Turn-based game interface display method and device, equipment and medium
Patent Information
- Application Number
- CN202211001670.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-19
- Publication Date
- 2026-09-22
- Estimated Expiration
- 2042-08-19
AI Technical Summary
[0004]然而,相关技术中回合制战斗模式的战斗空间与开放世界彼此独立,战斗空间与开放世界具有清晰的边界,如何消除回合制战斗模式导致的边界感,成为亟需解决的技术问题
[0009]根据本申请的另一方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面提供的基于回合制对战的界面显示方法。
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Figure CN117618887B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual environments, and in particular to a method, apparatus, device, and medium for displaying an interface based on turn-based combat. Background Technology
[0002] Open-world games allow players to explore a large area of the game world, and these games often have vast maps. As players explore the game world, they frequently encounter various battles. Unlike real-time combat, turn-based combat emphasizes the order of turns in battle; players can only initiate attacks when it is their turn.
[0003] In this technology, a separate battle space is created before the player character and the enemy character engage in turn-based combat. The internal environment of the battle space is pre-set. The two characters fight within the battle space and return to the open world after the battle ends.
[0004] However, in related technologies, the combat space and open world of turn-based combat modes are independent of each other, and the combat space and open world have clear boundaries. How to eliminate the sense of boundary caused by turn-based combat modes has become a technical problem that urgently needs to be solved. Summary of the Invention
[0005] This application provides a method, apparatus, device, and medium for displaying an interface based on turn-based combat, eliminating the sense of separation between the world scene and the battle scene. The technical solution is as follows: According to one aspect of this application, a method for displaying an interface based on turn-based combat is provided, the method comprising: Displays the scene corresponding to the main virtual character located on the world map; In response to the triggering events of turn-based battles, the scene screen corresponding to the pet virtual character located in the battle map is displayed. The pet virtual character is a virtual character released by the main virtual character, and the battle map is a part of the world map. Control the virtual pet character to unleash virtual skills on the battle map. At least one of the following virtual skills—skill strength, skill effect, and visual effect—is related to environmental factors of the battle map.
[0006] According to another aspect of this application, a turn-based battle interface display device is provided, the device comprising: The display module is used to display the scene screen corresponding to the main virtual character located on the world map; The display module is also used to respond to the trigger events of turn-based battles and display the scene screen corresponding to the pet virtual character located in the battle map. The pet virtual character is the virtual character released by the main virtual character, and the battle map is a part of the world map. The control module is used to control the pet virtual character to release virtual skills on the battle map. At least one of the skill strength, skill effect and visual effect of the virtual skill is related to the environmental factors of the battle map.
[0007] According to one aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the turn-based battle-based interface display method as described above.
[0008] According to another aspect of this application, a computer-readable storage medium is provided, the storage medium storing a computer program that is loaded and executed by a processor to implement the turn-based battle-based interface display method described above.
[0009] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions, causing the computer device to perform the turn-based battle-based interface display method provided above.
[0010] The beneficial effects of the technical solutions provided in this application include at least the following: By setting the battle map for turn-based battles to share the same map data as the world map, the sense of disconnect between the two is eliminated when switching from the world scene to the battle scene.
[0011] Furthermore, at least one of the virtual skill's strength, effect, and visual effect is related to environmental factors, enhancing the game's strategic depth. A pre-battle selection dimension has been added; before entering turn-based combat, players can choose a battlefield advantageous to their side (and / or disadvantageous to the opponent). The virtual pet character can unleash more powerful and visually stunning skills in the selected battlefield. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 This is a schematic diagram showing a scene of a world map provided in an exemplary embodiment; Figure 2 This illustration shows a portion of the world map provided in an exemplary embodiment being switched to a battle map; Figure 3 A block diagram of a computer system provided in an exemplary embodiment is shown; Figure 4 A flowchart of an exemplary embodiment of a turn-based battle-based interface display method is shown; Figure 5 A schematic diagram illustrating an emotional effect provided by an exemplary embodiment is shown; Figure 6 A schematic diagram of a first affinity effect provided by an exemplary embodiment is shown; Figure 7 A schematic diagram illustrating a second affinity effect provided by another exemplary embodiment is shown; Figure 8 A schematic diagram of a first resistance effect provided by an exemplary embodiment is shown; Figure 9 A schematic diagram illustrating a second conflicting effect provided by an exemplary embodiment is shown; Figure 10 A schematic diagram illustrating the visual effects of basic virtual skills possessed by a pet virtual character provided in an exemplary embodiment is shown; Figure 11 A schematic diagram illustrating the visual effects of a fused virtual skill provided by an exemplary embodiment is shown; Figure 12 A schematic diagram illustrating the visual effects of a fused virtual skill provided by another exemplary embodiment is shown; Figure 13 A schematic diagram illustrating the visual effects of a fused virtual skill provided by another exemplary embodiment is shown; Figure 14 A flowchart illustrating a turn-based battle process provided by an exemplary embodiment is shown; Figure 15 A flowchart of a turn-based battle-based interface display method provided by another exemplary embodiment is shown; Figure 16 A flowchart of a turn-based battle-based interface display method provided by another exemplary embodiment is shown; Figure 17 A structural block diagram of a turn-based battle interface display device provided in an exemplary embodiment is shown; Figure 18A structural block diagram of a computer device provided in an exemplary embodiment is shown. Detailed Implementation
[0014] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0015] It should be understood that "several" in this article refers to one or more, and "multiple" refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0016] First, a brief introduction to the terms used in the embodiments of this application: Open-world games: Optional. Open-world games refer to games that allow players to explore the game world to a great extent. The maps in open-world games are often quite large. In this application, the map in an open-world game is a world map.
[0017] Turn-based combat: Optional, turn-based combat refers to a battle mode where both sides take turns attacking, defending, or boosting attributes according to a turn-based sequence. Unlike real-time combat, turn-based combat emphasizes the order of events during battle. In one possible design, a complete turn in turn-based combat refers to all factions taking turns performing an active action such as attacking, defending, or boosting attributes. In another possible design, a complete turn refers to faction A performing an active action such as attacking, defending, or boosting attributes. In this application, the map in turn-based combat is the battle map.
[0018] World Map: Optional. The world map includes multiple plots. Each plot is a polygonal plot. This polygonal plot can be any shape, such as a square, rectangle, or hexagon. For example, each plot is a 50cm x 50cm square. Each plot has its own terrain features, including grass, rocks, water, etc. Furthermore, the multiple plots included in the world map can be of the same type or a combination of several different types of plots.
[0019] Optionally, time in open-world games is controlled through a TOD (Time of Day) system. Under the control of the TOD system, the world map will include time-related factors such as weather, day and night, seasons, and holidays.
[0020] Battle Map: Optional. The battle map is a portion of the world map. Understandably, when entering turn-based combat, the battle map in the battle arena and the world map in the world arena use the same map data. Optionally, when not in turn-based combat, the world server loads the world map data; when entering turn-based combat, the battle server loads a portion of the world map data, thus sharing the same map data between the battle map and the partial world map. (Reference) Figure 1 and Figure 2 As shown, in the virtual environment 10, when the pet virtual character 12 encounters a wild virtual character 14 at a certain location on the world map and enters into battle, one or more plots of land within a certain range centered on the reference location determined by the pet virtual character 12 on the world map are designated as the battleground. Figure 16 This reference location is the current location of the pet virtual character 12, or the nearest suitable battle location to the pet virtual character 12. In some embodiments, this battle location... Figure 16 This includes all plots of land within a circular area centered on the reference location and with a predetermined length as the radius; in some embodiments, this battleground... Figure 16 This includes all plots of land within a rectangular area of predetermined length and width centered on the reference location.
[0021] World Scene and Battle Scene: 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 of land on the world map can be displayed. For example, the user interface may display one or more plots of land on the world map where the main virtual character or pet virtual character is currently located, as well as some interface elements related to the displayed plots, the main virtual character, and the pet virtual character.
[0022] A battle scene refers to the scene corresponding to a battle map. When a battle scene is displayed in the user interface, the user interface can display the battle map, such as all or part of the terrain tiles contained in the battle map. For example, the user interface may display one or more terrain tiles currently occupied by the main virtual character or pet virtual character in the battle map, as well as some interface elements related to the displayed terrain tiles, the main virtual character, and the pet virtual character.
[0023] The world scene and the battle scene can be switched, for example, switching from the world scene to the battle scene, or vice versa.
[0024] When displaying world scenes and battle scenes, the virtual camera can use different shooting perspectives. For example, when displaying world scenes, the virtual camera shoots the world scene from the perspective of the main virtual character (such as the first-person or third-person perspective of the main virtual character), resulting in the displayed world scene image; when displaying battle scenes, the virtual camera shoots the battle scene from a center perspective (such as the virtual camera being positioned between the two sides in the battle and diagonally above them), resulting in the displayed battle scene image. Optionally, in addition to the different shooting perspectives mentioned above, the allowed user operations can also differ between world scenes and battle scenes. For example, when displaying world scenes, users can manually adjust the perspective and control the movement of the main virtual character or pet virtual character; when displaying battle scenes, users are not allowed to manually adjust the perspective or control the movement of the main virtual character or pet virtual character, etc. The above method allows users to perceive a distinction between the world scene and the battle scene. However, since the world scene and the battle scene share the same world map, and the battle scene uses one or more plots of land in the world map, the switching between the world scene and the battle scene does not bring a strong sense of jarring, but rather a very smooth and natural transition.
[0025] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual world can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual world; this application does not limit it. The following embodiments use a three-dimensional virtual world as an example.
[0026] The main virtual character refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.
[0027] Virtual pet characters: These are animated objects controlled by artificial intelligence (AI) in a virtual world. Virtual pet characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pets, etc., for example, animated objects displayed in a three-dimensional virtual world in the form of animals or other forms. Virtual pet characters can be controlled by a main virtual character to perform at least one of the following interactive operations: capturing, raising, and leveling up. Virtual pet characters can also assist the main virtual character in performing at least one of the following interactive operations: gathering resources, battling, and altering terrain.
[0028] Figure 3 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0029] The first terminal 120 has an application installed and running that supports a virtual environment. This application can be any one of the following: a 3D map application, a Virtual Reality (VR) application, an Augmented Reality (AR) application, an open-world game application, an RPG application, a turn-based game application, or a turn-based RPG application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual environment to perform activities. The first virtual character acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters to pick fruits, using pet virtual characters to fight, using throwable items, and attacking other virtual characters. For example, the first virtual character is a first virtual persona, such as a realistic character object or an anime character object. For example, the first user controls the first virtual character's activities through UI controls on the virtual environment screen, and the first user controls the first virtual character to throw pet virtual characters through UI controls on the virtual environment screen.
[0030] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0031] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive requests sent by clients, such as requests to detect the location of enemy virtual characters. The control module 1422 is used to control the rendering of the virtual environment. The sending module 1423 is used to send responses to clients, such as sending the location of enemy virtual characters to the client. Server 140 is used to provide background services for applications that support 3D virtual environments. Optionally, server 140 undertakes the main computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake secondary computing work; or, server 140 undertakes secondary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake the main computing work; or, server 140, first terminal 120, second terminal 160, and third terminal 180 collaborate on computing using a distributed computing architecture.
[0032] The second terminal 160 has an application that supports the virtual environment installed and running. The second terminal 160 is used by the second user, who uses it to control a second virtual character located in the virtual environment; the second virtual character also acts as the master virtual character. The third terminal 180 has an application that supports the virtual environment installed and running. The third terminal 180 is used by the third user, who uses it to control a third virtual character located in the virtual environment; the third virtual character also acts as the master virtual character.
[0033] Optionally, the first, second, and third virtual characters are in the same virtual environment. The first, second, and third virtual characters belong to different factions, or the first, second, and third virtual characters belong to the same faction.
[0034] 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 application on different operating system platforms (Android or iOS). The first terminal 120, the second terminal 160, and the third terminal 180 can all refer to one of multiple terminals; this embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, wearable devices, in-vehicle terminals, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.
[0035] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0036] In the following text, the master virtual character can be replaced with the first master virtual character controlled by the first user, and the pet virtual character can be replaced with the first pet virtual character corresponding to the first master virtual character.
[0037] Figure 4 A flowchart illustrating an exemplary embodiment of this application shows a method for displaying a turn-based battle interface, wherein the method is provided by... Figure 3 The method, illustrated by the terminal (or application that supports virtual environments) shown, includes: Step 420: Display the scene screen corresponding to the main virtual character located on the world map; World map: refers to the map used to carry out the activities of the main virtual character. In one embodiment, the world map includes castles, markets, commercial streets, parks, forests, hillsides, volcanoes, ports, beaches, etc., and the world map is a map network extended from multiple attractions as key nodes. Optionally, because the world map has a large number of map resources for players to explore, it is also called the "open world".
[0038] Main virtual character: refers to the interactive character that the player plays in the virtual world. Pet virtual character: refers to the interactive character controlled by artificial intelligence in the virtual world. Optionally, the main virtual character can release the pet virtual character by throwing a ball-shaped virtual prop; the pet virtual character can interact with the main virtual character in the virtual world.
[0039] Illustrations show the following: The virtual pet character jumps and leaps around the main virtual character while feeding it; the virtual pet character picks fruit in the environment and delivers it to the main virtual character; the virtual pet character breathes fire when the main virtual character tries to grill; and the virtual pet character races against the main virtual character. As an illustration, the pet virtual character also assists or replaces the main virtual character in battle.
[0040] In the example above, the pet virtual character will accompany the main virtual character on their adventures as a partner. Optionally, the pet virtual character and the main virtual character have a growth mechanism where the pet virtual character's level is affected by the main virtual character's level. For example, the pet virtual character's level cannot be higher than the main virtual character's level.
[0041] Step 440: In response to the trigger event of turn-based battle, display the scene screen corresponding to the pet virtual character located on the battle map; The turn-based battle trigger event is used to initiate turn-based battles between pet virtual characters.
[0042] In one example, the main virtual character moves around in the world map, and in response to the main virtual character or pet virtual character trespassing into the territory of a wild virtual character, a turn-based battle between the main virtual character and the wild virtual character is triggered.
[0043] In another example, the main virtual character moves around in the world map. In response to the main virtual character actively throwing a spherical virtual item containing a pet virtual character at a wild virtual character, the pet virtual character will be released. The pet virtual character will then actively initiate a turn-based battle against the wild virtual character if it discovers that there is a wild virtual character around it.
[0044] In another example, a first-player controlled virtual character encounters a second-player controlled virtual character on the world map. The first and second-player controlled virtual characters engage in a dialogue, at the end of which they agree to a turn-based battle. The first-player controlled virtual character is the virtual character controlled by the first player, while the second-player controlled virtual character can be either the virtual character controlled by the second player or an NPC (Non-Player Character) set in the game.
[0045] In another example, the first master virtual character encounters the second master virtual character on the world map. The second master virtual character launches a surprise attack on the first master virtual character, forcing the first master virtual character into a turn-based battle.
[0046] In response to confirmation of a turn-based battle, the user interface will switch from displaying a world map to displaying a battle map. In one embodiment, the smooth transition is achieved through animation. Optionally, the animation may include the main virtual character throwing a spherical virtual object and releasing a pet virtual character from it. Optionally, the animation may include a taunting scene from an enemy virtual character.
[0047] In one embodiment, if the main virtual character has already released a pet virtual character before entering a turn-based battle, and both the pet virtual character and the main virtual character are located on the world map, then the main virtual character does not need to release the pet virtual character again after entering the turn-based battle. In another embodiment, if the pet virtual character is not located on the world map before entering the turn-based battle, then the main virtual character releases the pet virtual character after entering the turn-based battle.
[0048] After entering turn-based battle, the scene corresponding to the pet's virtual character is displayed on the battle map, which is a portion of the world map. (Refer to reference) Figure 2 , Figure 2 The upper part is a portion of the world map. Figure 2 The lower half is the battle map. In one embodiment, the world map includes multiple plots, some of which contain the same number of plots as the battle map, and some of which correspond to the plots in the battle map, while maintaining consistent environmental factors.
[0049] Optionally, the battle map scene includes pet virtual characters and enemy virtual characters. The enemy virtual character can be a second main virtual character controlled by a second player, or a second pet virtual character.
[0050] Step 460: Control the pet virtual character to release virtual skills on the battle map. At least one of the skill strength, skill effect and visual effect of the virtual skill is related to the environmental factors of the battle map.
[0051] In one embodiment, skill controls are displayed in the battle map scene. In response to a trigger operation received by the skill controls, the virtual pet character releases virtual skills on the battle map. At least one of the virtual skill's skill strength, skill effect, and visual effect is associated with environmental factors of the battle map.
[0052] In one embodiment, the battle map corresponds to at least two environmental factors, including weather conditions, day and night conditions, terrain features, and temperature conditions.
[0053] For example, if the virtual skill is a fire-type skill and the battle map is a forest environment (the terrain is a forest), the skill strength (power), skill effect (smoke effect), and visual effect (flame size) of the fire-type skill will be significantly enhanced in the forest environment.
[0054] Optionally, after a turn-based battle ends, the user interface will switch from displaying the battle map to displaying the world map. In one embodiment, the smooth transition is achieved by playing an animation. Optionally, the animation may include a scene of the losing player's frustration. Optionally, the animation may include a scene of the winning player receiving rewards.
[0055] After returning to the world map, traces of battle will be displayed on a portion of the map. For example, if intense fighting in a turn-based battle caused grass to ignite on the battle map, the grass on the world map will also be on fire upon returning. If the fire has been extinguished on the battle map, the remaining traces will be displayed on the world map.
[0056] In one embodiment, Figure 4 The method also includes: during turn-based battles, if environmental factors on part of the map change due to reasons other than turn-based battles, the environmental factors on the battle map are changed synchronously. That is, during battles, the environmental factors on the battle map will change along with the environmental factors on the world map. Optionally, reasons other than turn-based battles refer to reasons unrelated to turn-based battles, i.e., events that change environmental factors on the world map.
[0057] Optionally, if the i-th environmental factor of a part of the map changes, the j-th environmental factor of the battle map can be changed; where the i-th environmental factor is any one of weather conditions, day and night conditions, and terrain features; the j-th environmental factor is any one of weather conditions, day and night conditions, and terrain features, and i and j are both positive integers.
[0058] Indicatively, the pet virtual character and the enemy virtual character are engaged in a turn-based battle. The main virtual character is holding a bonfire party on the world map. If a fire unfortunately breaks out on the world map during the battle, causing some of the grass on the map to be ignited, the burning effect will be synchronized to the battle map, changing the environmental factors of the land on the battle map.
[0059] As an illustration, the virtual pet character and the enemy virtual character are engaged in a turn-based battle. During the battle, the world map changes from sunny to rainy, and the weather on the battle map will also change from sunny to rainy.
[0060] Indicatively, the virtual pet character and the enemy virtual character are engaged in a turn-based battle. During the battle, the world map changes from sunny to rainy. If the land in the battle map was originally burning, the flames will be extinguished, and the original "burning" landform will change to grassland.
[0061] In one embodiment, Figure 4 The method also includes: during turn-based battles, if environmental factors on the battle map change due to reasons within the turn-based battle, simultaneously changing the environmental factors of a portion of the map. That is, during battle, the environmental factors of the world map will change along with the environmental factors of the battle map. Optionally, "reasons within the turn-based battle" refers to reasons related to the turn-based battle, i.e., events occurring on the battle map that change environmental factors.
[0062] Optionally, if the m-th environmental factor of the battle map changes, the n-th environmental factor of part of the map can be changed; where the m-th environmental factor is any one of weather conditions, day / night conditions, and terrain features; the n-th environmental factor is any one of weather conditions, day / night conditions, and terrain features, and m and n are both positive integers.
[0063] Indicatively, the pet virtual character and the enemy virtual character are engaged in a turn-based battle. The fire-type skill released by the pet virtual character ignites the grass on the battle map. This ignition effect will be synchronized to the world map, changing the environmental factors of the land blocks on the world map.
[0064] Indicatively, the pet virtual character and the enemy virtual character are engaged in a turn-based battle. The ice-type skill released by the pet virtual character freezes the water flow in the battle map. The freezing effect will be synchronized to the world map, freezing the land plots (the surface of which is water flow) and changing their surface appearance to ice.
[0065] In a illustrative manner, the virtual pet character and the enemy virtual character are engaged in a turn-based battle. During the battle, the virtual pet character in the battle map releases a water-based skill. The water-based skill extinguishes the flames in the battle map, and the surface of the "burning" landmass in the world map changes to grassland.
[0066] In summary, by setting the battle map for turn-based combat to share the same map data as the world map, the sense of disconnect between the two is eliminated when switching from the world scene to the battle scene.
[0067] Furthermore, at least one of the virtual skill's strength, effect, and visual effect is related to environmental factors, enhancing the game's strategic depth. A pre-battle selection dimension has been added; before entering turn-based combat, players can choose a battlefield advantageous to their side (and / or disadvantageous to the opponent). The virtual pet character can unleash more powerful and visually stunning skills in the selected battlefield.
[0068] Furthermore, during turn-based battles, the world map and the battle map maintain synchronization with environmental factors, further eliminating the sense of separation between the world scene and the battle scene.
[0069] based on Figure 4 In the optional embodiment shown, the "at least one of the skill strength, skill effect and visual effect of the virtual skill is associated with environmental factors of the battle map" involved in step 460 can be further subdivided into: the skill strength and / or skill effect of the virtual skill is associated with the emotional state of the pet virtual character on the battle map.
[0070] For example, if the battle map is a grass-type environment and the pet character likes grass, then the power of the skills used by the character in a grass-type environment will be enhanced, and the skills will have additional binding effects. Conversely, if it is raining on the battle map and the pet character dislikes rain, then the power of the skills used by the character in a grass-type environment will be reduced.
[0071] In one embodiment, based on the pet virtual character's emotional state on the battle map, emotional effects will also be displayed on the user interface. Optionally, in response to a triggering action received by the emotional effects, the user interface will also display the impact of the pet virtual character's emotional state on virtual skills. (Illustrative example) Figure 5 The smiley face indicates that the pet virtual character 501 likes the battle map. In response to the "smiley face" effect receiving a trigger action, it displays "Affinity [Strong], the spirit really likes the surrounding environment, damage increased by 50%", which means that the "affinity state" will increase the skill strength by 50%.
[0072] In one embodiment, the battle map corresponds to at least two environmental factors, including weather conditions, day and night conditions, terrain features, and temperature conditions.
[0073] S1, where, in at least two environmental factors, the pet virtual character likes more environmental factors than dislikes them, the scene screen corresponding to the battle map will also display an affinity effect to indicate that the pet virtual character is in an amicable state; For example, the weather on the battle map is sunny, and the terrain of the battle map is paved with tiles; the pet virtual character likes sunny weather, and the pet virtual character neither likes nor dislikes paved with tiles, then it is determined that the pet virtual character likes more environmental factors (1) than dislikes environmental factors (0).
[0074] In one embodiment, the battle map corresponds to a first environmental factor and a second environmental factor. S1 can be further subdivided into S1-1 and S1-2 as described below.
[0075] S1-1 When a pet virtual character likes both the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map will also display a first affinity effect to indicate that the pet virtual character is in the first affinity state. For example, if the weather on the battle map is sunny and the terrain is grassy, and the pet character likes both sunny weather and grassy terrain, then the pet character is in the first affinity state, and the user interface will display the first affinity effect. This is just an illustration. Figure 6 The smiling face shown is the first friendly effect. Figure 6 The virtual pet character 601 shown is in the first affinity state.
[0076] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0077] In one embodiment, if the pet virtual character likes the weather conditions, the first environmental factor is the day / night cycle, and the second environmental factor is the terrain; if the pet virtual character dislikes the weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the terrain.
[0078] For illustration purposes, the environmental factors of the battle map are sunny, daytime, and grass. If the pet virtual character prefers sunny, then it is determined that the pet virtual character also prefers daytime. Therefore, it is determined that the pet virtual character prefers both the first and second environmental factors.
[0079] S1-2 When the pet virtual character likes the first environmental factor and does not dislike the second environmental factor, the scene screen corresponding to the battle map also displays a second affinity effect to indicate that the pet virtual character is in the second affinity state; For example, if the weather on the battle map is sunny and the terrain is tiled, and the pet character likes sunny weather but doesn't dislike tiled terrain, then the pet character is in a second affinity state, and the user interface will display a second affinity effect. This is just an illustration. Figure 7 The smiling face shown is the second affinity effect. Figure 7The pet virtual character 701 shown is in the second affinity state, compared to Figure 6 and Figure 7 It can be seen Figure 6 The smiley face is bigger than Figure 7 The smiles are brighter, meaning the affinity in the first affinity state is greater than that in the second affinity state.
[0080] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0081] In one embodiment, if the pet virtual character likes the weather conditions, the first environmental factor is the day / night cycle, and the second environmental factor is the terrain; if the pet virtual character dislikes the weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the terrain.
[0082] For illustration purposes, the environmental factors of the battle map are sunny, night, and grass. If the pet virtual character likes sunny, then if it is determined that the pet virtual character does not dislike night, then it is determined that the pet virtual character likes the first environmental factor and does not dislike the second environmental factor (or the pet virtual character does not dislike the first environmental factor and likes the second environmental factor).
[0083] S2, if the pet virtual character likes less environmental factors than dislikes environmental factors in at least two environmental factors, the scene screen corresponding to the battle map will also display a resistance effect to indicate that the pet virtual character is in a resistant state; For example, if the weather on the battle map is rainy and the terrain is tiled, and the pet character dislikes rainy days and neither likes nor dislikes tiled areas, then it is determined that the pet character likes fewer environmental factors (0) than dislikes environmental factors (1).
[0084] In one embodiment, the battle map corresponds to a first environmental factor and a second environmental factor. S2 can be further subdivided into S2-1 and S2-2 as described below.
[0085] S2-1 When the pet virtual character dislikes both the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map will also display a first resistance effect to indicate that the pet virtual character is in the first resistance state. For example, if the battle map has rainy weather and sandy terrain, and the pet character dislikes both rain and sand, then the pet character is in a state of first aversion, and the user interface will display a first aversion effect. This is illustrative. Figure 8 The crying face shown is the first resistance effect. Figure 8The virtual pet character 801 shown is in the first state of resistance.
[0086] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0087] In one embodiment, if the pet virtual character likes the weather conditions, the first environmental factor is the day / night cycle, and the second environmental factor is the terrain; if the pet virtual character dislikes the weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the terrain.
[0088] For illustration purposes, the environmental factors of the battle map are rain, daytime, and sand. If the pet virtual character dislikes rain, then if the pet virtual character also dislikes sand, then the pet virtual character dislikes both the first and second environmental factors.
[0089] S2-2 When the pet virtual character dislikes the first environmental factor and also dislikes the second environmental factor, the scene screen corresponding to the battle map will also display a second resistance effect to indicate that the pet virtual character is in a second resistance state.
[0090] For example, if the weather on the battle map is rainy and the terrain is tiled, and the pet character dislikes rainy weather and tiled terrain, then the pet character is in a second state of resistance, and the user interface will display a second resistance effect. This is illustrative. Figure 9 The crying face shown is the second resistance effect. Figure 9 The virtual pet character 901 shown is in a second state of resistance, in contrast. Figure 8 and Figure 9 It can be seen Figure 8 The crying face is more Figure 9 The crying face is more gloomy, meaning that the degree of resistance in the first state of resistance is greater than that in the second state of resistance.
[0091] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0092] In one embodiment, if the pet virtual character likes the weather conditions, the first environmental factor is the day / night cycle, and the second environmental factor is the terrain; if the pet virtual character dislikes the weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the terrain.
[0093] For illustrative purposes, the environmental factors of the battle map are daytime, nighttime, and sand. If the pet virtual character likes daytime, then it is determined that the pet virtual character does not like nighttime. If the pet virtual character dislikes sand, then it is determined that the pet virtual character dislikes the first environmental factor and does not like the second environmental factor (or the pet virtual character dislikes the first environmental factor and dislikes the second environmental factor).
[0094] In summary, by setting the skill strength and / or skill effect of virtual skills to be related to the pet virtual character's emotional state towards the battle map, and taking into account the pet virtual character's emotional state towards the battle map, the skills released when the pet virtual character is in harmony with the battle map have greater power.
[0095] Furthermore, the aforementioned method divides the world map and battle map into multiple plots, with some plots on the world map corresponding one-to-one with those on the battle map. Environmental factors on these plots also correspond one-to-one, with different environmental factors affecting skills differently. Therefore, this method further enriches the connection between the world map and battle map, as well as the connection between the world map and turn-based combat. The influence of environmental factors on skill power can be further subdivided into the impact of the pet's virtual character's location and the enemy's virtual character's location on skill power, further enhancing the game's strategic depth.
[0096] based on Figure 4 In the optional embodiment shown, the "at least one of the skill strength, skill effect and visual effect of the virtual skill is associated with the environmental factors of the battle map" involved in step 460 can be further subdivided into: the visual effect of the virtual skill is obtained by fusing the environmental factors of the battle map with the attributes of the basic virtual skills possessed by the pet virtual character.
[0097] For example, if the battle map is a fire-based environment (the ground is covered in flames), and the pet's basic virtual skill is a wind-based skill, then in a fire-based environment, the pet will unleash a virtual skill called "Flame Tornado," which combines wind and fire attributes. Similarly, if the battle map is a water-based environment (the ground is covered in flowing water), and the pet's basic virtual skill is a light-based skill, then in a water-based environment, the pet will unleash a virtual skill that combines light and water attributes, creating a "shimmering" visual effect.
[0098] In one embodiment, the battle map includes at least two plots. The visual effect of the virtual skill is obtained by fusing environmental factors of the plot where the pet virtual character is located with the attributes of the virtual skill possessed by the pet virtual character; and / or, the visual effect of the virtual skill is obtained by fusing environmental factors of the plot where the enemy virtual character is located with the attributes of the virtual skill possessed by the pet virtual character, where the enemy virtual character is the target virtual character of the virtual skill.
[0099] For example, if the land plot where the pet virtual character is located is a fire-type land plot (the surface appearance is flames), and the basic virtual skill that the pet virtual character has is a wind-type skill, then the skill released by the pet virtual character will be "Flame Tornado".
[0100] For example, if it is raining on the plot where the pet virtual character is located (the weather condition is rainy), and the pet virtual character has a basic virtual skill that is a water-based skill, then the skill released by the pet virtual character will be "water tornado".
[0101] For example, if the enemy virtual character is located on a water-type plot (the surface is water), and the pet virtual character has a basic virtual skill that is a light-type skill, then the skill released by the pet virtual character will have a "shimmering" visual effect.
[0102] For example, if the enemy virtual character is located in a windy area (weather condition is windy), and the pet virtual character has a basic fire-type skill, then the skill released by the pet virtual character will be "fire tornado".
[0103] Indicative Figure 10 The basic virtual skills (light-based skills) possessed by the pet virtual character 1001 are shown. Figure 11 The basic virtual skills (light-type skills) of the pet virtual character 1101 are shown. The enemy virtual character is located on a water-type tile, and the user interface displays a "shimmering" visual effect. Figure 12 The basic virtual skills (light-type skills) of the pet virtual character 1201 are shown. The enemy virtual character is located on a fire-type tile, and the user interface displays a "fiery" visual effect. Figure 13 The basic virtual skills (light-type skills) of the pet virtual character 1301 are shown. The enemy virtual character is located on a grass-type tile (the surface is grass). The user interface displays the visual effect of "grass and trees growing".
[0104] In one embodiment, the skill strength of the fused virtual skill is greater than that of the basic virtual skill; and / or, the skill effect of the fused virtual skill is better than that of the basic virtual skill.
[0105] For example, the skill strength of "Flame Tornado" is greater than that of the wind-type skills possessed by the pet's virtual character. Compared to the wind-type skills possessed by the pet's virtual character, "Flame Tornado" will also have an additional burning effect.
[0106] For example, the virtual skill "Sparkling Ripples" is stronger than the light-based skill of the pet character. The "Sparkling Ripples" skill also has an additional delay effect compared to the light-based skill of the pet character.
[0107] In summary, the visual effects of virtual skills are achieved by combining the environmental factors of the battle map with the attributes of the basic virtual skills possessed by the pet's virtual character. Considering both the attributes of the virtual skills and the environmental factors of the battle map, when the two are compatible, a more visually stunning virtual skill will be obtained, and the power of the skill will be enhanced.
[0108] Furthermore, considering that the battle map includes multiple plots, the environmental factors of the plots where the pet's virtual character and the enemy's virtual character are located may differ. The visual effects of virtual skills may be a fusion of the environmental factors of the pet's virtual character's plot and the attributes of the basic virtual skill, or they may be a fusion of the environmental factors of the enemy's virtual character's plot and the attributes of the basic virtual skill. When choosing which virtual skill to unleash, players can consider both their own and the enemy's plots, further enhancing the game's strategic depth.
[0109] based on Figure 4 In the embodiment shown, the battle map includes at least two plots of land. The following will describe the way the pet virtual character releases virtual skills in two different rounds of turn-based battle. Figure 14 A flowchart illustrating an exemplary turn-based battle process provided in this application is shown. Figure 4 Step 460 in the text can be replaced with Figure 14 Step 462 in the process includes steps 461-1, 461-2 and 461-3 before step 462, and steps 463-1, 463-2, 463-3 and 464 after step 462.
[0110] Step 461-1: Obtain the environmental factors for the first and third plots; The first plot refers to the plot where the pet's virtual character is located in the first round, and the third plot refers to the plot where the enemy's virtual character is located in the first round.
[0111] In the turn-based battle provided in this application, the pet virtual character may be located on different tiles (meaning different spatial positions) in different rounds, and the enemy virtual character may also be located on different tiles in different rounds.
[0112] The explanation uses a virtual pet character for at least one of the following reasons: • Pet virtual characters are affected by the skills of enemy virtual characters and are forced to move to different plots of land; Indicatively, during the enemy virtual character's turn, the enemy virtual character uses a skill on the pet virtual character. The pet virtual character is affected by the skill's knockback, knock-up, or other forced displacement effects, and moves from its current location to another location.
[0113] • The virtual pet character moves to different plots of land on its own, influenced by the game's settings; As an illustration, the game is designed so that after each virtual skill is used, the pet virtual character will move from its current location to another location.
[0114] • Before each skill is used, the pet's virtual character searches for a suitable piece of land; As an illustration, in the first round, before the pet's virtual character releases a virtual skill, it checks whether the current tile is suitable for releasing the skill. If not, the pet's virtual character actively moves to a suitable tile. For example, if in a previous round the pet's virtual character was forced to move to a tile with a fire surface by an enemy virtual character, the pet's virtual character will actively move to the nearest tile with a grass surface before releasing the skill in the first round.
[0115] In one embodiment, the environmental factors of the first plot include, but are not limited to, the weather conditions, diurnal conditions, temperature conditions, and surface topography of the first plot. The environmental factors of the third plot include, but are not limited to, the weather conditions, diurnal conditions, temperature conditions, and surface topography of the third plot.
[0116] Step 461-2: Display the first emotional effect used to represent the emotional state of the pet virtual character towards the first plot; Based on the environmental factors of the first plot of land, the terminal displays the first emotional effect of the pet's virtual character's emotional state towards that plot of land on the user interface. For details regarding emotional effects, please refer to the above. Figures 5-9 The relevant details will not be repeated here.
[0117] Optionally, emotion effects can be used to influence the skill strength and / or skill effect of virtual skills. If the emotion effect is affinity, the skill strength of the virtual skill is enhanced and the skill effect is optimized; if the emotion effect is resistance, the skill strength of the virtual skill is reduced and the skill effect is weakened.
[0118] It should be noted that before each time a virtual pet character releases a virtual skill, the environmental factors of the tile where the virtual pet character is located are re-acquired, and emotional effects are displayed based on these environmental factors. Therefore, in turn-based battles, the skills released by the virtual pet character each turn are closely related to the tile where the virtual pet character is located.
[0119] Steps 461-3: The first virtual skill is obtained by fusing the environmental factors of the first plot with the attributes of the basic virtual skills possessed by the pet virtual character; and / or, the first virtual skill is obtained by fusing the environmental factors of the third plot with the attributes of the basic virtual skills possessed by the pet virtual character. The first virtual skill refers to the virtual skill released by the pet's virtual character in the first round.
[0120] For example, the terminal combines the environmental factors of the acquired third plot of land with the attributes of the pet's basic virtual skills to obtain the first virtual skill. For instance, if the third plot's surface is grassland and the pet's virtual character possesses a fire-attribute basic virtual skill, the resulting first virtual skill would be "A raging fire." For detailed information on skill fusion, please refer to the above. Figures 10-13 The relevant details will not be repeated here.
[0121] Optionally, the merged virtual skill may have different visual effects than the basic virtual skill. The skill strength of the merged virtual skill may be greater than that of the basic virtual skill; and / or, the skill effect of the merged virtual skill may be superior to that of the basic virtual skill.
[0122] It should be noted that before each time a pet virtual character releases a virtual skill, the environmental factors of the tile where the pet virtual character is located are retrieved again, and it is determined whether skill fusion is necessary. If skill fusion is determined according to the pre-configured settings, the visual effect of the fusion will be displayed on the user interface. Therefore, in turn-based battles, the skills released by the pet virtual character each turn are closely related to the tile where the pet virtual character is located.
[0123] Step 462: Control the pet's virtual character to release the first virtual skill in the first round; By combining the emotional state and skills of the aforementioned pet virtual character, at least one of the following factors—skill strength, skill effect, and visual effect—of the first virtual skill will be affected. Control the pet virtual character to unleash the first virtual skill in the first round.
[0124] Step 463-1: Obtain environmental factors for the second and fourth plots; The second plot refers to the plot where the pet's virtual character is located in the second round, and the fourth plot refers to the plot where the enemy's virtual character is located in the second round. In this application, the first round and the second round refer to different rounds, and the first plot and the second plot are different plots. Different plots mean that the first plot and the second plot are geographically different, or that the first plot and the second plot have different environmental factors.
[0125] In one embodiment, the environmental factors of the second site include, but are not limited to, the weather conditions, diurnal conditions, temperature conditions, and surface topography of the second site. The environmental factors of the fourth site include, but are not limited to, the weather conditions, diurnal conditions, temperature conditions, and surface topography of the fourth site.
[0126] In the turn-based battle provided in this application, the pet virtual character may be located on different tiles in different rounds (referring to different environmental factors), and the enemy virtual character may also be located on different tiles in different rounds.
[0127] Taking virtual pet characters as an example, the reasons include at least one of the following: • In the battle map, the environmental factors of the terrain are altered by the skills of virtual characters from both sides and / or virtual characters from the opposing side. For example, if an enemy virtual character uses an ice-type skill on a subordinate virtual character, the ice skill will freeze the water-type tile (surface appearance as water) where the subordinate virtual character is located. This water-type tile will then transform into an ice-type tile (surface appearance as ice), and this surface appearance will remain for the rest of the turn-based battle. In other words, the environmental factors of the battle map are related to the battle situation during turn-based combat.
[0128] • If the environmental factors of a plot of land change on the world map, the environmental factors of the corresponding plot of land on the battle map will also change accordingly. For example, if the weather on the world map changes from sunny to rainy, the weather on the battle map will also change from sunny to rainy. In other words, the environmental factors on the battle map are related to the environmental factors on the world map.
[0129] Step 463-2: Display the second emotion effect used to represent the emotional state of the pet virtual character towards the second plot; Based on the environmental factors of the second plot of land, the terminal displays a second emotion effect on the user interface, reflecting the pet's virtual character's emotional state towards that plot. For details regarding these emotion effects, please refer to the above. Figures 5-9 The relevant details will not be repeated here.
[0130] Optionally, emotion effects can be used to influence the skill strength and / or skill effect of virtual skills. If the emotion effect is affinity, the skill strength of the virtual skill is enhanced and the skill effect is optimized; if the emotion effect is resistance, the skill strength of the virtual skill is reduced and the skill effect is weakened.
[0131] It should be noted that before each time a virtual pet character releases a virtual skill, the environmental factors of the tile where the virtual pet character is located are re-acquired, and emotional effects are displayed based on these environmental factors. Therefore, in turn-based battles, the skills released by the virtual pet character each turn are closely related to the tile where the virtual pet character is located.
[0132] Step 463-3: A second virtual skill is obtained by fusing the environmental factors of the second plot with the attributes of the virtual skills possessed by the pet virtual character; and / or, a second virtual skill is obtained by fusing the environmental factors of the fourth plot with the attributes of the virtual skills possessed by the pet virtual character. The second virtual skill refers to the virtual skill that the pet's virtual character releases in the second round.
[0133] For example, the terminal combines the environmental factors of the acquired fourth plot of land with the attributes of the pet's basic virtual skills to obtain a second virtual skill. For details on skill fusion, please refer to the above. Figures 10-13 The relevant details will not be repeated here.
[0134] Optionally, the merged virtual skill may have different visual effects than the basic virtual skill. The skill strength of the merged virtual skill may be greater than that of the basic virtual skill; and / or, the skill effect of the merged virtual skill may be superior to that of the basic virtual skill.
[0135] It should be noted that before each time a pet virtual character releases a virtual skill, the environmental factors of the tile where the pet virtual character is located are retrieved again, and it is determined whether skill fusion is necessary. If skill fusion is determined according to the pre-configured settings, the visual effect of the fusion will be displayed on the user interface. Therefore, in turn-based battles, the skills released by the pet virtual character each turn are closely related to the tile where the pet virtual character is located.
[0136] Step 464: Control the pet virtual character to release the second virtual skill in the second round.
[0137] By combining the emotional state and skills of the aforementioned pet virtual character, at least one of the following factors—skill strength, skill effect, and visual effect—of the second virtual skill will be affected. Control the pet virtual character to unleash the second virtual skill in the second round.
[0138] In summary, by setting a one-to-one correspondence between the world map tiles and the battle map tiles, the environmental factors of the tiles within the battle map will change along with the environmental factors of the world map tiles. The environmental factors of the tiles within the battle map will also change with the turn-based battle situation. The impact of the changed tiles on the skills of the pet virtual character (skill strength / skill effect / visual effect) will also change, thereby increasing the strategic depth of the game.
[0139] Figure 15 A flowchart illustrating an exemplary embodiment of this application shows a method for displaying a turn-based battle interface, wherein the method is provided by... Figure 3 The method, illustrated by the terminal (or application that supports virtual environments) shown, includes: Step 1501, enter battle; After the battle begins, the terminal will select a battlefield at the nearest suitable location. Optionally, the battlefield can be a circular area with a radius of 10. Optionally, the battlefield can include multiple tiles, each with a size of 0.5. A rectangular block of 0.5. After selecting the battlefield, the terminal will detect the battlefield's terrain, weather conditions, and day / night cycle, and record this information as battlefield data.
[0140] Step 1502: Obtain environmental factors of the battlefield blocks; Environmental factors consist of two parts. The first part is the terrain material. We obtain the terrain material of the tiles corresponding to the coordinate range of both virtual characters. Based on this material, we match the corresponding environment enumeration in the planning configuration table. For example, the planning configuration table may have fire material, water material, ice material, grass material, tile material, etc., so we can match the pet virtual character to grass material and the enemy virtual character to water material.
[0141] The second part is the TOD environment, which obtains the combination of weather conditions and day / night conditions of the plots corresponding to the coordinate range of both virtual characters, and matches the corresponding environment enumeration in the planning configuration table; for example, the planning configuration table has configurations such as sunny daytime, sunny nighttime, rainy daytime, rainy nighttime, windy daytime, and windy nighttime, and it is matched that both virtual characters are in sunny daytime.
[0142] Step 1503, begin the battle; The battle begins between the pet's virtual character and the enemy's virtual character.
[0143] Step 1504: Determine the emotional state of the virtual pet character in response to the two environmental factors; In step 1502 above, two environmental factors (a combination of land texture, weather conditions, and day / night conditions) have been obtained. The next step is to determine the emotional state of the pet virtual character in response to these two environmental factors.
[0144] Step 1505-1: Determine if the virtual pet character dislikes both environmental factors; If the pet virtual character dislikes both environmental factors of the plot it is in, proceed to step 1505-2.
[0145] Step 1505-2: Determine that the pet's virtual character has a strong resistance to the land it is on (skill power -50%). The pet's virtual character is determined to have a strong resistance to the land it is located on, and the skill power of the pet's virtual character is reduced by 50%.
[0146] Step 1506-1: Determine if the pet virtual character dislikes one environmental factor and neither likes nor dislikes another environmental factor; If the pet's virtual character dislikes one environmental factor of its location but neither likes nor dislikes another environmental factor, proceed to step 1506-2.
[0147] Step 1506-2: Determine that the pet's virtual character has a weak resistance to the land it is on (skill power -25%). The pet's virtual character has a weak resistance to the land it is on, and the skill power of the pet's virtual character is reduced by 25%.
[0148] Step 1507-1: Determine if the virtual pet character dislikes one environment and likes another. If a pet character dislikes one environment of its location but prefers another, proceed to step 1507-2.
[0149] Step 1507-2, confirmed to be ineffective; It is confirmed that the pet virtual character is unaware of the terrain it is in, and that the skill power of the pet virtual character's skills will not change.
[0150] Step 1508-1: Determine if the virtual pet character likes one environment and dislikes but does not dislike another environment. If the virtual pet character likes one environment but neither likes nor dislikes another, proceed to step 1508-2.
[0151] Step 1508-2: Determine if the pet's virtual character has a weak affinity with the land it is in (skill power +25%). Determine that the pet's virtual character has a weak affinity with the area it is in, and increase the skill power of the virtual character's skills by 25%.
[0152] Step 1509-1: Determine if the virtual pet character likes both environmental factors; If the pet virtual character likes both environmental factors, proceed to step 1509-2.
[0153] Step 1509-2: Determine if the pet's virtual character has a strong affinity with the land it is in (skill power +50%). The system determines that the pet's virtual character has a strong affinity with the area it is located on, and increases the skill power of the virtual character by 50%.
[0154] Step 1510: Confirm skill release; The pet's virtual character will unleash virtual skills.
[0155] Step 1511: Are there any environmental factors that can be integrated? The terminal determines whether there are environmental factors that can be merged between the land plot where the pet virtual character is located and the land plot where the enemy virtual character is located. If so, step 1512 is executed; otherwise, step 1513 is executed.
[0156] Step 1512: Determine the skill after the skill form change; Based on the environmental factors that can be integrated, the terminal combines the pet's virtual character's regular skills to perform skill fusion and determine the skill to be released after the skill form has changed.
[0157] Step 1513: Determine to release a regular skill; If the terminal determines that there are no environmental factors that can be integrated, it will then determine that the pet virtual character will release a regular skill.
[0158] Step 1514: Unleash the final skill.
[0159] Control your pet's virtual character to unleash its ultimate skill.
[0160] In summary, by setting the battle map for turn-based combat to share the same map data as the world map, the sense of disconnect between the two is eliminated when switching from the world scene to the battle scene.
[0161] Furthermore, at least one of the virtual skill's strength, effect, and visual effect is related to environmental factors, enhancing the game's strategic depth. A pre-battle selection dimension has been added; before entering turn-based combat, players can choose a battlefield advantageous to their side (and / or disadvantageous to the opponent). The virtual pet character can unleash more powerful and visually stunning skills in the selected battlefield.
[0162] The following section will introduce the technical aspects of the interface display method based on turn-based combat.
[0163] Figure 16 A flowchart illustrating an exemplary embodiment of this application shows a method for displaying a turn-based battle interface. Figure 16 The execution entity of the method embodiment shown may be Figure 3 For the terminal shown (or an application that supports a virtual environment), the method may include the following steps (steps 1601-1605): Step 1601: When the battle control process detects that a participant in a turn-based battle has initiated a battle action, it sends a battle action initiation request to the first server.
[0164] In this embodiment of the application, the battle control process is a process used to handle content associated with the battle scene. For example, the battle control process can render the aforementioned battle process, such as rendering the behavior of the pet virtual character and enemy units during the battle.
[0165] In turn-based battles, the participants can refer to the aforementioned virtual pet characters or enemy units of those virtual pet characters. Battle actions can refer to the combat behaviors performed by the participants in response to the player's battle control operations, such as releasing skills, performing normal attacks, fleeing, using virtual items, and defending. Battle actions can also refer to the combat behaviors performed by artificial intelligence-controlled participants; this application's embodiments do not limit this.
[0166] The first server is the application's backend server, corresponding to the battle control process. The first server can execute battle processing logic to handle control signals generated by players in the battle scene, thereby advancing the aforementioned battle process. The first server can also be used to handle requests to initiate battle actions. For example, the first server can execute battle action processing logic to logically process battle actions, generate battle rendering information, and render and display the battle actions. The first server is described in the same way as in the above embodiments, and will not be repeated here.
[0167] The request to initiate a battle action is used to request the rendering of the battle action and to obtain the information required for rendering the battle action, i.e., battle rendering information. This request may include identification information of the battle action, such as skill identification information, virtual item identification information, etc.
[0168] Optionally, when the main virtual character encounters enemy units, the player can choose to initiate a turn-based battle. In one example, the turn-based battle screen display process during the initiation of a turn-based battle can be as follows: 1. When entering a turn-based battle, the scene control process obtains the basic information of the participants in the turn-based battle and the environmental information of the battle scene, and sends the basic information and environmental information to the second server.
[0169] In this embodiment, the scene control process is a process used to handle content associated with the world scene. For example, the scene control process can render the activities of the main virtual character within the world scene. The scene control process and the battle control process are two independent and distinct processes.
[0170] The aforementioned basic information can refer to the character information required in the battle, such as the participant's health, level, attributes, skills, and the enemy unit's attributes and skills. For example, the aforementioned basic information may include the level and health of the main virtual character, the attributes and skills of the pet virtual character used by the main virtual character, and the attributes and skills of the enemy unit.
[0171] The environmental information corresponding to the battle scene can refer to the environmental information corresponding to the battle map, such as terrain information, time information, weather information, etc. Optionally, in the first round of battle, the environmental affinity between the pet virtual character and the battle scene can be determined based on this environmental information, so as to determine the final buff or debuff effect of the pet virtual character's skills in the first round of battle.
[0172] The second server is the backend server for the target application, corresponding to the scene control process. The second server can process control signals generated by the player in the world scene by executing scene processing logic, thereby advancing and rendering the activities of the main virtual character in the world scene. The second server is described in the same way as in the above embodiment, and will not be repeated here.
[0173] After receiving the basic information and environmental information, the second server sends the basic information and environmental information to the first server.
[0174] 2. The battle control process receives the turn-based battle screen from the first server; the turn-based battle screen is generated by the first server based on the basic information and environmental information sent by the second server.
[0175] Battle footage refers to the visuals of a virtual pet character battling enemy units in a combat scenario. The first server can generate battle footage (or battle footage rendering information) based on basic and environmental information from the second server by executing battle behavior processing logic, and then send it to the battle control process.
[0176] 3. The battle control process displays the turn-based battle screen.
[0177] Optionally, the battle control process can directly display the battle screen in the user interface, or render the battle screen according to the battle screen rendering information. This application embodiment does not limit this.
[0178] Step 1602: The battle control process receives battle rendering information from the first server; wherein, the battle rendering information is used to render battle behavior.
[0179] Battle rendering information can refer to a series of behavioral control parameters related to battle behavior over time. Based on these behavioral control parameters, the virtual pet character can be controlled to complete a set of actions or performances. For example, in the case of releasing a skill during battle, the battle control process controls the virtual pet character to complete a set of skill release actions based on the battle rendering information, thereby completing the rendering of the skill release.
[0180] Step 1603: The scene control process receives aura rendering information from the second server; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the combat behavior, and the aura affects the elements in the turn-based combat scene.
[0181] Aura rendering information refers to a series of aura-related element control parameters over time. Based on these parameters, elements (such as fire) can be controlled to influence the environment (such as terrain). For example, in the case of a fire aura, the corresponding aura rendering information can be used to render the process of a fire element changing a terrain from grass to fire.
[0182] Optionally, the second server runs halo processing logic. By processing the halo information (such as halo identification information) indicated by the halo, the halo rendering information corresponding to that halo can be obtained. After generating the halo rendering information, the second server sends the halo rendering information to the scene control process.
[0183] In one example, if the first server determines that a combat action triggers an aura, it sends aura information to the second server. If it determines that a combat action does not trigger an aura, it only processes the combat action logically to determine information such as damage dealt, buffs added, and displacement generated, in order to generate combat rendering information.
[0184] Optionally, the first server also maintains a table showing the relationship between combat actions and auras. By querying this table, it can be determined whether a combat action can trigger an aura. If an aura is triggered, the aura information can also be determined based on this table.
[0185] Step 1604: The scene control process sends halo rendering information to the battle control process.
[0186] After receiving the halo rendering information, the scene control process can first cache the halo rendering information, and then send it to the battle control process. This allows the battle control process to obtain the battle rendering information first, and then the halo rendering information, so as to render the battle behavior and the halo in sequence (avoiding rendering the halo without warning), making the transition between the battle behavior and the halo more natural and smooth.
[0187] Step 1605: During the process of rendering the battle behavior based on the battle rendering information, the battle control process renders the halo based on the halo rendering information.
[0188] Upon receiving both battle rendering information and halo rendering information, the battle control process renders the halo based on the halo rendering information while simultaneously rendering the battle actions according to the battle rendering information. If only halo rendering information is received, the battle control process does not render the halo.
[0189] In one example, the battle control process and the scene control process share a single halo rendering interface. During turn-based combat (i.e., the battle scene), the battle control process calls this halo rendering interface to render the halo based on the halo rendering information. After the turn-based combat ends, the scene control process replaces the battle control process in calling the halo rendering interface to complete the seamless rendering of the halo.
[0190] For example, the scene control process renders the aura based on the cached aura rendering information. For instance, after a turn-based battle ends, the scene control process calls the aura rendering interface to render and display the remaining aura corresponding to the turn-based battle based on the cached aura rendering information. The remaining aura refers to the aura that still needs to be displayed in the virtual world after integrating all the aura rendering information (for example, some auras were canceled from rendering during the turn-based battle).
[0191] Alternatively, during the halo rendering process in the battle control process, the scene control process simultaneously performs halo statistics based on the cached halo rendering information, dynamically updates the remaining halo corresponding to the turn-based battle, so as to seamlessly render and display the remaining halo corresponding to the turn-based battle after the turn-based battle ends.
[0192] Optionally, after a turn-based battle ends, the battle control side will synchronize the settlement data of the turn-based battle to the scene control side all at once. For example, after a turn-based battle ends, the first server will synchronize the settlement data such as the health points consumed, experience points gained, and virtual resource consumption in the turn-based battle to the second server all at once.
[0193] In one example, the timing and location of an aura's display can be indicated by a combat rendering tag corresponding to a combat action. This combat rendering tag can include turn-based combat identification information, combat action identification information, aura identification information, the aura's location (e.g., terrain, affected character), and rendering details of the combat action. Specifically, this process may include the following: 1. The scene control process receives the battle rendering tag from the second server; the battle rendering tag is generated by the first server based on the battle behavior when the battle behavior meets the trigger aura condition.
[0194] Once the first server determines that the battle action triggers the aura, it generates a battle rendering tag for the battle action. Then, based on the battle rendering information and aura information, it generates a call request and sends the call request to the second server via RPC (Remote Procedure Call). The second server then sends the battle rendering tag to the scene control process.
[0195] 2. The scene control process sends a battle rendering tag to the battle control process.
[0196] After receiving the battle rendering tag and halo rendering information from the second server, the scene control process sends the battle rendering tag and halo rendering information together to the battle control process.
[0197] 3. The battle control process renders the aura based on the aura rendering information, while rendering the battle behavior according to the battle rendering information, based on the display timing and display position indicated by the battle rendering tag.
[0198] For example, the battle control process determines the display timing and location of the aura based on the rendering details of the battle behavior in the battle rendering tag and the corresponding position of the aura. During the rendering of the battle behavior, when the display timing is reached, the aura is rendered and displayed at the display location (such as the target tile). For example, the aura is rendered after the skill that triggers the aura release process has been rendered to achieve a natural connection between the two renderings.
[0199] For example, consider the effect of a halo on a plot of land in a virtual world.
[0200] When the initial type of the plot is grass, the plot type changes to fire under the influence of the fire type aura, that is, the rendering shows the grass burning on the plot; or, when the initial type of the plot is water, the plot type changes to ice under the influence of the ice type aura, that is, the rendering shows the water freezing on the plot; or, when the initial type of the plot is earth, the plot type changes to grass under the influence of the grass type aura, that is, the rendering shows the grass growing on the plot. This application embodiment does not limit this.
[0201] In this embodiment, when the pet virtual character acts as the attacker, it may actively move. When the pet virtual character acts as the receiver, it may passively move, experiencing a knockback process when attacked by skills. As the pet virtual character's position changes, its environment (including the environment of the terrain and weather) may also change, thus affecting the pet virtual character's combat in subsequent rounds. Therefore, in each round of combat, it is necessary to re-determine the environmental affinity (hereinafter referred to as affinity, i.e., the aforementioned affinity effect) between the pet virtual character and the virtual world, which may specifically include the following:
[0202] 1. The battle control process sends a notification to the first server indicating that the rendering of the battle has ended.
[0203] Optionally, after rendering the combat actions and auras is complete, the combat control process sends a rendering completion notification to the first server. This rendering completion notification is used to inform the first server that the rendering of the combat actions and auras is complete.
[0204] After receiving the rendering completion notification, the first server generates an update environment information retrieval request and sends it to the second server to obtain the updated environment information. After obtaining the updated environment information, the first server determines the affinity between the participants and the updated environment information, which affects the skill strength of the participants. The retrieval request is used to request the updated environment information, and this request may include identification information corresponding to combat actions, information about the terrain affected by the aura, etc. The updated environment information refers to the environmental information of the combat scene after being affected by the aura, such as the attributes of the terrain after being affected by the aura. The first server can obtain the updated environment information corresponding to the aura based on the aura information.
[0205] 2. The battle control process receives affinity rendering animations from the first server; these animations are generated by the first server based on updated environment information sent by the second server. The updated environment information refers to the environment information of the battle scene after being affected by the aura. The affinity rendering animations are used to indicate the affinity between the participants and the updated environment information. Affinity affects the skill strength of the participants.
[0206] In this embodiment, environmental information may include weather information, land parcel information, and time information. The first server can combine the environmental information and the attributes of the participants to determine the affinity between the participants and the environment. For example, it can selectively obtain the weather potential energy and land parcel potential energy corresponding to the participants, and then determine the affinity between the participants and the environment based on the weather potential energy and land parcel potential energy, combined with the attribute information of the participants. Weather potential energy can be determined based on weather information and time information. For example, a clear night will give "ghost" potential energy, while a clear morning will give "light" potential energy. Land parcel potential energy is determined by the type of land parcel the participant is located on. For example, a land parcel with grass attributes has "grass" potential energy.
[0207] Optionally, the participants' level of aversion to and liking for the environment can be categorized into several different levels: strong affinity, weak affinity, indifferent, weak resistance, and strong resistance.
[0208] If a participant's attribute matches both weather potential energy and land potential energy (i.e., the participant likes both land and weather), a strong affinity effect is gained, increasing affinity by 2. If a participant's attribute matches only one of weather potential energy and land potential energy, and does not conflict with the other (i.e., the participant likes only one and dislikes the other), a weaker affinity effect is gained, increasing affinity by 1. If a participant's attribute matches only one of weather potential energy and land potential energy, and conflicts with the other (i.e., the participant likes only one and dislikes the other), no effect is gained, increasing affinity by 0. If a participant's attribute conflicts with one of weather potential energy and land potential energy, and does not match the other (i.e., the participant dislikes only one and dislikes the other), a weak conflict effect is gained, decreasing affinity by 1. If a participant's attribute conflicts with both weather potential energy and land potential energy (i.e., the participant dislikes both land and weather), a strong conflict effect is gained, decreasing affinity by 2.
[0209] If the affinity of a participant is positive, it is considered that the participant's environmental affinity has been triggered, which will buff the participant's combat behavior, such as increasing the range, attack power, and attack effect of skills. If the affinity of a participant is negative, it is considered that the participant is incompatible with the environment, which will debuff the participant's combat behavior, such as reducing the range, attack power, and attack effect of skills. If the affinity of a participant is 0, no adjustment will be made to the participant's combat behavior.
[0210] The first server uses the same method as described above to obtain the affinity between the participants and the updated environment information, and then generates an affinity rendering animation based on the affinity. Optionally, different affinity levels correspond to different affinity rendering animations. For example, strong affinity corresponds to a big smiley face, weak affinity corresponds to a smiling face, and strong aversion corresponds to an angry face. The affinity rendering animation can be an icon, a dynamic icon, an animation, etc., and this application embodiment does not limit this.
[0211] The first server sends the generated affinity rendering animation to the battle control process.
[0212] 3. The battle control process displays an affinity rendering animation.
[0213] After receiving the affinity rendering animation, the battle control process can display the affinity rendering animation in the vicinity of the participating parties.
[0214] In summary, the technical solution provided by this application embodiment obtains battle rendering information by supporting the implementation of battle behavior processing logic through the battle control process and the first server, and obtains halo rendering information by supporting the implementation of halo processing logic through the scene control process and the second server. This eliminates the need to maintain a copy of the battle behavior processing logic and halo processing logic on both the battle control side and the scene control side, and only requires maintaining a copy of the scene information on the scene control side. This reduces the redundancy in business logic and data maintenance in turn-based battles, thereby reducing maintenance overhead.
[0215] Furthermore, by supporting different processes to execute the halo processing logic and the battle behavior processing logic, the halo processing logic and the battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the difficulty of maintaining and expanding turn-based battles. At the same time, since the underlying code originally belonged to the first or second server, there is no need to be compatible with the first or second server, thus reducing the difficulty of code development.
[0216] In addition, in turn-based battles, by supporting the first server to call halo rendering information to the second server and the scene control process to provide halo rendering information to the battle control process, information interaction between the battle control side and the scene control side is realized, thereby enabling the battle control side and the scene control side to perform consistently and improving the integration between the battle control side and the scene control side.
[0217] In addition, by using the battle rendering tag to indicate the display position and timing of the halo, not only can the amount of data transmitted be reduced, but the rendering of battle behavior and halo can also be seamlessly connected. This reduces the amount of data transmitted during each interaction, improves the rendering effect of the battle, and synchronizes the battle control side and the scene control side in halo rendering, further enhancing the integration between the world scene and the battle scene.
[0218] Figure 17 The diagram illustrates a structural block diagram of a turn-based battle-based interface display device provided in an exemplary embodiment of this application. The device includes: Display module 1701 is used to display the scene screen corresponding to the main virtual character located on the world map; The display module 1701 is also used to respond to the triggering event of turn-based battle and display the scene screen corresponding to the pet virtual character located in the battle map. The pet virtual character is a virtual character released by the main virtual character, and the battle map is a part of the world map. The control module 1702 is used to control the pet virtual character to release virtual skills on the battle map. At least one of the skill strength, skill effect and visual effect of the virtual skill is related to the environmental factors of the battle map.
[0219] In an optional embodiment, the skill strength and / or skill effect of a virtual skill are associated with the pet virtual character's emotional state on the battle map.
[0220] In one optional embodiment, the battle map corresponds to at least two environmental factors. If the pet character likes more environmental factors than dislikes among the at least two environmental factors, the scene screen corresponding to the battle map also displays an affinity effect to indicate that the pet character is in an amicable state; if the pet character likes fewer environmental factors than dislikes among the at least two environmental factors, a resistance effect to indicate that the pet character is in a resistant state is displayed; wherein, the skill strength corresponding to the affinity state is higher than the skill strength corresponding to the resistance state, and the skill effect corresponding to the affinity state is superior to the skill effect corresponding to the resistance state.
[0221] In an optional embodiment, at least two environmental factors include a first environmental factor and a second environmental factor; when the pet virtual character likes both the first and second environmental factors, the scene screen corresponding to the battle map also displays a first affinity effect to represent that the pet virtual character is in a first affinity state; when the pet virtual character likes the first environmental factor and does not dislike the second environmental factor, a second affinity effect to represent that the pet virtual character is in a second affinity state is displayed; wherein, the affinity of the first affinity state is greater than that of the second affinity state, the skill strength corresponding to the first affinity state is higher than that corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is better than that corresponding to the second affinity state.
[0222] In an optional embodiment, at least two environmental factors include a first environmental factor and a second environmental factor; when the pet virtual character dislikes both the first and second environmental factors, the scene screen corresponding to the battle map also displays a first resistance effect to represent the pet virtual character being in a first resistance state; when the pet virtual character dislikes the first environmental factor and dislikes the second environmental factor, a second resistance effect is displayed to represent the pet virtual character being in a second resistance state; wherein, the degree of resistance in the first resistance state is greater than the degree of resistance in the second resistance state, the skill strength corresponding to the first resistance state is lower than the skill strength corresponding to the second resistance state, and the skill effect corresponding to the first resistance state is weaker than the skill effect corresponding to the second resistance state.
[0223] In one optional embodiment, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0224] In an optional embodiment, if the pet virtual character likes the weather conditions, the first environmental factor is the day / night cycle and the second environmental factor is the terrain; if the pet virtual character dislikes the weather conditions, the first environmental factor is the weather conditions and the second environmental factor is the terrain.
[0225] In an optional embodiment, if the pet virtual character likes the weather conditions, the first environmental factor is the terrain and the second environmental factor is the day / night cycle; if the pet virtual character dislikes the weather conditions, the first environmental factor is the terrain and the second environmental factor is the weather conditions.
[0226] In an optional embodiment, the visual effects of the virtual skills are obtained by fusing environmental factors of the battle map with the attributes of the basic virtual skills possessed by the pet virtual character.
[0227] In an optional embodiment, the battle map includes at least two plots; the visual effect of the virtual skill is obtained by fusing environmental factors of the plot where the pet virtual character is located with the attributes of the virtual skill possessed by the pet virtual character; and / or, the visual effect of the virtual skill is obtained by fusing environmental factors of the plot where the enemy virtual character is located with the attributes of the virtual skill possessed by the pet virtual character, wherein the enemy virtual character is the target virtual character of the virtual skill.
[0228] In one optional embodiment, the skill strength of the fused virtual skill is greater than the skill strength of the basic virtual skill; and / or, the skill effect of the fused virtual skill is better than the skill effect of the basic virtual skill.
[0229] In an optional embodiment, the battle map includes at least two plots; the control module 1702 is further configured to control the pet virtual character to release a first virtual skill in the first round, with the pet virtual character located on the first plot in the first round; and to control the pet virtual character to release a second virtual skill in the second round, with the pet virtual character located on the second plot in the second round; wherein the first round and the second round are different rounds, and the first plot and the second plot are different plots.
[0230] In an optional embodiment, the display module 1701 is further configured to display a first emotional effect representing the emotional state of the pet virtual character towards the plot of land; and to display a second emotional effect representing the emotional state of the pet virtual character towards the plot of land.
[0231] In an optional embodiment, the control module 1702 is further configured to: acquire environmental factors of a first plot of land; obtain a first virtual skill by fusing the environmental factors of the first plot of land with the attributes of the basic virtual skills possessed by the pet virtual character; acquire environmental factors of a second plot of land; and obtain a second virtual skill by fusing the environmental factors of the second plot of land with the attributes of the basic virtual skills possessed by the pet virtual character.
[0232] In an optional embodiment, the control module 1702 is further configured to: acquire environmental factors of a third plot; obtain a first virtual skill by fusing the environmental factors of the first plot with the attributes of the basic virtual skills possessed by the pet virtual character; the third plot is the plot where the enemy virtual character is located in the first round; acquire environmental factors of a fourth plot; obtain a second virtual skill by fusing the environmental factors of the second plot with the attributes of the basic virtual skills possessed by the pet virtual character; the fourth plot is the plot where the enemy virtual character is located in the second round.
[0233] In one alternative embodiment, environmental factors of the battle map are associated with the battle situation during turn-based combat.
[0234] In an optional embodiment, the display module 1701 is further configured to display traces of combat on a portion of the world map after the turn-based battle has ended.
[0235] In an optional embodiment, the display module 1701 is also used to change the environmental factors of the battle map during turn-based battles when environmental factors of some parts of the map change.
[0236] In an optional embodiment, the display module 1701 is further configured to change the j-th environmental factor of the battle map when the i-th environmental factor of a portion of the map changes; wherein the i-th environmental factor is any one of weather conditions, day / night conditions, and terrain features; the j-th environmental factor is any one of weather conditions, day / night conditions, and terrain features, and i and j are both positive integers.
[0237] In an optional embodiment, the display module 1701 is also used to change the environmental factors of a portion of the map during turn-based battles when environmental factors on the battle map change.
[0238] In an optional embodiment, the display module 1701 is further configured to change the nth environmental factor of the battle map when the mth environmental factor of a portion of the map changes; wherein the mth environmental factor is any one of weather conditions, day / night conditions, and terrain features; the nth environmental factor is any one of weather conditions, day / night conditions, and terrain features, and m and n are both positive integers.
[0239] In summary, by setting the battle map for turn-based combat to share the same map data as the world map, the sense of disconnect between the two is eliminated when switching from the world scene to the battle scene.
[0240] Furthermore, at least one of the virtual skill's strength, effect, and visual effect is related to environmental factors, enhancing the game's strategic depth. A pre-battle selection dimension has been added; before entering turn-based combat, players can choose a battlefield advantageous to their side (and / or disadvantageous to the opponent). The virtual pet character can unleash more powerful and visually stunning skills in the selected battlefield.
[0241] Figure 18A structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application is shown. The computer device 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The computer device 1800 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0242] Typically, computer device 1800 includes a processor 1801 and a memory 1802.
[0243] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0244] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the turn-based battle-based interface display method provided in the method embodiments of this application.
[0245] In some embodiments, the computer device 1800 may also optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. For example, the peripheral device may include at least one of the following: a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.
[0246] Peripheral interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0247] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF 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 RF circuit 1804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0248] Display screen 1805 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, disposed on the front panel of computer device 1800; in other embodiments, there may be at least two display screens, disposed on different surfaces of computer device 1800 or in a folded design; in still other embodiments, display screen 1805 may be a flexible display screen, disposed on a curved or folded surface of computer device 1800. Furthermore, display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0249] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0250] 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, converting them into electrical signals that are input to the processor 1801 for processing, or to the radio frequency circuit 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, positioned at different locations within the computer device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1807 may also include a headphone jack.
[0251] Power supply 1808 is used to supply power to the various components in computer device 1800. Power supply 1808 can be AC power, DC power, a disposable battery, or a rechargeable battery. When 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 via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0252] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0253] Accelerometer 1810 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1800. For example, accelerometer 1810 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1801 can control display screen 1805 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1810. Accelerometer 1810 can also be used for games or for acquiring user motion data.
[0254] The gyroscope sensor 1811 can detect the orientation and rotation angle of the computer device 1800. The gyroscope sensor 1811 can work in conjunction with the accelerometer sensor 1810 to acquire 3D motion data from the user on the computer device 1800. Based on the data acquired by the gyroscope sensor 1811, the processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0255] The pressure sensor 1812 can be disposed on the side bezel of the computer device 1800 and / or on the lower layer of the display screen 1805. When the pressure sensor 1812 is disposed on the side bezel of the computer device 1800, it can detect the user's grip signal on the computer device 1800, and the processor 1801 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1812. When the pressure sensor 1812 is disposed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0256] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the display screen 1805 based on the ambient light intensity collected by the optical sensor 1813. For example, when the ambient light intensity is high, the display brightness of the display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1813.
[0257] The proximity sensor 1814, also known as a distance sensor, is typically located on the front panel of the computer device 1800. The proximity sensor 1814 is used to detect 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 display screen 1805 to switch from a screen-on state to a 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 display screen 1805 to switch from a screen-off state to a screen-on state.
[0258] Those skilled in the art will understand that Figure 18 The structure shown does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0259] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein 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 turn-based battle-based interface display method provided in the above method embodiments.
[0260] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the turn-based battle-based interface display method provided in the above-described method embodiments.
[0261] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0262] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0263] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying an interface based on turn-based combat, characterized in that, The method includes: Displays the scene corresponding to the main virtual character located on the world map; In response to the triggering event of the turn-based battle, the scene screen corresponding to the pet virtual character located in the battle map is displayed. The pet virtual character is a virtual character released by the main virtual character, and the battle map is a part of the world map. The virtual pet character is controlled to release virtual skills on the battle map. At least one of the skill strength, skill effect, and visual effect of the virtual skill is related to the environmental factors of the battle map. During the battle, the environmental factors of the battle map will change with the changes in the environmental factors of the world map. The environmental factors include at least one of the weather conditions, day and night conditions, and terrain features.
2. The method according to claim 1, characterized in that, The skill strength and / or skill effect of the virtual skill are related to the emotional state of the pet virtual character in relation to the battle map.
3. The method according to claim 2, characterized in that, The battle map corresponds to at least two environmental factors; If, among the at least two environmental factors, the pet virtual character likes more environmental factors than it dislikes, the scene screen corresponding to the battle map will also display an affinity effect to indicate that the pet virtual character is in an amicable state; If, among the at least two environmental factors, the pet virtual character prefers fewer environmental factors than it dislikes, the scene screen corresponding to the battle map will also display a resistance effect to indicate that the pet virtual character is in a resistant state. The skill strength corresponding to the affinity state is higher than that corresponding to the resistance state, and the skill effect corresponding to the affinity state is better than that corresponding to the resistance state.
4. The method according to claim 3, characterized in that, The at least two environmental factors include a first environmental factor and a second environmental factor; When the pet virtual character likes both the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map also displays a first affinity effect to represent that the pet virtual character is in the first affinity state; When the pet virtual character likes the first environmental factor and does not dislike the second environmental factor, the scene screen corresponding to the battle map also displays a second affinity effect to represent that the pet virtual character is in a second affinity state; Specifically, the affinity of the first affinity state is greater than that of the second affinity state, the skill strength corresponding to the first affinity state is higher than that corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is better than that corresponding to the second affinity state.
5. The method according to claim 3, characterized in that, The at least two environmental factors include a first environmental factor and a second environmental factor; When the pet virtual character simultaneously dislikes the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map also displays a first resistance effect to represent that the pet virtual character is in a first resistance state; When the pet virtual character dislikes the first environmental factor and dislikes the second environmental factor, the scene screen corresponding to the battle map also displays a second resistance effect to represent that the pet virtual character is in a second resistance state; Wherein, the degree of resistance in the first state of resistance is greater than that in the second state of resistance, the skill strength corresponding to the first state of resistance is lower than that corresponding to the second state of resistance, and the skill effect corresponding to the first state of resistance is weaker than that corresponding to the second state of resistance.
6. The method according to claim 4 or 5, characterized in that, The first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform. or, The first environmental factor is the landform, and the second environmental factor is the weather conditions or day-night cycle.
7. The method according to claim 6, characterized in that, The first environmental factor is weather conditions or diurnal variation, and the second environmental factor is landform, including: When the virtual pet character prefers certain weather conditions, the first environmental factor is day / night cycle, and the second environmental factor is terrain. When the virtual pet character dislikes weather conditions, the first environmental factor is the weather condition, and the second environmental factor is the terrain.
8. The method according to claim 6, characterized in that, The first environmental factor is landform, and the second environmental factor is weather conditions or diurnal variation, including: When the virtual pet character prefers certain weather conditions, the first environmental factor is the terrain and the second environmental factor is the day / night cycle. When the virtual pet character dislikes weather conditions, the first environmental factor is the terrain and the second environmental factor is the weather conditions.
9. The method according to any one of claims 1 to 5, characterized in that, The visual effects of the virtual skills are obtained by combining the environmental factors of the battle map with the attributes of the basic virtual skills possessed by the pet virtual character.
10. The method according to claim 9, characterized in that, The battle map includes at least two plots of land; The visual effects of the virtual skills are obtained by combining the environmental factors of the location of the virtual pet character with the attributes of the virtual skills possessed by the virtual pet character. And / or, The visual effect of the virtual skill is obtained by combining the environmental factors of the location of the enemy virtual character with the attributes of the virtual skill possessed by the pet virtual character, where the enemy virtual character is the target virtual character of the virtual skill.
11. The method according to claim 9, characterized in that, The combined virtual skill has a higher skill strength than the basic virtual skill. And / or, The combined virtual skill has a better effect than the basic virtual skill.
12. The method according to any one of claims 1 to 5, characterized in that, The battle map includes at least two plots of land; The control of the pet virtual character to release virtual skills on the battle map includes: The virtual pet character is controlled to release its first virtual skill in the first round, and the virtual pet character is located on the first tile in the first round. The method further includes: controlling the pet virtual character to release a second virtual skill in the second round, wherein the pet virtual character is in the second plot in the second round; The first round and the second round are different rounds, and the first plot and the second plot are different plots.
13. The method according to claim 12, characterized in that, The method of controlling the virtual pet character before releasing the first virtual skill in the first round also includes: Display a first emotional effect to characterize the emotional state of the pet virtual character towards the first plot of land; Before the virtual pet character releases its second virtual skill in the second round, the control also includes: Displays a second emotional effect that represents the emotional state of the pet virtual character towards the second plot.
14. The method according to claim 12, characterized in that, The method of controlling the virtual pet character before releasing the first virtual skill in the first round also includes: Obtain the environmental factors of the first plot of land; and obtain the first virtual skill by fusing the environmental factors of the first plot of land with the attributes of the basic virtual skills possessed by the pet virtual character. Before the virtual pet character releases its second virtual skill in the second round, the control also includes: Obtain the environmental factors of the second plot; and obtain the second virtual skill by fusing the environmental factors of the second plot with the attributes of the basic virtual skills possessed by the pet virtual character.
15. The method according to claim 12, characterized in that, The method of controlling the virtual pet character before releasing the first virtual skill in the first round also includes: Obtain the environmental factors of the third plot; combine the environmental factors of the third plot with the attributes of the basic virtual skills possessed by the pet virtual character to obtain the first virtual skill; the third plot is the plot where the enemy virtual character is located in the first round; Before the virtual pet character releases its second virtual skill in the second round, the control also includes: Obtain the environmental factors of the fourth plot; combine the environmental factors of the fourth plot with the attributes of the basic virtual skills possessed by the pet virtual character to obtain the second virtual skill; the fourth plot is the plot where the enemy virtual character is located in the second round.
16. The method according to any one of claims 1 to 5, characterized in that, The environmental factors of the battle map are related to the battle situation during the turn-based battle.
17. The method according to any one of claims 1 to 5, characterized in that, The method further includes: After the turn-based battle ends, traces of the battle are displayed on a portion of the world map.
18. The method according to any one of claims 1 to 5, characterized in that, The method further includes: During the turn-based battle, if environmental factors of a portion of the map change due to reasons other than the turn-based battle, the environmental factors of the battle map will be changed simultaneously.
19. The method according to claim 18, characterized in that, When environmental factors in a portion of the map change, the environmental factors of the battle map are simultaneously changed, including: If the i-th environmental factor of the partial map changes, the j-th environmental factor of the battle map will be changed. Wherein, the i-th environmental factor is any one of weather conditions, day and night conditions, and landform; the j-th environmental factor is any one of weather conditions, day and night conditions, and landform, and i and j are both positive integers.
20. The method according to any one of claims 1 to 5, characterized in that, The method further includes: During the turn-based battle, if the environmental factors of the battle map change due to reasons within the turn-based battle, the environmental factors of that part of the map will be changed simultaneously.
21. The method according to claim 20, characterized in that, When environmental factors on the battle map change, the environmental factors of that portion of the map are simultaneously changed, including: If the m-th environmental factor of the battle map changes, the n-th environmental factor of the partial map will be changed. Wherein, the m-th environmental factor is any one of weather conditions, day and night conditions, and landform; the n-th environmental factor is any one of weather conditions, day and night conditions, and landform, and m and n are both positive integers.
22. A user interface display device based on turn-based combat, characterized in that, The device includes: The display module is used to display the scene screen corresponding to the main virtual character located on the world map; The display module is also used to respond to the triggering event of the turn-based battle and display the scene screen corresponding to the pet virtual character located in the battle map. The pet virtual character is a virtual character released by the main control virtual character, and the battle map is a part of the world map. The control module is used to control the pet virtual character to release virtual skills on the battle map. At least one of the skill strength, skill effect and visual effect of the virtual skill is related to the environmental factors of the battle map. During the battle, the environmental factors of the battle map will change with the changes of the environmental factors of the world map. The environmental factors include at least one of the weather conditions, day and night conditions and terrain features.
23. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interface display method based on turn-based battle as described in any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the interface display method based on turn-based combat as described in any one of claims 1 to 21.
25. A computer program product, characterized in that, The computer program product stores a computer program, which is loaded and executed by a processor to implement the interface display method based on turn-based battle as described in any one of claims 1 to 21.
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