world, or a purely fictional three-dimensional world. 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. Optionally, the virtual environment is also used for virtual environment engagement between at least two virtual characters, in which virtual resources are available for use by the at least two virtual characters. Optionally, the virtual environment includes a symmetric lower left corner region and an upper right corner region, and the virtual characters belonging to two enemy camps occupy one of the regions respectively, and destroy a target building/site/base/crystal deep in the other region as a winning target.
Virtual roles: refers to a movable object in a virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and an animation character. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each virtual character having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual role can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
Multi-person online tactical competition: in the virtual environment, different virtual teams belonging to at least two enemy paradigms respectively occupy respective map areas, and compete with one winning condition as a target. Such winning conditions include, but are not limited to: the method comprises the following steps of occupying site points or destroying enemy battle site points, killing virtual characters of enemy battles, guaranteeing the survival of the enemy battles in a specified scene and time, seizing certain resources, and comparing the resource with the resource of the other party in the specified time. The tactical competitions can be carried out by taking a game as a unit, and the map of each tactical competition can be the same or different. Each virtual team includes one or more virtual roles, such as 1, 2, 3, or 5.
The MOBA game: the game is a game which provides a plurality of base points in a virtual environment, and users in different camps control virtual characters to fight in the virtual environment, take the base points or destroy enemy camp base points. For example, the MOBA game may divide the user into two enemy paradigms, and disperse the virtual characters controlled by the user in the virtual environment to compete with each other to destroy or dominate all the points of the enemy as winning conditions. The MOBA game is in the unit of a game, and the duration of the game is from the time of starting the game to the time of reaching a winning condition.
FIG. 1 is a block diagram illustrating a computer system according to an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, a second terminal 130.
The first terminal 110 is installed and operated with a client 111 supporting a virtual environment, and the client 111 may be a multiplayer online battle program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of a military Simulation program, a large-flight Shooting Game, a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a three-dimensional map program, a Virtual Reality Game, an Augmented Reality Game, a First-Person Shooting Game (FPS), a Third-Person Shooting Game (TPS), a Multiplayer Online tactical sports Game (MOBA), and a strategy Game (SLG). In the present embodiment, the client 111 is an MOBA 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 character located in the virtual environment for activity, where the first virtual character may be referred to as a master virtual character of the first user 112. The activities of the first avatar include, but are not limited to: at least one of move, jump, transfer, release skill, adjust body posture, crawl, walk, run, ride, fly, jump, drive, pick, shoot, attack, throw. Illustratively, the first avatar is a first avatar, such as a simulated persona or an animated persona.
The second terminal 130 is installed and operated with a client 131 supporting a virtual environment, and the client 131 may be a multiplayer online battle program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on the screen of the second terminal 130. The client may be any one of a military simulation program, a large fleeing and killing shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an MOBA, and an SLG, and in this embodiment, the client is an MOBA game as an example. The second terminal 130 is a terminal used by the second user 113, and the second user 113 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform an activity, where the second virtual character may be referred to as a master virtual character of the second user 113. Illustratively, the second avatar is a second avatar, such as a simulated persona or an animated persona.
Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual role and the second virtual role may belong to the same camp, the same team, the same organization, a friend relationship, or a temporary communication right. Alternatively, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.
Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (android or IOS). The first terminal 110 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 140 that may access the server 120 in different embodiments. Optionally, one or more terminals 140 are terminals corresponding to the developer, a development and editing platform supporting a client in the virtual environment is installed on the terminal 140, the developer can edit and update the client on the terminal 140, and transmit the updated client 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 client installation package from the server 120 to update the client.
The first terminal 110, the second terminal 130, and the other terminals 140 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 plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used for providing background services for clients supporting 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 processor 122, a user account database 123, a combat service 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 121, 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 user accounts used by the first terminal 110, the second terminal 130, and the other terminals 140, 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.
Fig. 2 is a flowchart illustrating a method for acquiring a virtual article according to an exemplary embodiment of the present application. The present embodiment is exemplified by applying the method to the terminal shown in fig. 1. The method comprises the following steps:
step 202: displaying a competition entrance of the ranking competition mode;
the ranking mode is one of at least two game modes provided by the client, and the ranking mode is a competition mode for determining the strength section position of the user account in the ranking list.
Optionally, the match mode provided by the client includes at least one of a match, a ranking, a peak, and an entertainment, which is not limited in the embodiment of the present application.
The competitive entry for the ranking mode is an interface entry for participating in the ranking, or an entry for participating in the matching of the ranking. The sports portal is a button, a link, a menu item, or the like on the user interface, and the application does not limit the concrete representation form of the sports portal.
Step 204: responding to a trigger operation on the competition entrance, and controlling the virtual role of the user account to participate in the ranking match;
the trigger operation may be at least one of a single-click operation, a double-click operation, a long-press operation, a sliding operation, a pressure touch operation, a floating touch operation, a binocular fixation operation, a gesture operation, and a somatosensory operation.
Illustratively, by triggering a competitive entry for a ranking game, a user may control a virtual character of a user account to participate in a ranking game play of the ranking game mode.
Optionally, the user account number has one or more virtual roles, the possession of which is permanent or of a short-time experience nature. After the user triggers the competition entrance of the ranking game, the user can control one of the virtual roles of the user account to participate in the ranking game match of the ranking game. Different avatars may have different skills or attributes.
Step 206: under the condition of successful participation, displaying virtual ranking coins obtained by the participation ranking match in the current season;
the virtual ranking currency is exclusive to the virtual currency in the ranking mode. Optionally, a gold coin system is arranged in the client, and the user can obtain common gold coins in the client in matching games, entertainment games, card punching tasks, lottery drawing tasks and the like. The plain gold coins are virtual currencies that are suitable for the conventional multiple modes. Unlike the ordinary gold coins, the virtual ranking coins are virtual coins that can be obtained only when participating in the ranking mode, and cannot be obtained in the non-ranking mode.
The client controls the virtual role of the user account to participate in the ranking match of the ranking match, and acquires the virtual ranking coin under the condition that the virtual role successfully participates in the single-ranking match of the ranking match.
In some embodiments, the user can obtain the virtual ranking coin as long as the user successfully participates in the ranking match game of the ranking match; in other embodiments, after the user successfully participates in the ranking match, the single-run mileage value of the user account in the current season obtained by participating in the ranking match is displayed. And displaying the acquired characteristic exclusive reward corresponding to the grade threshold value when the total characteristic value reaches the grade threshold value. Optionally, the symptom-specific reward corresponding to the level threshold comprises at least one of a virtual ranking currency, a virtual season badge, and a virtual appearance reward. The level threshold may be multiple, for example, a first level threshold, a second level threshold, a third level threshold, and so on, where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.
Step 208: and purchasing a special virtual commodity in the ranking mode in the ranking mall in the ranking mode special by using the virtual ranking coin.
Wherein, the ranking mall is the exclusive mall of the ranking match mode. Virtual goods in the ranked mall require payment and purchase using the virtual ranking currency. All the virtual commodities in the ranking mall are exclusive virtual commodities in the ranking mode, or part of the ranking mall is exclusive virtual commodities in the ranking mode.
Optionally, a common mall is provided in the client. Virtual goods in a common mall are paid for and purchased using common gold coins. Different from a common mall, the virtual goods in the ranking mall need to be paid and purchased using the virtual ranking coins.
In summary, in the method provided in this embodiment, by providing the exclusive virtual ranking coins, the ranking malls and the virtual commodities in the ranking competition mode, the user can obtain or purchase the rare virtual commodities in the competition season by participating in the ranking competition, so that the way that the user obtains the rare virtual commodities is increased, the user is promoted to participate in the ranking competition, and the resource utilization rate of the server for providing the ranking competition is improved.
Fig. 3 is a flowchart illustrating a method for acquiring a virtual article according to an exemplary embodiment of the present application. The present embodiment is exemplified by applying the method to the terminal shown in fig. 1. The method comprises the following steps:
step 302: displaying a competition entrance of a ranking mode, wherein the ranking mode is one of at least two game modes provided by a client, and the ranking mode is a competition mode for determining the strength section position of a user account in a ranking list;
the ranking mode is one of at least two game modes provided by the client, and the ranking mode is a competition mode for determining the strength section position of the user account in the ranking list. The ranking list can be a national ranking list, a full platform ranking list, a full service ranking list, a regional ranking list of a current service area, and the like. The strength segment is a representation for measuring the competitive power of the user account, and is generally represented by at least two segments from low to high. Illustratively, the ranking contest is divided into 10 segment bits from low to high: tough black iron, heroic brass, inflexion silver, glorious gold, precious platinum, brilliant jade, brilliant diamond, extraordinary great teacher, inexperienced religious teacher, the strongest king.
Optionally, the match mode provided by the client includes at least one of a match, a ranking, a peak, and an entertainment, which is not limited in the embodiment of the present application. The client may be a client of an MOBA game, a client of a shooting game, a client of a military simulation program, and the like, and the program type of the client is not limited in the embodiment of the present application.
The competitive entry for the ranking mode is an interface entry for participating in the ranking, or an entry for participating in the matching of the ranking. The sports portal is a button, a link, a menu item, or the like on the user interface, and the application does not limit the concrete representation form of the sports portal.
Step 304: responding to a trigger operation on the competition entrance, and controlling the virtual role of the user account to participate in the ranking match;
the trigger operation may be at least one of a single-click operation, a double-click operation, a long-press operation, a sliding operation, a pressure touch operation, a floating touch operation, a binocular fixation operation, a gesture operation, and a somatosensory operation.
Illustratively, by triggering a competitive entry for a ranking game, a user may control a virtual character of a user account to participate in a ranking game play of the ranking game mode.
Optionally, the user account number possesses one or more virtual roles, the possession being permanent or of a short-time experience nature. After the user triggers the competition entrance of the ranking game, the user can control one of the virtual roles of the user account to participate in the ranking game match of the ranking game. Different avatars may have different skills or attributes.
Step 306: under the condition of successful participation, displaying a mileage value obtained by the participation of the ranking competition in the current season, wherein the mileage value is a numerical value related to the number of times of the user account participating in the ranking competition in the current season;
after the user successfully participates in the ranking match, the single-run program value of the user account in the current season obtained by participating in the single-run ranking match is displayed, or the sum of the program values of the user account in the current season obtained by participating in the ranking match is displayed.
And displaying the acquired characteristic exclusive reward corresponding to the grade threshold value when the total characteristic value reaches the grade threshold value. Optionally, the symptom-specific reward corresponding to the level threshold comprises at least one of a virtual ranking currency, a virtual season badge, and a virtual appearance reward. The level threshold may be multiple, for example, a first level threshold, a second level threshold, a third level threshold, and so on, where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.
As shown in fig. 4, in the case where the virtual character successfully participates in at least one of the ranked match plays of the ranked match mode, a total 2500 of the mileage values 41 obtained by the at least one of the ranked match plays participating in the ranked match mode in the current season is displayed on the left side of the settlement interface, and the mileage-specific award 42 earned and the mileage-specific award 43 to be earned in the current season are displayed on the right side of the settlement interface 40.
And the added experience value "+ 1234" and blue spar "+ 1234" of the current game are displayed below the settlement interface. The settlement interface is an interface which is presented when the ranking match with the virtual role is finished and settles the score of the ranking match.
In some embodiments, in the event that the user account participates in a single-run ranking match, and wins in the single-run ranking match, displaying a first number of trip values obtained in the current season for participating in the single-run ranking match; when the user account number participates in the single-game ranking match, and the single-game ranking match fails, displaying a second quantity of trip values obtained in the current season when the user account number participates in the single-game ranking match; wherein the first number is less than or equal to the second number.
For example, when the client controls the virtual character of the user account to participate in the ranking match of the ranking match, and the virtual character wins in the single-ranking match, the credit value obtained by the user account in the current season is 30; and under the condition that the virtual character fails in the single-ranking match, the mileage value obtained by the user account in the current season is 20.
In some embodiments, the hidden tally is determined based on the user account successfully participating in the ranked match within a conventional time period, the conventional time period being a time period in the current season other than the specified time period; determining a number of fields n based on the concealment integral; under the condition that the user account successfully participates in the first n ranking game matches within a specified time period, displaying an addition program value obtained by the participating ranking game matches within the specified time period; and the addition trip value is larger than the single local trip value acquired by the virtual character in the conventional time period.
For example, in the case that the user account successfully participates in the ranking match of the ranking match within the specified time period of the current season, the specified time period may be set to weekend, i.e., the virtual character may obtain a trip value 1.5 times as large as the first n ranking match of the ranking match during the weekend time period of the current season. The program value obtained by the ranking match game after the first n ranking match games participating in the ranking game in the weekend time period of the current season is the same as the single program value obtained in the conventional time period.
Determining a third number of hidden credits when the user account participates in the ranking match game in a conventional time period and wins in the ranking match game; determining a fourth number of hidden credits when the user account participates in the ranking match in a conventional time period and falls off in the ranking match; wherein the third number is less than the fourth number.
The hidden score is a score determined according to the performance of the virtual character in participating in the ranking match in a regular time period, and the score is not displayed on the user interface. Illustratively, the hidden credits in the ranked match game are set as shown in Table one.
Watch 1
Virtual character representation Integration
Winning one-game ranking match 5
One-yard-delivery ranking match 15
Promotion to one level -30
Logging in the additive integral 10/day
Illustratively, taking the ranking game as an example, the virtual character participates in the ranking game match of the ranking game in a conventional time period, and in the conventional time period, each time a ranking game match wins, a hidden score of 5 points can be obtained; each time a ranking match is input, a hidden score of 15 points can be obtained; the virtual role loses 30 cents of hidden points per liter in the ranking match; meanwhile, the virtual role firstly participates in the ranking match game of the ranking match every day in a conventional time period, and hidden credits of 10 points can be obtained. For example, a ranking game with an added mileage value can be obtained when the hidden credit owned by the user account exceeds 30 points.
Step 308: displaying the obtained virtual ranking currency corresponding to the grade threshold under the condition that the symptom value reaches the grade threshold;
and displaying the acquired characteristic exclusive reward corresponding to the grade threshold value when the total characteristic value reaches the grade threshold value. Optionally, the symptom-specific reward corresponding to the level threshold comprises at least one of a virtual ranking currency, a virtual season badge, and a virtual appearance reward. The level threshold may be multiple, for example, a first level threshold, a second level threshold, a third level threshold, and so on, where the third level threshold is greater than the second level threshold, and the second level threshold is greater than the first level threshold.
Optionally, the level threshold corresponding to the high symptom level is greater than the level threshold corresponding to the low symptom level. The total value of the range-specific awards for high range levels is also greater than the total value of the range-specific awards for low range levels.
Step 310: displaying the exclusive entrance of the ranking mall of the ranking competition mode;
wherein, the ranking mall is the exclusive mall of the ranking match mode. Virtual goods in the ranked mall require payment and purchase using the virtual ranking currency. All the virtual commodities in the ranking mall are exclusive virtual commodities in the ranking mode, or part of the ranking mall is exclusive virtual commodities in the ranking mode.
As shown in fig. 5, two tab pages are displayed on the season pass page of the client: season course 51 and ranked mall 52. The season course 51 is a label for viewing the course value and the award for the current season; the ranking mall 52 is a tab for viewing individual virtual items within the ranking mall.
In response to a user's trigger to click on a ranked mall 52, one or more virtual goods are displayed on a tab page of the ranked mall 52. These categories of virtual goods include, but are not limited to: at least one of a virtual skin, a virtual gesture, a virtual special effect, a virtual expression and a virtual prop.
Virtual skin is a virtual display element worn on a three-dimensional model of a virtual character, which can change the appearance of the virtual character. As shown in fig. 6, the virtual skin "S1 season skin and edge of flare" is the season-specific skin of the virtual character "tadalamil", and is sold at 20000 ranks.
A virtual pose is a virtual display element that controls a virtual character to make a certain pose. As shown in fig. 7, the virtual pose "avail" is the virtual pose of the virtual character "tadalamil", selling a price of 6000 ranks of coins; as shown in fig. 8, the virtual gesture "manipulation" is a virtual gesture of the virtual character "orlianna", selling 6000 ranks of coins.
The virtual special effect is an animation special effect displayed when the virtual character is controlled to move, return to the city, use skill and the like to trigger activities. As shown in fig. 9, the virtual city-returning special effect "rong yao keli", selling price 16000 ranks of coins; as shown in FIG. 10, the virtual decoration effect "" light of canyon "", selling price is 15000 ranks of coins.
The virtual emoticon is a two-dimensional or three-dimensional emoticon displayed on the top of the head of the virtual character after being triggered. As shown in FIG. 11, the virtual expression "glory gold club, baby! "is the segment badge expression adapted according to the segment position of the player, and the selling price is 10000 ranks coins.
Virtual items are items used to change the value of an attribute, skill and/or ability of a virtual character. As shown in fig. 12, the virtual item "team adds the card" is limited to buy 15 coins in each season, and the single selling price is 200 coins; as shown in fig. 13, the virtual item "hero treasure box" is limited to buy 1 coin per season, with a single selling price of 5500.
Illustratively, the display locations and usage routes of the different types of virtual goods after purchase are shown in Table two below.
Watch two
Type of goods Display position Route of use
Virtual skin Collection system In the man-choosing interface, game battlefield
Virtual gesture Collection system High-mode display area of human-selecting interface
Virtual special effects Collection system Game battlefield
Virtual expression Collection system Game battlefield
Virtual prop Shoulder bag Shoulder bag
Step 312: displaying a mall interface of the ranked mall in response to a trigger operation on an entrance of the ranked mall, the mall interface of the ranked mall including virtual goods that are restricted from being purchased using the virtual ranked coins;
wherein, the ranking mall is the exclusive mall of the ranking match mode. Virtual goods in the ranked mall require payment and purchase using the virtual ranking currency. All the virtual commodities in the ranking mall are exclusive virtual commodities in the ranking mode, or part of the ranking mall is exclusive virtual commodities in the ranking mode.
Optionally, a common mall is provided in the client. Virtual goods in a common mall are paid for and purchased using common gold coins. Different from a common mall, the virtual goods in the ranking mall need to be paid and purchased using the virtual ranking coins.
In some embodiments, a client acquires a season virtual commodity exclusive for a current season, wherein the season virtual commodity comprises at least one of a virtual skin, a virtual posture, a virtual special effect, a virtual expression and a virtual prop for a virtual character; and displaying a mall interface of the ranked mall based on the exclusive season virtual commodity of the current season.
As shown in fig. 14, assuming that the current season is the S4 season, a season virtual item dedicated to the S4 season is launched in the current season; assuming that the current season is the S5 season, the season virtual goods belonging to the S5 season are launched in the current season.
In some embodiments, the client acquires a grade virtual commodity of which the program grade of the user account has a purchase permission, wherein the grade virtual commodity comprises at least one of a virtual skin, a virtual posture, a virtual special effect, a virtual expression and a virtual prop for a virtual character; and displaying a mall interface of the ranked mall based on the level virtual goods.
Illustratively, different levels of credit can unlock different virtual good purchasing rights. Virtual goods that can be purchased at a high trip rating may be preferred over virtual goods that can be purchased at a low trip rating.
Step 314: in response to a purchase operation on the virtual good, the virtual good is purchased using the virtual ranking coins.
FIG. 15 illustrates a flow chart of a purchase process for ranked virtual goods as provided by an exemplary embodiment of the present application. The embodiment is exemplified by the method applied between the client and the server. The method comprises the following steps:
s1: the client sends a purchase request of the virtual commodity to the server;
the client sends detailed information of the virtual commodity, and the server checks detailed field data through the commodity table to judge whether the purchase is successful.
Optionally, when the user purchases the virtual commodity, the commodity price currently displayed by the client needs to be transmitted, so that the phenomenon that the commodity price value displayed by the client is inconsistent with the actual commodity price value of the server, which results in poor experience of the user, is prevented.
When the two values are not consistent, a feedback can be given to the user to prompt that the purchase is not successful (the correct price is returned to the client to be modified).
Optionally, when the user purchases the gift package merchandise:
full gift-bag (configured item drop out) the actual price of the gift-bag needs to be calculated (actual price is obtained by deducting the price of the item already owned by the player, as a percentage of the price of each drop item configured in the merchandise table).
Random gift-bags (configured items drop randomly) -money is deducted by gift-bag price. When opening the gift-bag item, if the item owned by the player is randomly found, the replacement scheme is executed.
Illustratively, the purchase type of the ranking coins is added in a front-end webpage displayed by the client. The code is illustrated as follows:
Public enum ENUM_COMMODITY_BUYWAY_TYPE
{
COWODITY _ BUYWAY _ TYPE _ GOLD ═ 1,// common GOLD coin purchase
COWODITY _ BUYWAY _ TYPE _ DIAMOND ═ 2,// Diamond purchase
COWODITY _ BUYWAY _ TYPE _ MONEY ═ 3,// Point ticket Purchase
COWODITY _ BUYWAY _ TYPE _ QUALIFY _ COIN ═ 4,// rank currency purchase
The purchase request is sent using the shopping mall protocol CS CMD _ BUY _ commodel.
< struct name ═ CSBuyCommodity >
"2" name "type" commoditylist "commodityItem" refer "Num" count "MAC BUY COMMODITY Num" desc "purchase item list >
The buy-time purchase is requested by filling the above-defined ranking coin purchase in the BuyWay field in the CommodityItem.
< struct name ═ CommodityItem "version ═ 1 ═ desc ═ one-item-purchased >
< entry ID ═ 1 ═ name ═ ID ═ type ═ int32 ═ desc ═ product ID >
< entry id ═ 2 ═ name ═ Price ═ type ═ int32 ═ desc ═ commodity Price >
< entry id ═ 3 ═ name ═ Mum ═ type ═ int32 ═ desc ═ quantity >
< entry id ═ 4 ═ name ═ BuyWay ═ type ═ char ═ desc ═ Purchase >
</struct>
Schematically, as shown in FIG. 16, a RankRewardSys- > GetRankRewardShopMallItemList is adopted to obtain all the commodities which need to be displayed in the ranked mall, and the commodity performance reuses the conventional mall logic.
S2: the server informs the client of the change of the number of the ranking coins;
the processing flow of the server can be shown with reference to fig. 17.
S3: the server informs the client of the commodity state change of the virtual commodity;
s4: the client monitors the change of the ranking coins and the commodity states;
s5: and the client refreshes and displays the commodity state and the quantity of the ranking coins in the ranking mall.
The user can select the virtual goods to be given to the friends in the user mall and has the functions of leaving messages, feeding back and the like.
Note 1: when the virtual commodity is presented, currently, a virtual skin and a virtual hero are supported, whether an opposite user owns the virtual skin or the virtual hero is required to be judged (the time point is based on presentation time), if a friend owns, the user is prompted that the opposite user owns the virtual skin or the virtual hero, and presentation fails; otherwise, the success is prompted and the corresponding currency is deducted.
Note 2: if the skin or hero is still owned by the opposing user when the giving is successful, then an alternative is implemented.
Fig. 18 is a schematic structural diagram illustrating an apparatus for acquiring a virtual article according to an exemplary embodiment of the present application. The apparatus may be implemented as all or part of a computer device in software, hardware or a combination of both, the apparatus comprising:
the display module 1820 is configured to display a competition entry of a ranking mode, where the ranking mode is one of at least two game modes provided by the client, and the ranking mode is a competition mode in which a strength section of a user account in a ranking list is determined;
the game-play module 1840 is configured to, in response to a trigger operation on the sports entry, control the virtual role of the user account to participate in a ranking game;
a reward module 1860, configured to display, in the case of successful participation, a virtual ranking coin obtained in the current season by participating in the ranking match;
a mall module 1880, configured to use the virtual ranking token to purchase the exclusive virtual goods in the ranking mall of the ranking competition mode.
In some embodiments, the rewards module 1860 is to display, in the event of successful participation, a mileage value resulting from participation in the ranked match pair during a current season, the mileage value being a numerical value related to a number of times the user account has participated in the ranked match pair during the current season; and displaying the obtained virtual ranking currency corresponding to the grade threshold value when the symptom value reaches the grade threshold value.
In some embodiments, the rewards module 1860 is to display a first number of the trip values obtained for participation in a single-ranking match in the current season if the user account participates in the single-ranking match and wins in the single-ranking match; displaying a second quantity of the journey values obtained in the current season when the user account participates in the single-game ranking match and the single-game ranking match fails;
wherein the first number is less than or equal to the second number.
In some embodiments, the rewards module 1860 is to determine hidden credits based on successful participation of the user account in the ranked match against within a regular time period, the regular time period being a time period in the current season other than a specified time period; determining a number of fields n based on the concealment score; under the condition that the user account successfully participates in the ranking match in the former n places within the specified time period, displaying an addition program value obtained by participating in the ranking match within the specified time period;
and the added program value is larger than the single program value acquired by the user account in the conventional time period.
In some embodiments, the rewards module 1860 is to determine a third number of the hidden credits if the user account participates in the ranked match game at the regular time period and wins in the ranked match game; determining a fourth number of the hidden credits when the user account participates in the ranking match in the regular time period and falls off in the ranking match;
wherein the third number is less than the fourth number.
In some embodiments, the mall module 1880, for displaying an entry of a ranked mall dedicated to the ranking mode; displaying a mall interface of the ranked mall including virtual goods restricted to be purchased using the virtual ranked ust in response to a triggering operation on an entrance of the ranked mall; and responding to a purchase operation on the virtual commodity, and purchasing the virtual commodity by using the virtual ranking currency.
In some embodiments, the mall module 1880 is configured to obtain a season virtual commodity specific to the current season, where the season virtual commodity includes at least one of a virtual skin, a virtual pose, a virtual special effect, a virtual expression, and a virtual prop for the virtual character; and displaying the mall interface of the ranked mall based on the exclusive season competition virtual commodity of the current season.
In some embodiments, the mall module 1880 is configured to obtain a level virtual commodity of which the journey level of the user account has a purchase permission, where the level virtual commodity includes at least one of a virtual skin, a virtual pose, a virtual special effect, a virtual expression, and a virtual prop for the virtual character; displaying a mall interface of the ranked mall based on the level virtual goods.
Fig. 19 shows a block diagram of a computer device 1900 according to an exemplary embodiment of the present application. The computer device 1900 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1900 may also be referred to by other names such as user equipment, portable terminal, etc.
Generally, computer device 1900 includes: a processor 1901 and a memory 1902.
The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1901 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1901 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 called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
The memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1902 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 the memory 1902 is configured to store at least one instruction for execution by the processor 1901 to implement a display method of a virtual environment screen provided in an embodiment of the present application.
In some embodiments, computer device 1900 may also optionally include: a peripheral interface 1903 and at least one peripheral. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a touch screen display 1905, a camera 1906, an audio circuit 1907, a positioning component 1908, and a power supply 1909.
The peripheral interface 1903 may be used to connect at least one peripheral associated with an I/O (Input/Output) to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, memory 1902, and peripherals interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral interface 1903 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1904 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices via electromagnetic signals. The rf circuit 1904 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 1904 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, etc. The radio frequency circuit 1904 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 WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1904 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 1905 also has the ability to capture touch signals at or above the surface of the touch display screen 1905. The touch signal may be input to the processor 1901 as a control signal for processing. The touch screen display 1905 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display 1905 may be one, providing the front panel of the computer device 1900; in other embodiments, the touch display 1905 can be at least two, each disposed on a different surface of the computer device 1900 or in a folded design; in some embodiments, touch display 1905 may be a flexible display disposed on a curved surface or on a folded surface of computer device 1900. Even further, the touch display screen 1905 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch Display 1905 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1906 is used to capture images or video. Optionally, camera assembly 1906 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 VR (Virtual Reality) shooting function. In some embodiments, camera head assembly 1906 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 circuitry 1907 is used to provide an audio interface between a user and computer device 1900. The audio circuitry 1907 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 into the processor 1901 for processing, or inputting the electric signals into the radio frequency circuit 1904 for realizing voice communication. The microphones may be multiple and placed at different locations on the computer device 1900 for stereo sound capture or noise reduction purposes. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuitry 1904 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 circuitry 1907 may also include a headphone jack.
The Location component 1908 is used to locate the current geographic Location of the computer device 1900 for navigation or LBS (Location Based Service). The Positioning component 1908 may be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
Power supply 1909 is used to provide power to the various components in computer device 1900. The power source 1909 can be alternating current, direct current, disposable batteries, or rechargeable batteries. When power supply 1909 includes 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, computer device 1900 also includes one or more sensors 1910. The one or more sensors 1910 include, but are not limited to: acceleration sensor 1911, gyro sensor 1912, pressure sensor 1913, fingerprint sensor 1914, optical sensor 1915, and proximity sensor 1916.
The acceleration sensor 1911 may detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the computer apparatus 1900. For example, the acceleration sensor 1911 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1901 may control the touch screen 1905 to obtain a virtual article in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1911. The acceleration sensor 1911 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1912 may detect a body direction and a rotation angle of the computer device 1900, and the gyro sensor 1912 may cooperate with the acceleration sensor 1911 to acquire a 3D motion of the user with respect to the computer device 1900. From the data collected by the gyro sensor 1912, the processor 1901 may implement the following functions: 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 1913 may be disposed on a side bezel of computer device 1900 and/or on a lower layer of touch display 1905. When the pressure sensor 1913 is provided on the side frame of the computer apparatus 1900, a user's grip signal to the computer apparatus 1900 can be detected, and left-right hand recognition or shortcut operation can be performed based on the grip signal. When the pressure sensor 1913 is disposed at the lower layer of the touch display 1905, it is possible to control the operability control on the UI interface according to the pressure operation of the user on the touch display 1905. 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 1914 is configured to collect a fingerprint of the user to identify the user based on the collected fingerprint. Upon identifying that the user's identity is a trusted identity, the processor 1901 authorizes the user to perform relevant sensitive operations including unlocking a screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. Fingerprint sensor 1914 may be disposed on the front, back, or side of computer device 1900. When a physical button or vendor Logo is provided on computer device 1900, fingerprint sensor 1914 may be integrated with the physical button or vendor Logo.
The optical sensor 1915 is used to collect the ambient light intensity. In one embodiment, the processor 1901 may control the display brightness of the touch screen 1905 based on the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1905 is turned down. In another embodiment, the processor 1901 may also dynamically adjust the shooting parameters of the camera assembly 1906 according to the intensity of the ambient light collected by the optical sensor 1915.
A proximity sensor 1916, also known as a distance sensor, is typically disposed on the front of the computer device 1800. Proximity sensor 1916 is used to capture the distance between the user and the front of computer device 1900. In one embodiment, the touch display 1905 is controlled by the processor 1901 to switch from a bright screen state to a dark screen state when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 is gradually decreasing; when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 gradually becomes larger, the touch display 1905 is controlled by the processor 1901 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the architecture shown in FIG. 19 is not intended to be limiting of computer device 1900 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
An embodiment of the present application further provides a computer device, where the computer device includes: the virtual article acquisition method comprises a processor and a memory, wherein at least one computer instruction is stored in the memory, and is loaded and executed by the processor to realize the virtual article acquisition method provided by the method embodiments.
The embodiment of the present application further provides a computer storage medium, where at least one computer instruction is stored in the computer readable storage medium, and the at least one computer instruction is loaded and executed by a processor to implement the method for acquiring a virtual article provided in the foregoing method embodiments.
An embodiment of the present application further provides a computer program product, where the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; the computer instructions are read from the computer readable storage medium and executed by a processor of a computer device, so that the computer device executes the virtual article acquisition method provided by the method embodiments.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only an example of the present application and should not be taken as limiting, and any modifications, equivalent switches, improvements, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. The method for acquiring the virtual article is applied to a client, and comprises the following steps:
displaying a competition entrance of a ranking mode, wherein the ranking mode is one of at least two game modes provided by the client, and the ranking mode is a competition mode for determining the strength section position of a user account in a ranking list;
responding to the triggering operation on the competition entrance, and controlling the virtual role of the user account to participate in the ranking competition;
under the condition of successful participation, displaying the virtual ranking coins obtained in the current season by participating in the ranking match;
and using the virtual ranking coins to purchase the exclusive virtual commodity of the ranking competition mode in the exclusive ranking mall of the ranking competition mode.
2. The method of claim 1, wherein displaying the virtual ranking coins obtained in the current season for participating in the ranking game pair in the event of successful participation comprises:
displaying a mileage value obtained by the user account participating in the ranking match in the current season if the user account successfully participates in the ranking match in the current season, wherein the mileage value is a numerical value related to the number of times the user account participates in the ranking match in the current season;
displaying the obtained virtual ranking currency corresponding to the grade threshold value under the condition that the symptom value reaches the grade threshold value;
wherein different course grades in the current season correspond to different grade thresholds.
3. The method as claimed in claim 2, wherein displaying the mileage value obtained in the current season for participating in the ranking match pair in case of successful participation comprises:
displaying a first number of the journey values obtained in the current season when the user account participates in single-round ranking match and wins in the single-round ranking match;
displaying a second quantity of the journey values obtained in the current season when the user account participates in the single-game ranking match and the single-game ranking match fails;
wherein the first number is less than or equal to the second number.
4. The method as claimed in claim 2, wherein displaying the mileage value obtained in the current season for participating in the ranking match pair in case of successful participation comprises:
determining a hidden score based on the user account successfully participating in the ranking match in a regular time period, the regular time period being a time period in the current season other than a specified time period;
determining a number of fields n based on the concealment score;
under the condition that the user account successfully participates in the ranking match in the former n places within the specified time period, displaying an addition program value obtained by participating in the ranking match within the specified time period;
and the added program value is larger than the single program value acquired by the user account in the conventional time period.
5. The method of claim 4, wherein determining hidden credits based on successful participation of the user account in the ranked match game within the regular time period comprises:
determining a third number of the hidden credits if the user account participates in the ranked match run in the regular time period and wins in the ranked match run;
determining a fourth number of the hidden credits when the user account participates in the ranking match in the regular time period and falls off in the ranking match;
wherein the third number is less than the fourth number.
6. The method as claimed in any one of claims 1 to 5, wherein said purchasing said ranking mode specific virtual goods in said ranking mode specific ranking mall using said virtual ranking coins comprises:
displaying the exclusive entry of the ranking mall of the ranking competition mode;
displaying a mall interface of the ranked mall including virtual goods restricted to be purchased using the virtual ranked ust in response to a triggering operation on an entrance of the ranked mall;
and responding to a purchase operation on the virtual commodity, and purchasing the virtual commodity by using the virtual ranking currency.
7. The method of claim 6, wherein displaying the mall interface of the ranked mall comprises:
acquiring a season virtual commodity exclusive for the current season, wherein the season virtual commodity comprises at least one of a virtual skin, a virtual posture, a virtual special effect, a virtual expression and a virtual prop used by the virtual character;
and displaying the mall interface of the ranked mall based on the exclusive season competition virtual commodity of the current season.
8. The method of claim 6, wherein displaying the mall interface of the ranked mall comprises:
acquiring a grade virtual commodity of which the journey grade of the user account has a purchase permission, wherein the grade virtual commodity comprises at least one of a virtual skin, a virtual posture, a virtual special effect, a virtual expression and a virtual prop used by the virtual character;
displaying a mall interface of the ranked mall based on the level virtual goods.
9. An apparatus for acquiring a virtual article, the apparatus comprising:
the client side is used for providing a ranking match mode, the ranking match mode is one of at least two game modes provided by the client side, and the ranking match mode is a competition mode for determining the strength section position of a user account in a ranking list;
the game-matching module is used for responding to the triggering operation on the competition entrance and controlling the virtual role of the user account to participate in the ranking game;
the reward module is used for displaying the virtual ranking coins obtained in the current season when the ranking match is participated in under the condition of successful participation;
and the mall module is used for using the virtual ranking coins to purchase the exclusive virtual commodity of the ranking competition mode in the exclusive ranking mall of the ranking competition mode.
10. The apparatus of claim 9,
the reward module is used for displaying a mileage value obtained by participating in the ranking match in the current season under the condition of successful participation, wherein the mileage value is a numerical value related to the frequency of the user account participating in the ranking match in the current season; displaying the obtained virtual ranking currency corresponding to the grade threshold value under the condition that the symptom value reaches the grade threshold value;
wherein different course grades in the current season correspond to different grade thresholds.
11. The apparatus of claim 10,
the reward module is used for determining hidden points based on successful participation of the user account in the ranking match in a conventional time period, wherein the conventional time period is a time period except for a specified time period in the current season;
determining a number of fields n based on the concealment score;
under the condition that the user account successfully participates in the ranking match in the former n places within the specified time period, displaying an addition program value obtained by participating in the ranking match within the specified time period;
and the added program value is larger than the single program value acquired by the user account in the conventional time period.
12. The apparatus of claim 9,
the display module is used for acquiring a season virtual commodity exclusive for the current season, and the season virtual commodity comprises at least one of a virtual skin, a virtual posture, a virtual special effect, a virtual expression and a virtual prop used by the virtual character; and displaying the mall interface of the ranked mall based on the exclusive season competition virtual commodity of the current season.
13. A computer device, characterized in that the computer device comprises: a processor and a memory, the memory having stored therein at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the method of acquiring a virtual article according to any one of claims 1 to 8.
14. A computer storage medium having at least one computer instruction stored thereon, the at least one computer instruction being loaded and executed by a processor to implement the method of acquiring a virtual article according to any one of claims 1 to 8.
15. A computer program product, characterized in that the computer program product comprises computer instructions, the computer instructions being stored in a computer readable storage medium; the computer instructions are read from the computer-readable storage medium and executed by a processor of a computer device, causing the computer device to perform the method of acquiring a virtual article according to any one of claims 1 to 8.
HK42022059290.1A 2022-08-31 Method and apparatus for acquiring virtual item, device, medium, and program product HK40069411B (en)

Publications (2)

Publication Number Publication Date
HK40069411A true HK40069411A (en) 2022-10-07
HK40069411B HK40069411B (en) 2023-09-15

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