Health value adjusting method, device, equipment, medium and program product

By adjusting the main virtual character's health based on the pet character's battle results in turn-based combat scenarios, the problem of a single health value mechanism is solved, and health values ​​are shared across different scenarios, thus improving the gaming experience.

CN118846511BActive Publication Date: 2026-05-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-08-19
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

In existing technologies, the health point mechanism in turn-based role-playing games is simplistic, only functioning within the world environment and lacking diversity. This results in insufficient application in turn-based combat scenarios, negatively impacting the player experience.

Method used

By controlling pet characters to fight in turn-based battle scenarios and adjusting the main virtual character's health based on the battle results, a connection between the world scene and the turn-based battle scene is established, enriching the health system.

Benefits of technology

It enables the sharing of health points between world scenes and turn-based combat scenes, improving player immersion and the controllability of combat strategies, reducing the sense of scene disconnect, and enhancing the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a life value adjustment method and device, equipment, medium and program product, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a master virtual character located in a world scene and a life value of the master virtual character, the master virtual character having a first pet character; in response to a trigger operation of turn-based combat, controlling the first pet character and a second pet character to perform turn-based combat in a turn-based combat scene; and adjusting the life value of the master virtual character according to a combat result between the first pet character and the second pet character. The method establishes a link between the life values in the two scenes by adjusting the life value of the master virtual character in the turn-based combat scene and the life value in the world scene according to the combat result between the first pet character and the second pet character, and enriches the related mechanism of the life value.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium, and program product for adjusting life points. Background Technology

[0002] Turn-based role-playing games (RPGs) consist of two parts: a world scene where the player controls a virtual character exploring a world map; and a turn-based combat scene where the player controls a virtual character engaging in turn-based battles against enemy units (wild pet characters or pet characters belonging to other virtual characters) on a battle map. The world scene is also called the non-combat scene, and the turn-based combat scene is also called the combat scene.

[0003] In related technologies, the main virtual character has a health value, such as health points. When the health value reaches zero, the main virtual character cannot move on the world map and needs to go to a designated location to restore its health before it can continue to move.

[0004] However, the mechanics related to health points are usually only associated with actions in the world scenario and only function in the world scenario. The mechanics are singular and lack diversity. Summary of the Invention

[0005] This application provides a method, apparatus, device, medium, and program product for adjusting health points, and the technical solution includes at least one of the following aspects.

[0006] According to one aspect of the embodiments of this application, a method for adjusting health points is provided, the method comprising:

[0007] Displays the main virtual character in the world scene and the main virtual character's health points. The main virtual character has a first pet character. The health points are used to indicate the main virtual character's health attributes in the world scene and turn-based combat scene.

[0008] In response to the triggering operation of turn-based battles, control the first pet character and the second pet character to perform turn-based battles in the turn-based battle scene;

[0009] Adjust the main virtual character's health based on the battle results between the first and second pet characters.

[0010] According to another aspect of the embodiments of this application, a health adjustment device is provided, the device comprising:

[0011] The display module is used to display the main virtual character located in the world scene and the main virtual character's health value. The main virtual character has a first pet character, and the health value is used to indicate the main virtual character's health attributes in the world scene and turn-based combat scene.

[0012] The control module is used to respond to the triggering operation of turn-based battles and control the first pet character and the second pet character to perform turn-based battles in the turn-based battle scene;

[0013] The adjustment module is used to adjust the main virtual character's health based on the battle results between the first pet character and the second pet character.

[0014] According to another aspect of the embodiments of this application, a computer device is provided, the computer device including: a processor and a memory, the memory storing at least a program; the processor is used to execute the at least a program in the memory to implement the above-described method for adjusting life values.

[0015] According to another aspect of the embodiments of this application, a computer-readable storage medium is provided, which stores at least one program that is loaded and executed by a processor to implement the above-described method for adjusting life values.

[0016] According to another aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium, a processor obtaining the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to implement the above-described method for adjusting life values.

[0017] The technical solutions provided in this application embodiment may include the following beneficial effects:

[0018] This method establishes a connection between the health values ​​of the main virtual character in turn-based combat scenarios and in world scenarios by adjusting the health values ​​of the main virtual character based on the battle results between the first and second pet characters. This enriches the health value-related mechanism, allowing health values ​​to not only play a role in world scenarios but also be applied in turn-based combat scenarios. Attached Figure Description

[0019] 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.

[0020] Figure 1 A schematic diagram of a computer system provided in an exemplary embodiment of this application is shown;

[0021] Figure 2A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0022] Figure 3 A flowchart illustrating a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0023] Figure 4 A flowchart illustrating a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0024] Figure 5 A flowchart illustrating a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0025] Figure 6 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0026] Figure 7 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0027] Figure 8 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0028] Figure 9 A flowchart illustrating a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0029] Figure 10 A flowchart illustrating a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0030] Figure 11 A schematic diagram illustrating a life-value related mechanism provided in an exemplary embodiment of this application is shown;

[0031] Figure 12 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0032] Figure 13 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0033] Figure 14 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0034] Figure 15 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0035] Figure 16 A schematic diagram of a method for adjusting health points provided in an exemplary embodiment of this application is shown;

[0036] Figure 17 A block diagram of a life value adjustment device provided in an exemplary embodiment of this application is shown;

[0037] Figure 18 A structural block diagram of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation

[0038] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0039] 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.

[0040] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0041] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0042] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0043] First, let me explain some of the terms used in this application:

[0044] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real-world environment, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. The following examples use a three-dimensional virtual scene as an illustration, but this is not a limitation.

[0045] 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.

[0046] Pet characters: These are movable objects controlled by artificial intelligence (AI) or players in a virtual world. Pet characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pet characters, etc., such as movable objects displayed in a 3D virtual world in the form of animals or other forms. Pet characters can be subjected to at least one of the following interactive operations by the controlling virtual character: capturing, raising, and leveling up. Pet characters can also assist the controlling virtual character in at least one of the following interactive operations: gathering resources, fighting, and altering terrain.

[0047] World Scene: This 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 shown. For example, the user interface may display one or more plots of land where the main virtual character or the first pet character is currently located on the world map, as well as interface elements related to the main virtual character, the first pet character, the second pet character, etc.

[0048] Turn-based battle scene: This refers to the scene corresponding to the battle map. The battle map is part of the world map, or the battle map and the world map are different maps. When a turn-based battle scene is displayed in the user interface, the user interface can display the battle map, such as displaying all or part of the tiles contained in the battle map. For example, the user interface may display one or more tiles currently occupied by the main virtual character or pet character in the battle map, as well as some interface elements related to the main virtual character, pet character, etc.

[0049] The world scene and the turn-based battle scene can be switched, for example, switching from the world scene to the turn-based battle scene, or vice versa.

[0050] When displaying world scenes and turn-based combat scenes, the virtual camera can employ different shooting perspectives. For example, when displaying world scenes, the virtual camera captures the world scene from the perspective of the main virtual character (such as the main virtual character's first-person or third-person perspective), resulting in the displayed world scene image. When displaying turn-based combat scenes, the virtual camera captures the turn-based combat scene from a top-down or center-down perspective (such as the virtual camera being positioned diagonally above and between the two combatants), resulting in the displayed turn-based combat scene image. Optionally, in addition to the differences in shooting perspectives, the permitted user operations can also differ between world scenes and turn-based combat scenes. For example, when displaying world scenes, users can manually adjust the perspective and control the movement of the main virtual character or pet character; when displaying turn-based combat scenes, users are not allowed to manually adjust the perspective or control the movement of the main virtual character or pet character, etc.

[0051] Figure 1 A schematic diagram of a computer system 100 provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a terminal 110 and a server 120.

[0052] Terminal 110 has a game client 111 that supports a virtual environment installed and running. When terminal 110 runs the game client 111, the user interface of the game client 111 is displayed on the screen of terminal 110. The game client 111 can be any of the following: Virtual Reality (VR) application, Augmented Reality (AR) application, 3D mapping program, Virtual Reality game, Augmented Reality game, First-Person Shooter (FPS) game, Third-Person Shooter (TPS) game, Multiplayer Online Battle Arena (MOBA) game, or Strategy Card Game. In the embodiments of this application, the terms object, user, account, player, etc., have the same meaning, and this application does not limit them.

[0053] Terminal 110 is the terminal used by user 112. User 112 uses terminal 110 to control a first virtual character located in the virtual world to perform activities. The first virtual character is 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 characters, controlling pet characters, raising pet characters, using pet characters to pick fruits, using pet characters to fight, using throwable items, and attacking at least one of the following:

[0054] Terminal 110 can refer to one of multiple terminals, but this embodiment only uses terminal 110 as an example. The device type of terminal 110 includes at least one of the following: smartphone, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer.

[0055] Figure 1 Only one terminal is shown in the diagram, but in different embodiments, other terminals 130 may be connected to the server 120. Optionally, one or more other terminals 130 may be terminals corresponding to developers, on which a development and editing platform for a game client 111 supporting a virtual environment is installed. Developers can edit and update the game client 111 on other terminals 130 and transmit the updated game client installation package to the server 120 via a wireless or wired network. Terminal 110 can download the game client installation package from the server 120 to update the game client 111.

[0056] Terminal 110 and other terminals 130 are connected to server 120 via wireless or wired networks.

[0057] Server 120 is a network device that includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for game clients 111 that support a virtual environment. Optionally, server 120 performs the primary computing task, and terminal 110 performs secondary computing tasks; or, server 120 performs secondary computing tasks, and terminal 110 performs primary computing tasks; or, server 120 and terminal 110 collaborate on computing using a distributed computing architecture.

[0058] Optionally, server 120 includes a user-facing input / output (I / O) interface 121, a processor 122, a user account database 123, and a battle service module 124. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is used to store data of user accounts used by the terminal 110 and other terminals 130, such as the user account's avatar, nickname, combat power index, and service area. The battle service module 124 is used to provide multiple battle modes for users to play, such as 1V1 battle mode, 3V3 battle mode, 5V5 battle mode, or a battle mode in which one or more users form a camp, and then multiple camps (more than 3) fight against each other and are ranked and eliminated according to the results of the battles. The user-facing I / O interface 121 is used to establish communication and exchange data with the terminal 110 and / or other terminals 130 through a wireless network or wired network.

[0059] Those skilled in the art will understand that the number of terminals 110 described above can be more or less. For example, there may be only one terminal 110, or there may be dozens or hundreds of terminals 110, or even more. This application does not limit the number or type of terminals 110 in its embodiments.

[0060] Turn-based role-playing games (RPGs) consist of two parts: a world scene where the main virtual character explores a world map; and a turn-based combat scene where the main virtual character engages in turn-based combat against enemy units (wild pet characters or pet characters belonging to other virtual characters) on a combat map. The world scene is also called the non-combat scene, and the turn-based combat scene is also called the combat scene. In related technologies, the main virtual character has health points, such as HP. When HP reaches zero, the main virtual character cannot move on the world map and needs to go to a designated location to restore HP before continuing to act. However, the HP-related mechanism is usually only associated with actions in the world scene and only functions within the world scene; the mechanism is singular and lacks diversity.

[0061] To address the aforementioned issues, this application provides a method for adjusting health points. Figure 2This diagram illustrates a method for adjusting health points according to an exemplary embodiment of this application. Terminal 110 interacts with server 120 via a wireless or wired network. Terminal 110 runs a game client 111 that supports a virtual environment. When terminal 110 runs the game client 111, the user interface of the game client 111 is displayed on the screen of terminal 110. In this embodiment, the terms object, user, account, player, virtual character, and role have the same meaning and are all used to refer to a virtual image controlled in the game; this application does not limit their usage.

[0062] In turn-based RPGs, players control a virtual character (the main virtual character). This turn-based RPG offers two types of maps: a world map and a battle map. The battle map is part of the world map, or the battle map and the world map are separate maps. In non-combat scenarios, the main virtual character can move around on the world map, such as walking, running, capturing pet characters, and collecting virtual items. In combat scenarios, the main virtual character controls captured pet characters on the battle map and engages in turn-based combat with enemy units, such as AI-controlled pet characters or pet characters captured by other virtual characters. In this embodiment, the world scene and non-combat scene have the same meaning, as do the turn-based combat scene and combat scene.

[0063] In some embodiments, the user interface displays the master virtual character located in the world scene and the master virtual character's health points.

[0064] Health points indicate the main virtual character's health attributes in the world scene and turn-based combat scenarios. Before health points reach zero, the main virtual character is allowed to move around on the world map; when health points reach zero, the main virtual character is not allowed to move around on the world map and needs to replenish health, for example, by being teleported to a recovery location.

[0065] Health points can be referred to as: mana points, health attributes, blood volume, health value, etc. This application embodiment does not limit the specific name of health points, and usually uses health points as an example for illustration.

[0066] In some embodiments, health points include a remaining portion and a consumed portion, where the remaining portion represents the current remaining health points and the consumed portion represents the health points that have been consumed.

[0067] For example, in Figure 2In (a), the health value 210 of the main virtual character 220 is displayed in a certain area of ​​the user interface, such as the upper left corner. The remaining part of the health value 210 is represented by a white heart, and the consumed part of the health value 210 is represented by a black heart. That is, the maximum health value of the main virtual character is 3 points, 2 health values ​​have been consumed, and 1 health value is currently held.

[0068] In some embodiments, after switching to a turn-based combat scene, the main virtual character's health in the turn-based combat scene is displayed based on the main virtual character's health in the world scene.

[0069] like Figure 2 As shown in (b), after the main virtual character 220 and the second pet character 240 meet, a turn-based battle is triggered, and the system switches to a turn-based battle scene. The turn-based battle scene displays the main virtual character's health points 210, a 3D model of the first pet character 230, and a 3D model of the second pet character 240. In this embodiment, displaying the 3D model of the first pet character 230 can be simply referred to as displaying the first pet character 230, and displaying the 3D model of the second pet character 240 can be simply referred to as displaying the second pet character 240.

[0070] In some embodiments, the master virtual character has at least one first pet character.

[0071] The first pet character is a pet character that the main virtual character has successfully captured, or a pet character that is encountered and accompanies the player in the world. The first pet character can be controlled by the player, by AI, or by the player specifying a battle strategy and then having AI control the pet based on that strategy; this application does not limit this.

[0072] For example, the main virtual character 220 has a first pet character 230, namely Elf A.

[0073] In some embodiments, the main virtual character's health points after entering a turn-based combat scenario are the same as their health points before entering the turn-based combat scenario.

[0074] like Figure 2 As shown in (a) and (b), the main virtual character 220 has 1 HP after entering the turn-based battle scene, which is the same as the 1 HP before entering the turn-based battle scene.

[0075] Optionally, the main virtual character's health points after entering a turn-based combat scene are different from their health points before entering the turn-based combat scene.

[0076] Assuming the main virtual character 220 has 4 health points before entering the turn-based battle scene, and since the maximum health point in the pre-set battle scene is 3 points, the main virtual character's health point will be 3 points after entering the turn-based battle scene.

[0077] The maximum health in turn-based battle scenarios can be preset and adjusted to different values ​​depending on the type of turn-based battle scenario. For example, in a turn-based battle scenario where you fight wild pet characters, the maximum health is 3 points, while in a turn-based battle scenario where you fight other virtual characters, the maximum health is 4 points.

[0078] In some embodiments, during a battle between a first pet character and a second pet character, if the pet's health is lower than or equal to a first threshold, a first prompt message is displayed.

[0079] The first threshold is a preset value, such as 1 health point. When the health point has reached a dangerous level, for example, when there is only 1 health point left, and the first pet character on the field is defeated, resulting in a loss of 1 health point and the loss of the battle, the first warning message will be displayed to inform the player that the current situation is dangerous.

[0080] Optionally, the first prompt information includes at least one of the following: a prompt message, current health points, or a prompt effect.

[0081] like Figure 2 As shown in (c), the current health of the main virtual character is 1 point. At this time, the first prompt message 250 is displayed, including the prompt message: "Health is low, danger!", the current health is 1 point (1 heart left), and the prompt effect of the heart flashing.

[0082] In some embodiments, the first prompt message also includes interface effects, such as a red flashing effect on the user interface border 260. Figure 2 The effect is indicated by a thick border.

[0083] In some embodiments, after the first pet character is defeated, the main virtual character's health is displayed as decreasing in a turn-based combat scenario.

[0084] like Figure 2As shown in (d), after the first pet character 230 (Sprite A) is defeated (the defeat effect is represented by a dotted line), the main virtual character's health is displayed as decreasing from 1 point to 0 points (changing from 1 white-filled heart and 2 black-filled hearts to 3 black-filled hearts). Simultaneously, a second notification message 270 is displayed, including the message: "Sprite A has been defeated, your health has been depleted." In this embodiment, terms such as defeated, defeated, killed, dead, and exhausted are used to indicate that the pet character can no longer fight; this embodiment does not limit the use of these terms.

[0085] In some embodiments, the first pet character includes one or more levels, and the amount of health reduced when a first pet character of a different level is defeated is different.

[0086] For example, the first pet character includes three levels: beginner, intermediate, and advanced. Beginner can also be called Tier 1, intermediate Tier 2, and advanced Tier 3. A beginner-level first pet character loses 1 health point upon defeat, an intermediate-level first pet character loses 2 health points, and an advanced-level first pet character loses 3 health points. Since the first pet character 230 is beginner-level, it loses 1 health point upon defeat. The health reduction for defeating different levels of first pet characters can be preset; this embodiment is merely an example and is not intended to limit the specific level.

[0087] In some embodiments, when the main virtual character's health drops to zero, it leaves the combat scene and is automatically teleported to a recovery location to restore its health.

[0088] like Figure 2 As shown in (e), the recovery location is equipped with recovery facilities, such as the Source of Magic 290. After the main virtual character interacts with the Source of Magic 290, a dialog box and at least one option control are displayed. For example, the dialog box is displayed: "The Source of Magic will provide you with shelter. You can take a short rest here. What would you like to do?"; and the first option control 281 "Recover and Leave" and the second option control 282 "Sprite Management" are displayed.

[0089] In some embodiments, in response to the selection of the first option control, the main virtual character leaves the recovery location and recovers its health.

[0090] like Figure 2 As shown in (f), after the player selects the first option control 281 "Restore and Leave", the main virtual character leaves the restoration location and the health 210 is restored to 3 points (3 white-filled hearts).

[0091] In summary, the method provided in this embodiment adjusts the main virtual character's health in turn-based combat scenarios and in the world scenario based on the battle results between the first and second pet characters, establishing a connection between health in the two scenarios. This enriches the health-related mechanism, allowing health to function not only in the world scenario but also in turn-based combat scenarios, thus enhancing player immersion. Furthermore, by introducing a health mechanism for the main virtual character into turn-based combat scenarios, the duration of individual battles can be controlled, reducing the problem of excessively long battles.

[0092] The method provided in this embodiment also increases the player's attention to health by displaying a first prompt message when the health value is lower than or equal to a first threshold. This makes it easier for the player to arrange corresponding strategies based on the health value and reduces the problem of failing to notice low health value leading to battle failure.

[0093] Figure 3 A flowchart of a method for adjusting health points provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0094] Step 310: Display the main virtual character located in the world scene and the main virtual character's health.

[0095] The main virtual character has a first pet character, and the health value is used to indicate the main virtual character's health attributes in the world scene and turn-based combat scene.

[0096] The world scene is rendered based on a world map. The world map is a map of a large, open virtual world. When displaying the world scene, one or more plots of land on the world map can be shown. For example, it can show one or more plots of land where the main virtual character or the first pet character is currently located on the world map, as well as interface elements related to the main virtual character, pet character, etc.

[0097] Turn-based combat scenes are rendered based on a battle map. Typically, the battle map's area is smaller than the world map's area. In some embodiments, the battle map is independent of and different from the world map; in others, it's a sub-map based on the world map, such as the area where the main virtual character is located before switching maps, or a small sub-map selected from the world map to dynamically generate the battle map based on the area where the main virtual character is located before switching maps, thus ensuring that the world scene displayed before switching is the same as, or at least more similar than, a preset ratio to the turn-based combat scene displayed after switching. When displaying a turn-based combat scene, all or part of the terrain tiles contained in the battle map can be displayed. For example, one or more terrain tiles currently occupied by the main virtual character or pet character in the battle map, as well as some interface elements related to the main virtual character, pet character, etc., can be displayed.

[0098] The world scene and the turn-based battle scene can be switched, for example, switching from the world scene to the turn-based battle scene, or vice versa.

[0099] Health points indicate the main virtual character's health attributes in the world scene and turn-based combat scenarios. Before health points reach zero, the main virtual character is allowed to move around on the world map; when health points reach zero, the main virtual character is not allowed to move around on the world map and needs to replenish health, for example, by being teleported to a recovery location.

[0100] Health points can be referred to as: mana points, health attributes, blood volume, health value, etc. This application embodiment does not limit the specific name of health points, and usually uses health points as an example for illustration.

[0101] In some embodiments, the master virtual character has at least one first pet character.

[0102] The first pet character is a pet character that the main virtual character has successfully captured, or a pet character that is encountered and accompanies the player in the world. The first pet character can be controlled by the player, by AI, or by the player specifying a battle strategy and then having AI control the pet based on that strategy; this application does not limit this.

[0103] The main virtual character can have one or more primary pet characters, and can choose different primary pet characters to fight in turn-based battle scenarios.

[0104] Step 320: In response to the triggering operation of turn-based combat, control the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene.

[0105] Before triggering turn-based combat, the main virtual character and the second pet character move around in the world scene. After triggering turn-based combat, the main virtual character's first pet character engages in turn-based combat with the second pet character in the turn-based combat scene. The first pet character has a certain degree of autonomous behavior. Controlling the first pet character means issuing commands to it, allowing the first pet character to exercise its autonomous behavior and execute those commands.

[0106] In some embodiments, the triggering operation for turn-based combat includes at least one of the following: attacking a second pet character, being attacked by a second pet character, or throwing a virtual item at a second pet character.

[0107] Through the aforementioned turn-based combat triggering operation, the player switches from the world scene to the turn-based combat scene, where the player controls the first pet character and the second pet character to perform turn-based combat.

[0108] In some embodiments, the turn-based combat type includes at least one of singles, doubles, and team battles.

[0109] For example, taking the method applied to a client on a smartphone with a touchscreen as an example, the turn-based combat process includes:

[0110] 1. Select the first pet character to deploy in battle;

[0111] 2. Displays a turn-based battle scene, which includes the skills that the first pet character is allowed to use;

[0112] 3. In response to the selection of touch controls on the touchscreen, control the first pet character to release skills;

[0113] 4. Display skill animation effects;

[0114] 5. The second pet character releases its skill to complete one round of battle. Repeat steps 2-5 until one side's health reaches zero or there are no pet characters available to fight, at which point the battle ends.

[0115] The skill release in the above embodiments is triggered by clicking a touch control on the touchscreen. This method can also be applied to clients connected to a mouse and keyboard, or to clients connected to a gamepad.

[0116] For example, releasing a skill can be triggered by clicking a mouse button, such as by clicking the left mouse button; or by pressing a pre-associated key on the keyboard, such as skills 1 to 4 being associated with number keys 1 to 4 on the keyboard, and pressing number key 1 to release skill 1; or by moving the directional joystick on the controller and pressing the confirm button, such as moving the directional joystick upwards to select a skill, and then pressing the confirm button to release the skill. This application does not limit this aspect.

[0117] Step 330: Adjust the main virtual character's health based on the battle results between the first pet character and the second pet character.

[0118] At the end of each round, the battle results between the first pet character and the second pet character are calculated, and the main virtual character's health is adjusted based on the battle results between the first pet character and the second pet character.

[0119] In some embodiments, the battle result between the first pet character and the second pet character includes: a first battle result where the first pet character defeats the second pet character, and a second battle result where the first pet character is defeated by the second pet character.

[0120] Whether the first pet character defeats the second pet character or is defeated by the second pet character, the main virtual character's health will be adjusted. Furthermore, if the main virtual character's health is adjusted in the turn-based battle scenario, the main virtual character's health in the world scenario will also be adjusted; conversely, if the main virtual character's health is adjusted in the world scenario, the main virtual character's health in the turn-based battle scenario will also be adjusted; the health values ​​in the two scenarios are interconnected.

[0121] In summary, the method provided in this embodiment adjusts the main virtual character's health in turn-based combat scenarios and in the world scenario based on the battle results between the first pet character and the second pet character, establishing a connection between the health values ​​in the two scenarios. This enriches the health value-related mechanism, allowing health values ​​to not only play a role in the world scenario but also be applied in turn-based combat scenarios. This reduces the sense of disconnect between the world scenario and the turn-based combat scenario and improves the player experience.

[0122] Figure 4 A flowchart of a method for adjusting health points provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0123] Step 310: Display the main virtual character located in the world scene and the main virtual character's health.

[0124] In some embodiments, health points include a remaining portion and a consumed portion, where the remaining portion represents the current remaining health points and the consumed portion represents the health points that have been consumed.

[0125] For example, in Figure 2 In (a), the health value 210 of the main virtual character 220 is displayed in a certain area of ​​the user interface, such as the upper left corner. The remaining part of the health value 210 is represented by a white heart, and the consumed part of the health value 210 is represented by a black heart. That is, the maximum health value of the main virtual character is 3 points, 2 health values ​​have been consumed, and 1 health value is currently held.

[0126] Step 320: In response to the triggering operation of turn-based combat, control the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene.

[0127] In some embodiments, the triggering operation for turn-based combat includes at least one of the following: attacking a second pet character, being attacked by a second pet character, or throwing a virtual item at a second pet character.

[0128] The aforementioned turn-based combat triggering action displays a switch from the world scene to the turn-based combat scene, where the player controls the first pet character and the second pet character to engage in turn-based combat.

[0129] like Figure 2 As shown in (b), after the main virtual character 220 and the second pet character 240 meet, a turn-based battle is triggered, and the turn-based battle scene is switched. The turn-based battle scene displays the main virtual character's health 210, the first pet character 230 and the second pet character 240. Then, the first pet character 230 and the second pet character 240 engage in a turn-based battle.

[0130] Step 332: Based on the results of the first battle, increase or maintain the main virtual character's health; based on the results of the second battle, decrease the main virtual character's health.

[0131] The first battle result is the result of the first pet character defeating the second pet character, and the second battle result is the result of the first pet character being defeated by the second pet character.

[0132] Each pet character has its own corresponding health points, also known as HP, stamina, or health. In turn-based battles, when a pet character's health points reach zero, the pet character is defeated.

[0133] The relationship between different types of second pet characters and health points:

[0134] In some embodiments, the type of the second pet character is either wild or captured. The wild type of the second pet character is a pet character that has not been captured, and the captured type of the second pet character is a pet character that has been captured by a virtual character other than the main virtual character.

[0135] Based on the outcome of the first battle, increase or maintain the main virtual character's health, including: if the second pet character is of the wild type, maintain the main virtual character's health unchanged based on the outcome of the first battle; or, if the second pet character is of the captured type, increase the main virtual character's health based on the outcome of the first battle.

[0136] When fighting a wild-type second pet character, defeating the wild-type second pet character will not change the main virtual character's health. When fighting a captured-type second pet character, such as fighting the second pet character of another virtual character, defeating the second pet character will increase the main virtual character's current health or maximum health.

[0137] In some embodiments, when the second pet character is of the captured type, increasing the main virtual character's health based on the first battle result includes:

[0138] If the second pet character is of the captured type, increase the current HP or maximum HP of the main virtual character based on the result of the first battle.

[0139] Optionally, after the first pet character defeats the second pet character, the current health of the main virtual character is increased. For example, if the main virtual character has 1 health point before the first pet character defeats the second pet character, the main virtual character's health point increases to 2 after the first pet character defeats the second pet character.

[0140] Alternatively, after the first pet character defeats the second pet character, the maximum health of the main virtual character is increased. Assuming the main virtual character's maximum health is 3 points, before the first pet character defeats the second pet character, the main virtual character's health is 3 points; after the first pet character defeats the second pet character, the main virtual character's health increases to 4 points, thus increasing the main virtual character's maximum health.

[0141] Alternatively, after the first pet character defeats the second pet character, the main virtual character's available health points are increased. Assuming the main virtual character's maximum health is 3 points, before the first pet character defeats the second pet character, although the maximum health is 3 points, the main virtual character's available health is 2 points, with the 3rd health point locked. That is, the actual maximum health is 2 points. After the first pet character defeats the second pet character, the main virtual character's available health increases to 3 points.

[0142] By adjusting the main virtual character's health in turn-based battles and in the world environment based on the battle results between the first and second pet characters, as well as the pet character types, players can develop strategies based on the pet character's type and current health, thus increasing the game's fun factor. Furthermore, if the second pet character is a captured type, increasing the main virtual character's health based on the first battle result improves the game's margin for error and reduces its difficulty.

[0143] The relationship between pet characters of different levels and their health points:

[0144] In some embodiments, the first pet character and the second pet character include one or more levels; based on the outcome of the first battle, increasing or maintaining the main virtual character's health includes:

[0145] If the second pet character is at level i, increase the main virtual character's HP by step j based on the result of the first battle.

[0146] Based on the results of the second battle, reduce the main virtual character's health, including:

[0147] If the first pet character is at level i, reduce the main virtual character's HP by step k based on the second battle result;

[0148] There is a pre-defined correspondence between i, j, and k, as shown in Table 1.

[0149] Table 1

[0150] i j k 1 (Beginner) 1 1 2 (Intermediate) 2 2 3 (Advanced) 3 3

[0151] There may be other pre-set correspondences between i, j, and k. This application only uses Table 1 as an example for illustration, and does not limit the scope of the application.

[0152] By adjusting the main virtual character's health in turn-based battles and in the world environment based on the battle results between the first and second pet characters and the pet characters' levels, players can develop strategies based on their pet characters' levels and current health, thus increasing the game's fun. Furthermore, adjusting health based on pet character levels allows for control over battle duration. For example, assuming all pet characters of different levels have a health change of 1 point, and the main virtual character has 3 health points in a turn-based battle, with one high-level first pet character and five low-level first pet characters, a battle would only end if three of the first pet characters were defeated. However, in this method, because health changes are related to pet character levels, only one high-level first pet character needs to be defeated to end the battle, thus mitigating the problem of excessively long battle durations.

[0153] In summary, the method provided in this embodiment adjusts the main virtual character's health in turn-based combat scenarios and in the world scenario based on the battle results between the first and second pet characters, as well as the pet characters' type and / or level. This allows players to formulate strategies based on the pet characters' type and / or level, combined with their current health, thereby enhancing the game's enjoyment.

[0154] Figure 5 A flowchart of a method for adjusting health points provided in an exemplary embodiment of this application is shown, the method including at least one of the following steps.

[0155] Step 310: Display the main virtual character located in the world scene and the main virtual character's health.

[0156] Step 320: In response to the triggering operation of turn-based combat, control the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene.

[0157] Step 325: After switching to a turn-based combat scene, display the main virtual character's health in the turn-based combat scene based on the main virtual character's health in the world scene.

[0158] In some embodiments, before switching to a turn-based combat scene, and if the main virtual character does not have a positive or negative buff state, after switching to a turn-based combat scene, the main virtual character's health in the turn-based combat scene is displayed to be the same as the main virtual character's health in the world scene.

[0159] When the main virtual character does not have a positive or negative buff status, the health points in the turn-based combat scenario are the same as the health points in the world scenario.

[0160] The mechanism of continuously decreasing health associated with a negative gain state:

[0161] In some embodiments, before switching to a turn-based combat scene and when the main virtual character has a negative buff state, after switching to a turn-based combat scene, the main virtual character's health and the first pet character's health continuously decrease within a first duration; wherein, the negative buff state refers to a state that reduces the combat ability of the first pet character.

[0162] By way of example and not limitation, negative gain states include at least one of the following: poison, burn, freeze, confusion, infection, binding, and bleeding.

[0163] In some embodiments, the negative gain state of the master virtual character is obtained based on the world scene or based on the first pet character.

[0164] For example, when the main virtual character enters the world scene of the snow mountain environment, it gains the negative buff status of being frozen; or when the first pet character gains the negative buff status of being burned in a turn-based combat scene, after switching to the world scene, the main virtual character gains the negative buff status of being burned.

[0165] like Figure 6 As shown in (a), before switching to a turn-based combat scene, the main virtual character has a burning negative buff state 610, which is represented by a burning flame icon and can be displayed below the main virtual character's health value 210, at which time the main virtual character's health value 210 is 3 points.

[0166] After switching to a turn-based combat scenario, such as Figure 6 As shown in (b), the display shows that Elf A (first pet character) has 230 HP, Elf B (second pet character) has 240 HP, Elf A has 620 HP, a burning negative buff status of 610, and the main virtual character has 210 HP. At this time, the main virtual character's HP is 3 points.

[0167] After a certain period of time, such as after one round, the displayed HP of the main virtual character (210) and the HP of the spirit A (620) have both decreased. Figure 6 As shown in (c), the main virtual character's health points decreased from 210 to 2, and the health points of Sprite A decreased by half from 620. At this point, Sprite A defeated Sprite B, and the battle ended.

[0168] In some embodiments, the first duration includes at least one of the following: the number of turns in a turn-based combat scenario and the actual time in a world scenario.

[0169] For example, the first duration is 5 rounds in a turn-based combat scenario, or 30 seconds in a world scenario.

[0170] Optionally, the number of rounds has a preset correspondence with the actual time, for example, 1 round in a turn-based combat scenario is equal to 6 seconds in the world scenario.

[0171] For example, if the first duration is 30 seconds in the world scene, and assuming that the main virtual character has had a negative buff state in the world scene for 18 seconds, then if we switch to a turn-based combat scene at this time, there will be (30-18) / 6 = 2 turns remaining in the first duration.

[0172] In some embodiments, the first duration is affected by at least one of the following factors: factors in the world scene, the level of the master virtual character, and the number of first pet characters carried by the master virtual character.

[0173] For example, when the world scene is in rainy weather, the first duration of the burning negative buff is halved, while the first duration of the freezing negative buff is doubled; or, the first duration when the main virtual character is level 1 is twice the first duration when the main virtual character is level 10; or, the first duration when the main virtual character is carrying 6 first pet characters is 10 seconds, and the first duration when carrying 3 first pet characters is 20 seconds. This application does not limit the factors affecting the first duration, but only uses the above factors as examples for illustration.

[0174] The mechanism for continuously increasing health associated with a positive gain state:

[0175] In some embodiments, before switching to a turn-based combat scene and when the main virtual character has a positive buff state, after switching to a turn-based combat scene, it is displayed that the main virtual character's health and the first pet character's health continuously increase over a second duration; wherein, the positive buff state refers to the state that improves the combat ability of the first pet character.

[0176] As an example rather than a limitation, a positive gain state includes at least one of the following: continuous recovery, encouragement, help, eating, and laziness.

[0177] In some embodiments, the positive gain state of the master virtual character is obtained based on the world scene or based on the first pet character.

[0178] For example, when the main virtual character eats in the world scene, it gains a positive buff from eating; or when the first pet character gains a continuously recovering positive buff in a turn-based combat scene, the main virtual character gains a continuously recovering positive buff after switching to the world scene.

[0179] like Figure 7 As shown in (a), before switching to a turn-based combat scene, the main virtual character has a continuously recovering positive buff state 710, which is represented by a cross icon and can be displayed below the main virtual character's health value 210, at which time the main virtual character's health value 210 is 1 point.

[0180] After switching to a turn-based combat scenario, such as Figure 7 As shown in (b), the display shows that Elf A (first pet character) has 230 HP, Elf B (second pet character) has 240 HP, Elf A has 720 HP, a continuously recovering positive buff status of 710, and the main virtual character has 210 HP. At this time, the main virtual character's HP 210 is 1 HP.

[0181] After a certain period of time, such as after one round, the displayed HP of the main virtual character (210) and the HP of the spirit A (720) both increased. Figure 7 As shown in (c), the main virtual character's HP increases from 210 to 2, and Sprite A's HP is fully restored from 720. At this point, Sprite A defeats Sprite B, and the battle ends.

[0182] In some embodiments, the second duration includes at least one of the following: the number of turns in a turn-based combat scenario and the actual time in a world scenario.

[0183] For example, the second duration is 5 rounds in a turn-based combat scenario, or 30 seconds in a world scenario.

[0184] Optionally, the number of rounds has a preset correspondence with the actual time, for example, 1 round in a turn-based combat scenario is equal to 6 seconds in the world scenario.

[0185] For example, if the second duration is 30 seconds in the world scene, and the main virtual character has been carrying a positive buff for 18 seconds in the world scene, then if we switch to a turn-based combat scene at this time, there will be (30-18) / 6 = 2 turns remaining in the second duration.

[0186] In some embodiments, the second duration is affected by at least one of the following factors: factors in the world scene, the level of the master virtual character, and the number of first pet characters carried by the master virtual character.

[0187] For example, when the main virtual character is in a restaurant, the second duration corresponding to the positive buff state of eating is doubled; or, the second duration corresponding to the main virtual character being level 10 is twice the second duration corresponding to the main virtual character being level 1; or, when the main virtual character is carrying 6 first pet characters, the corresponding second duration is 20 seconds, and when carrying 3 first pet characters, the corresponding second duration is 10 seconds. This application does not limit the factors affecting the second duration, but only uses the above factors as examples for illustration.

[0188] Maximum health mechanics in turn-based combat scenarios:

[0189] In some embodiments, turn-based combat scenarios have a maximum health value, and the main virtual character's health value in the world scenario is the first value;

[0190] After switching to a turn-based combat scenario, based on the main virtual character's health in the world scene, if the first value is less than or equal to the maximum health, display the main virtual character's health as the first value in the turn-based combat scenario; or,

[0191] After switching to a turn-based combat scene, based on the main virtual character's health in the world scene, if the first value is greater than the maximum health, the second value is displayed as the main virtual character's health in the turn-based combat scene, which is the value corresponding to the maximum health.

[0192] like Figure 8 As shown in (a), the main virtual character 220 has 4 health points in the world scene. After the main virtual character 220 interacts with the enemy virtual character 241, a turn-based battle is triggered. The maximum health points for this turn-based battle scene are 3.

[0193] like Figure 8 As shown in (b), after switching to a turn-based battle scene, the first pet character 230, the second pet character 240, the main virtual character's health 210, the enemy virtual character 241, and the enemy virtual character's health 211 are displayed. The main virtual character's health 210 is represented by a white heart, and the enemy virtual character's health 211 is represented by a shadowed heart.

[0194] Since the main virtual character 220 has 4 health points in the world scene, which is greater than the maximum health point of 3, the main virtual character 210's health points in the turn-based combat scene are displayed as 3.

[0195] In some embodiments, different turn-based combat scenarios correspond to different maximum health values.

[0196] The maximum health points for different turn-based combat scenarios can be preset values. For example, the maximum health points for turn-based combat scenarios in the wild are 3 points, while the maximum health points for turn-based combat scenarios in the city are 5 points.

[0197] By setting a maximum health limit for turn-based battle scenarios, the problem of excessively high health for the main virtual character in the world scenario being carried into turn-based battle scenarios and affecting the duration of a single battle is avoided, thereby reducing the problem of excessively long battle durations.

[0198] Step 330: Adjust the main virtual character's health based on the battle results between the first pet character and the second pet character.

[0199] Step 340: After exiting the turn-based combat scene, display the main virtual character's health in the world scene based on the main virtual character's health in the turn-based combat scene.

[0200] In some embodiments, after exiting the turn-based combat scene, and if the first pet character does not have a positive or negative buff status, the displayed health value of the main virtual character in the world scene is the same as the health value of the main virtual character in the turn-based combat scene.

[0201] When the first pet character does not have a positive or negative buff status, the main virtual character's health in the world scene is the same as its health in the turn-based combat scene.

[0202] The mechanism of continuously decreasing health associated with a negative gain state:

[0203] In some embodiments, after exiting a turn-based combat scene and if the first pet character has a negative buff status, the main virtual character's health in the world scene is displayed as continuously decreasing over a first duration; wherein, the negative buff status refers to a state that reduces the combat ability of the first pet character.

[0204] After exiting the turn-based combat scene, switch to the world scene, such as... Figure 6 As shown in (d), the main virtual character's health value 210 and the negative buff status 610 of burning are displayed. The main virtual character's health value 210 is 2 points, which is the same as the main virtual character's health value 210 when the main virtual character defeats the main virtual character in the turn-based battle scene.

[0205] Without eliminating the negative gain status, the main virtual character's health points in the world scene are displayed as continuously decreasing. For example... Figure 6 As shown in (e), without eliminating the negative gain state 610 of burning, the main virtual character's health 210 continues to decrease from 2 points to 1 point.

[0206] For details regarding the first duration, please refer to step 325; it will not be repeated here.

[0207] The mechanism for continuously increasing health associated with a positive gain state:

[0208] In some embodiments, after exiting a turn-based combat scene and if the first pet character has a positive buff status, the main virtual character's health in the world scene is displayed to continuously increase over a second duration; wherein, a positive buff status refers to a state that improves the combat ability of the first pet character.

[0209] After exiting the turn-based combat scene, switch to the world scene, such as... Figure 7 As shown in (d), the main virtual character's HP 210 and the continuously recovering positive buff status 710 are displayed. The main virtual character's HP 210 is 2 points, which is the same as the main virtual character's HP 210 when the main virtual character defeats the main virtual character in the turn-based battle scene.

[0210] Without eliminating the positive gain effect, the main virtual character's health points continuously increase in the world scene. For example... Figure 7 As shown in (e), without eliminating the positive gain state 710 of continuous recovery, the main virtual character's health 210 is shown to continuously increase from 2 points to 3 points.

[0211] For details regarding the second duration, please refer to step 325; they will not be repeated here.

[0212] In summary, the method provided in this embodiment establishes a connection between negative (or positive) gain states in the world scene and turn-based combat scene by introducing a mechanism that continuously reduces health points associated with negative gain states and a mechanism that continuously increases health points associated with positive gain states. This allows negative (or positive) gain states in the world scene to influence the turn-based combat scene, or vice versa, enhancing the connection between the two scenes, improving their consistency and connectivity, enriching the health point-related mechanisms, reducing the sense of disconnect between the world scene and the turn-based combat scene, and improving the player experience.

[0213] The method provided in this embodiment also sets a maximum health value for turn-based combat scenarios to prevent the main virtual character's excessively high health value in the world scenario from affecting the duration of a single battle when brought into the turn-based combat scenario, thereby reducing the problem of excessively long single battle durations.

[0214] Figure 9A flowchart illustrating an exemplary embodiment of this application provides a method for adjusting health points, the method and Figure 3 Compared to the previous embodiment, step 321 is also included.

[0215] Step 321: During the battle between the first pet character and the second pet character, if the pet's health is lower than or equal to the first threshold, display the first prompt message.

[0216] The first threshold is a preset value, such as 1 health point. When the health point has reached a dangerous level, for example, when there is only 1 health point left, and the first pet character on the field is defeated, resulting in a loss of 1 health point and the loss of the battle, the first warning message will be displayed to inform the player that the current situation is dangerous.

[0217] Optionally, the first prompt information includes at least one of the following: a prompt message, current health points, or a prompt effect.

[0218] like Figure 2 As shown in (c), the current health of the main virtual character is 1 point. At this time, the first prompt message 250 is displayed, including the prompt message: "Health is low, danger!", the current health is 1 point (1 heart left), and the prompt effect of the heart flashing.

[0219] In some embodiments, the first prompt message also includes interface effects, such as a red flashing effect on the user interface border 260. Figure 2 The effect is indicated by a thick border.

[0220] In summary, the method provided in this embodiment increases the player's attention to health by displaying a first prompt when health is below or equal to a first threshold. This makes it easier for players to arrange corresponding strategies based on health and reduces the problem of losing battle due to not noticing low health.

[0221] Figure 10 A flowchart illustrating a method for adjusting health points provided in an exemplary embodiment of this application is shown, and Figure 3 Compared to the previous embodiment, the method further includes step 300. Step 300 can also be executed after other steps, such as after step 330. This embodiment only describes step 300 as being executed before step 310, and does not limit it.

[0222] Step 300: Adjust the main virtual character's health in the world scene based on the main virtual character's activities.

[0223] In some embodiments, health points include a remaining portion and a consumed portion, where the remaining portion represents the current remaining health points and the consumed portion represents the health points that have been consumed.

[0224] Adjusting the main virtual character's health in the world scene means increasing or decreasing the remaining health, and correspondingly decreasing or increasing the consumed health.

[0225] like Figure 2 As shown in (a), the health value 210 of the main virtual character 220 is displayed in a certain area of ​​the user interface, such as the upper left corner. The remaining part of the health value 210 is represented by a white heart, and the consumed part of the health value 210 is represented by a black heart. That is, the maximum health value of the main virtual character is 3 points, 2 health values ​​have been consumed, and 1 health value is currently held.

[0226] Figure 11 A schematic diagram of a life value-related mechanism provided in an exemplary embodiment of this application is shown.

[0227] As for health points, they have an initial value and a growth value. For example, the initial value is 3 health points, and the growth value is related to the level of the specified virtual item or the main virtual character.

[0228] In some embodiments, the maximum health is increased by using specified virtual items.

[0229] For example, by using a health potion to increase the maximum health, each health potion used increases the maximum health by 1 point, up to a maximum of 5 points.

[0230] In some embodiments, the health-related mechanisms include a consumption mechanism and a recovery mechanism. The consumption mechanism is a mechanism related to how health is consumed, and the recovery mechanism is a mechanism related to how health is recovered.

[0231] In some embodiments, the health restoration mechanism includes at least one of the following: a mechanism related to resting at a restoration location, a mechanism related to the end of a specified type of battle, and a resurrection mechanism.

[0232] Regarding the mechanism for resting at the recovery location, Figure 2In (e), the recovery location is equipped with recovery facilities, such as the Source of Magic 290. After the main virtual character interacts with the Source of Magic 290, a dialog box and at least one option control are displayed. For example, the dialog box displays: "The Source of Magic will provide you with shelter. You can take a short rest here. What would you like to do?"; and the first option control 281 "Recover and Leave" and the second option control 282 "Sprite Management" are displayed. When the player selects the first option control 281 "Recover and Leave", the main virtual character leaves the recovery location and their health 210 is restored to 3 points (3 white-filled hearts), that is, restored to the maximum.

[0233] For specific battle-ending mechanisms, the main virtual character's health is restored after a battle with a pet character of a certain type. For example, after a battle with a regional boss-type pet character, the main virtual character's health is fully restored.

[0234] Regarding the resurrection mechanism, when the character's health points reach zero due to drowning, falling from the sky, or environmental temperature, the main virtual character is automatically teleported to the recovery location and resurrected, meaning their health points are fully restored.

[0235] In some embodiments, the health point consumption mechanism includes a consumption mechanism in the combat scenario and a consumption mechanism in the world scenario.

[0236] The combat system involves attrition; if the main virtual character's first pet (spirit) is defeated, the main virtual character's health will decrease. See the above for details. Figures 2 to 9 Examples are not described here.

[0237] The consumption mechanisms in the world scenario include at least one of the following: drowning-related mechanisms, attack-related mechanisms by wild-type pet characters (wild elves), falling-related mechanisms, and temperature-related mechanisms. For specific implementation details, please refer to the following description.

[0238] Drowning-related mechanisms:

[0239] In some embodiments, if the main virtual character drowns in an aquatic environment, the remaining portion is reduced and the consumed portion is increased.

[0240] Optionally, the main virtual character has an endurance value, which is used to limit the duration of the main virtual character's activities on the world map.

[0241] For example, activities related to endurance include at least one of the following: swimming, running, climbing, gliding, and diving.

[0242] When the stamina value reaches zero, all of the above activities will stop, and the main control virtual character will drown if swimming or diving, start walking if running, and fall if climbing or gliding.

[0243] like Figure 12 As shown in (a), the main virtual character is swimming in a river. An stamina bar 1210 is displayed around the main virtual character; the stamina bar 1210 is a ring, and the black portion represents the remaining stamina value. Figure 12 In (a), there is still some stamina value remaining, and the health value is 210, which is 2 points.

[0244] exist Figure 12 In (b), the stamina bar 1210 shows that the stamina value has reached zero. At this time, the main virtual character is drowning and has lost 1 health point, leaving 1 health point remaining.

[0245] exist Figure 12 In (c), since the main virtual character's health points have not reached zero, the main virtual character is teleported to the riverbank position before entering the river, which is the last walkable position recorded by the system, and the health points of 210 are displayed as 1. If the main virtual character's health points reach zero, the main virtual character is teleported to the recovery location to revive.

[0246] Mechanics related to attacks by wild-type pet characters (wild elves):

[0247] In some embodiments, if the main virtual character is attacked by a wild-type pet character, the remaining portion is reduced and the consumed portion is increased; wherein, the wild-type pet character is a pet character that has not been captured.

[0248] For example, in Figure 13 In (a), the main virtual character 220 and the second pet character 240 meet. The second pet character 240 is a wild type pet character. The two do not interact. At this time, the remaining part of the health value 210 is 2 points.

[0249] exist Figure 13 In (b), the second pet character 240 actively attacks the main virtual character 220, triggering a turn-based battle. At this time, the remaining portion of the health value 210 is reduced to 1 point.

[0250] exist Figure 13 In (c), enter the battle scene. The battle scene displays the main virtual character's health of 210, the first pet character's health of 230 (Elf A), and the second pet character's health of 240 (Elf B). At this time, the remaining part of the health of 210 is 1 point.

[0251] Mechanisms related to falling from the air:

[0252] In some embodiments, if the main virtual character falls from the sky to the ground, the remaining portion is reduced and the consumed portion is increased.

[0253] like Figure 14 As shown in (a), when the main virtual character is 20 meters above the ground, the remaining health of 210 is 2 points, and the consumed part is 1 point.

[0254] If the main virtual character falls to the ground from a height of 20 meters, reduce the remaining resources and increase the consumed resources. For example... Figure 14 As shown in (b), the remaining health of 210 is 1 point, and the consumed health is 2 points.

[0255] In some embodiments, the decreasing step size of the remaining portion and the increasing step size of the consumed portion are related to the distance of the master virtual character from the ground.

[0256] For example, the greater the distance of the main virtual character from the ground, the greater the decrease and increase in step size. When the main virtual character falls to the ground from an altitude of 0 to 10 meters, it loses 0 health points, i.e., the decrease and increase in step size are 0; when the main virtual character falls to the ground from an altitude of 10 to 30 meters, it loses 1 health point, i.e., the decrease and increase in step size are 1; when the main virtual character falls to the ground from an altitude of 30 to 50 meters, it loses 2 health points, i.e., the decrease and increase in step size are 2; when the main virtual character falls to the ground from an altitude of more than 50 meters, it loses all health points, i.e., the decrease and increase in step size are all.

[0257] In some embodiments, where the ground is an aquatic environment or other buffered type of ground, the remaining portion and the consumed portion remain unchanged.

[0258] For example, if the main virtual character falls from the sky into a river, their health points remain unchanged; or if the main virtual character falls from the sky onto a haystack, their health points remain unchanged.

[0259] In some embodiments, when the main virtual character is riding a first type of pet character and falls from the air to the ground, the remaining portion is reduced and the consumed portion is increased; when the main virtual character is riding a second type of pet character and falls from the air to the ground, the health remains unchanged.

[0260] Among them, the first type of pet character does not have the ability to fly, while the second type of pet character does have the ability to fly.

[0261] For example, if the main virtual character falls from the sky while riding a white wolf, 1 point of health is reduced; if the main virtual character falls from the sky while riding a black hawk, the health remains unchanged.

[0262] Mechanisms related to the effects of temperature:

[0263] In some embodiments, when the master virtual character is affected by ambient temperature, the remaining portion is reduced and the consumed portion is increased.

[0264] The ambient temperature is determined by the location of the main virtual character or the virtual props around the main virtual character. For example, if the main virtual character is in a desert environment, the ambient temperature is high; or if there is a virtual campfire around the main virtual character, the ambient temperature is high; or if the main virtual character is in a snow mountain environment, the ambient temperature is low.

[0265] In some embodiments, when the master virtual character is in an environment above a first temperature threshold, the remaining portion is reduced and the consumed portion is increased.

[0266] Optionally, if the time the main virtual character is in an environment above the first temperature threshold is less than the first influence duration, the first temperature effect is added to the remaining portion;

[0267] If the time the main virtual character spends in an environment above the first temperature threshold exceeds the first influence duration, a second temperature effect is added to the remaining portion, and the remaining portion is reduced while the consumed portion is increased.

[0268] For example, the first temperature threshold is a preset value, such as 40 degrees Celsius. Figure 15 As shown in (a), the main virtual character is in an environment below the first temperature threshold, with the current temperature at 20 degrees Celsius and the health value of 210 remaining unchanged.

[0269] like Figure 15 As shown in (b), the main virtual character approaches a virtual campfire. Due to the presence of the virtual campfire, the ambient temperature is 50 degrees Celsius, which is higher than the first temperature threshold. Assuming the first effect lasts for 20 seconds, if the main virtual character is in the 50-degree Celsius environment for less than 20 seconds, a first temperature effect, such as a fire mask effect, is added to the remaining portion of health 210. As the main virtual character spends more time in the 50-degree Celsius environment, the remaining portion of health 210 covered by the first temperature effect gradually increases until the main virtual character spends 20 seconds in the 50-degree Celsius environment, at which point the first temperature effect completely covers the remaining portion of health 210.

[0270] If the main virtual character is in an environment of 50 degrees Celsius for more than 20 seconds, add a second temperature effect, such as an orange effect, to all remaining portions of the character's 210 health. Figure 15As shown in (c), the orange effect is represented by filling in horizontal shading. Furthermore, as the main virtual character spends more time in a 50-degree Celsius environment, the remaining portion of their 210 health points decreases, while the consumed portion increases, as shown... Figure 15 As shown in (d), the health points decreased from 3 to 2. If the main virtual character remains in an environment of 50 degrees Celsius, the health points will continue to decrease until they reach zero.

[0271] In some embodiments, when the master virtual character is in an environment below a second temperature threshold, the remaining portion is reduced and the consumed portion is increased.

[0272] Optionally, if the time the main virtual character is in an environment below the second temperature threshold is less than the duration of the first influence, a third temperature effect is added to the remaining portion.

[0273] If the time the main virtual character spends in an environment below the second temperature threshold exceeds the duration of the first effect, a fourth temperature effect is added to the remaining portion, and the remaining portion is reduced while the consumed portion is increased.

[0274] For example, the second temperature threshold is a preset value, such as 0 degrees Celsius. Figure 16 As shown in (a), the main virtual character is in an environment above the second temperature threshold, with the current temperature at 20 degrees Celsius and the health value of 210 remaining unchanged.

[0275] like Figure 16 As shown in (b), the main virtual character is in a snow mountain environment with an ambient temperature of -10 degrees Celsius, which is lower than the second temperature threshold. Assuming the first effect lasts for 20 seconds, if the main virtual character is in the -10 degree Celsius environment for less than 20 seconds, a third temperature effect, such as a frost mask effect, is added to the remaining portion of the 210 health points. As the main virtual character spends more time in the -10 degree Celsius environment, the remaining portion of the 210 health points covered by the third temperature effect gradually increases until the main virtual character spends 20 seconds in the -10 degree Celsius environment, at which point the third temperature effect completely covers the remaining portion of the 210 health points.

[0276] If the main virtual character is in an environment of -10 degrees Celsius for more than 20 seconds, add a fourth temperature effect, such as a blue effect, to all remaining portions of the 210 health. Figure 16 As shown in (c), the blue effect is represented by filling in vertical shading. Furthermore, as the main virtual character spends more time in an environment of -10 degrees Celsius, the remaining portion of their 210 health points decreases, while the consumed portion increases, as shown... Figure 16As shown in (d), the health points decreased from 3 to 2. If the main virtual character remains in an environment of -10 degrees Celsius, the health points will continue to decrease until they reach zero.

[0277] In some embodiments, the method for adjusting health points further includes: adjusting the health points of the main virtual character when the weather conditions around the main virtual character are specified.

[0278] Optionally, weather conditions include one or more of the following: weather type and ambient temperature.

[0279] Specify the weather condition as a pre-set weather condition, such as rainy / snowy weather, sunny weather, sandstorm weather, etc. For example, when the main virtual character is in rainy / snowy weather and the ambient temperature is below zero degrees Celsius, this weather condition will have a negative impact on the main virtual character, such as continuously reducing health, reducing movement speed, continuously consuming or accelerating the consumption of stamina, etc.

[0280] In some embodiments, the method for adjusting health points further includes: in response to the main virtual character riding a first pet character, and the first pet character being a first designated pet or a pet of a first designated type, modifying the weather state around the main virtual character to the weather state corresponding to the first pet character;

[0281] If the weather condition corresponding to the first pet character is not the specified weather condition, keep the main virtual character's health unchanged.

[0282] In this embodiment, certain designated pet characters or designated types of pet characters have the characteristic of affecting the surrounding weather conditions. When the main virtual character is in a relatively harsh environment, the player can control the main virtual character to ride a designated pet character or a designated type of pet character to improve the current weather conditions.

[0283] For example, when the main virtual character is in rainy or snowy weather, the player can control the main virtual character to ride a designated pet character or a designated type of pet character (such as a fire-type pet character). The designated pet character or designated type of pet character can change the surrounding weather type to sunny weather and raise the ambient temperature to 20 degrees Celsius, thereby reducing or offsetting the negative impact of rainy or snowy weather on the main virtual character.

[0284] For example, when the main virtual character is in sunny weather, the sunny weather will have a negative impact on the main virtual character, such as continuously reducing health, reducing movement speed, and continuously / accelerating the consumption of stamina. At this time, the player can control the main virtual character to ride a designated pet character or a designated type of pet character (such as a water-type pet character). The designated pet character or the designated type of pet character can change the surrounding weather type to light rain and lower the surrounding temperature to 10 degrees Celsius, thereby reducing or offsetting the negative impact of sunny weather on the main virtual character.

[0285] When players control their main virtual character to ride their first pet character, they can choose a suitable first pet character to ride. For example, they can increase the ambient temperature to avoid the reduction of health points caused by cold weather, or decrease the ambient temperature to avoid the reduction of health points caused by hot weather, thereby increasing the strategic depth of the player's control over the main virtual character to ride the pet character.

[0286] In summary, the method provided in this embodiment enhances the connection between the activities of the main virtual character and its health value in the world scene by adjusting the main virtual character's health value based on its activities in the world scene, thereby improving the player's immersion.

[0287] In the above embodiments, steps with the same sequence number can be considered as the same step. Wherein, Figure 3 Corresponding embodiments, Figure 4 Corresponding embodiments, Figure 5 Corresponding embodiments, Figure 9 Corresponding embodiments and Figure 10 The corresponding embodiments can be implemented individually or in combination, and this application does not limit them.

[0288] Figure 17 The diagram illustrates a block diagram of a life value adjustment device provided in an exemplary embodiment of this application. This device can be implemented as a computer device, or as part of a computer device, through software or hardware, or a combination of both. The device includes:

[0289] Display module 1710 is used to display the main virtual character located in the world scene and the main virtual character's health value. The main virtual character has a first pet character, and the health value is used to indicate the main virtual character's health attributes in the world scene and turn-based combat scene.

[0290] The control module 1720 is used to respond to the trigger operation of turn-based battle and control the first pet character and the second pet character to perform turn-based battle in the turn-based battle scene;

[0291] Adjustment module 1730 is used to adjust the health of the main virtual character based on the battle result between the first pet character and the second pet character.

[0292] In one possible design of this embodiment, the adjustment module 1730 is used to increase or maintain the health of the main virtual character based on the first battle result, where the first battle result is the result of the first pet character defeating the second pet character; and to decrease the health of the main virtual character based on the second battle result, where the second battle result is the result of the first pet character being defeated by the second pet character.

[0293] In one possible design of this embodiment, the second pet character is either wild or captured. A wild second pet character is a pet character that has not been captured, while a captured second pet character is a pet character captured by a virtual character other than the main virtual character. The adjustment module 1730 is used to maintain the main virtual character's health value unchanged when the second pet character is wild, based on the first battle result; or, when the second pet character is captured, to increase the main virtual character's health value based on the first battle result.

[0294] In one possible design of this embodiment, the first pet character and the second pet character include one or more levels; the adjustment module 1730 is used to increase the health of the main virtual character by a step size j according to the first battle result when the second pet character is at level i.

[0295] The adjustment module 1730 is used to reduce the main virtual character's HP by a step size k based on the second battle result when the first pet character is at level i; where i, j, and k have a pre-set correspondence.

[0296] In one possible design of this embodiment, the display module 1710 is further configured to display the health value of the main virtual character in the turn-based combat scene based on the health value of the main virtual character in the world scene after switching to the turn-based combat scene; and to display the health value of the main virtual character in the world scene based on the health value of the main virtual character in the turn-based combat scene after exiting the turn-based combat scene.

[0297] In one possible design of this embodiment, the display module 1710 is used to display that the main virtual character's health value in the world scene continuously decreases within a first duration after exiting the turn-based combat scene and when the first pet character has a negative buff state; wherein, the negative buff state refers to the state that reduces the combat ability of the first pet character.

[0298] In one possible design of this embodiment, the display module 1710 is used to display, before switching to a turn-based combat scene and when the main virtual character has a negative buff state, the health value of the main virtual character and the health value of the first pet character continuously decrease within a first duration after switching to a turn-based combat scene; wherein, the negative buff state refers to the state that reduces the combat ability of the first pet character.

[0299] In one possible design of this embodiment, the negative gain state includes at least one of the following: poisoning, burning, freezing, confusion, infection, restraint, and bleeding.

[0300] In one possible design of this embodiment, the display module 1710 is used to display that the main virtual character's health points in the world scene continuously increase over a second period of time after exiting the turn-based combat scene and when the first pet character has a positive buff state; wherein, the positive buff state refers to the state that improves the combat ability of the first pet character.

[0301] In one possible design of this embodiment, the display module 1710 is used to display, before switching to a turn-based combat scene and when the main virtual character has a positive buff state, that the main virtual character's health points and the first pet character's health points continuously increase over a second duration after switching to a turn-based combat scene; wherein, the positive buff state refers to the state that improves the combat ability of the first pet character.

[0302] In one possible design of this embodiment, the positive gain state includes at least one of the following: continuous recovery, encouragement, assistance, eating, and slacking off.

[0303] In one possible design of this embodiment, the turn-based combat scene has a maximum health value, and the main virtual character's health value in the world scene is the first value;

[0304] Display module 1710 is used, after switching to a turn-based combat scene, to display the main virtual character's health value in the turn-based combat scene as a first value, provided that the first value is less than or equal to the maximum health value; or,

[0305] After switching to a turn-based combat scene, based on the main virtual character's health in the world scene, if the first value is greater than the maximum health, the second value is displayed as the main virtual character's health in the turn-based combat scene, which is the value corresponding to the maximum health.

[0306] In one possible design of this embodiment, different turn-based combat scenarios correspond to different maximum health values.

[0307] In one possible design of this embodiment, the display module 1710 is also used to display a first prompt message when the health value is lower than or equal to a first threshold during the battle between the first pet character and the second pet character.

[0308] In one possible design of this embodiment, the first prompt information includes at least one of the following: a prompt message, current health points, and a prompt effect.

[0309] In one possible design of this embodiment, the adjustment module 1730 is also used to adjust the health value of the main virtual character in the world scene according to the activities of the main virtual character in the world scene.

[0310] In one possible design of this embodiment, health points include a remaining portion and a consumed portion. The remaining portion represents the current remaining health points, and the consumed portion represents the health points that have been consumed. The adjustment module 1730 is used to reduce the remaining portion and increase the consumed portion when the main virtual character is drowning in a water environment; reduce the remaining portion and increase the consumed portion when the main virtual character is attacked by a wild-type pet character (a pet character that has not been captured); reduce the remaining portion and increase the consumed portion when the main virtual character falls from the air to the ground; and reduce the remaining portion and increase the consumed portion when the main virtual character is affected by the ambient temperature.

[0311] In one possible design of this embodiment, the adjustment module 1730 is also used to adjust the health value of the main virtual character when the weather state around the main virtual character is a specified weather state.

[0312] In one possible design of this embodiment, the adjustment module 1730 is further configured to, in response to the main virtual character riding the first pet character, and the first pet character being a first designated pet or a pet of a first designated type, modify the weather state around the main virtual character to the weather state corresponding to the first pet character.

[0313] The adjustment module 1730 is also used to keep the main virtual character's health unchanged when the weather state corresponding to the first pet character is not the specified weather state.

[0314] This embodiment uses a display module 1710, a control module 1720 and an adjustment module 1730 as an example for illustration. The number of display module 1710, control module 1720 and adjustment module 1730 is not limited.

[0315] For a functional description of the display module 1710, please refer to [link / reference]. Figure 3 The content of step 310 in the embodiment, Figure 5The contents of steps 325 and 340 in the embodiment and Figure 9 The content of step 321 in the embodiment.

[0316] For a functional description of the control module 1720, please refer to [link / reference]. Figure 3 The content of step 320 in the embodiment.

[0317] For a description of the functions of adjustment module 1730, please refer to [link / reference]. Figure 3 The content of step 330 in the embodiment, Figure 4 The content of step 332 in the embodiment and Figure 10 The content of step 300 in the embodiment.

[0318] Figure 18 A 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, Moving Picture Experts Group Audio Layer III (MP3) player, or Moving Picture Experts Group Audio Layer IV (MP4) player. The computer device 1800 may also be referred to as a user device, portable terminal, or other names.

[0319] Typically, computer device 1800 includes a processor 1801 and a memory 1802.

[0320] 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 Digital Signal Processing (DSP), Field Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a Central Processing Unit (CPU), 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 Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1801 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0321] Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. 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 memory 1802 is used to store at least one instruction, which is executed by processor 1801 to implement the life adjustment method provided in the embodiments of this application.

[0322] In some embodiments, the computer device 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1804, a touch display screen 1805, a camera 1806, an audio circuit 1807, and a power supply 1808.

[0323] Peripheral interface 1803 can be used to connect at least one input / output (I / O) 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.

[0324] The radio frequency (RF) circuit 1804 is used to receive and transmit radio frequency (RF) 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 Wireless Fidelity (WiFi) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to Near Field Communication (NFC), which is not limited in this application.

[0325] The touch display screen 1805 is used to display a user interface (UI). This UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1801 for processing. The touch display screen 1805 is 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 touch display screen 1805, located on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1800 or in a folded design; in some embodiments, the touch display screen 1805 may be a flexible display screen, located on a curved or folded surface of the computer device 1800. Furthermore, the touch display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1805 may be made of materials such as Liquid Crystal Display (LCD) or Organic Light-Emitting Diode (OLED).

[0326] Camera 1806 is used to capture images or videos. Optionally, camera 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and virtual reality (VR) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, camera 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 is a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.

[0327] Audio circuitry 1807 provides an audio interface between the user and computer device 1800. Audio circuitry 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1801 for processing, or input to radio frequency circuitry 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1801 or radio frequency circuitry 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, audio circuitry 1807 may also include a headphone jack.

[0328] 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.

[0329] 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.

[0330] 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 touchscreen display 1805 to display the user interface in 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.

[0331] 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.

[0332] The pressure sensor 1812 can be disposed on the side bezel of the computer device 1800 and / or on the underside of the touchscreen display 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 perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1812 is disposed on the underside of the touchscreen display 1805, it can control operable controls on the UI interface based on the user's pressure operation on the touchscreen display 1805. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0333] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch screen 1805 based on the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1406 based on the ambient light intensity collected by the optical sensor 1813.

[0334] The proximity sensor 1814, also known as a distance sensor, is typically located on the front 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 touch 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 touch display screen 1805 to switch from a screen-off state to a screen-on state.

[0335] Those skilled in the art will understand that the structure shown in this embodiment 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.

[0336] This application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program; the processor is used to execute the at least one program in the memory to implement the life value adjustment method provided in the above method embodiments.

[0337] This application also provides a computer-readable storage medium storing at least one program, which is loaded and executed by a processor to implement the life value adjustment method provided in the above-described method embodiments.

[0338] This application also provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. A processor retrieves the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the life value adjustment method provided in the above-described method embodiments.

[0339] It should be understood that "multiple" as used in this article 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.

[0340] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose or special-purpose computer.

[0341] The above are merely optional embodiments of this application and are 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 adjusting health points, characterized in that, The method includes: Displays the main virtual character located in the world scene and the main virtual character's health value. The main virtual character has a first pet character. The health value is used to indicate the main virtual character's health attribute in the world scene and turn-based combat scene. In response to the triggering operation of turn-based combat, the first pet character and the second pet character are controlled to perform the turn-based combat in the turn-based combat scenario; The health value of the main virtual character is adjusted based on the battle result between the first pet character and the second pet character; wherein, adjusting the health value of the main virtual character based on the battle result between the first pet character and the second pet character includes: increasing or maintaining the health value of the main virtual character based on a first battle result, wherein the first battle result is a battle result in the first pet character defeating the second pet character; and decreasing the health value of the main virtual character based on a second battle result, wherein the second battle result is a battle result in the first pet character being defeated by the second pet character. Specifically, when the health of the main virtual character in the turn-based combat scene is adjusted, the health of the main virtual character in the world scene is also adjusted; when the health of the main virtual character in the world scene is adjusted, the health of the main virtual character in the turn-based combat scene is also adjusted, and the health of the main virtual character in the turn-based combat scene and the world scene are interconnected.

2. The method according to claim 1, characterized in that, The second pet character is either wild or captured. The wild type second pet character is a pet character that has not been captured, and the captured type second pet character is a pet character that has been captured by a virtual character other than the main virtual character. The step of increasing or maintaining the health points of the main virtual character based on the first battle result includes: If the second pet character is of the wild type, based on the first battle result, the health points of the main virtual character remain unchanged; or, If the second pet character is of the captured type, the main virtual character's health is increased based on the first battle result.

3. The method according to claim 1, characterized in that, The first pet character and the second pet character include one or more levels; The step of increasing or maintaining the health points of the main virtual character based on the first battle result includes: If the second pet character is at level i, the main virtual character's health is increased by step j according to the first battle result. The reduction of the main virtual character's health points based on the second battle result includes: If the first pet character is at level i, then based on the second battle result, the HP of the main virtual character is reduced by a step of k. There is a pre-defined correspondence between i, j, and k.

4. The method according to any one of claims 1 to 3, characterized in that, The method further includes: After switching to the turn-based combat scene, the main virtual character's health value in the world scene is displayed. After exiting the turn-based combat scene, the main virtual character's health points in the world scene are displayed based on the health points of the main virtual character in the turn-based combat scene.

5. The method according to claim 4, characterized in that, After exiting the turn-based combat scene, displaying the main virtual character's health points in the world scene based on the main virtual character's health points in the turn-based combat scene includes: After exiting the turn-based combat scene, and if the first pet character has a negative buff status, the main virtual character's health in the world scene will continuously decrease over a first duration. The negative gain state refers to a state that reduces the combat ability of the first pet character.

6. The method according to claim 4, characterized in that, The step of displaying the main virtual character's health in the turn-based combat scene after switching to the turn-based combat scene, based on the main virtual character's health in the world scene, includes: Before switching to the turn-based combat scene, and when the main virtual character has a negative buff status, after switching to the turn-based combat scene, the main virtual character's health and the first pet character's health in the turn-based combat scene are displayed to continuously decrease within a first duration. The negative gain state refers to a state that reduces the combat ability of the first pet character.

7. The method according to claim 5 or 6, characterized in that, The negative gain state includes at least one of the following: poisoning, burning, freezing, confusion, infection, binding, bleeding.

8. The method according to claim 4, characterized in that, After exiting the turn-based combat scene, displaying the main virtual character's health points in the world scene based on the main virtual character's health points in the turn-based combat scene includes: After exiting the turn-based combat scene, and if the first pet character has a positive buff status, the main virtual character's health in the world scene will continuously increase over the second duration. The positive gain state refers to a state that enhances the combat capabilities of the first pet character.

9. The method according to claim 4, characterized in that, The step of displaying the main virtual character's health in the turn-based combat scene after switching to the turn-based combat scene, based on the main virtual character's health in the world scene, includes: Before switching to the turn-based combat scene, and when the main virtual character has a positive buff status, after switching to the turn-based combat scene, it is displayed that the main virtual character's health and the first pet character's health continuously increase over a second duration. The positive gain state refers to a state that enhances the combat capabilities of the first pet character.

10. The method according to claim 8 or 9, characterized in that, The positive gain state includes at least one of the following: continuous recovery, encouragement, assistance, eating, and slacking off.

11. The method according to claim 4, characterized in that, The turn-based combat scenario has a corresponding maximum health value, and the health value of the main virtual character in the world scenario is the first value. The step of displaying the main virtual character's health in the turn-based combat scene after switching to the turn-based combat scene, based on the main virtual character's health in the world scene, includes: After switching to the turn-based combat scene, based on the main virtual character's health points in the world scene, if the first value is less than or equal to the maximum health point, display the main virtual character's health points in the turn-based combat scene as the first value; or, After switching to the turn-based combat scene, based on the main virtual character's health in the world scene, if the first value is greater than the maximum health, the main virtual character's health in the turn-based combat scene is displayed as a second value, which is the value corresponding to the maximum health.

12. The method according to claim 11, characterized in that, Different turn-based combat scenarios correspond to different maximum health points.

13. The method according to any one of claims 1 to 3, characterized in that, The method further includes: During the battle between the first pet character and the second pet character, if the health value is lower than or equal to a first threshold, a first prompt message is displayed.

14. The method according to claim 13, characterized in that, The first prompt information includes at least one of the following: a prompt message, current health points, or a prompt effect.

15. The method according to any one of claims 1 to 3, characterized in that, The method further includes: Adjust the main virtual character's health points in the world scene based on the main virtual character's activities in the world scene.

16. The method according to claim 15, characterized in that, The health points include a remaining portion and a consumed portion, whereby the remaining portion represents the current remaining health points, and the consumed portion represents the health points already consumed. Adjusting the health points of the main virtual character in the world scene based on the character's activities in the world scene includes at least one of the following: In the event that the main virtual character is drowning in a water environment, the remaining portion is reduced and the consumed portion is increased. If the main virtual character is attacked by a wild-type pet character, reduce the remaining portion and increase the consumed portion. The wild-type pet character is a pet character that has not been captured. If the main virtual character falls from the sky to the ground, reduce the remaining portion and increase the consumed portion; When the main virtual character is affected by the ambient temperature, the remaining portion is reduced and the consumed portion is increased.

17. The method according to claim 16, characterized in that, The method further includes: When the weather around the main virtual character is a specified weather condition, adjust the main virtual character's health points.

18. The method according to claim 17, characterized in that, The method further includes: In response to the main virtual character riding the first pet character, and the first pet character being a first designated pet or a pet of a first designated type, the weather state around the main virtual character is modified to the weather state corresponding to the first pet character; If the weather condition corresponding to the first pet character is not the specified weather condition, the health value of the main virtual character remains unchanged.

19. A device for adjusting health points, characterized in that, The device includes: The display module is used to display the main virtual character located in the world scene and the health value of the main virtual character. The main virtual character has a first pet character. The health value is used to indicate the health attribute of the main virtual character in the world scene and the turn-based combat scene. The control module is used to respond to the triggering operation of turn-based combat and control the first pet character and the second pet character to perform the turn-based combat in the turn-based combat scenario; An adjustment module is used to adjust the health value of the main virtual character based on the battle result between the first pet character and the second pet character; wherein, adjusting the health value of the main virtual character based on the battle result between the first pet character and the second pet character includes: increasing or maintaining the health value of the main virtual character based on a first battle result, wherein the first battle result is a battle result in the first pet character defeating the second pet character; and decreasing the health value of the main virtual character based on a second battle result, wherein the second battle result is a battle result in the first pet character being defeated by the second pet character. Specifically, when the health of the main virtual character in the turn-based combat scene is adjusted, the health of the main virtual character in the world scene is also adjusted; when the health of the main virtual character in the world scene is adjusted, the health of the main virtual character in the turn-based combat scene is also adjusted, and the health of the main virtual character in the turn-based combat scene and the world scene are interconnected.

20. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program; the processor is configured to execute the at least one program in the memory to implement the life value adjustment method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one program, which is loaded and executed by a processor to implement the life value adjustment method as described in any one of claims 1 to 18.

22. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, a processor retrieving the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to implement the life value adjustment method as described in any one of claims 1 to 18.