Capture information display method and device based on virtual world, equipment and medium

By displaying the capture prompt information of pet virtual characters in the virtual world, the problem of players misunderstanding the capture process is solved, and the capture success rate and human-computer interaction efficiency are improved.

CN120094203APending Publication Date: 2025-06-06TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 1 Cited by

Patent Information

Application Number
CN202510521727.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-08-19
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

In role-playing games, players can only see the pet's energy value when catching a pet, which leads to misunderstanding of the capture process and affects the capture success rate.

Method used

By displaying pet virtual characters and their capture prompt information in the virtual world, clarify the captureable status of the pet and prompt the player to capture the opportunity.

Benefits of technology

It improves the success rate of capturing pet virtual characters, reduces player information comprehensions, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120094203A_ABST
    Figure CN120094203A_ABST
Patent Text Reader

Abstract

The application of the invention is a divisional application of 202211001669.3. The invention discloses a captured information display method and device based on a virtual world, equipment and a medium, and belongs to the field of the virtual world. The method comprises the following steps: displaying a pet virtual character in a virtual world; displaying capture prompt information of the pet virtual character, wherein the capture prompt information is used for prompting state information related to capture of the pet virtual character; when the capture prompt information prompts that the pet virtual character is in the capturable state, displaying successful capture of the pet virtual character in response to a capture operation of the master control virtual character on the pet virtual character; wherein the capturable state is used for representing that the capture success rate of the pet virtual character reaches the target probability or the target probability range. According to the scheme, the capturable state of the pet virtual character can be accurately displayed, the capture success rate of the pet virtual character is improved, and the man-machine interaction efficiency is improved.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] This application is a divisional application with application number 202211001669.3, application date August 19, 2022, and invention name “Method, device, equipment and medium for displaying captured information based on a virtual world”. Technical Field

[0002] The embodiments of the present application relate to the field of virtual worlds, and in particular to a method, device, equipment and medium for displaying captured information based on a virtual world. Background Art

[0003] Role-Playing Game (RPG) is a type of game in which the player plays a role in a realistic or fictional world.

[0004] In an RPG in the related art, the player plays the role of a pet trainer. In the open world, he captures various pets, and then interacts with them, such as raising them, using them to harvest, and using them to fight. When capturing a pet, the energy value of the pet is displayed on the user interface. When the energy value is very high, there is almost no probability of successful capture; when the energy value is low, there is a relatively high success rate to capture the pet.

[0005] The actual capture process is not only related to the pet's energy value. However, since players can only see the pet's energy value on the user interface, they mistakenly believe that the capture process is to reduce the pet's energy value, causing some players to attack the pet until the energy value is low before capturing it, resulting in misunderstanding of information. Summary of the invention

[0006] The present application provides a method, device, equipment and medium for displaying captured information based on a virtual world. The technical solution is as follows:

[0007] According to one aspect of the present application, a method for displaying captured information based on a virtual world is provided, the method comprising:

[0008] Displaying a pet virtual character in the virtual world;

[0009] Displaying the capture prompt information of the pet virtual character, wherein the capture prompt information is used to prompt the status information related to the capture of the pet virtual character;

[0010] In the case where the capture prompt information indicates that the pet virtual character is in a captureable state, in response to the capture operation of the main control virtual character on the pet virtual character, displaying that the pet virtual character is successfully captured;

[0011] The captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

[0012] According to another aspect of the present application, a capture information display device based on a virtual world is provided, the device comprising:

[0013] A display module, used for displaying a pet virtual character in the virtual world;

[0014] The display module is used to display the capture prompt information of the pet virtual character, and the capture prompt information is used to prompt the status information related to the capture of the pet virtual character;

[0015] The display module is used for displaying that the pet virtual character is successfully captured in response to the capture operation of the main control virtual character on the pet virtual character when the capture prompt information indicates that the pet virtual character is in a captureable state;

[0016] The captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

[0017] According to one aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned method for displaying captured information based on a virtual world.

[0018] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned method for displaying captured information based on a virtual world.

[0019] According to another aspect of the present application, a computer program product is provided, the computer program product comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying captured information based on a virtual world provided in the above aspect.

[0020] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0021] By displaying the pet virtual character in the virtual world and its capture prompt information, the information related to the capture of the pet virtual character can be visualized based on the capture prompt information, and it can accurately display whether the pet virtual character is in a captureable state, thereby avoiding players from misunderstanding the information. Therefore, when the capture prompt information indicates that the pet virtual character is in a captureable state, the player captures the pet virtual character, which can increase the capture success rate of the pet virtual character and improve the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0023] Figure 1 A schematic diagram of a virtual world provided by an exemplary embodiment is shown;

[0024] Figure 2 A schematic diagram of a virtual world provided by an exemplary embodiment is shown;

[0025] Figure 3 A structural block diagram of a computer system provided by an exemplary embodiment is shown;

[0026] Figure 4 A schematic diagram of capturing a pet virtual character in the related art provided by an exemplary embodiment is shown;

[0027] Figure 5 A schematic diagram of capturing a pet virtual character in the related art provided by an exemplary embodiment is shown;

[0028] Figure 6 A schematic diagram of capturing a pet virtual character in the related art provided by an exemplary embodiment is shown;

[0029] Figure 7 A schematic diagram of capturing a pet virtual character in the related art provided by an exemplary embodiment is shown;

[0030] Figure 8 A flowchart of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0031] Fig. 9 A flowchart of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0032] Fig.10A schematic diagram of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0033] Fig.11 A schematic diagram of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0034] Fig.12 A schematic diagram of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0035] Fig.13 A flowchart of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0036] Fig.14 A schematic diagram of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0037] Fig.15 A schematic diagram of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0038] Fig.16 A flowchart of a method for displaying captured information based on a virtual world provided by an exemplary embodiment is shown;

[0039] Fig.17 A structural block diagram of a capture information display device based on a virtual world provided by an exemplary embodiment is shown;

[0040] Fig.18 A structural block diagram of a computer device provided by an exemplary embodiment is shown. DETAILED DESCRIPTION

[0041] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, the same numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0042] It should be understood that the "several" mentioned in this article refers to one or more, and "multiple" refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are in an "or" relationship.

[0043] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0044] Virtual world: is a virtual world displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world.

[0045] The main virtual character refers to the movable object played by the player in the virtual world. The main virtual character can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual world. Optionally, the main virtual character is a three-dimensional model created based on animation skeleton technology. Each main virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0046] Pet virtual characters: refers to movable objects controlled by artificial intelligence (AI) in the virtual world. Pet virtual characters can be virtual creatures, virtual animals, virtual monsters, virtual elves, virtual pets, etc., for example: movable objects in the form of animals or other forms displayed in a three-dimensional virtual world. Pet virtual characters can be captured, raised, upgraded, etc. by the main virtual character. Pet virtual characters can assist the main virtual character in performing at least one of the interactive operations such as collecting, fighting, changing plots, etc.

[0047] In a turn-based role-playing game (RPG) in the related art, the player plays a virtual character in a realistic world or a virtual world. The turn-based RPG provides two types of maps: a world map and a battle map. In non-combat scenarios, the virtual character moves in the world map, such as playing, capturing pet virtual characters, collecting treasure chests, collecting virtual props, etc.; in combat scenarios, the virtual character controls the captured pet virtual character in the battle map and engages in turn-based combat with enemy units (such as NPCs (Non-Player Characters) in the game, monsters controlled by AI, or pet virtual characters captured by other characters, etc.).

[0048] In the related art, since the world map and the battle map are two completely different maps, when switching between the world scene (or non-battle scene) and the battle scene, the user interface will display map content with great differences, and players can clearly feel the difference between the two different maps, with a strong sense of tearing. In order to alleviate this tearing feeling, the related art often displays a transition animation when switching, but the effect is still not good.

[0049] In the embodiment of the present application, an innovative turn-based RPG mechanism is provided. The traditional world map and battle map are combined into one in the turn-based RPG. The battle map is a sub-map dynamically determined from the world map during each battle. In this way, when switching between the world scene (or non-battle scene) and the battle scene, there will be no huge difference in the map content displayed in the user interface, thereby avoiding the tearing feeling existing in the related art. In addition, the turn-based RPG also allows the environment (weather, time, plot, etc.) in the virtual world to affect the main control virtual character, the pet virtual character and the battle process, and vice versa, the main control virtual character, the pet virtual character and the battle process will also affect the environment in the virtual world, thereby organically integrating the turn-based battle process into the virtual world, and it is no longer two torn parts, but forms a whole.

[0050] The game process of this turn-based RPG includes: capture process and battle process.

[0051] Capture process:

[0052] 1. In the virtual scene, the pet virtual character is found. The main virtual character approaches the pet virtual character within a certain range, and the virtual scene screen displays a face-to-face capture scene with the pet virtual character. At this time, the pet virtual character may be still, or keep moving around, or intimidate and attack the main virtual character.

[0053] 2. Prepare the spherical container props, such as choosing the spherical container props.

[0054] 3. Use the spherical container prop to aim at the pet virtual character. The capture-related information will be displayed on the pet virtual character's body, such as the capture difficulty (indicated by color, for example, difficulty indicated by green < difficulty indicated by orange < difficulty indicated by red). The virtual scene screen will display the attributes of the pet virtual character (including name, gender, level, and comprehensive attribute values). The virtual scene screen will also display an aiming circle, which will shrink and expand over time. Throwing a spherical container prop to the pet virtual character when the aiming circle shrinks will increase the chance of successful capture.

[0055] 4. Throwing a spherical container prop to the pet virtual character to capture the pet virtual character can achieve the throwing effect through the touch control on the touch screen.

[0056] If the throwing position and / or throwing timing are incorrect, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, but the level or strength of the main controlling virtual character is not enough, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct and the level or strength of the main controlling virtual character is sufficient, the capture is successful and a prompt of capture success, rewards for successful capture (such as experience points, newly acquired skills, etc.), and attributes of the captured pet virtual character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.

[0057] Battle process: can be singles, doubles, or team battles

[0058] 1. Select the pet avatar you want to fight.

[0059] 2. Display the battle scene and select the skills that the pet virtual character wants to use.

[0060] 3. Control the touch controls on the touch screen to release skills.

[0061] 4. Display skill animation effects.

[0062] In the embodiment of the present application, the turn-based RPG has innovative designs in at least the following aspects:

[0063] World Map

[0064] The world map includes multiple plots. Each plot is a polygonal plot. The polygonal plot is any one of a square, a rectangle, and a hexagon. For example, each plot is a 50 cm x 50 cm square. Each plot has its own surface attributes. Surface attributes include grass, stone, water, etc. In addition, the multiple plots included in the world map can be of the same type or a combination of multiple different types of plots.

[0065] Battle Map

[0066] refer to Figure 1 and Figure 2 As shown, in the virtual world 10, when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain location in the world map and enters into a battle, one or more plots within a certain range centered on the reference location determined by the first pet virtual character 12 in the world map are determined as the battle location. Fig.16 The reference position is the position of the first pet virtual character 12, or the nearest suitable battle position to the first pet virtual character 12. In some embodiments, the battle position Fig.16It includes all plots within a circular range with a reference position as the center and a predetermined length as the radius; in some embodiments, the battle area Fig.16 Includes all plots within a rectangle of a predetermined length and width centered at the reference location.

[0067] World and battle scenes

[0068] The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots in the world map may be displayed in the user interface. For example, the user interface displays one or more plots where the main control virtual character or pet virtual character is currently located in the world map, as well as some interface elements related to the above-mentioned displayed plots, main control virtual character, pet virtual character, etc.

[0069] The battle scene refers to the scene corresponding to the battle map. When the battle scene is displayed in the user interface, the battle map may be displayed in the user interface, such as displaying all or part of the plots contained in the battle map. For example, the user interface displays one or more plots where the main control virtual character or pet virtual character is currently located in the battle map, as well as some interface elements related to the above-mentioned displayed plots, main control virtual character, pet virtual character, etc.

[0070] The world scene and the battle scene can be switched, for example, from the world scene to the battle scene, or from the battle scene to the world scene.

[0071] When displaying the world scene and the battle scene, the virtual camera can adopt different shooting angles. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the main virtual character (such as the first-person perspective or the third-person perspective of the main virtual character) to obtain the display screen of the world scene; when displaying the battle scene, the virtual camera shoots the battle scene from an intermediate perspective (such as the virtual camera is located in the middle and obliquely above the two sides of the battle) to obtain the display screen of the battle scene. Optionally, in the world scene and the battle scene, in addition to the above-mentioned shooting angles, the allowed user operations may also be different. For example, when displaying the world scene, the user is allowed to manually adjust the angle of view and control the movement of the main virtual character or the pet virtual character; when displaying the battle scene, the user is not allowed to manually adjust the angle of view and control the movement of the main virtual character or the pet virtual character. Through the above method, users can make a perceptual distinction between the world scene and the battle scene. However, since the world scene and the battle scene share the same world map, the battle map used by the battle scene is one or more plots in the world map. Therefore, the switching between the world scene and the battle scene does not bring a strong sense of tearing, but a very smooth and natural switching.

[0072] Potential Energy

[0073] Elements, attributes or symbols that affect combat in the virtual world. Potential energy includes at least one of the following: grass, fire, water, stone, ice, electricity, poison, light, ghost, demon, normal, martial, cute, illusion, insect, wing, dragon, and mechanical.

[0074] Halo

[0075] An abstract element that has the ability to influence at least one of the visual elements of a plot of land, a main virtual character, or a pet virtual character within a certain range in the virtual world. Aura is an abstract element that appears continuously, randomly, follows the main virtual character, follows the pet virtual character, is triggered by a skill, or is triggered by an item. Auras can be invisible or visible in the virtual world, for example, flame auras, light auras, blood auras, buff auras, etc.

[0076] Capture of pet avatars

[0077] The main control virtual character has at least one spherical container prop, which is used to capture, store, raise or release the pet virtual character. The main control virtual character captures the pet virtual character by throwing an empty spherical container prop, or releases the pet virtual character by throwing a spherical container prop containing the pet virtual character. Exemplarily, the spherical container prop is called a Poké Ball, a Baby Ball or a Gulu Ball.

[0078] For capturing pet virtual characters, when the capture threshold is greater than the energy value of the pet virtual character, the pet virtual character is in a "capturable state". A prompt message indicating that the pet virtual character is in a "capturable state" is displayed on the user interface to assist players in capturing. Among them, the capture threshold is affected by factors such as the player's operation, weather, environment, and the number of times the pet has been captured. For example, players can change the capture threshold through weather, time and other conditions in the game by feeding fruits, using special skills, and attacking. At the same time, the prompt information is used to assist players to capture pets by friendly means such as feeding food and changing the environment, rather than by fighting, reflecting the design principle that the pet virtual character is a good friend of the main virtual character.

[0079] The released pet virtual characters can stay in the virtual scene and interact with the main virtual character, perform collection actions, and fight with other pet virtual characters. In addition, the released pet virtual characters will interact with the environment in the virtual world, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, obtaining virtual items in treasure chests with attribute locks, and affecting the properties of plots in the virtual world, such as igniting grass and freezing lakes.

[0080] The spherical container prop also simulates the physical properties of a real spherical object. It can bounce back when it hits an obstacle and can also skip on the water.

[0081] The battle process changes the world environment

[0082] When pet avatars fight in a turn-based battle, the skills released by the pet avatars will affect the environment of the virtual world, and this will be synchronized from the battle scene to the world scene. For example, when pet avatars fight in a battle scene, the pet avatars release a fire skill, the grass plot in the battle scene will be ignited, and the ignited grass plot will be synchronized to the world scene. Furthermore, when the environment of the plot changes, it will have an impact on the pet avatar.

[0083] The world environment changes the course of battle

[0084] When pet virtual characters engage in a turn-based battle, the environment in the virtual world will have an impact on the pet virtual characters, such as affecting the skill damage of the pet virtual characters, or affecting the skill display effect of the pet virtual characters. Exemplarily, the environment in the virtual world includes the environment of the plot and the weather environment, and these two aspects will comprehensively affect the degree of disgust and liking of the pet virtual characters for the environment. Exemplarily, the degree of disgust and liking of the pet virtual characters for the environment includes the following different levels: strong affinity, weak affinity, indifference, weak resistance, and strong resistance.

[0085] If the pet virtual character likes both environments (land + weather), a strong affinity effect is obtained; if the pet virtual character only likes one environment and does not dislike the other environment, a weaker affinity effect is obtained; if the pet virtual character likes one environment and dislikes the other environment, no effect is obtained; if the pet virtual character only dislikes one environment and dislikes the other environment, a weaker resistance effect is obtained; if the pet virtual character dislikes both environments, a strong resistance effect is obtained.

[0086] During the battle, the server or client needs to obtain the environment regularly (such as every round) and determine the impact of the environment on the pet virtual character.

[0087] Position changes in turn-based combat

[0088] In traditional turn-based battles, the standing positions of our pet virtual characters and the enemy pet virtual characters in the battle map are fixed, that is, standing still. In the embodiment of the present application, when the pet virtual characters fight each other, both the attacker and the attacked party are not standing still, that is, displacement occurs.

[0089] When the pet virtual character acts as an attacker, active displacement will occur. If the first position where the pet virtual character is currently located meets the skill release conditions, the pet virtual character can release the skill on the spot at the first position. If the above-mentioned first position does not meet the skill release conditions, before the skill is released, the pet virtual character will be controlled to actively move from the first position to the second position that meets the skill release conditions, and the pet virtual character releases the skill at the second position. The above-mentioned second position can be called a legal combat point, which refers to a position that meets the skill release conditions of the pet virtual character. Optionally, after the release of the skill is completed, the pet virtual character will move to a third position, which may be the same as or different from the above-mentioned first position. The above-mentioned third position can be called a legal standing point, which refers to the position where the pet virtual character is located after the skill is released. In addition, the above-mentioned skill release conditions may be related to factors such as the pet virtual character, skills, and environment.

[0090] When the pet avatar is attacked, it will have a passive displacement. When it is attacked by a skill, it will have a displacement process of being knocked back. For example, if the pet avatar is currently in the first position and is attacked by a skill at the first position, the pet avatar can move from the first position to the fourth position. The fourth position can be determined based on factors such as the pet avatar being attacked, the pet avatar being the attacker, the skill being attacked, and the environment.

[0091] In addition, as the position of the pet virtual character changes, its environment (including the environment of the plot of land and the weather environment) may also change, thereby affecting the subsequent rounds of combat of the pet virtual character.

[0092] Figure 3 FIG. 1 is a block diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120 , a server 140 , a second terminal 160 and a third terminal 180 .

[0093] The first terminal 120 is installed and runs an application that supports the virtual world. The application can be any one of a three-dimensional map program, a virtual reality (VR) application, an augmented reality (AR) program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is a terminal used by a first user. The first user uses the first terminal 120 to control the first virtual character in the virtual world to perform activities. The first virtual character is used as the main virtual character. The activities include but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking, capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters to pick, using pet virtual characters to fight, using throwing props, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual character, such as a simulated character object or an animated character object. Exemplarily, the first user controls the first virtual character to perform activities through the UI controls on the virtual world screen, and the first user controls the first virtual character to throw the pet virtual character through the UI controls on the virtual world screen.

[0094] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0095] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142, and the memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive a request sent by a client, such as a request to view the location of an enemy virtual character; the control module 1422 is used to control the rendering of a virtual world screen; and the sending module 1423 is used to send a response to the client, such as sending the location of a third virtual character to the client. The server 140 is used to provide background services for applications that support a three-dimensional virtual world. Optionally, the server 140 undertakes the main computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the main computing work; or, the server 140, the first terminal 120, the second terminal 160, and the third terminal 180 adopt a distributed computing architecture for collaborative computing.

[0096] The second terminal 160 has an application program supporting the virtual world installed and running. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control a second virtual character in the virtual world to perform activities, and the second virtual character also serves as a master virtual character. The third terminal 180 has an application program supporting the virtual world installed and running. The third terminal 180 is a terminal used by a third user, and the third user uses the third terminal 180 to control a third virtual character in the virtual world to perform activities.

[0097] Optionally, the first virtual character, the second virtual character and the third virtual character are in the same virtual world. The first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.

[0098] Optionally, the applications installed on the first terminal 120, the second terminal 160 and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of applications on different operating system platforms (Android or IOS). The first terminal 120 may refer to one of a plurality of terminals, the second terminal 160 may refer to one of a plurality of terminals, and the third terminal 180 may refer to one of a plurality of terminals. This embodiment is only illustrated by the first terminal 120, the second terminal 160 and the third terminal 180. The device types of the first terminal 120, the second terminal 160 and the third terminal 180 are the same or different, and the device types include: at least one of a smart phone, a smart watch, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer and a desktop computer. The following embodiments are illustrated by taking the terminal including a smart phone as an example.

[0099] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.

[0100] In the related technology, Figure 4 , Figure 5 , Figure 6 and Figure 7 A schematic diagram of capturing a pet virtual character in the related art provided by an exemplary embodiment of the present application is shown.

[0101] like Figure 4 and Figure 5As shown, the main control virtual character 200 of the player in the virtual world is a pet trainer, and the player releases the captured pet virtual character 202 to fight with the pet virtual character 300 to be captured. At this time, the status bar 201 of the pet virtual character 202 is displayed on the user interface, and the status bar 201 shows the nickname, gender, level, and energy value of the pet virtual character 202, and the energy value is initially full. The status bar 301 of the pet virtual character 300 is also displayed on the user interface, and the status bar 301 shows the nickname, gender, level, and energy value of the pet virtual character 300, and the energy value is initially full. It can be seen that the energy value of the pet virtual character 300 is very high, and there is almost no probability of successful capture at this time. Then, after trying to capture, the user interface displays "What a pity! Just a little bit left!", that is, the capture fails.

[0102] like Figure 6 and Figure 7 As shown, the main control virtual character releases the captured pet virtual character 202 to fight with the pet virtual character 300 to be captured. At this time, the status bar 201 of the pet virtual character 202 is displayed on the user interface, and the status bar 201 shows the nickname, gender, grade, and energy value of the pet virtual character 202, and the energy value is initially full. The status bar 301 of the pet virtual character 300 is also displayed on the user interface, and the status bar 301 shows the nickname, gender, grade, and energy value of the pet virtual character 300, and the energy value is initially full. The player reduces the energy value of the pet virtual character 300 by releasing skills, and the probability of successful capture is relatively large at this time. The main control virtual character captures the pet virtual character 300 by throwing an empty spherical container prop, and the pet virtual character 300 is displayed as a spherical container 302 if the capture is successful.

[0103] The actual capture process is not only related to the energy value of the pet avatar 300. However, since the player can only see the energy value of the pet avatar 300 on the user interface, they mistakenly believe that the capture process is to reduce the energy value of the pet avatar 300, causing some players to attack the pet avatar 300 to a low energy value before capturing it, resulting in misunderstanding of information.

[0104] Based on this, Figure 8 A flowchart of a method for displaying captured information based on a virtual world provided by an exemplary embodiment of the present application is shown. Figure 3 Taking the terminal 120 and / or the terminal 160 and / or the terminal 180, or the client supporting the virtual world installed on the terminal 120 and / or the terminal 160 and / or the terminal 180 as an example, the method includes:

[0105] Step 620: Display the pet virtual character in the virtual world.

[0106] Optionally, the pet virtual character in the virtual world may be displayed. In a non-combat scenario, the pet virtual character to be captured may be displayed. In a combat scenario, the pet virtual character released by the master virtual character may be displayed and / or the pet virtual character to be captured may be displayed.

[0107] Optionally, the pet virtual character can be displayed in any possible form. The form of the pet virtual character is related to the level of the pet virtual character, the environment (weather, time, plot), the props used, etc. For example, the pet virtual character is displayed in one of the original form (or initial form, basic form), evolved form, dress-up form, and transformed form, or displayed in the form corresponding to the environment at this time, or displayed in other forms after using props.

[0108] Optionally, in response to a battle trigger operation, a pet virtual character in the virtual world is displayed. The battle trigger operation refers to an operation triggered by a player to fight with a pet virtual character to be captured in order to capture the pet virtual character.

[0109] Optionally, for the pet virtual character to be captured, the pet virtual character may be located at any possible location in the virtual world. The location of the pet virtual character may be associated with the type, attributes, etc. of the pet virtual character. For example, if the pet virtual character is a grass character, it is mostly distributed near the grass, jungle, etc. in the virtual world. If the pet virtual character is a water character, it is mostly distributed near the lake, ocean, etc. in the virtual world. The location of the pet virtual character may be randomly set. For example, the pet virtual character is located near a road in the virtual world.

[0110] Optionally, in response to the main control virtual character moving to the location of the pet virtual character, the pet virtual character in the virtual world is displayed. Since the user interface can display limited content, the pet virtual character can be displayed when the main control virtual character moves to the vicinity of the location of the pet virtual character.

[0111] Optionally, the player can control the main virtual character to move to the location of the pet virtual character through peripherals such as a handle, mouse, keyboard, or through VR (Virtual Reality) glasses, VR helmets, voice control, somatosensory operations, etc. This embodiment does not limit this.

[0112] Step 640: displaying the capture prompt information of the pet virtual character, where the capture prompt information is used to prompt status information related to capturing the pet virtual character.

[0113] Optionally, in either a combat scene or a non-combat scene, the capture prompt information of the pet virtual character can be displayed, and the capture prompt information is used to prompt the state information related to the capture of the pet virtual character. Exemplarily, the state information can be the state value information of the pet virtual character, or it can be information indicating whether the pet virtual character is in a captureable state. In other embodiments, the state information can also be the emotional state, likes and dislikes degree information of the pet virtual character.

[0114] Optionally, the capture prompt information can be displayed at any position in the virtual world. For example, the capture prompt information can be displayed at the upper right, lower right, upper left or lower left of the virtual world. In some embodiments, the capture prompt information is displayed near the pet virtual character to be captured.

[0115] Optionally, the capture prompt information can be displayed in any possible form. For example, the capture prompt information is displayed as a ring icon, a spherical icon or a bar chart. This embodiment does not limit the display form of the capture prompt information.

[0116] Step 660, when the capture prompt information indicates that the pet virtual character is in a captureable state, in response to the capture operation of the main control virtual character on the pet virtual character, displaying the successful capture of the pet virtual character; wherein the captureable state is used to indicate that the capture success rate of the pet virtual character reaches the target probability or the target probability range.

[0117] Optionally, when the capture prompt information indicates that the pet virtual character is in a captureable state, the pet virtual character is captured at this time, and the capture success rate is relatively high.

[0118] Optionally, the catchable state is used to indicate that the pet virtual character's catch success rate reaches a target probability or a target probability range. The target probability and the target probability range can be set according to actual technical needs, for example, the target probability can be set to 95%, and the target probability range is set to 90%-95%.

[0119] Optionally, the capture operation of the pet virtual character can be a spherical container prop throwing operation. Exemplarily, the spherical container prop can be various types of empty spherical containers, such as empty ordinary balls, advanced balls, overweight balls, etc. The main control virtual character captures the pet virtual character by throwing the empty spherical container prop.

[0120] Optionally, when the capture prompt information indicates that the pet virtual character is in a captureable state, in response to the capture operation of the host virtual character on the pet virtual character, the successful capture of the pet virtual character is displayed. Exemplarily, the successfully captured pet virtual character may be displayed as a spherical container icon, or other icons, texts, etc., indicating successful capture.

[0121] In summary, the method provided in the embodiment of the present application can visualize the information related to the capture of the pet virtual character based on the capture prompt information by displaying the pet virtual character in the virtual world and its capture prompt information, and can accurately display whether the pet virtual character is in a captureable state, thereby avoiding misunderstanding of the information by the player. Therefore, when the capture prompt information indicates that the pet virtual character is in a captureable state, the player captures the pet virtual character, which can improve the capture success rate of the pet virtual character and improve the efficiency of human-computer interaction.

[0122] In one possible implementation, Fig. 9 A flowchart of a method for displaying capture information based on a virtual world provided by an exemplary embodiment of the present application is shown, which displays capture prompt information of a pet virtual character, including:

[0123] Step 641, displaying a first status bar of the pet virtual character; and displaying a prompt element on the first status bar, the prompt element being used to indicate a capture threshold of the pet virtual character.

[0124] Exemplarily, the status bar is used to indicate the status information of the pet virtual character, and the status information of the pet virtual character may be the status value of the pet virtual character, or may be whether the pet virtual character is in a catchable state. Optionally, the status value includes an energy value or a physical strength value.

[0125] Optionally, when the status information of the pet virtual character is status value information, the status bar is used to display the status value of the pet virtual character, and the status bar is also referred to as the first status bar. In the initial state where the pet virtual character is not captured, the first status bar is full. Optionally, the first status bar of the pet virtual character is displayed.

[0126] Exemplarily, the capture threshold is an explicit prompt of the upper limit of the state value corresponding to when the capture success rate of the pet virtual character reaches the target condition or the target probability range. That is, when the actual state value is less than or equal to the capture threshold, the capture success rate of the pet virtual character reaches the target condition or the target probability range; when the actual state value is greater than the capture threshold, the capture success rate of the pet virtual character does not reach the target condition or the target probability range.

[0127] Optionally, when the actual state value is greater than the capture threshold, the difference between the actual state value and the capture threshold is negatively correlated with the capture success rate, and the greater the difference, the lower the capture success rate. It can be understood that as the difference between the actual state value and the capture threshold increases, the capture success rate of the pet virtual character gradually approaches the fixed capture success rate, and the fixed capture success rate is greater than 0.

[0128] Exemplarily, the capture threshold of the pet virtual character corresponds to the pet virtual character, and the capture threshold may be fixed. In some embodiments, the capture threshold is a dynamically changing value. The capture threshold is related to at least one of the following factors:

[0129] The pet type and / or pet level of the pet avatar;

[0130] The prop type and / or prop level of the container prop used by the capture operation;

[0131] The historical number of captures of the pet virtual character by the main virtual character;

[0132] The historical number of captures of pet virtual characters of the same type by the main virtual character;

[0133] Whether the pet avatar finds the main avatar;

[0134] The distance between the main avatar and the pet avatar;

[0135] The personality matching degree between the main virtual character and the pet virtual character;

[0136] Gender matching between the main avatar and the pet avatar;

[0137] Weather in the virtual world;

[0138] The plot of land where the pet avatar is located in the virtual world;

[0139] Interaction between the main virtual character and the pet virtual character;

[0140] Whether the pet avatar finds the main avatar;

[0141] The distance between the main avatar and the pet avatar.

[0142] For example, when the status value of a pet virtual character is full, it is 100, and the corresponding capture success rate is 30%. When the actual status value of the pet virtual character is 25, the capture success rate reaches the target probability of 95%, and the capture threshold is 25. The capture threshold is used to prompt that the actual status value corresponding to the capture success rate reaching the target probability of 95% is 25. When the character of the pet virtual character is timid and not aggressive, when the main control virtual character attacks the pet virtual character, the capture threshold will be reduced. For example, when the actual status value of the pet virtual character is 15, the capture success rate will reach the target probability of 95%.

[0143] For another example, each pet virtual character has an environment that it likes or dislikes. When the pet virtual character likes the environment, an affinity effect can be obtained, and the corresponding capture threshold can be increased. Conversely, when the pet virtual character dislikes the environment, a resistance effect can be obtained, and the corresponding capture threshold can be reduced.

[0144] Optionally, a prompt element is displayed on the first status bar, and the prompt element is used to indicate the capture threshold of the pet virtual character. That is, the first status bar can display the status value of the pet virtual character and the capture threshold of the pet virtual character.

[0145] Optionally, displaying a prompt element on the first status bar includes: displaying a prompt element at a position on the first status bar corresponding to the capture threshold, wherein a display style of the prompt element is at least one of a vertical bar, a pointer, and an icon.

[0146] For example, Fig.10 As shown, taking the first status bar being a bar graph as an example, in a battle scene between the pet virtual character 402 released by the main control virtual character and the pet virtual character 500 to be captured, a prompt element 502 is displayed on the first status bar 501, and the prompt element 502 is used to indicate the capture threshold of the pet virtual character 500, and the display style of the prompt element 502 is a vertical bar.

[0147] In this embodiment, by displaying a prompt element on the first status bar, the prompt element is used to indicate the capture threshold of the pet virtual character, so that the capture threshold of the pet virtual character can be visualized through the prompt element, thereby improving the success rate of subsequent capture of the pet virtual character.

[0148] In one example, displaying a prompt element at a position corresponding to the capture threshold on the first status bar includes:

[0149] When the state value of the pet virtual character is less than the capture threshold, a prompt element having a first display style is displayed at a position corresponding to the capture threshold on the first status bar, and the first display style is used to indicate a captureable state;

[0150] When the status value of the pet virtual character is not less than the capture threshold, a prompt element with a second display style is displayed at a position corresponding to the capture threshold on the first status bar, and the second display style is used to indicate that the capture success rate of the pet virtual character is negatively correlated with the status value of the pet virtual character.

[0151] Optionally, the state value of the pet virtual character may be an energy value or a physical strength value. When the state value of the pet virtual character is less than the capture threshold, the capture success rate of the pet virtual character reaches the target probability or the target probability range, that is, the pet virtual character is in a captureable state. At this time, a prompt element with a first display style is displayed at a position corresponding to the capture threshold on the first status bar, and the first display style is used to indicate the captureable state.

[0152] Optionally, when the state value is less than the capture threshold, that is, the pet virtual character is in a captureable state, the capture success rate can be directly set to a fixed capture success rate, for example, the fixed capture success rate is set to 95%.

[0153] For example, Fig.11 As shown, when the status value of the pet virtual character 500 is less than the capture threshold, a prompt element 504 with a first display style is displayed at a position corresponding to the capture threshold on the first status bar 501. The prompt element 504 of the first display style is a spherical container icon for indicating a captureable state.

[0154] It should be noted that, in this embodiment, when the pet virtual character is in a high state value or a low state value, the state value of the pet virtual character may be less than the capture threshold. Fig.12 As shown, when the pet virtual character 500 is in a high state value, the state value of the pet virtual character 500 is less than the capture threshold, and a prompt element 504 having a first display style is displayed at a position corresponding to the capture threshold on the first status bar 501. The prompt element 504 of the first display style is a spherical container icon, which is used to indicate a captureable state. That is, when the pet virtual character has a high state value, there is also a captureable state, and there is no need to attack the pet virtual character to a low state value first.

[0155] Optionally, when the state value of the pet virtual character is not less than (greater than or equal to) the capture threshold, the capture success rate of the pet virtual character does not reach the target probability or the target probability range, that is, the pet virtual character is not in a captureable state. At this time, a prompt element with a second display style is displayed at a position corresponding to the capture threshold on the first status bar. It can be understood that the first display style is different from the second display style. Optionally, the prompt element of the second display style is a vertical bar.

[0156] Optionally, the second display style is used to indicate that the capture success rate of the pet virtual character is negatively correlated with the status value of the pet virtual character, that is, the higher the status value of the pet virtual character, the lower the capture success rate; and the lower the status value of the pet virtual character, the higher the capture success rate.

[0157] Optionally, when the state value of the pet virtual character is not less than the capture threshold, as the state value decreases, the capture success rate of the pet virtual character gradually approaches the fixed capture success rate.

[0158] As an example, Fig.13 A flowchart of a method for displaying capture information based on a virtual world in an exemplary embodiment of the present application is shown. The method for determining whether a pet virtual character is in a captureable state is as follows:

[0159] Step 700, the main control virtual character interacts with the pet virtual character and enters into a battle;

[0160] Step 701, determining the relationship between the capture threshold of the pet virtual character and the state value of the pet virtual character; when the capture threshold of the pet virtual character is greater than the state value of the pet virtual character, proceeding to step 702; when the capture threshold of the pet virtual character is not greater than the state value of the pet virtual character, proceeding to step 703;

[0161] Step 702, determine that the pet virtual character is in a captureable state, and proceed to step 704;

[0162] Step 703, determine that the pet virtual character is not in a captureable state, and proceed to step 705;

[0163] Step 704, determining whether the main control virtual character uses a spherical container prop (such as a Poké Ball) for capture; if so, proceeding to step 706, if not, proceeding to step 705;

[0164] Step 705, waiting for further operation of the master virtual character to change the capture threshold and / or state value of the pet virtual character; then, re-entering step 701 to determine the magnitude relationship between the capture threshold of the pet virtual character and the state value of the pet virtual character;

[0165] Step 706, displaying that the pet virtual character is captured successfully.

[0166] In this embodiment, by determining whether the pet virtual character is in a captureable state based on the size relationship between the state value of the pet virtual character and the capture threshold of the pet virtual character, and displaying a prompt element with a display style corresponding to whether it is in a captureable state, the captureable state of the pet virtual character can be accurately displayed, and the player does not need to attack the pet virtual character to a low state value before capturing the pet virtual character.

[0167] Alternatively, in another possible implementation, please continue to refer to Fig. 9 , displays the capture prompt information of the pet virtual character, including:

[0168] Step 642, displaying the second status bar of the pet virtual character, the second status bar is used to indicate the captureable state when it is full.

[0169] Exemplarily, when the status information of the pet virtual character is whether the pet virtual character is in a catchable state, the status bar is used to display whether the pet virtual character is in a catchable state, and the status bar is also referred to as a second status bar.

[0170] Optionally, a second status bar of the pet virtual character is displayed, and the second status bar is used to indicate the captureable state when it is full. When the pet virtual character is in the captureable state, the second status bar is full. The second status bar can also be understood as indicating satisfaction. When the main control virtual character attacks the pet virtual character, the satisfaction will be consumed. When the satisfaction is full, the pet virtual character is in the captureable state. Optionally, the main control virtual character can improve the satisfaction of the pet virtual character by using friendly props, feeding fruits and other friendly operations.

[0171] In this embodiment, the captureable state of the pet virtual character can be visualized by displaying the second status bar of the pet virtual character to indicate the captureable state. The captureable state can be indicated when the pet virtual character has a high state value or a low state value, and the player can capture the pet virtual character based on the captureable state to increase the capture success rate.

[0172] In one example, the pet virtual character has an initial value of a capture threshold. Optionally, the initial value of the capture threshold is related to a first factor, and the first factor includes at least one of the following factors:

[0173] The pet type and / or pet level of the pet avatar;

[0174] The prop type and / or prop level of the container prop used by the capture operation;

[0175] The historical number of captures of the pet virtual character by the main virtual character;

[0176] The historical number of captures of pet virtual characters of the same type by the main virtual character;

[0177] Whether the pet avatar finds the main avatar;

[0178] The distance between the main avatar and the pet avatar;

[0179] The personality matching degree between the main virtual character and the pet virtual character;

[0180] The gender matching degree between the main avatar and the pet avatar.

[0181] Optionally, the pet types of the pet virtual character include but are not limited to birds, insects, large animals, small animals, etc., and the pet levels include but are not limited to primary, intermediate, advanced, etc. The initial value of the capture threshold of the pet virtual character is related to the pet type and / or pet level of the pet virtual character. The rarer the pet type and / or the higher the pet level, the less likely the pet virtual character is to be captured, and the smaller the corresponding initial value of the capture threshold.

[0182] Optionally, the prop types of container props include but are not limited to ordinary props, intermediate props, advanced props, etc., and the prop levels include but are not limited to primary, intermediate, advanced, etc. The higher the prop type and / or the higher the prop level of the container props used in the capture operation, the easier the pet virtual character can be captured, and the larger the initial value of the corresponding capture threshold.

[0183] Optionally, the initial value of the capture threshold is related to the number of historical captures of the pet virtual character by the master virtual character, and the number of historical captures of the pet virtual character by the master virtual character and the initial value of the capture threshold may be positively correlated. For example, the more historical captures, the easier it is for the pet virtual character to be captured by the master virtual character, and the larger the initial value of the corresponding capture threshold.

[0184] Optionally, the initial value of the capture threshold is related to the number of historical captures of the same type of pet virtual characters by the master virtual character, and the number of historical captures of the same type of pet virtual characters by the master virtual character and the initial value of the capture threshold may be positively correlated. For example, the more historical captures of the same type of pet virtual characters, the better the master virtual character is at capturing the same type of pet virtual characters, that is, the larger the initial value of the capture threshold corresponding to the same type of pet virtual characters.

[0185] Optionally, the initial value of the capture threshold is also related to whether the pet virtual character has discovered the main virtual character. When the pet virtual character has not discovered the main virtual character, the main virtual character can go around the pet virtual character's blind spot to directly capture the pet virtual character. At this time, the main virtual character only needs to adopt a certain capture strategy to achieve a higher capture success rate without fighting. That is, when the pet virtual character has not discovered the main virtual character, the corresponding initial value of the capture threshold is larger.

[0186] Optionally, the distance between the main control virtual character and the pet virtual character can affect the capture threshold, and the distance and the initial value of the capture threshold can be positively correlated. For example, the closer the distance between the main control virtual character and the pet virtual character, the more accurate the skill release of the main control virtual character is, and the higher the capture success rate of the pet virtual character, that is, the larger the initial value of the corresponding capture threshold.

[0187] Optionally, the initial value of the capture threshold is also related to the personality matching degree between the main virtual character and the pet virtual character, and the personality matching degree and the initial value of the capture threshold may be positively correlated. Based on the personality attributes of the pet virtual character, each pet virtual character may like or dislike the personality of the main virtual character. For example, a pet virtual character with a belligerent personality prefers a main virtual character with a belligerent personality, and the personality matching degree between the two is relatively high. The higher the personality matching degree between the main virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, that is, the larger the initial value of the capture threshold.

[0188] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the main virtual character and the pet virtual character, and the gender matching degree and the initial value of the capture threshold may be positively correlated. Based on the gender attribute of the pet virtual character, each pet virtual character may like or dislike the gender of the main virtual character. The higher the gender matching degree between the main virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, that is, the larger the initial value of the capture threshold.

[0189] It should be noted that the numerical value of the capture threshold is a relative value, and the specific value needs to be determined according to the actual situation. It should also be noted that the initial value of the capture threshold of the pet virtual character is related to the first factor, but for a certain first factor, whether the initial value of the capture threshold of the pet virtual character caused by the first factor is large or small needs to be set according to the specific pet virtual character.

[0190] Taking the prop type of the container prop as an example, when the first factor is a pet virtual character, the capture success rate is high when using a more advanced container prop, that is, the initial value of the corresponding capture threshold is large. When another pet virtual character uses a more advanced container prop, the capture success rate is low, that is, the initial value of the corresponding capture threshold is small. In other words, whether the initial value of the capture threshold of the pet virtual character caused by the first factor is large or small needs to be set according to the specific pet virtual character.

[0191] In the present embodiment, there is an initial value for the capture threshold of the pet virtual character, and the initial value of the capture threshold is related to the first factor mentioned above, so that the initial value of the capture threshold of the pet virtual character can be adaptively adjusted in combination with information such as the operation or attributes of the main virtual character, which greatly enriches the capture scenes of the pet virtual character. Furthermore, different main virtual characters can also adaptively adopt different capture strategies according to the initial value of the capture threshold of the pet virtual character, which can improve the efficiency of human-computer interaction and improve the player's gaming experience.

[0192] Optionally, in an example, see Fig. 9 , the method further comprises:

[0193] Step 680, based on the status of the pet virtual character in the virtual world, change the display of the capture prompt information.

[0194] Optionally, the state of the pet virtual character in the virtual world is related to factors such as the position, form, level, state value, environment, weather, etc. of the pet virtual character. The state of the pet virtual character in the virtual world may affect the display of the capture prompt information. Optionally, the display of the capture prompt information is changed based on the state of the pet virtual character in the virtual world.

[0195] In this embodiment, by changing the display of the capture prompt information based on the status of the pet virtual character in the virtual world, the capture prompt information can be combined with the virtual world, thereby organically integrating the turn-based combat process into the virtual world, no longer being two torn parts, but forming a whole.

[0196] In a possible implementation, the capture prompt information is represented by a capture threshold. Step 680 changes the display of the capture prompt information based on the state of the pet virtual character in the virtual world, including:

[0197] When the capture threshold value is changed due to the second factor, the display position of the prompt element is changed on the first status bar.

[0198] Optionally, in a combat scenario or a non-combat scenario, the capture threshold of the pet virtual character may also be changed based on a second factor, that is, the second factor causes the capture threshold to change.

[0199] Optionally, the second factor includes at least one of the following factors:

[0200] Weather in the virtual world;

[0201] The plot of land where the pet avatar is located in the virtual world;

[0202] Interaction between the main virtual character and the pet virtual character;

[0203] Whether the pet avatar finds the main avatar;

[0204] The distance between the main avatar and the pet avatar.

[0205] Optionally, the second factor may be the weather in the virtual world. For example, if the pet virtual character likes sunny days and dislikes rainy days, the capture threshold of the pet virtual character in sunny weather is relatively large. When the weather changes from sunny to rainy, the capture threshold of the pet virtual character will become smaller.

[0206] Optionally, the second factor may be the plot of land where the pet avatar is located in the virtual world. For example, if the pet avatar prefers the environment of the plot of land it is currently in, then the corresponding capture threshold is relatively large. When the pet avatar moves to another plot of land, the capture threshold of the pet avatar will become smaller.

[0207] Optionally, the second factor may be the interactive operation between the main virtual character and the pet virtual character. For example, when the pet virtual character likes the interactive operation, the capture threshold of the pet virtual character will increase. When the pet virtual character dislikes the interactive operation, the capture threshold of the pet virtual character will decrease.

[0208] Optionally, the second factor also includes whether the pet virtual character finds the main virtual character. When the pet virtual character does not find the main virtual character, it is relatively easier to be captured, and the capture threshold will be relatively large.

[0209] Optionally, the second factor may also be the distance between the main virtual character and the pet virtual character. The closer the distance between the main virtual character and the pet virtual character, the more accurate the skill release of the main virtual character is, and the higher the capture success rate of the pet virtual character is, that is, the corresponding capture threshold is relatively large, and as the distance shortens, the capture threshold increases.

[0210] Optionally, the interactive operation between the main control virtual character and the pet virtual character includes at least one of the following:

[0211] The main control avatar and the pet avatar engage in turn-based combat;

[0212] The main control virtual character feeds the pet virtual character;

[0213] The main control avatar heals the pet avatar;

[0214] The main control avatar changes the weather in the virtual world through the captured pet avatar and / or props;

[0215] The main control virtual character changes the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props.

[0216] Optionally, the interactive operation between the main control virtual character and the pet virtual character includes a turn-based battle between the main control virtual character and the pet virtual character. Some pet virtual characters are belligerent, and when the main control virtual character and the pet virtual character are in a turn-based battle, the capture threshold of these pet virtual characters will change.

[0217] Optionally, the interactive operation between the main control virtual character and the pet virtual character includes the main control virtual character feeding the pet virtual character. When the pet virtual character likes the food, the capture threshold will increase. Conversely, when the pet virtual character dislikes the food, the capture threshold will decrease.

[0218] Optionally, the interactive operation also includes the main control virtual character healing the pet virtual character. When the main control virtual character heals the pet virtual character, the pet virtual character's favorability toward the main control virtual character increases, and the capture success rate increases, that is, the capture threshold increases.

[0219] Optionally, the interactive operation also includes the main control virtual character changing the weather in the virtual world through the captured pet virtual character and / or props. When the pet virtual character likes the changed weather, it will be easier to be captured, and the capture threshold will increase accordingly.

[0220] Optionally, the interactive operation also includes the main control virtual character changing the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props. When the pet virtual character likes the environment of the changed plot, it will be easier to be captured, that is, the capture threshold is increased.

[0221] Optionally, based on the second factor, the degree of like and dislike of the pet virtual character for the second factor is determined, and the capture threshold is adjusted based on the degree of like and dislike. For example, when the pet virtual character likes the second factor, the capture threshold will increase, when the pet virtual character dislikes the factor, the capture threshold will decrease, and when the pet virtual character is indifferent to the factor, the capture threshold remains unchanged.

[0222] Optionally, when the capture threshold value changes due to the second factor, the display position of the prompt element is changed on the first status bar. It can be understood that during the change of the display position of the prompt element on the first status bar, it is determined whether the prompt element is displayed in the first display style or the second display style in combination with whether the capture threshold value increases or decreases during the change, and when the display position of the prompt element on the first status bar is changed, it is determined whether the prompt element is displayed in the first display style or the second display style at the end of the change process in combination with whether the pet virtual character is in a captureable state.

[0223] Optionally, during the change of the display position of the prompt element on the first status bar, when the capture threshold increases, it is determined that the prompt element is displayed in the first display style during the change; when the capture threshold decreases, it is determined that the prompt element is displayed in the second display style during the change.

[0224] Optionally, when the display position of the prompt element on the first status bar is changed, if the pet virtual character is in a captureable state, it is determined that the prompt element is displayed in a first display style at the end of the change process; if the pet virtual character is not in a captureable state, it is determined that the prompt element is displayed in a second display style at the end of the change process.

[0225] For example, see Fig.14 and Fig.15 In the battle scene between the pet virtual character 402 released by the main virtual character 400 and the pet virtual character 500 to be captured, if the interactive operation between the main virtual character 400 and the pet virtual character 500 causes the capture threshold of the pet virtual character 500 to change, taking the interactive operation as the use of friendly props as an example, the capture threshold can be increased. Then the prompt element 504 on the first status bar 501 moves to the right in the first display style. After the position movement of the prompt element 504 on the first status bar is completed, if the pet virtual character 500 is not in a captureable state, the prompt element 504 is displayed in the second display style.

[0226] Optionally, when the second factor causes the capture threshold to change, the changed capture threshold is determined, and when the changed capture threshold reaches the stage value, the pet virtual character is triggered to release a friendly skill; when the changed capture threshold does not reach the stage value, the pet virtual character is triggered to adjust the skill strength.

[0227] Optionally, when the changed capture threshold reaches the stage value, it means that the pet virtual character has obtained different degrees of satisfaction, and the pet virtual character will not attack in this round but release friendly skills instead. For example, when the changed capture threshold reaches 80 points or more, the pet virtual character starts to sing, and when the changed capture threshold reaches 90 points or more, the pet virtual character not only starts to sing, but also actively replenishes the status value (recovers blood) of the main control virtual character or the pet virtual character released by the main control virtual character.

[0228] Optionally, when the changed capture threshold does not reach the stage value, the pet virtual character is triggered to produce an emotional reaction. When the capture threshold increases, the pet virtual character's temper becomes better, triggering the pet virtual character to reduce the skill strength, that is, release low-damage or gain-effect skills; when the capture threshold decreases, the pet virtual character's temper becomes worse, triggering the pet virtual character to increase the skill strength, that is, release high-damage or loss-effect skills.

[0229] As an example, Fig.16 A flowchart of a method for displaying captured information based on a virtual world in an exemplary embodiment of the present application is shown. The steps of the method when at least one factor causes the capture threshold to change are as follows:

[0230] Step 800, the main control virtual character uses props to interact with the pet virtual character in battle;

[0231] Step 801, determining the degree of like and dislike of the pet virtual character to the prop; when the pet virtual character likes the prop, the capture threshold of the pet virtual character increases, when the pet virtual character dislikes the prop, the capture threshold of the pet virtual character decreases, and when the pet virtual character has no feeling, the capture threshold of the pet virtual character remains unchanged;

[0232] Step 802, determining whether the capture threshold of the pet virtual character reaches the stage value; if so, proceeding to step 803, if not, proceeding to step 804;

[0233] Step 803, the pet virtual character behaves friendly to the master virtual character, triggering the pet virtual character to release friendly skills; for example, the pet virtual character performs singing, or replenishes the status value of the master virtual character and / or the pet virtual character released by the master virtual character;

[0234] Step 804, triggering the pet virtual character to adjust the skill strength; when the capture threshold increases, the pet virtual character reduces the skill strength, and when the capture threshold decreases, the pet virtual character increases the skill strength.

[0235] In this embodiment, the capture threshold of the pet virtual character can be changed by the second factor, so that the capture threshold of the pet virtual character can be adaptively adjusted in combination with information such as the virtual world and the operation of the main virtual character, which greatly enriches the capture scene of the pet virtual character. In the case where the capture threshold changes due to the second factor, the display position of the prompt element is changed on the first status bar, and the changed capture threshold can be visualized. Furthermore, different main virtual characters can also adjust the capture strategy at any time according to the changed capture threshold of the pet virtual character, which can improve the efficiency of human-computer interaction and improve the game experience of players.

[0236] Fig.17 The structure block diagram of a device for displaying captured information based on a virtual world provided by an exemplary embodiment of the present application is shown, and the device includes:

[0237] The display module 10 is used to display the pet virtual character in the virtual world.

[0238] The display module 10 is used to display the capture prompt information of the pet virtual character, and the capture prompt information is used to prompt the status information related to the capture of the pet virtual character.

[0239] The display module 10 is used for displaying that the pet virtual character is successfully captured in response to the capture operation of the main control virtual character on the pet virtual character when the capture prompt information indicates that the pet virtual character is in a captureable state;

[0240] The captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

[0241] In an optional embodiment, the display module 10 is used to display a first status bar of the pet virtual character; and display a prompt element on the first status bar, wherein the prompt element is used to indicate a capture threshold of the pet virtual character.

[0242] In an optional embodiment, the display module 10 is used to display the prompt element at a position corresponding to the capture threshold on the first status bar, and the display style of the prompt element is at least one of a vertical bar, a pointer, and an icon.

[0243] In an optional embodiment, the display module 10 is used to display the prompt element with a first display style at a position corresponding to the capture threshold on the first status bar when the state value of the pet virtual character is less than the capture threshold, and the first display style is used to indicate the captureable state;

[0244] The display module 10 is used to display the prompt element with a second display style at a position corresponding to the capture threshold on the first status bar when the status value of the pet virtual character is not less than the capture threshold, and the second display style is used to indicate that the capture success rate of the pet virtual character is negatively correlated with the status value of the pet virtual character.

[0245] In an optional embodiment, the display module 10 is used to display a second status bar of the pet virtual character, and the second status bar is used to indicate the captureable state when it is full.

[0246] In an optional embodiment, the initial value of the capture threshold is related to a first factor, and the first factor includes at least one of the following factors:

[0247] The pet type and / or pet level of the pet virtual character;

[0248] The prop type and / or prop level of the container prop used by the capture operation;

[0249] The historical number of times the master virtual character captures the pet virtual character;

[0250] The historical number of times the master virtual character has captured pet virtual characters of the same type;

[0251] Whether the pet virtual character discovers the master virtual character;

[0252] The distance between the main control virtual character and the pet virtual character;

[0253] The degree of personality matching between the main virtual character and the pet virtual character;

[0254] The gender matching degree between the main control virtual character and the pet virtual character.

[0255] In an optional embodiment, the display module 10 is used to change the display of the capture prompt information based on the state of the pet virtual character in the virtual world.

[0256] In an optional embodiment, the display module 10 is used to change the display position of the prompt element on the first status bar when the capture threshold is changed due to a second factor;

[0257] The second factor includes at least one of the following factors:

[0258] weather in the virtual world;

[0259] The plot of land where the pet virtual character is located in the virtual world;

[0260] Interaction operation between the main control virtual character and the pet virtual character;

[0261] Whether the pet virtual character discovers the master virtual character;

[0262] The distance between the main control virtual character and the pet virtual character.

[0263] In an optional embodiment, the interactive operation between the main control virtual character and the pet virtual character includes at least one of the following:

[0264] The main control virtual character and the pet virtual character perform a turn-based battle;

[0265] The main control virtual character feeds the pet virtual character;

[0266] The master virtual character heals the pet virtual character;

[0267] The master virtual character changes the weather in the virtual world through the captured pet virtual character and / or props;

[0268] The main control virtual character changes the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props.

[0269] Fig.18The block diagram of the structure of a computer device 1800 provided by an exemplary embodiment of the present application is shown. The computer device 1800 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1800 may also be called a user device, a portable terminal, or other names.

[0270] Typically, the computer device 1800 includes a processor 1801 and a memory 1802 .

[0271] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0272] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, which is used to be executed by the processor 1801 to implement the capture information display method based on the virtual world provided in the embodiment of the present application.

[0273] In some embodiments, the computer device 1800 may further include: a peripheral device interface 1803 and at least one peripheral device. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1804 , a touch display screen 1805 , a camera 1806 , an audio circuit 1807 and a power supply 1808 .

[0274] The peripheral device interface 1803 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0275] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1804 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0276] The touch display screen 1805 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 1805. The touch signal may be input to the processor 1801 as a control signal for processing. The touch display screen 1805 is used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 1805 may be one, and the front panel of the computer device 1800 is set; in other embodiments, the touch display screen 1805 may be at least two, which are respectively set on different surfaces of the computer device 1800 or are folded; in some embodiments, the touch display screen 1805 may be a flexible display screen, which is set on the curved surface or folded surface of the computer device 1800. Even, the touch display screen 1805 can also be set as a non-rectangular irregular shape, that is, a special-shaped screen. The touch display screen 1805 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0277] The camera assembly 1806 is used to capture images or videos. Optionally, the camera assembly 1806 includes a front camera and a rear camera. Typically, the front camera is used to realize video calls or selfies, and the rear camera is used to realize the shooting of photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0278] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1801 for processing, or input them into the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1807 may also include a headphone jack.

[0279] The power supply 1808 is used to power various components in the computer device 1800. The power supply 1808 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0280] In some embodiments, the computer device 1800 further includes one or more sensors 1809 , including but not limited to: an acceleration sensor 1810 , a gyroscope sensor 1811 , a pressure sensor 1812 , an optical sensor 1813 , and a proximity sensor 1814 .

[0281] The acceleration sensor 1810 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1801 can control the touch display screen 1805 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used to collect game or user motion data.

[0282] The gyro sensor 1811 can detect the body direction and rotation angle of the computer device 1800, and the gyro sensor 1811 can cooperate with the acceleration sensor 1810 to collect the user's 3D actions on the computer device 1800. The processor 1801 can implement the following functions based on the data collected by the gyro sensor 1811: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0283] The pressure sensor 1812 can be set on the side frame of the computer device 1800 and / or the lower layer of the touch display screen 1805. When the pressure sensor 1812 is set on the side frame of the computer device 1800, it can detect the user's grip signal of the computer device 1800, and perform left and right hand recognition or shortcut operations according to the grip signal. When the pressure sensor 1812 is set on the lower layer of the touch display screen 1805, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1805. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0284] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1805 is reduced. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 according to the ambient light intensity collected by the optical sensor 1813.

[0285] The proximity sensor 1814, also called a distance sensor, is usually arranged on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from the screen-on state to the screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from the screen-off state to the screen-on state.

[0286] Those skilled in the art will understand that Fig.18 The structure shown in the figure does not constitute a limitation on the computer device 1800, and the computer device 1800 may include more or less components than shown in the figure, or combine some components, or adopt a different arrangement of components.

[0287] The present application also provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual world-based capture information display method provided in the above method embodiment.

[0288] The present application also provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for displaying captured information based on a virtual world provided in the above method embodiment.

[0289] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0290] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0291] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for displaying captured information based on a virtual world, It is characterized in that The method comprises: Displaying a pet virtual character in the virtual world; Displaying a second status bar of the pet virtual character, wherein the second status bar is used to indicate that the pet virtual character is in a catchable state when it is full; In the case where the second status bar indicates that the pet virtual character is in the captureable state, in response to the capture operation of the main control virtual character on the pet virtual character, displaying that the pet virtual character is successfully captured; The captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

2. The method according to claim 1, It is characterized in that The second status bar is used to indicate the satisfaction of the pet virtual character; the method further includes: In response to the satisfaction being accumulated, the pet virtual character is in the captureable state.

3. The method according to claim 2, It is characterized in that The method further comprises: In response to the main control virtual character attacking the pet virtual character, the satisfaction is consumed.

4. The method according to claim 2, It is characterized in that The method further comprises: In response to the master virtual character performing a friendly operation, the satisfaction is increased.

5. The method according to claim 4, It is characterized in that The friendly operation includes at least one of the following operations: using friendly props; feeding fruits; changing the environment.

6. The method according to any one of claims 1 to 5, It is characterized in that The method further comprises: Based on the status of the pet virtual character in the virtual world, changing the display of the second status bar; The state of the pet virtual character in the virtual world is related to at least one of the following factors: the position, form, level, state value, environment, and weather of the pet virtual character.

7. A capture information display device based on a virtual world, It is characterized in that The device comprises: A display module, used for displaying a pet virtual character in the virtual world; The display module is used to display a second status bar of the pet virtual character, and the second status bar is used to indicate that the pet virtual character is in a captureable state when it is full; The display module is used for displaying that the pet virtual character is successfully captured in response to the capture operation of the main control virtual character on the pet virtual character when the second status bar indicates that the pet virtual character is in the captureable state; The captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

8. The device according to claim 7, It is characterized in that The second status bar is used to indicate the satisfaction of the pet virtual character; the display module is also used to indicate that the pet virtual character is in the captureable state in response to the satisfaction being accumulated.

9. The device according to claim 8, It is characterized in that The display module is further used to consume the satisfaction in response to the main control virtual character attacking the pet virtual character.

10. The device according to claim 8, It is characterized in that The display module is further used to improve the satisfaction in response to the main control virtual character performing a friendly operation; Among them, the friendly operation includes at least one of the following: using friendly props and feeding fruits.

11. The device according to claim 9, It is characterized in that The friendly operation includes at least one of the following operations: using friendly props; feeding fruits; changing the environment.

12. The device according to any one of claims 7 to 11, It is characterized in that The display module is further used to change the display of the second status bar based on the status of the pet virtual character in the virtual world; The state of the pet virtual character in the virtual world is related to at least one of the following factors: the position, form, level, state value, environment, and weather of the pet virtual character.

13. A computer device, It is characterized in that The computer device comprises: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the capture information display method based on a virtual world as claimed in any one of claims 1 to 6.

14. A computer-readable storage medium, It is characterized in that The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the capture information display method based on a virtual world as claimed in any one of claims 1 to 6.

15. A computer program product, It is characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. The processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes them to implement the virtual world-based capture information display method as described in any one of claims 1 to 6.

Citation Information

Cited By

  • Virtual world-based capturing method and apparatus, device, medium, and product

    WO2026031808A1