Virtual character capturing method, device and equipment and computer readable storage medium
By introducing virtual capture props into the virtual world, players can capture and change the appearance of virtual characters, solving the problems of limitations and low interest in the existing technology, and improving the game's participation and retention rate.
Patent Information
- Application Number
- CN202510372460.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-05-06
- Estimated Expiration
- 2045-03-27
AI Technical Summary
In the prior art, the capture method of virtual characters is relatively limited and has low interest, resulting in a reduced participation and retention rate of the game.
By introducing a virtual capture prop with capture function in the virtual world, players can capture the virtual character by throwing the prop and change the appearance of the captured virtual character.
It increases the randomness and uncertainty of virtual characters to capture, improves the fun and flexibility of capture, thereby improving the user participation and user retention of the game.
Smart Images

Figure CN119925932A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction technology, and more particularly to a method, device, equipment and computer-readable storage medium for capturing a virtual character. Background Art
[0002] In some games, players can explore or move around in the virtual world by controlling the main virtual object, for example, exploring the game map and capturing virtual characters in the virtual world.
[0003] In the related art, when a main control virtual object controlled by a player encounters a virtual character in a game, the player can control the main control virtual object to throw a virtual capture prop at the virtual character to capture the virtual character.
[0004] However, the above-mentioned virtual character capture method can only capture the virtual characters encountered by the main virtual object, which makes the virtual character capture method relatively limited and the virtual character capture is less interesting, thereby reducing player participation and user retention rate. Summary of the invention
[0005] The embodiments of the present application provide a method, device, equipment and readable storage medium for capturing a virtual character, which can be used to solve the problem that the capture method of a virtual character in the related art is relatively limited, the capture of a virtual character is less interesting, and the participation and retention rate of the game are reduced. The technical solution is as follows:
[0006] On the one hand, an embodiment of the present application provides a method for capturing a virtual character, the method comprising:
[0007] Displaying a master virtual object and a first virtual character in a virtual world, wherein the master virtual object has a first virtual capture prop, and the first virtual capture prop is used to capture the virtual character in the virtual world and change the appearance of the captured virtual character;
[0008] In response to an operation of capturing the first virtual character by the first virtual capture prop, displaying the master virtual object throwing the first virtual capture prop toward the first virtual character;
[0009] Displaying the first virtual capture prop to capture the first virtual character;
[0010] The appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured.
[0011] On the other hand, an embodiment of the present application provides a device for capturing a virtual character, the device comprising:
[0012] A display module, used for displaying a master virtual object and a first virtual character in a virtual world, wherein the master virtual object has a first virtual capture prop, and the first virtual capture prop is used for capturing the virtual character in the virtual world and changing the appearance of the captured virtual character;
[0013] The display module is further configured to display, in response to an operation of capturing the first virtual character by the first virtual capturing prop, the master virtual object throwing the first virtual capturing prop toward the first virtual character;
[0014] The display module is further used to display that the first virtual capture prop captures the first virtual character;
[0015] The appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured.
[0016] In a possible implementation, the master virtual object carries a second virtual character;
[0017] The display module is further used to display the released second virtual character;
[0018] The device also includes:
[0019] A control module, configured to control the second virtual character to interact with the first virtual character in response to an interaction instruction to the second virtual character;
[0020] A triggering module is used to trigger an operation of capturing the first virtual character by using the first virtual capturing prop in response to a triggering operation on the prop information of the first virtual capturing prop.
[0021] In a possible implementation manner, the appearance of the at least one body part includes at least one of color or shape.
[0022] In a possible implementation, the display module is further used to display a first quantity of first virtual props that can be obtained by releasing the captured first virtual character in response to a release operation on the captured first virtual character, wherein the first virtual props are used to synthesize the first virtual captured props;
[0023] The device also includes:
[0024] The transfer module is used to transfer the first number of first virtual props to the account of the game object controlling the master virtual object in response to the operation of confirming the release of the first virtual character after capture.
[0025] In a possible implementation, the first number is a fixed value; or, different types of the first virtual characters correspond to different first numbers; or, different levels of the first virtual characters correspond to different first numbers.
[0026] In a possible implementation, the display module is further configured to, in response to a release operation on the captured first virtual character, display a prop icon of a first virtual prop that can be obtained by releasing the captured first virtual character;
[0027] In response to a trigger operation on the prop icon of the first virtual prop, prop information of the first virtual prop is displayed, the prop information including at least one of a prop name, a prop icon, a prop purpose, a prop description information, and a quantity of the first virtual props acquired by a game object controlling the master virtual object.
[0028] In a possible implementation, the transfer module is further configured to transfer the first virtual capture prop to the account of the game object in response to a synthesis operation when the number of first virtual props acquired by the game object is greater than a quantity threshold, and the quantity threshold is the number of first virtual props required to synthesize the first virtual capture prop.
[0029] In a possible implementation, the display module is further configured to, in response to a release operation on the third virtual character, display a second quantity of the first virtual item that can be obtained by releasing the third virtual character;
[0030] The transfer module is further configured to transfer the second number of first virtual props to the account of the game object controlling the master virtual object in response to confirming the operation of releasing the third virtual character, wherein the second number of first virtual props is used to synthesize the first virtual capture props.
[0031] In a possible implementation manner, the display module is further configured to display a capture animation corresponding to the first virtual capture prop in response to an operation of capturing the first virtual character through the first virtual capture prop.
[0032] In a possible implementation, the display module is configured to display that the first virtual capture prop has captured the first virtual character if it is determined that the first virtual capture prop has successfully captured the first virtual character.
[0033] In a possible implementation, the display module is further used to display a capture effect when it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, and the capture effect is used to preview the appearance of at least one body part of the first virtual character after capture.
[0034] In a possible implementation manner, the device further includes:
[0035] A sending module, used for sending an acquisition request to a server, wherein the acquisition request is used for acquiring first appearance information;
[0036] The receiving module is used to receive the first appearance information returned by the server based on the acquisition request, and the appearance of at least one body part of the first virtual character after being captured is the appearance indicated by the first appearance information.
[0037] In a possible implementation, the display module is configured to, in response to an operation of capturing the first virtual character by the first virtual capture prop and the appearance type of the first virtual character meets the appearance requirement, display the master virtual object throwing the first virtual capture prop to the first virtual character;
[0038] The display module is further configured to display a prompt message in response to an operation of capturing the first virtual character through the first virtual capture prop, and the appearance type of the first virtual character does not meet the appearance requirement, wherein the prompt message is used to indicate that the first virtual character cannot be captured through the first virtual capture prop.
[0039] In a possible implementation, the display module is further configured to display a character icon of the captured first virtual character in response to a viewing operation on the captured first virtual character;
[0040] Based on the character icon of the captured first virtual character being triggered, displaying the captured first virtual character;
[0041] In response to an appearance viewing operation for the captured first virtual character, appearance information of at least one body part of the captured first virtual character is displayed.
[0042] In one possible implementation, the display module is further used to display the released first virtual character after being captured in response to a release operation on the first virtual character after being captured, wherein the appearance of at least one body part of the released first virtual character after being captured is different from that of a reference virtual character, and the reference virtual character is a virtual character of the same character type as the first virtual character after being captured and has an ordinary appearance.
[0043] In one possible implementation, the display module is also used to display a capture pop-up window, which displays the character information of the first virtual character after capture. The capture pop-up window is used to indicate that the first virtual character has been captured, and the character information includes at least one of a character name, a character category, a character level, a character icon, and a character appearance type.
[0044] On the other hand, an embodiment of the present application provides a terminal device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the terminal device to implement any of the above-mentioned virtual character capture methods.
[0045] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor so that a terminal device implements any of the above-mentioned virtual character capture methods.
[0046] On the other hand, a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a terminal device to implement any of the above-mentioned virtual character capture methods.
[0047] The technical solution provided by the embodiments of the present application brings at least the following beneficial effects:
[0048] The technical solution provided in the embodiment of the present application can capture the first virtual character in the virtual world by using the first virtual capture prop, and the appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture. This method makes the appearance of the first virtual character after capture different from that of the first virtual character before capture, increases the randomness and uncertainty of the captured virtual character, and can improve the fun and flexibility of capturing the virtual character, thereby improving the user participation and user retention rate of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0049] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0050] Figure 1 is a schematic diagram of a computer system provided in an embodiment of the present application;
[0051] Figure 2 is a flow chart of a method for capturing a virtual character provided in an embodiment of the present application;
[0052] Figure 3 is a schematic diagram of a game screen provided in an embodiment of the present application;
[0053] Figure 4 is a schematic diagram of a virtual character provided in an embodiment of the present application;
[0054] Figure 5 is a schematic diagram of another game screen provided in an embodiment of the present application;
[0055] Figure 6 is a schematic diagram of another game screen provided in an embodiment of the present application;
[0056] Figure 7 is a schematic diagram of another game screen provided in an embodiment of the present application;
[0057] Figure 8 It is a display schematic diagram of a capture special effect provided in an embodiment of the present application;
[0058] Fig. 9 is a schematic diagram of a capture pop-up window provided in an embodiment of the present application;
[0059] Fig.10 is a schematic diagram of a virtual character interface provided in an embodiment of the present application;
[0060] Fig.11 is a schematic diagram of another virtual character interface provided in an embodiment of the present application;
[0061] Fig.12 is a schematic diagram of a detailed information interface provided in an embodiment of the present application;
[0062] Fig.13 is a schematic diagram of an appearance page provided in an embodiment of the present application;
[0063] Fig.14 is a schematic diagram of a release interface provided in an embodiment of the present application;
[0064] Fig.15 is a schematic diagram of a prop page provided in an embodiment of the present application;
[0065] Fig.16 is a schematic diagram of synthesizing a first virtual capture prop provided by an embodiment of the present application;
[0066] Fig.17 is a schematic diagram showing a first virtual character being released after being captured, provided by an embodiment of the present application;
[0067] Fig.18 is a flow chart of a method for generating a fourth virtual character provided in an embodiment of the present application;
[0068] Fig.19 is a flow chart of a method for releasing a captured first virtual character provided by an embodiment of the present application;
[0069] Fig. 20 is a flow chart of a method for capturing a first virtual character by using a first virtual capture prop provided by an embodiment of the present application;
[0070] Fig.21 It is a structural schematic diagram of a virtual character capture device provided in an embodiment of the present application;
[0071] Fig. 22 is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application;
[0072] Fig.23 It is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0073] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0074] It should be noted that the terms "first", "second", etc. in this application are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the terms used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0075] First, some of the terms used in this application are explained:
[0076] Virtual world: a virtual world displayed (or provided) when an application is running on a terminal device. The virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in the embodiments of the present application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world, but are not limited to this.
[0077] Master virtual object: refers to the movable object played by the player in the virtual world. The master virtual object can be a virtual character, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual world. Optionally, the master virtual object is a three-dimensional model created based on animation skeleton technology. Each master virtual object has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
[0078] Virtual character: refers to an active object controlled by artificial intelligence (AI) or a player in a virtual world. A virtual character can be a virtual creature, virtual animal, virtual monster, virtual elf, virtual pet, etc. For example: an active object in the form of an animal or other form displayed in a three-dimensional virtual world. A virtual character can be captured, raised, upgraded, etc. by the main virtual object. A virtual character can assist the main virtual object in performing at least one of the interactive operations such as collecting, fighting, changing plots, etc.
[0079] World scene: refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots in the world map can be displayed in the user interface. For example, the user interface displays one or more plots where the master virtual object or the first virtual character is currently located in the world map, as well as interface elements related to the above-mentioned displayed plots, master virtual objects, virtual characters, etc. The elements in the embodiments of the present application can be used to compose scenes (such as world scenes), such as plots, master virtual objects, virtual characters and other visual elements. In the world scene, the player can control the master virtual object to move freely, explore, and develop the plot.
[0080] Turn-based battle scene: refers to the scene corresponding to the battle map. When a turn-based battle scene is displayed in the user interface, the battle map can be displayed in the user interface, such as displaying all or part of the plots contained in the battle map. For example, the user interface displays the virtual character or one or more plots where the virtual character is currently located in the battle map, as well as some interface elements related to the above-mentioned displayed plots, main control virtual objects, virtual characters, etc. In the turn-based battle scene, the enemy and the friendly forces control the virtual characters to fight according to the rounds, and after the battle is completed, they will switch back to the world scene.
[0081] The world scene and the turn-based battle scene can be switched. For example, you can switch from the world scene to the turn-based battle scene, or you can switch from the turn-based battle scene to the world scene.
[0082] When displaying the world scene and the turn-based battle scene, the virtual camera can adopt different shooting angles. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the main virtual object (such as the first-person perspective or the third-person perspective of the main virtual object) to obtain the display screen of the world scene; when displaying the turn-based battle scene, the virtual camera shoots the turn-based battle scene from the middle perspective (such as the virtual camera is located in the middle and obliquely above the two sides of the battle) to obtain the display screen of the turn-based battle scene. Optionally, in the world scene and the turn-based battle scene, in addition to the above-mentioned shooting angles, the allowed user operations may also be different. For example, when displaying the world scene, the user is allowed to manually adjust the angle of view and control the movement of the main virtual object or virtual character; when displaying the turn-based battle scene, the user is not allowed to manually adjust the angle of view and control the movement of the main virtual object or virtual character. Through the above method, users can make a perceptual distinction between the world scene and the turn-based battle scene. However, since the world scene and the turn-based battle scene share the same world map, the battle map used by the turn-based battle scene is one or more plots in the world map. Therefore, the switching between the world scene and the turn-based battle scene does not bring a strong sense of tearing, but a very smooth and natural switching.
[0083] Figure 1 is a schematic diagram of a computer system provided in an embodiment of the present application, such as Figure 1 As shown, the computer system includes: a terminal device 101 and a server 102. Among them, a game client is installed and running in the terminal device 101, and the virtual character capture method provided in the embodiment of the present application can be executed by the terminal device 101, or can be executed by the terminal device 101 and the server 102 together, and the embodiment of the present application does not limit this.
[0084] The server 102 is used to provide background services for the game client installed on the terminal device 101. In a possible implementation, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Alternatively, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Alternatively, the terminal device 101 and the server 102 use a distributed computing architecture for collaborative computing.
[0085] The game client can be a third-person shooting (TPS) game, a first-person shooting (FPS) game, a multiplayer online tactical competitive (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, etc.
[0086] The embodiments of the present application do not limit the type of game client. For example, the game client can be an application that needs to be downloaded and installed, a small program that does not need to be downloaded, a web application, etc.
[0087] Optionally, the terminal device 101 may be any electronic device product that can perform human-computer interaction with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car machine, a smart TV, etc.
[0088] The terminal device 101 may generally refer to one of a plurality of terminal devices, and this embodiment is only illustrated by taking the terminal device 101 as an example. Those skilled in the art may know that the number of the terminal devices 101 may be more or less. For example, the terminal device 101 may be only one, or the terminal devices 101 may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and device type of the terminal devices 101.
[0089] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired communication method or a wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.
[0090] In the virtual character capture method provided in the present application, after starting the game client, the game screen 103 is displayed, and the game screen 103 displays a main virtual object 104 and a first virtual character 105 located in the virtual world, and the main virtual object 104 has a first virtual capture prop.
[0091] When the game object wants to use the first virtual capture prop to capture the first virtual character 105, the terminal device responds to the operation of capturing the first virtual character 105 through the first virtual capture prop, and the appearance type of the first virtual character 105 meets the appearance requirement, and displays the master virtual object 104 throwing the first virtual capture prop 106 to the first virtual character. 107 is a screen of the master virtual object 104 throwing the first virtual capture prop 106 to the first virtual character 105. In the case where it is determined that the first virtual capture prop 106 successfully captures the first virtual character 105, and it is determined that the first virtual capture prop 106 successfully changes the appearance of at least one body part of the first virtual character 105, the first virtual capture prop 106 is displayed to capture the first virtual character 105, and the appearance of at least one body part of the first virtual character 105 after capture is different from that of the first virtual character 105 before capture.
[0092] After the first virtual character 105 is captured by the first virtual capture prop 106, if the game object is not satisfied with the captured first virtual character 105, the game object can also release the captured first virtual character 105. After releasing the captured first virtual character 105, a first number of first virtual props can be obtained, and the first virtual props can also be synthesized into the first virtual capture prop 106. In this way, the game object can also capture virtual characters in the virtual world through the synthesized first virtual capture prop 106, so that the game object can capture a satisfactory virtual character.
[0093] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustration, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are included here by reference.
[0094] The present application embodiment provides a method for capturing a virtual character, which can be applied to the above Figure 1 The computer system shown in Figure 2 Taking the flowchart of a method for capturing a virtual character provided in the embodiment of the present application as an example, the method can be performed by Figure 1 The terminal device 101 in the embodiment is executed. Figure 2 As shown, the method includes the following steps 201 to 203.
[0095] In step 201, a master virtual object and a first virtual character in a virtual world are displayed. The master virtual object has a first virtual capture prop. The first virtual capture prop is used to capture the virtual character in the virtual world and change the appearance of the captured virtual character.
[0096] In an exemplary embodiment of the present application, a game client is installed and running in a terminal device, and relevant information of the game client is displayed in a display interface of the terminal device. The relevant information of the game client may be the name of the game client, the icon of the game client, or other information that can uniquely represent the game client, which is not limited in the embodiment of the present application.
[0097] When the game object wants to start the game client, the game object selects the relevant information of the game client, and the terminal device receives the trigger operation for the relevant information of the game client and displays the game screen, which displays the main control virtual object and the first virtual character in the virtual world. The main control virtual object has a first virtual capture prop, which is used to capture the virtual character in the virtual world and change the appearance of the captured virtual character. The main control virtual object is a virtual object controlled by the game object. The main control virtual object and the first virtual character are in the world scene.
[0098] Optionally, the game object selects the relevant information of the game client by the game object clicking on the relevant information of the game client, or by the game object selecting the relevant information of the game client through a game controller, or by the game object selecting the relevant information of the game client through voice commands, or by other means, which is not limited to the embodiments of the present application.
[0099] like Figure 3 3 is a schematic diagram of a game screen provided by an embodiment of the present application, wherein a main control virtual object 301 and a first virtual character 302 located in a virtual world are displayed, wherein the main control virtual object 301 has a first virtual capture prop.
[0100] Of course, other content may also be displayed in the game screen, and the embodiments of the present application do not limit this. Optionally, a fourth virtual character is also displayed in the game screen, and the appearance type of the fourth virtual character may be an ordinary appearance or an extraordinary appearance (rare appearance). Whether the appearance type of the fourth virtual character is an ordinary appearance is determined by the server, and when the appearance type of the fourth virtual character is an extraordinary appearance, the appearance information of the fourth virtual character is also determined by the server. Optionally, the process by which the server determines whether the appearance type of the fourth virtual character is an ordinary appearance includes: generating a third random number, and determining the appearance type of the fourth virtual character according to the probability that the third random number and the appearance type of the fourth virtual character are extraordinary appearances.
[0101] In one possible implementation, when the third random number is not greater than the probability that the appearance type of the fourth virtual character is non-ordinary appearance, the appearance type of the fourth virtual character is determined to be non-ordinary appearance; when the third random number is greater than the probability that the appearance type of the fourth virtual character is non-ordinary appearance, the appearance type of the fourth virtual character is determined to be ordinary appearance.
[0102] For example, the probability that the appearance type of the fourth virtual character is a non-ordinary appearance is 30%. The third random number generated by the server is 0.5. Since the third random number is greater than the probability that the appearance type of the fourth virtual character is a non-ordinary appearance, the appearance type of the fourth virtual character is determined to be a normal appearance. For another example, the third random number generated by the server is 0.23. Since the third random number is less than the probability that the appearance type of the fourth virtual character is a non-ordinary appearance, the appearance type of the fourth virtual character is determined to be a non-ordinary appearance.
[0103] When determining that the appearance type of the fourth virtual character is ordinary appearance, the server sends the character data of the fourth virtual character to the terminal device, so that the terminal device renders according to the character data of the fourth virtual character, obtains the fourth virtual character, and displays the fourth virtual character in the game screen.
[0104] When determining that the appearance type of the fourth virtual character is a non-ordinary appearance, the server determines the second appearance information of the fourth virtual character, records the second appearance information of the fourth virtual character in the character data of the fourth virtual character, and then returns the character data of the fourth virtual character to the terminal device, so that the terminal device renders according to the character data of the fourth virtual character to obtain the fourth virtual character, and then displays the fourth virtual character in the game screen. The appearance type of the fourth virtual character is a non-ordinary appearance, and the appearance of the fourth virtual character is the appearance corresponding to the second appearance information. Figure 3 The virtual character 303 is a fourth virtual character whose appearance type is a non-ordinary appearance.
[0105] Among them, the process of the server determining the second appearance information of the fourth virtual character is similar to the process of the server determining the first appearance information described below. Please see the description of determining the first appearance information below for details, and the embodiment of the present application will not be repeated here.
[0106] like Figure 4 is a schematic diagram of a virtual character provided in an embodiment of the present application, Figure 4 (1) is a virtual character with a normal appearance. Figure 4 (2) is a virtual character with a non-ordinary appearance. Figure 4 (3) in the figure is another virtual character with a non-ordinary appearance. Figure 4 The appearance of the virtual characters shown in (2) and (3) is different.
[0107] In a possible implementation, before displaying the main virtual object and the first virtual character in the virtual world, it is necessary to first obtain the first virtual capture prop. The embodiment of the present application does not limit the method of obtaining the first virtual capture prop. Optionally, the first virtual capture prop can be purchased from a game store, or obtained by participating in a game activity, or obtained by releasing a third virtual character, and the first virtual capture prop is synthesized by the first virtual prop. The third virtual character is a virtual character that has been captured and has an appearance type that is not an ordinary appearance. The process of obtaining the first virtual prop by releasing the third virtual character includes: in response to the release operation for the third virtual character, displaying the second number of the first virtual props that can be obtained by releasing the third virtual character; in response to confirming the operation of releasing the third virtual character, transferring the second number of the first virtual props to the account of the game object that controls the main virtual object, and the second number of the first virtual props is used to synthesize the first virtual capture prop.
[0108] The second number is a fixed value; or, different types of third virtual characters correspond to different second numbers; or, different levels of third virtual characters correspond to different second numbers; or, different character series of third virtual characters correspond to different second numbers. In other words, the second number is a fixed value; or, the second number is a number corresponding to the type of the third virtual character; or, the second number is a number corresponding to the level of the third virtual character; or, the second number is a number corresponding to the character series of the third virtual character.
[0109] The second amount of the first virtual props is transferred to the account of the game object that controls the master virtual object, so that the game object obtains the second amount of the first virtual props, so that the game object can synthesize the first virtual capture props through the first virtual props. When the game object synthesizes the first virtual capture props, the game object obtains the first virtual capture props. The process of synthesizing the first virtual capture props is described in the following step 203, which will not be repeated here.
[0110] In this implementation, a second number of first virtual props is obtained by releasing a captured third virtual character with a non-ordinary appearance, and a first virtual capture prop is synthesized by the second number of first virtual props, so that the main virtual object is equipped with the first virtual capture prop, and then the main virtual object can capture the virtual character through the first virtual capture prop, so that the appearance of at least one body part of the captured virtual character and the virtual character to be captured is different, thereby enhancing the fun of capturing the virtual character and increasing the probability of capturing the virtual character that satisfies the game object.
[0111] In step 202, in response to an operation of capturing the first virtual character by the first virtual capture prop, the master virtual object is displayed to throw the first virtual capture prop toward the first virtual character.
[0112] In a possible implementation, the main virtual object carries a second virtual character, and the second virtual character is any virtual character that has been captured by the main virtual object. A release control is also displayed in the game screen, and the release control is used to release the second virtual character, such as Figure 3 The 304 in the code means releasing the control.
[0113] When the game object wants to release the second virtual character, the game object selects the release control, displays the character icon of the second virtual character carried by the main virtual object controlled by the game object; in response to the trigger operation on the character icon of the second virtual character, releases the second virtual character and displays the released second virtual character; in response to the interaction instruction for the second virtual character, controls the second virtual character to interact with the first virtual character. After the second virtual character is released, the world scene is switched to the turn-based battle scene.
[0114] Among them, the game object selecting and releasing the control can be long pressing the game object to release the control, or it can be clicking the game object to release the control, and the embodiment of the present application does not limit this.
[0115] like Figure 5 It is a schematic diagram of another game screen provided in an embodiment of the present application, in which a character icon 501 of a second virtual character carried by a main virtual object controlled by a game object is displayed.
[0116] like Figure 6 60 is a schematic diagram of another game screen provided in an embodiment of the present application, in which a first virtual character 601 and a second virtual character 602 interact with each other.
[0117] Optionally, after displaying the released second virtual character, a control corresponding to the first virtual capture prop may also be displayed, such as Figure 6 603 in the figure is a control corresponding to the first virtual capture prop. When the game object wants to capture the first virtual character through the first virtual capture prop, the game object selects the control corresponding to the first virtual capture prop, and the terminal device receives a trigger operation for the prop information of the first virtual capture prop. In response to the trigger operation for the prop information of the first virtual capture prop, the operation of capturing the first virtual character through the first virtual capture prop is triggered; in response to the operation of capturing the first virtual character through the first virtual capture prop, the main control virtual object is displayed to throw the first virtual capture prop to the first virtual character.
[0118] like Figure 7 7 is a schematic diagram of another game screen provided by an embodiment of the present application, wherein a master virtual object 701 throws a first virtual capture prop 703 to a first virtual character 702 .
[0119] In this implementation, the second virtual character carried by the master virtual object is released so that the second virtual character interacts with the first virtual character. During the interaction between the second virtual character and the first virtual character, the prop information of the first virtual capture prop is triggered, so that the master virtual object throws the first virtual capture prop to the first virtual character, making the method of throwing the first virtual capture prop more flexible.
[0120] In a possible implementation, a throwing control of the first virtual capture prop (not shown in the figure) may also be displayed in the game screen, and in response to a triggering operation on the throwing control of the first virtual capture prop, an operation of capturing the first virtual character through the first virtual capture prop is triggered. In this way, the first virtual capture prop can be thrown to the first virtual character by triggering the throwing control of the first virtual capture prop, making the throwing method of the first virtual capture prop more flexible.
[0121] In one possible implementation, the game object can also control the movement of the main virtual object. When the distance between the main virtual object and the first virtual character is less than a distance threshold, the world scene is switched to a turn-based combat scene. At this time, the prop information of the first virtual capture prop is displayed. In response to a trigger operation on the prop information of the first virtual capture prop, an operation of capturing the first virtual character through the first virtual capture prop is triggered.
[0122] The distance threshold is set based on experience or adjusted according to the implementation environment, which is not limited in the present application embodiment. For example, the distance threshold is 10 centimeters.
[0123] In a possible implementation, in response to an operation of capturing the first virtual character by using the first virtual capture prop and the appearance type of the first virtual character meets the appearance requirement, the master virtual object is displayed to throw the first virtual capture prop to the first virtual character.
[0124] The appearance type of the first virtual character meets the appearance requirement, which means that the appearance type of the first virtual character is a normal appearance. Optionally, the identification of the first virtual character is sent to the server, and the server returns the capture information to the terminal device when determining that the appearance type of the first virtual character is a normal appearance, and then the terminal device determines that the appearance type of the first virtual character meets the appearance requirement, and displays the main control virtual object throwing the first virtual capture prop to the first virtual character.
[0125] In this implementation, the first virtual capture prop is used to capture a virtual character whose appearance type is an ordinary appearance in the virtual world. When the appearance type of the first virtual character is an ordinary appearance, the first virtual character can be captured using the first virtual capture prop. Therefore, the main control virtual object can be displayed throwing the first virtual capture prop to the first virtual character, thereby achieving the capture of the first virtual character through the first virtual capture prop.
[0126] In another possible implementation, in response to an operation of capturing the first virtual character through the first virtual capture prop, and the appearance type of the first virtual character does not meet the appearance requirement, a prompt message is displayed, wherein the prompt message is used to indicate that the first virtual character cannot be captured through the first virtual capture prop.
[0127] The appearance type of the first virtual character does not meet the appearance requirement means that the appearance type of the first virtual character is a non-ordinary appearance. Optionally, the identification of the first virtual character is sent to the server, and the server returns uncaptureable information to the terminal device when determining that the appearance type of the first virtual character is a non-ordinary appearance, and then the terminal device determines that the appearance type of the first virtual character does not meet the appearance requirement and displays a prompt message.
[0128] In this implementation, the first virtual capture prop is used to capture a virtual character with an ordinary appearance in the virtual world. When the appearance type of the first virtual character is a non-ordinary appearance, when the first virtual character is captured using the first virtual capture prop, a prompt message will be displayed to prompt the game object that the first virtual capture prop cannot be used to capture the first virtual character.
[0129] In a possible implementation, in response to the operation of capturing the first virtual character by the first virtual capture prop, a capture animation corresponding to the first virtual capture prop may also be displayed, and the capture animation is used to indicate the capture action of the virtual character by using the first virtual capture prop. The capture animation corresponding to the first virtual capture prop may be an animation of the first virtual capture prop slowly getting bigger, or other animations, which are not limited in the embodiments of the present application.
[0130] Optionally, in response to an operation of capturing the first virtual character by using the first virtual capturing prop, and the appearance type of the first virtual character meets the appearance requirement, a capturing animation corresponding to the first virtual capturing prop is displayed.
[0131] Since the first virtual capture prop is a special capture prop in the game, when the first virtual capture prop is used to capture a virtual character, the capture animation corresponding to the first virtual capture prop can be displayed to reflect the characteristics and value of the first virtual capture prop, and the game object can also know that the capture prop currently used is the first virtual capture prop.
[0132] In step 203, a first virtual capture prop is displayed to capture a first virtual character, wherein the appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured.
[0133] In a possible implementation, when it is determined that the first virtual capture prop successfully captures the first virtual character, the first virtual capture prop is displayed capturing the first virtual character.
[0134] In this implementation, only when it is determined that the first virtual capture prop has successfully captured the first virtual character, the first virtual capture prop is displayed to capture the first virtual character, so that the capture accuracy of the virtual character is higher.
[0135] Further, when it is determined that the first virtual capture prop successfully captures the first virtual character, and when it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, the first virtual capture prop is displayed capturing the first virtual character. The appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture.
[0136] The process of determining whether the first virtual capture prop successfully captures the first virtual character, and the process of determining whether the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character are both executed by the server. The embodiment of the present application does not limit the process of the server determining whether the first virtual capture prop successfully captures the first virtual character, and the process of determining whether the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character.
[0137] Optionally, the process of the server determining whether the first virtual capture prop has successfully captured the first virtual character includes: when the first virtual character is located in the capture range of the first virtual capture prop and the capture success rate of the first virtual character meets the capture requirement, determining that the first virtual capture prop has successfully captured the first virtual character. When the first virtual character is located outside the capture range of the first virtual capture prop and / or the capture success rate of the first virtual character does not meet the capture requirement, determining that the first virtual capture prop has not successfully captured the first virtual character.
[0138] Among them, before determining whether the first virtual character is within the capture range of the first virtual capture prop, it is necessary to first determine the capture range of the first virtual capture prop. The embodiment of the present application does not limit the method for determining the capture range of the first virtual capture prop. Optionally, a circle is determined with the throwing location of the first virtual capture prop as the center and the first length as the radius, and the area covered by the circle is used as the capture range of the first virtual capture prop. The first length is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiment of the present application. Exemplarily, the first length is 5 meters.
[0139] The capture success rate meets the capture requirements, which means that the capture success rate is not less than the capture threshold. The capture success rate does not meet the capture requirements, which means that the capture success rate is less than the capture threshold. The capture threshold is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the capture threshold is 80%. The capture success rate of the first virtual character is determined by at least one of the prop level of the first virtual capture prop, the level of the first virtual character, the current life value of the first virtual character, the current state of the first virtual character, and the level of the master virtual object. Optionally, the capture success rate of the first virtual character is obtained by weighted summing the prop level of the first virtual capture prop, the level of the first virtual character, the current life value of the first virtual character, the current state of the first virtual character, and the level of the master virtual object.
[0140] The process by which the server determines whether the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character includes: generating a fourth random number, and determining whether the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character based on the probability of the appearance of at least one body part of the first virtual character changing and the fourth random number.
[0141] Optionally, when the fourth random number is not greater than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character. When the fourth random number is greater than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture prop does not successfully change the appearance of at least one body part of the first virtual character.
[0142] Exemplarily, the probability that the appearance of at least one body part of the first virtual character changes is 50%, and the fourth random number is 0.3. Since the fourth random number is less than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character.
[0143] For another example, the probability that the appearance of at least one body part of the first virtual character changes is 50%, and the fourth random number is 0.7. Since the fourth random number is greater than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture prop has not successfully changed the appearance of at least one body part of the first virtual character.
[0144] In one possible implementation, when the server determines that the first virtual capture prop successfully captures the first virtual character and the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, a message is sent to the terminal device indicating that the first virtual capture prop successfully captures the first virtual character and the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, so that the terminal device displays that the first virtual capture prop captures the first virtual character.
[0145] In a possible implementation, before displaying the first virtual capture prop to capture the first virtual character, first appearance information needs to be obtained so that the appearance of at least one body part of the captured first virtual character is the appearance indicated by the first appearance information. The process of obtaining the first appearance information includes: sending an acquisition request to a server, the acquisition request is used to obtain the first appearance information; and receiving the first appearance information returned by the server based on the acquisition request.
[0146] After receiving the acquisition request, the server randomly determines at least one color as the first color and randomly determines a shape as the first shape according to the acquisition request, and then uses at least one of the first color and the first shape as the first appearance information, and returns the first appearance information to the terminal device.
[0147] The process of the server randomly determining at least one color as the first color includes: M colors are stored in the server, each color corresponds to a probability, and the sum of the probabilities of the M colors is 1. The server randomly determines at least one color from the M colors, and uses the determined color as the first color. M is an integer greater than or equal to 1.
[0148] Exemplarily, there are five colors stored in the server, namely color one, color two, color three, color four and color five, and the probabilities of each color are 20%, 30%, 10%, 25% and 15% respectively. The server generates a first random number between 0 and 100. If the first random number is not greater than 20, the first color is determined to be color one; if the first random number is greater than 20 and not greater than 50, the first color is determined to be color two; if the first random number is greater than 50 and not greater than 60, the first color is determined to be color three; if the first random number is greater than 60 and not greater than 85, the first color is determined to be color four; if the first random number is greater than 85 and not greater than 100, the first color is determined to be color five. Of course, the server can also generate another random number between 0 and 100, and determine a color according to the regenerated random number, and the color is also used as the first color.
[0149] The process of the server randomly determining a shape as the first shape includes: N shapes are stored in the server, each shape corresponds to a probability, and the sum of the probabilities of the N shapes is 1. The server randomly determines a shape from the N shapes, and uses the determined shape as the first shape. N is an integer greater than or equal to 1.
[0150] Exemplarily, there are five shapes stored in the server, namely shape one, shape two, shape three, shape four and shape five, and the probabilities of each shape are 20%, 30%, 10%, 25% and 15% respectively. The server generates a second random number between 0 and 100, and if the second random number is not greater than 20, the first shape is determined to be shape one; if the second random number is greater than 20 and not greater than 50, the first shape is determined to be shape two; if the second random number is greater than 50 and not greater than 60, the first shape is determined to be shape three; if the second random number is greater than 60 and not greater than 85, the first shape is determined to be shape four; if the second random number is greater than 85 and not greater than 100, the first shape is determined to be shape five.
[0151] In this implementation, the server randomly determines the first color and the first shape so that the appearance of the first body part of the first virtual character after capture is random, thereby increasing the uncertainty of the first virtual character after capture, thereby increasing the fun of capturing the virtual character.
[0152] In a possible implementation, different types of first virtual characters correspond to different at least one body part, and the appearance of the at least one body part includes at least one of color or shape. That is, the at least one body part is determined based on the type of the first virtual character.
[0153] For example, if the type of the first virtual character is a fish, then at least one body part is a tail. For another example, if the type of the first virtual character is a bird, then at least one body part is a wing.
[0154] In this implementation, at least one body part corresponding to different types of first virtual characters is different, so that the body parts with non-ordinary appearances of various types of first virtual characters are different, thereby diversifying the appearance of the virtual characters and increasing the probability of the game object capturing a virtual character with a desired appearance.
[0155] Optionally, at least one body part corresponding to the first virtual characters of different character series is different, that is, at least one body part is determined based on the character series of the first virtual character. The character series of the first virtual character is at least one of ordinary, grass, fire, water, light, earth, ice, dragon, electric, poison, insect, martial, wing, cute, ghost, demon, mechanical, and illusion.
[0156] For example, if the character type of the first virtual character is fire, and the body part corresponding to the fire type is the head, then at least one body part is the head. For another example, if the character type of the first virtual character is grass, and the body part corresponding to the grass type is the foot, then at least one body part is the foot. For another example, if the character type of the first virtual character is wing, and the body part corresponding to the wing type is the wing, then at least one body part is the wing.
[0157] In one possible implementation, after the main virtual object is shown throwing the first virtual capture prop to the first virtual character, when it is determined that the first virtual capture prop successfully captures the first virtual character, the first virtual capture prop can also be shown capturing a fifth virtual character, where the fifth virtual character is a virtual character different from the first virtual character among virtual characters having a first character series, and the first character series is the character series of the first virtual character.
[0158] For example, the character type of the first virtual character is "fire", the virtual characters with "fire" are virtual character A, virtual character B and virtual character C, the first virtual character is virtual character A, then the fifth virtual character is virtual character B, or, the fifth virtual character is virtual character C.
[0159] In another implementation, after the main virtual object is shown throwing the first virtual capture prop to the first virtual character, when it is determined that the first virtual capture prop successfully captures the first virtual character, the first virtual capture prop can also be shown capturing a sixth virtual character, where the sixth virtual character is any virtual character with a second character series, and the second character series is different from the first character series.
[0160] For example, the character type of the first virtual character is "fire type", and the character type of the second virtual character is any character type except "fire type". For example, if the second character type is "water type", then the sixth virtual character is any virtual character with "water type".
[0161] In the above two implementation methods, when capturing virtual characters, a fifth virtual character of the same character series as the first virtual character can be captured, or a sixth virtual character of a different character series from the first virtual character can be captured, so as to increase the uncertainty of the virtual characters captured by the game object, thereby enhancing the fun of capturing virtual characters and improving the gaming experience.
[0162] In a possible implementation, when it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, a capture effect may also be displayed, the capture effect being used to preview the appearance of at least one body part of the first virtual character after capture.
[0163] In this implementation, when it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, the appearance of at least one body part of the first virtual character after capture can be known in advance by displaying capture special effects, so as to achieve the purpose of previewing the appearance of the first virtual character after capture.
[0164] Optionally, the capture effect includes at least one of a color and a displayed shape of at least one body part of the first virtual character after being captured.
[0165] like Figure 8 It is a display schematic diagram of a capture special effect provided in an embodiment of the present application. Figure 8 The capture effect shown in (1) indicates that the color of at least one body part of the first virtual character after capture is white and black. Figure 8 The capture effect shown in (2) indicates that a four-pointed star is displayed on at least one body part of the first virtual character after capture. Figure 8 The capture effect shown in (3) indicates that the colors of at least one body part of the first virtual character after capture are white and black, and a four-pointed star is displayed.
[0166] Optionally, the capture effect may further include the texture of at least one body part of the first virtual character after being captured, so that the capture effect may also predict the texture of at least one body part of the first virtual character after being captured.
[0167] Optionally, the capture effect may further include at least one body part, so that the capture effect may predict which body part of the first virtual character after capture differs from that of the first virtual character before capture.
[0168] The embodiment of the present application does not limit the form of the capture special effect. Optionally, the form of the capture special effect corresponds to the character system of the first virtual character. For example, if the character system of the first virtual character is fire, the form of the capture special effect is the shape of fire. For another example, if the character system of the first virtual character is water, the form of the capture special effect is the shape of a water drop. For another example, if the character system of the first virtual character is electricity, the form of the capture special effect is the shape of lightning.
[0169] In a possible implementation, after the first virtual capture prop is displayed to capture the first virtual character, a capture pop-up window may also be displayed, in which character information of the captured first virtual character is displayed, and the capture pop-up window is used to indicate that the first virtual character has been captured. The character information includes at least one of a character name, a character series, a character level, a character icon, and a character appearance type. The character appearance type is used to indicate whether the appearance of the virtual character is a normal appearance.
[0170] In this implementation, by displaying a capture pop-up window, the game object can know that the master virtual object has captured the first virtual character. In addition, the capture pop-up window displays the character information of the captured first virtual character, so that the game object can understand the captured first virtual character and increase the game object's familiarity with the game.
[0171] Optionally, the character appearance type includes a common appearance and a non-common appearance, wherein the non-common appearance refers to a mutated appearance, and the common appearance refers to an unmutated appearance.
[0172] Optionally, a capture pop-up window is superimposed on the game screen, or a capture pop-up window is displayed separately. The embodiment of the present application does not limit the display method of the capture pop-up window.
[0173] like Fig. 9 9 is a schematic diagram of a capture pop-up window provided in an embodiment of the present application, wherein the character name "AAA", character category "AA", character level "34", character icon 901 and character appearance type "non-ordinary appearance" of the first virtual character after capture are displayed.
[0174] Optionally, the display duration of the capture pop-up window is a target duration, and when the display duration of the capture pop-up window is not less than the target duration, the capture pop-up window is canceled. The target duration is set based on experience or adjusted according to the implementation environment, and the embodiment of the present application does not limit this. Exemplarily, the target duration is 3 seconds.
[0175] Since the capture pop-up window will cover part of the game screen when it is superimposed on the game screen, if the capture pop-up window is displayed all the time, it will affect the game object's viewing of the game screen. Therefore, setting the display duration of the capture pop-up window can make it convenient to inform the game object of the captured virtual character information without affecting the game object's viewing of the game screen, thereby improving the gaming experience.
[0176] In a possible implementation, after the first virtual capture prop is displayed to capture the first virtual character, the captured first virtual character can also be viewed. The process of viewing the captured first virtual character includes: in response to a viewing operation on the captured first virtual character, displaying a character icon of the captured first virtual character; based on the character icon of the captured first virtual character being triggered, displaying the captured first virtual character; in response to an appearance viewing operation on the captured first virtual character, displaying appearance information of at least one body part of the captured first virtual character.
[0177] Optionally, in response to a viewing operation on the captured first virtual character, a virtual character interface is displayed, and a character icon of the captured first virtual character is displayed in the virtual character interface. In response to a triggering operation on the capture pop-up window, a viewing operation on the captured first virtual character is received. Alternatively, a viewing control is displayed in the game screen, and in response to a triggering operation on the viewing control, a viewing operation on the captured first virtual character is received. Figure 3 305 in is the viewing control.
[0178] like Fig.10 1 is a schematic diagram of a virtual character interface provided by an embodiment of the present application. A character icon 1001 of a captured first virtual character is displayed. Of course, the virtual character interface also displays character icons of other virtual characters that the game object has captured, and displays the number of virtual characters that the game object has captured. For example, the game object has captured 35 first virtual characters.
[0179] Optionally, a "My Team" box and a "Backpack" box are displayed in the virtual character interface, wherein the character icons displayed in the "My Team" box are character icons of virtual characters that can be released in the virtual world, and the character icons displayed in the "Backpack" box are character icons of virtual characters that have been captured by the game object, except for the character icons displayed in the "My Team" box.
[0180] Based on the character icon of the captured first virtual character being triggered, the captured first virtual character is displayed in the virtual character interface. Fig.11 1 is a schematic diagram of another virtual character interface provided by an embodiment of the present application, wherein a captured first virtual character 1101 is displayed. The character name "AAA", the character series "AA" and a detailed information control 1102 of the captured first virtual character may also be displayed, and the detailed information control 1102 is used to display the detailed information of the captured first virtual character. Optionally, in the virtual character interface displaying the captured first virtual character, the game object may view the captured first virtual character in all directions by sliding the captured first virtual character.
[0181] When the game object wants to view the detailed information of the captured first virtual character, the game object selects the detailed information control, and in response to a trigger operation on the detailed information control, displays a detailed information interface in which the detailed information of the captured first virtual character is displayed.
[0182] Optionally, the detailed information interface is superimposed on the virtual character interface, or the detailed information interface is displayed separately. The embodiment of the present application does not limit the display method of the detailed information interface. Fig.12 1 is a schematic diagram of a detailed information interface provided by an embodiment of the present application. A detailed information interface 1201 is superimposed on the virtual character interface, and the detailed information interface 1201 displays the character name "AAA", character category "AA", character level "27", highest character level "50", existing experience value "0", highest experience value "5360", radar chart and evaluation "average talent" of the first virtual character after capture. The radar chart is used to reflect the various abilities of the first virtual character after capture. Evaluation refers to the evaluation of the first virtual character after capture.
[0183] Optionally, the detailed information interface also displays an appearance viewing control, and the game object can also view the appearance information of at least one body part of the captured first virtual character through the appearance viewing control. Fig.12 1202 is the appearance viewing control.
[0184] When the game object wants to view the appearance information of at least one body part of the first virtual character after being captured, the game object selects the appearance viewing control, and the terminal device displays the appearance information of at least one body part of the first virtual character after being captured in response to the triggering operation on the appearance viewing control, and the appearance information of at least one body part of the first virtual character after being captured includes at least one of the color and the displayed shape of the at least one body part of the first virtual character after being captured.
[0185] Optionally, an appearance page is displayed, and the appearance page displays appearance information of at least one body part of the captured first virtual character. Optionally, the appearance page is displayed on top of the virtual character interface, or the appearance page is displayed separately. The embodiment of the present application does not limit the display method of the appearance page. Fig.13 1 is a schematic diagram of an appearance page provided in an embodiment of the present application. An appearance page 1301 is superimposed on the virtual character interface. The appearance page 1301 displays the color 1302 and the displayed shape 1303 of at least one body part of the captured first virtual character.
[0186] Optionally, the appearance page 1301 also displays an appearance style diagram of at least one body part of the captured first virtual character. Fig.13 1304 is a captured appearance style diagram of at least one body part of the first virtual character.
[0187] In this implementation, the character icon of the captured first virtual character is displayed so that the game object can view which virtual characters have been captured. The captured first virtual character is displayed by selecting the character icon of the captured first virtual character, so that the game object can view the captured first virtual character in all directions. In addition, an entry is provided for the game object to view the appearance information of at least one body part of the captured first virtual character, so that the game object can understand the appearance information of at least one body part of the captured first virtual character, further enhance the game object's familiarity with the captured first virtual character, and facilitate the game object to use the captured first virtual character to play the game.
[0188] In a possible implementation, after the first virtual capture prop is displayed to capture the first virtual character, if the game object is not satisfied with the captured first virtual character, the game object can also release the captured first virtual character. The process of releasing the captured first virtual character includes: in response to the release operation for the captured first virtual character, displaying the first number of first virtual props that can be obtained by releasing the captured first virtual character, and the first virtual props are used to synthesize the first virtual capture props; in response to the operation of confirming the release of the captured first virtual character, transferring the first number of first virtual props to the account of the game object that controls the main virtual object. Among them, releasing the captured first virtual character means removing the captured first virtual character from the virtual characters that the game object has captured. Transferring the first number of first virtual props to the account of the game object that controls the main virtual object means increasing the number of first virtual props in the account of the game object by the first number. For example, the number of first virtual props in the account of the game object is 10, and the first number is 20. After releasing the captured first virtual character, the number of first virtual props in the account of the game object becomes 30.
[0189] In this implementation, an embodiment of the present application provides a method for releasing a captured first virtual character, so that when the game object is not satisfied with the captured first virtual character, the captured first virtual character can be released, and after the release, a first number of first virtual props for synthesizing the first virtual capture props can be obtained, which can prompt the game object to release the captured virtual character, and then prompt the game object to capture virtual characters in the game, thereby enhancing the fun of the game and improving the user participation and user retention rate of the game.
[0190] Optionally, the first quantity is a fixed value, or the first quantities corresponding to different types of first virtual characters are different, or the first quantities corresponding to different levels of first virtual characters are different; or the first quantities corresponding to different character series of first virtual characters are different. That is, the first quantity is a fixed value; or the first quantity is determined based on the type of the first virtual character; or the first quantity is determined based on the level of the first virtual character; or the first quantity is determined based on the character series of the first virtual character. The embodiment of the present application does not limit the method for determining the first quantity. When the first quantity is a fixed value, the fixed value is set based on experience or adjusted according to the implementation environment, and the embodiment of the present application does not limit this. For example, the fixed value is 1. When the first quantity is the quantity corresponding to the type of the first virtual character, different quantities of first virtual props can be obtained when releasing different types of captured first virtual characters. When the first quantity is the quantity corresponding to the level of the first virtual character, the first quantity is proportional to the level of the first virtual character. When the first quantity is the quantity corresponding to the character series of the first virtual character, different quantities of first virtual props can be obtained when releasing captured first virtual characters of different character series.
[0191] When the first number is determined by the above method, the method of determining the first number is more flexible, which can increase the playability of the game.
[0192] Optionally, the virtual character interface also displays a release control, such as Fig.10 1002 is a release control, which is used to release the virtual character. After the captured first virtual character is displayed in the virtual character interface, in response to a trigger operation on the release control, a release operation on the captured first virtual character is received.
[0193] In response to the release operation for the captured first virtual character, a release interface is displayed, and the release interface displays the first quantity of the first virtual props that can be obtained by releasing the captured first virtual character. Of course, the release interface can also display the prop icons of the first virtual props that can be obtained by releasing the captured first virtual character, and the prop icons and quantities of other virtual props that can be obtained by releasing the captured first virtual character. The other virtual props are different from the first virtual props and cannot be used to synthesize the first virtual captured props.
[0194] Optionally, the release interface is displayed superimposed on the virtual character interface, or the release interface is displayed separately. The embodiment of the present application does not limit the display method of the release interface.
[0195] like Fig.14 1 is a schematic diagram of a release interface provided by an embodiment of the present application. It shows the first quantity "1" of the first virtual prop that the first virtual character can obtain after releasing the captured animal. It also shows the prop icon 1401 of the first virtual prop that the first virtual character can obtain after releasing the captured animal, the prop icon 1402 and quantity "3" of the first other virtual prop that the first virtual character can obtain after releasing the captured animal, and the prop icon 1403 and quantity "11" of the second other virtual prop that the first virtual character can obtain after releasing the captured animal.
[0196] The release interface also displays a release prompt message, which is used to prompt that the captured first virtual character cannot be retrieved after the first virtual character is released. Fig.14 The release prompt message is "You cannot find it after releasing it. Do you want to release this virtual character?"
[0197] In a possible implementation, a release confirmation control is also displayed in the release interface, and the release confirmation control is used to indicate confirmation of releasing the first virtual character after capture, such as Fig.14 1404 is a control for confirming the release. In response to the trigger operation for the control for confirming the release, an operation for confirming the release of the captured first virtual character is received, and then the first number of first virtual props is transferred to the account of the game object that controls the master virtual object, so that the game object obtains the first number of first virtual props. Optionally, other virtual props that can be obtained after releasing the captured first virtual character are also transferred to the account of the game object.
[0198] Optionally, a cancel control is also displayed in the release interface, and the cancel control is used to cancel the release of the first virtual character after capture, such as Fig.14 1405 is a cancel control. When the game object does not want to release the first virtual character after being captured, the game object selects the cancel control, and the release of the first virtual character after being captured is canceled.
[0199] Optionally, in response to the operation of the first virtual character after the release of the capture, the process of transferring a first quantity of the first virtual props to the account of the game object controlling the master virtual object includes: in response to the operation of the first virtual character after the release of the capture, sending a first transfer request to the server, the first transfer request including the object information of the game object and the role information of the first virtual character. After receiving the first transfer request, the server determines the first quantity according to the role information of the first virtual character, and then transfers the first quantity of the first virtual props to the account of the game object.
[0200] In one possible implementation, in response to a release operation on the captured first virtual character, a prop icon of the first virtual prop that can be obtained by releasing the captured first virtual character can also be displayed; in response to a trigger operation on the prop icon of the first virtual prop, prop information of the first virtual prop is displayed, and the prop information includes at least one of the prop name, prop icon, prop purpose, prop description information and the number of first virtual props that the game object controlling the main virtual object has obtained.
[0201] In this implementation, the game object can view the prop information of the first virtual prop so that the game object has some understanding of the first virtual prop and then determines whether to release the captured first virtual character.
[0202] Optionally, in response to a triggering operation on a prop icon of the first virtual prop, a prop page is displayed, in which prop information of the first virtual prop is displayed. The prop page is displayed superimposed on the release interface, or the prop page is displayed separately. The embodiment of the present application does not limit the display method of the prop page.
[0203] like Fig.15 1 is a schematic diagram of a prop page provided by an embodiment of the present application, which displays the prop name "AAAA" of the first virtual prop, the prop icon 1501, the prop use "alchemical material", the prop description information "precious alchemical material, which can be used to synthesize the first virtual capture prop", and the number of the first virtual props "0" that the game object controlling the main virtual object has acquired.
[0204] In a possible implementation, when the number of first virtual props acquired by the game object is greater than a quantity threshold, in response to the synthesis operation, the first virtual capture prop is transferred to the account of the game object, and the quantity threshold is the number of first virtual props required to synthesize the first virtual capture prop. Transferring the first virtual capture prop to the account of the game object means that the game object acquires the first virtual capture prop.
[0205] The quantity threshold is set based on experience or adjusted according to the implementation environment, and the present application embodiment does not limit this.
[0206] Optionally, the process of transferring the first virtual capture item to the account of the game object includes sending a second transfer request to the server, the second transfer request including the object information of the game object and the identifier of the first virtual capture item, and the server transfers the first virtual capture item to the account of the game object.
[0207] In this implementation, a method for synthesizing the first virtual capture prop is provided, so that the game object can synthesize the first virtual capture prop when the number of first virtual props acquired by the game object is greater than the quantity threshold, thereby increasing the playability of the game and thus improving the gaming experience.
[0208] Optionally, a synthesis interface is displayed, in which a prop icon of the first virtual prop, the number of first virtual props acquired by the game object, a synthesis tool and a synthesis control are displayed; in response to a trigger operation on the prop icon of the first virtual prop, it is determined whether the number of first virtual props acquired by the game object is greater than a quantity threshold; in the case where the number of first virtual props acquired by the game object is greater than the quantity threshold, the prop icon of the first virtual prop, the number of first virtual props acquired by the game object and the quantity threshold are displayed above the synthesis tool; in response to a trigger operation on the synthesis control, a synthesis operation is received, and an animation of throwing the first virtual prop into the synthesis tool is displayed to reflect that the first virtual capture prop is synthesized from the first virtual prop. Then, the prop icon of the first virtual capture prop is displayed, indicating that the first virtual capture prop has been synthesized and the first virtual capture prop has been transferred to the account of the game object.
[0209] like Fig.16 It is a schematic diagram of synthesizing a first virtual capture prop provided in an embodiment of the present application. Fig.16 (1) of FIG. 1 shows a prop icon 1601 of a first virtual prop, the number of first virtual props "20" acquired by the game object, a synthesis tool 1602, and a synthesis control 1603. In response to a trigger operation on the prop icon of the first virtual prop, the display Fig.16 (2), wherein the first virtual prop icon 1601, the number of first virtual props acquired by the game object "20" and the number threshold "10" are displayed on the synthesis tool. In response to the trigger operation on the synthesis control, the display Fig.16 In (3), the first virtual prop has been put into the synthesis tool, and then displayed Fig.16 (4) in which a prop icon 1604 of the synthesized first virtual capture prop is displayed.
[0210] In a possible implementation, the master virtual object also has a second virtual capture prop, which is used to capture a virtual character in the virtual world, and the second virtual capture prop is different from the first virtual capture prop. In response to the operation of capturing the first virtual character through the second virtual capture prop, the master virtual object is shown throwing the second virtual capture prop to the first virtual character; if it is determined that the second virtual capture prop successfully captures the first virtual character, the second virtual capture prop is shown capturing the first virtual character. This allows the game object to capture the first virtual character through the second virtual capture prop.
[0211] In this implementation, the game provided in the embodiment of the present application further provides a second virtual capture prop, and the game object can capture the first virtual character through the second virtual capture prop, making the capture of the virtual character more flexible.
[0212] The embodiments of the present application do not limit the manner in which the game object obtains the second virtual capture prop. Optionally, the game object can collect virtual props (such as ores, flowers, etc.) in the virtual world to synthesize the second virtual capture prop. There are multiple synthesis recipes for the second virtual capture prop. Exemplarily, the second virtual capture prop can be synthesized by a certain number of virtual props A, or by a certain number of virtual props B. For the first virtual capture prop, due to the high value of the first virtual capture prop and limited distribution channels, the first virtual capture prop can only be synthesized by a certain number of first virtual props, or the first virtual capture prop can be obtained by participating in game activities, or by purchasing it in the game mall.
[0213] Optionally, the process of determining whether the second virtual capture prop successfully captures the first virtual character is executed by the server. The process of determining whether the second virtual capture prop successfully captures the first virtual character is similar to the process of determining whether the first virtual capture prop successfully captures the first virtual capture prop, and the embodiment of the present application will not be repeated here.
[0214] In this implementation, when the second virtual capture prop is used to capture the first virtual character, as long as the first virtual capture prop successfully captures the first virtual character, the second virtual capture prop is displayed to capture the first virtual character, so that the capture flexibility of the first virtual character is higher.
[0215] In a possible implementation, after the first virtual capture prop is displayed to capture the first virtual character, the game object can also release the captured first virtual character to help the main virtual object play the game through the captured first virtual character, or the captured first virtual character fights with virtual characters in the virtual world. Optionally, in response to a release operation on the captured first virtual character, the released captured first virtual character is displayed, and the appearance of at least one body part of the released captured first virtual character is different from that of a reference virtual character, and the reference virtual character is a virtual character of the same type as the captured first virtual character and has a normal appearance.
[0216] In this implementation, after the first virtual character is captured, the captured first virtual character can be released to play the game through the captured first virtual character, thereby improving the interactivity and playability of the game, thereby improving user participation and user retention rate.
[0217] Among them, before releasing the captured first virtual character, it is necessary to first equip the captured first virtual character into the team of the main virtual object. The process of equipping the captured first virtual character into the team of the main virtual object is the same as the process of equipping other virtual characters into the team of the main virtual object, and the embodiment of the present application will not be repeated here.
[0218] After the captured first virtual character is equipped into the team of the main control virtual object, the game object can trigger the release control in the game interface, thereby displaying the character icon of the captured first virtual character, and in response to the trigger operation on the character icon of the captured first virtual character, the captured first virtual character is released, and the released captured first virtual character is displayed.
[0219] like Fig.17 1 is a schematic diagram showing a first virtual character 1701 being released after being captured, provided by an embodiment of the present application.
[0220] It should be noted that the captured first virtual character can be released in the world scene, or in the turn-based battle scene. The embodiment of the present application does not limit the scene for releasing the captured first virtual character. When the captured first virtual character is released in the world scene, the captured first virtual character can help the main control virtual object to play the game. When the captured first virtual character is released in the turn-based battle scene, the captured first virtual character can fight with other virtual characters in the virtual world.
[0221] When the first virtual capture prop is used to capture the first virtual character in the virtual world, the method can capture the first virtual character, and the appearance of at least one body part of the captured first virtual character is different from that of the first virtual character before the capture. The method makes the appearance of the captured first virtual character different from that of the first virtual character before the capture, increases the randomness and uncertainty of the captured virtual character, and thus can improve the fun and flexibility of capturing the virtual character, thereby improving the user participation and user retention rate of the game.
[0222] Moreover, since the actually captured first virtual character and the desired first virtual character have different appearances in at least one body part, the probability of the game subject capturing the first virtual character that meets his or her aesthetic taste can be improved to a certain extent.
[0223] In addition, the appearance information of the non-ordinary appearance of the virtual characters in the game is randomly determined, which makes the appearance of the virtual characters in the game richer and not limited to a single appearance, so that the game objects have more choices when capturing the virtual characters.
[0224] Fig.18 It is a flowchart of a method for generating a fourth virtual character provided in an embodiment of the present application. The fourth virtual character is a virtual character in a world scene. The method is implemented by interaction between a server and a terminal device. The method includes the following steps 1801 to 1805.
[0225] 1801. The server determines the appearance type of the fourth virtual character.
[0226] In a possible implementation, the process of the server determining the appearance type of the fourth virtual character has been described in the above step 201 and will not be described in detail here.
[0227] If it is determined that the appearance type of the fourth virtual character is a non-ordinary appearance, step 1802 is executed; if it is determined that the appearance type of the fourth virtual character is an ordinary appearance, step 1804 is executed.
[0228] 1802. The server determines second appearance information of a fourth virtual character.
[0229] In a possible implementation, the process of the server determining the second appearance information of the fourth virtual character has been described in the above step 201 and will not be repeated here.
[0230] 1803. The server counts the second appearance information of the fourth virtual character into the character data of the fourth virtual character.
[0231] 1804. The server sends the character data of the fourth virtual character to the terminal device.
[0232] 1805. The terminal device renders according to the character data of the fourth virtual character, generates the fourth virtual character, and displays the fourth virtual character in the game screen.
[0233] Fig.19 is a flow chart of a method for releasing a captured first virtual character provided by an embodiment of the present application, such as Fig.19 As shown, the method is executed by a terminal device, and the method includes the following steps 1901 to 1903.
[0234] 1901. In response to a release operation on a captured first virtual character, display a first quantity of a first virtual item that can be obtained by releasing the captured first virtual character.
[0235] In a possible implementation, in response to a release operation on the captured first virtual character, the process of displaying the first quantity of the first virtual props that can be obtained by releasing the captured first virtual character has been described in the above step 203 and will not be repeated here.
[0236] 1902. In response to confirming the operation of releasing the captured first virtual character, transfer a first quantity of first virtual props to an account of a game object that controls a master virtual object.
[0237] In one possible implementation, in response to confirming the operation of releasing the captured first virtual character, the process of transferring a first quantity of first virtual props to the account of the game object controlling the master virtual object has been described in the above step 203 and will not be repeated here.
[0238] 1903. When the quantity of the first virtual props acquired by the game object is not less than the quantity threshold, in response to the synthesis operation, transfer the first virtual capture prop to the account of the game object.
[0239] In a possible implementation, when the number of first virtual props acquired by the game object is not less than the quantity threshold, in response to the synthesis operation, the process of transferring the first virtual capture prop to the account of the game object has been described in the above step 203 and will not be repeated here.
[0240] Fig. 20 is a flow chart of a method for capturing a first virtual character by using a first virtual capture prop provided by an embodiment of the present application, such as Fig. 20 As shown, the method is executed by a terminal device, and the method includes the following steps 2001 to 2005.
[0241] 2001. In response to an operation of capturing a first virtual character by using a first virtual capturing prop, determine an appearance type of the first virtual character.
[0242] In a possible implementation, in response to the operation of capturing the first virtual character by the first virtual capture prop, the process of determining the appearance type of the first virtual character has been described in the above step 202 and will not be repeated here.
[0243] When the appearance type of the first virtual character does not meet the appearance requirement, step 2002 is executed; when the appearance type of the first virtual character meets the appearance requirement, step 2003 is executed.
[0244] 2002. Display prompt information.
[0245] In a possible implementation, the process of displaying the prompt information has been described in the above step 203 and will not be repeated here.
[0246] 2003. Display the master virtual object throwing a first virtual capture prop to the first virtual character.
[0247] In a possible implementation, the process of displaying the master virtual object throwing the first virtual capture prop to the first virtual character has been described in the above step 202, which will not be described again here.
[0248] 2004. When it is determined that the first virtual capture prop successfully captures the first virtual character, obtain first appearance information.
[0249] In a possible implementation, when it is determined that the first virtual capture prop successfully captures the first virtual character, the process of obtaining the first appearance information has been described in the above step 203 and will not be repeated here.
[0250] 2005. Display the first virtual capture prop to capture the first virtual character, and the appearance of at least one body part of the captured first virtual character is the appearance corresponding to the first appearance information.
[0251] In a possible implementation, the process of displaying the first virtual capture prop to capture the first virtual character has been described in the above step 203, which will not be described again here.
[0252] Fig.21 FIG. 1 is a schematic diagram of a structure of a virtual character capture device provided in an embodiment of the present application. Fig.21 As shown, the device comprises:
[0253] Display module 2101, used for displaying a master virtual object and a first virtual character in a virtual world, wherein the master virtual object has a first virtual capture prop, and the first virtual capture prop is used for capturing a virtual character in the virtual world and changing the appearance of the captured virtual character;
[0254] The display module 2101 is further configured to display the master virtual object throwing the first virtual capture prop to the first virtual character in response to the operation of capturing the first virtual character through the first virtual capture prop;
[0255] The display module 2101 is further used to display the first virtual capture prop capturing the first virtual character;
[0256] The appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured.
[0257] In a possible implementation, the master virtual object carries a second virtual character;
[0258] The display module 2101 is also used to display the released second virtual character;
[0259] The device also includes:
[0260] The control module 2102 is used to control the second virtual character to interact with the first virtual character in response to the interaction instruction to the second virtual character;
[0261] The trigger module 2103 is used to trigger the operation of capturing the first virtual character by the first virtual capturing prop in response to the trigger operation on the prop information of the first virtual capturing prop.
[0262] In one possible implementation, the appearance of at least one body part includes at least one of color or shape.
[0263] In a possible implementation, the display module 2101 is further used to display a first quantity of first virtual props that can be obtained by releasing the captured first virtual character in response to a release operation on the captured first virtual character, where the first virtual props are used to synthesize the first virtual capture props;
[0264] The device also includes:
[0265] The transfer module 2104 is used to transfer a first quantity of first virtual props to an account of a game object controlling a master virtual object in response to an operation of confirming the release of the captured first virtual character.
[0266] In a possible implementation, the first number is a fixed value; or, different types of first virtual characters correspond to different first numbers; or, first virtual characters of different levels correspond to different first numbers.
[0267] In one possible implementation, the display module 2101 is further used to, in response to a release operation on the captured first virtual character, display a prop icon of the first virtual prop that can be obtained by releasing the captured first virtual character; in response to a trigger operation on the prop icon of the first virtual prop, display prop information of the first virtual prop, the prop information including at least one of the prop name, prop icon, prop purpose, prop description information and the number of first virtual props that the game object controlling the main virtual object has obtained.
[0268] In one possible implementation, the transfer module 2104 is further used to transfer the first virtual capture prop to the account of the game object in response to a synthesis operation when the number of first virtual props acquired by the game object is greater than a quantity threshold, and the quantity threshold is the number of first virtual props required to synthesize the first virtual capture prop.
[0269] In a possible implementation, the display module 2101 is further configured to, in response to a release operation on the third virtual character, display a second quantity of the first virtual item that can be obtained by releasing the third virtual character;
[0270] The transfer module 2104 is further configured to transfer a second number of first virtual props to the account of the game object controlling the main virtual object in response to confirming the operation of releasing the third virtual character, wherein the second number of first virtual props are used to synthesize the first virtual capture props.
[0271] In a possible implementation, the display module 2101 is further configured to display a capture animation corresponding to the first virtual capture prop in response to an operation of capturing the first virtual character by using the first virtual capture prop.
[0272] In a possible implementation, the display module 2101 is configured to display that the first virtual capture prop captures the first virtual character when it is determined that the first virtual capture prop successfully captures the first virtual character.
[0273] In a possible implementation, the display module 2101 is further used to display a capture effect when it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, and the capture effect is used to preview the appearance of at least one body part of the first virtual character after capture.
[0274] In a possible implementation, the device further includes:
[0275] A sending module, used for sending an acquisition request to a server, where the acquisition request is used for acquiring first appearance information;
[0276] The receiving module is used to receive the first appearance information returned by the server based on the acquisition request, and the appearance of at least one body part of the captured first virtual character is the appearance indicated by the first appearance information.
[0277] In a possible implementation, the display module 2101 is configured to, in response to an operation of capturing the first virtual character by the first virtual capture prop, and the appearance type of the first virtual character meets the appearance requirement, display the master virtual object throwing the first virtual capture prop to the first virtual character;
[0278] The display module 2101 is further used to display a prompt message in response to an operation of capturing the first virtual character through the first virtual capture prop and the appearance type of the first virtual character does not meet the appearance requirement, wherein the prompt message is used to indicate that the first virtual character cannot be captured through the first virtual capture prop.
[0279] In a possible implementation, the display module 2101 is further configured to display a character icon of the captured first virtual character in response to a viewing operation on the captured first virtual character;
[0280] Based on the character icon of the captured first virtual character being triggered, displaying the captured first virtual character;
[0281] In response to the appearance viewing operation for the captured first virtual character, appearance information of at least one body part of the captured first virtual character is displayed.
[0282] In one possible implementation, the display module 2101 is further used to display the released first virtual character after being captured in response to a release operation on the first virtual character after being captured, wherein the appearance of at least one body part of the released first virtual character after being captured is different from that of a reference virtual character, and the reference virtual character is a virtual character of the same type as the first virtual character after being captured and has an ordinary appearance.
[0283] In one possible implementation, the display module 2101 is also used to display a capture pop-up window, which displays the character information of the first virtual character after capture. The capture pop-up window is used to indicate that the first virtual character has been captured, and the character information includes at least one of the character name, character series, character level, character icon and character appearance type.
[0284] When the above device captures the first virtual character in the virtual world through the first virtual capture prop, the first virtual character can be captured, and the appearance of at least one body part of the captured first virtual character is different from that of the first virtual character before the capture. In this way, the appearance of the captured first virtual character is different from that of the first virtual character before the capture, which increases the randomness and uncertainty of the captured virtual character, thereby improving the fun and flexibility of capturing the virtual character, thereby improving the user participation and user retention rate of the game.
[0285] It should be noted that the device provided in the above embodiment, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0286] Fig. 22 The structural block diagram of a terminal device 2200 provided by an exemplary embodiment of the present application is shown. The terminal device 2200 may be any electronic device product that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.
[0287] Typically, the terminal device 2200 includes: a processor 2201 and a memory 2202 .
[0288] The processor 2201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2201 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2201 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2201 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2201 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0289] The memory 2202 may include one or more computer-readable storage media, which may be non-transitory. The memory 2202 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2202 is used to store at least one instruction, which is used to be executed by the processor 2201 to implement the capture method of the virtual character provided in the method embodiment of the present application.
[0290] In some embodiments, the terminal device 2200 may further optionally include: a peripheral device interface 2203 and at least one peripheral device. The processor 2201, the memory 2202 and the peripheral device interface 2203 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 2203 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2204, a display screen 2205, a camera assembly 2206, an audio circuit 2207 and a power supply 2208.
[0291] The peripheral device interface 2203 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2201 and the memory 2202. In some embodiments, the processor 2201, the memory 2202, and the peripheral device interface 2203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2201, the memory 2202, and the peripheral device interface 2203 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0292] The radio frequency circuit 2204 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2204 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2204 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2204 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, and the like. The radio frequency circuit 2204 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2204 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0293] The display screen 2205 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2205 is a touch display screen, the display screen 2205 also has the ability to collect touch signals on the surface or above the surface of the display screen 2205. The touch signal can be input to the processor 2201 as a control signal for processing. At this time, the display screen 2205 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 2205 can be one, set on the front panel of the terminal device 2200; in other embodiments, the display screen 2205 can be at least two, respectively set on different surfaces of the terminal device 2200 or in a folding design; in other embodiments, the display screen 2205 can be a flexible display screen, set on a curved surface or a folding surface of the terminal device 2200. Even, the display screen 2205 can also be set to a non-rectangular irregular figure, that is, a special-shaped screen. The display screen 2205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0294] The camera assembly 2206 is used to capture images or videos. Optionally, the camera assembly 2206 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 2200, and the rear camera is arranged on the back of the terminal device 2200. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2206 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0295] The audio circuit 2207 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 2201 for processing, or input them into the radio frequency circuit 2204 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 2200. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 2201 or the radio frequency circuit 2204 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2207 may also include a headphone jack.
[0296] The power supply 2208 is used to power various components in the terminal device 2200. The power supply 2208 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 2208 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0297] In some embodiments, the terminal device 2200 further includes one or more sensors 2209 , including but not limited to: an acceleration sensor 2220 , a gyroscope sensor 2211 , a pressure sensor 2212 , an optical sensor 2213 , and a proximity sensor 2214 .
[0298] The acceleration sensor 2220 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal device 2200. For example, the acceleration sensor 2220 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 2201 can control the display screen 2205 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 2220. The acceleration sensor 2220 can also be used for collecting game or user motion data.
[0299] The gyro sensor 2211 can detect the body direction and rotation angle of the terminal device 2200, and the gyro sensor 2211 can cooperate with the acceleration sensor 2220 to collect the user's 3D actions on the terminal device 2200. The processor 2201 can implement the following functions based on the data collected by the gyro sensor 2211: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0300] The pressure sensor 2212 can be set on the side frame of the terminal device 2200 and / or the lower layer of the display screen 2205. When the pressure sensor 2212 is set on the side frame of the terminal device 2200, it can detect the user's holding signal of the terminal device 2200, and the processor 2201 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 2212. When the pressure sensor 2212 is set on the lower layer of the display screen 2205, the processor 2201 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 2205. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0301] The optical sensor 2213 is used to collect the ambient light intensity. In one embodiment, the processor 2201 can control the display brightness of the display screen 2205 according to the ambient light intensity collected by the optical sensor 2213. Specifically, when the ambient light intensity is high, the display brightness of the display screen 2205 is increased; when the ambient light intensity is low, the display brightness of the display screen 2205 is reduced. In another embodiment, the processor 2201 can also dynamically adjust the shooting parameters of the camera assembly 2206 according to the ambient light intensity collected by the optical sensor 2213.
[0302] The proximity sensor 2214, also called a distance sensor, is usually arranged on the front panel of the terminal device 2200. The proximity sensor 2214 is used to collect the distance between the user and the front of the terminal device 2200. In one embodiment, when the proximity sensor 2214 detects that the distance between the user and the front of the terminal device 2200 is gradually decreasing, the processor 2201 controls the display screen 2205 to switch from the screen-on state to the screen-off state; when the proximity sensor 2214 detects that the distance between the user and the front of the terminal device 2200 is gradually increasing, the processor 2201 controls the display screen 2205 to switch from the screen-off state to the screen-on state.
[0303] Those skilled in the art will understand that Fig. 22 The structure shown in the figure does not constitute a limitation on the terminal device 2200, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0304] Fig.23The schematic diagram of the structure of the server provided in the embodiment of the present application, the server 2300 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 2301 and one or more memories 2302, wherein the one or more memories 2302 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 2301 to implement the capture method of the virtual character provided by the above-mentioned various method embodiments. Of course, the server 2300 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output, and the server 2300 may also include other components for implementing device functions, which will not be repeated here.
[0305] In an exemplary embodiment, a computer-readable storage medium is also provided, in which a computer program is stored, and when the computer program is executed by a processor, the method for capturing the virtual character described above is implemented. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0306] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the terminal device executes the above-mentioned virtual character capture method.
[0307] It should be noted that the collection and processing of relevant data (such as object information, etc.) in this application should be strictly in accordance with the requirements of relevant national laws and regulations when applied in examples, and the informed consent or separate consent of the personal information subject should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0308] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.
[0309] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for capturing a virtual character, characterized in that: The method comprises: Displaying a master virtual object and a first virtual character in a virtual world, wherein the master virtual object has a first virtual capture prop, and the first virtual capture prop is used to capture the virtual character in the virtual world and change the appearance of the captured virtual character; In response to an operation of capturing the first virtual character by the first virtual capture prop, displaying the master virtual object throwing the first virtual capture prop toward the first virtual character; Displaying the first virtual capture prop to capture the first virtual character; The appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured.
2. The method according to claim 1, characterized in that The master virtual object carries a second virtual character; After displaying the master virtual object and the first virtual character in the virtual world, the method further includes: displaying the released second virtual character; In response to an interaction instruction to the second virtual character, controlling the second virtual character to interact with the first virtual character; In response to a trigger operation on the prop information of the first virtual capture prop, an operation of capturing the first virtual character by using the first virtual capture prop is triggered.
3. The method according to claim 1, characterized in that The appearance of the at least one body part includes at least one of color or shape.
4. The method according to claim 1, characterized in that: After displaying the first virtual capture prop to capture the first virtual character, the method further includes: In response to a release operation for the captured first virtual character, displaying a first quantity of first virtual props that can be obtained by releasing the captured first virtual character, the first virtual props being used to synthesize the first virtual capture props; In response to confirming the operation of releasing the captured first virtual character, the first number of first virtual props is transferred to an account of a game object controlling the master virtual object.
5. The method according to claim 4, characterized in that The first number is a fixed value; or, different types of the first virtual characters correspond to different first numbers; or, different levels of the first virtual characters correspond to different first numbers.
6. The method according to claim 4, characterized in that The method further comprises: In response to a release operation for the captured first virtual character, displaying a prop icon of a first virtual prop that can be obtained by releasing the captured first virtual character; In response to a trigger operation on the prop icon of the first virtual prop, prop information of the first virtual prop is displayed, the prop information including at least one of a prop name, a prop icon, a prop purpose, a prop description information, and a quantity of the first virtual props acquired by a game object controlling the master virtual object.
7. The method according to claim 4, characterized in that After transferring the first number of first virtual props to the account of the game object controlling the master virtual object in response to confirming the operation of releasing the captured first virtual character, the method further includes: When the number of first virtual props acquired by the game object is greater than a quantity threshold, in response to a synthesis operation, the first virtual capture prop is transferred to the account of the game object, and the quantity threshold is the number of first virtual props required to synthesize the first virtual capture prop.
8. The method according to any one of claims 1 to 7, characterized in that: The display is located before the main control virtual object and the first virtual character in the virtual world, and the method further includes: In response to a release operation on the third virtual character, displaying a second quantity of the first virtual item that can be obtained by releasing the third virtual character; In response to confirming the operation of releasing the third virtual character, the second number of first virtual props is transferred to the account of the game object controlling the master virtual object, and the second number of first virtual props is used to synthesize the first virtual capture props.
9. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: In response to an operation of capturing the first virtual character by using the first virtual capturing prop, a capturing animation corresponding to the first virtual capturing prop is displayed.
10. The method according to any one of claims 1 to 7, characterized in that: The step of displaying the first virtual capture prop to capture the first virtual character comprises: In the case where it is determined that the first virtual capture prop successfully captures the first virtual character, the first virtual capture prop is displayed to capture the first virtual character.
11. The method according to claim 10, characterized in that The method further comprises: When it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, a capture effect is displayed, wherein the capture effect is used to preview the appearance of at least one body part of the first virtual character after capture.
12. The method according to any one of claims 1 to 7, characterized in that: Before displaying the first virtual capture prop to capture the first virtual character, the method further includes: Sending a request to the server, where the request is used to obtain first appearance information; The first appearance information returned by the server based on the acquisition request is received, and the appearance of at least one body part of the first virtual character after being captured is the appearance indicated by the first appearance information.
13. The method according to any one of claims 1 to 7, characterized in that: In response to the operation of capturing the first virtual character by the first virtual capture prop, displaying the master virtual object throwing the first virtual capture prop to the first virtual character comprises: In response to an operation of capturing the first virtual character by the first virtual capture prop, and the appearance type of the first virtual character meets the appearance requirement, displaying the master virtual object throwing the first virtual capture prop to the first virtual character; The method further comprises: In response to an operation of capturing the first virtual character by the first virtual capturing prop, and the appearance type of the first virtual character does not meet the appearance requirement, a prompt message is displayed, wherein the prompt message is used to indicate that the first virtual character cannot be captured by the first virtual capturing prop.
14. The method according to any one of claims 1 to 7, characterized in that: After displaying the first virtual capture prop to capture the first virtual character, the method further includes: In response to a viewing operation on the captured first virtual character, displaying a character icon of the captured first virtual character; Based on the character icon of the captured first virtual character being triggered, displaying the captured first virtual character; In response to an appearance viewing operation for the captured first virtual character, appearance information of at least one body part of the captured first virtual character is displayed.
15. The method according to any one of claims 1 to 7, characterized in that: After displaying the first virtual capture prop to capture the first virtual character, the method further includes: In response to a release operation on the captured first virtual character, the released captured first virtual character is displayed, the released captured first virtual character having an appearance different from that of at least one body part of a reference virtual character, the reference virtual character being a virtual character of the same type as the captured first virtual character and having an ordinary appearance.
16. The method according to any one of claims 1 to 7, characterized in that: After displaying the first virtual capture prop to capture the first virtual character, the method further includes: A capture pop-up window is displayed, wherein the capture pop-up window displays character information of the first virtual character after capture, and the capture pop-up window is used to indicate that the first virtual character has been captured, and the character information includes at least one of a character name, a character category, a character level, a character icon, and a character appearance type.
17. A device for capturing a virtual character, characterized in that: The device comprises: A display module, used for displaying a master virtual object and a first virtual character in a virtual world, wherein the master virtual object has a first virtual capture prop, and the first virtual capture prop is used for capturing the virtual character in the virtual world and changing the appearance of the captured virtual character; The display module is further configured to display, in response to an operation of capturing the first virtual character by the first virtual capturing prop, the master virtual object throwing the first virtual capturing prop toward the first virtual character; The display module is further used to display that the first virtual capture prop captures the first virtual character; The appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured.
18. A terminal device, characterized in that: The terminal device includes a processor and a memory, wherein at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor, so that the terminal device implements the virtual character capture method as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by the processor so that the terminal device implements the virtual character capture method as described in any one of claims 1 to 16.
20. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that the terminal device implements the virtual character capture method as described in any one of claims 1 to 16.
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