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

By introducing pet characters and health correlation mechanisms in turn-based role-playing games, the problem of single health mechanisms in the existing technology is solved, and the coherent application of health in world scenarios and turn-based combat scenarios is realized, which improves the diversity of the game and player experience.

CN120053978APending Publication Date: 2025-05-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510494521.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-19
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

In existing turn-based role-playing games, the health points mechanics are single, and they only play a role in world scenarios, lacking diversity and coherence.

Method used

By introducing pet characters into the game and establishing a health relationship between world scenes and turn-based combat scenes, adjusting the health of the main virtual character based on the results of the battle of the pet character.

Benefits of technology

It enriches the relevant mechanisms of health points, making it effective not only in world scenarios, but also in turn-based combat scenarios, improving the immersion and player experience of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application of the invention is a divisional application of 202411143682.1. The invention discloses a life value adjusting method and device, equipment, a medium and a program product, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a master control virtual character in a world scene and a life value of the master control virtual character, wherein the master control virtual character has a first pet character; in response to the trigger operation of the turn combat, controlling the first pet role and the second pet role to execute the turn combat in the turn combat scene; and adjusting a life value of the master control virtual character according to a combat result between the first pet character and the second pet character. According to the method, the life value of the master control virtual character in the turn combat scene and the life value of the master control virtual character in the world scene are adjusted according to the combat result between the first pet character and the second pet character, a relation is established between the life values in the two scenes, and the related mechanism of the life values is enriched.
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Description

[0001] This application is a divisional application of the invention patent application with the application date of August 19, 2024, the application number of 202411143682.1, and the invention title of "Method, Device, Equipment, Medium and Program Product for Adjusting Health Value". Technical Field

[0002] Embodiments of the present application relate to the field of human-computer interaction, and particularly to a method, device, equipment, medium and program product for adjusting health value. Background Art

[0003] Turn-based role-playing games (RPGs) include: in the world scene, the main controlled virtual character explores in the world map; in the turn-based combat scene, the main controlled virtual character conducts turn-based combat with enemy units (wild pet characters or pet characters subordinate to other virtual characters) in the combat map. The world scene is also called the non-combat scene, and the turn-based combat scene is also called the combat scene.

[0004] In the related art, the main controlled virtual character has a health value, such as a health point. When the health value reaches zero, the main controlled virtual character cannot move in the world map and needs to go to a specified location to restore the health value before it can continue to move.

[0005] However, the related mechanisms of the health value are usually only associated with actions in the world scene and only play a role in the world scene. The related mechanisms are single and lack diversity. Summary of the Invention

[0006] The present application provides a method, device, equipment, medium and program product for adjusting health value. The technical solution at least includes at least one of the following aspects.

[0007] According to one aspect of the embodiments of the present application, a method for adjusting health value is provided. The method includes:

[0008] Display the main controlled virtual character located in the world scene and the health value of the main controlled virtual character. The main controlled virtual character has a first pet character, and the health value is used to indicate the health attribute of the main controlled virtual character in the world scene and the turn-based combat scene;

[0009] In response to the trigger operation of the turn-based combat, control the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene;

[0010] Adjust the health value of the main controlled virtual character according to the combat result between the first pet character and the second pet character.

[0011] According to another aspect of the embodiments of the present application, a device for adjusting health value is provided. The device includes:

[0012] A display module for displaying the main control virtual character located in the world scene and the health value of the main control virtual character. The main control virtual character has a first pet character, and the health value is used to indicate the health attribute of the main control virtual character in the world scene and the turn-based combat scene.

[0013] A control module for responding to the trigger operation of the turn-based combat and controlling the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene.

[0014] An adjustment module for adjusting the health value of the main control virtual character according to the combat result between the first pet character and the second pet character.

[0015] According to another aspect of the embodiments of the present application, a computer device is provided. The computer device includes: a processor and a memory, and at least one program is stored in the memory; the processor is configured to execute at least one program in the memory to implement the above-mentioned health value adjustment method.

[0016] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided. At least one program is stored in the computer-readable storage medium, and the at least one program is loaded and executed by the processor to implement the above-mentioned health value adjustment method.

[0017] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium, the processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the above-mentioned health value adjustment method.

[0018] The technical solutions provided by the embodiments of the present application may include the following beneficial effects:

[0019] By adjusting the health value of the main control virtual character in the turn-based combat scene and the health value in the world scene according to the combat result between the first pet character and the second pet character, a connection is established between the health values in the two scenes, enriching the relevant mechanism of the health value, so that the health value not only plays a role in the world scene, but can also be applied in the turn-based combat scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0021] Figure 1 Shows a schematic diagram of a computer system provided by an exemplary embodiment of the present application;

[0022] Figure 2 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0023] Figure 3 Shows a flowchart of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0024] Figure 4 Shows a flowchart of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0025] Figure 5 Shows a flowchart of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0026] Figure 6 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0027] Figure 7 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0028] Figure 8 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0029] Figure 9 Shows a flowchart of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0030] Figure 10 Shows a flowchart of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0031] Figure 11 Shows a schematic diagram of a health value related mechanism provided by an exemplary embodiment of the present application;

[0032] Figure 12 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0033] Figure 13 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0034] Figure 14 Shows a schematic diagram of a method for adjusting health value provided by an exemplary embodiment of the present application;

[0035] Figure 15A schematic diagram showing a method for adjusting health points provided by an exemplary embodiment of the present application;

[0036] Figure 16 A schematic diagram showing a method for adjusting health points provided by an exemplary embodiment of the present application;

[0037] Figure 17 A block diagram showing a device for adjusting health points provided by an exemplary embodiment of the present application;

[0038] Figure 18 A block diagram showing the structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0039] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0040] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. 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.

[0041] The terms used in the present application are only for the purpose of describing specific embodiments and are not intended to limit the present application. The singular forms "a", "the", and "said" used in the present application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0042] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the object or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0043] It should be understood that although terms such as first and second may be used in this application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to a determination".

[0044] First, some terms involved in this application are explained as follows:

[0045] Virtual scene: It is a virtual scene displayed (or provided) when an application runs on a terminal. The virtual scene can be a simulation environment scene of the real world, or a semi-simulated and semi-fictional three-dimensional environment scene, or a purely fictional three-dimensional environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. In the following embodiments, the virtual scene is taken as an example of a three-dimensional virtual scene for illustration, but it is not limited thereto.

[0046] Master virtual character: It refers to an active object played by a player in a virtual world. The master virtual character can be a virtual human, a virtual animal, an anime character, etc., such as a person or an animal displayed in a three-dimensional virtual world. Optionally, the master virtual character is a three-dimensional solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0047] Pet character: It refers to an active object controlled by artificial intelligence (AI) or a player in a virtual world. The pet character can be a virtual creature, a virtual animal, a virtual monster, a virtual elf, a virtual pet character, etc., such as an active object in the form of an animal or other forms displayed in a three-dimensional virtual world. The pet character can be subjected to at least one of interactive operations such as being captured, raised, and upgraded by the master virtual character. The pet character can assist the master virtual character in performing at least one of interactive operations such as collection, combat, and changing plots.

[0048] World scene: It 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 character or the first pet character is currently located in the world map, as well as interface elements related to the master virtual character, the first pet character, the second pet character, etc.

[0049] Turn-based combat scenario: It refers to the scenario corresponding to the combat map. The combat map is a part of the world map, or the combat map and the world map are different maps. When the turn-based combat scenario is displayed in the user interface, the combat map can be displayed in the user interface, such as displaying all or part of the plots included in the combat map. For example, the user interface displays one or more plots where the main control virtual character or pet character is currently located in the combat map, as well as some interface elements related to the main control virtual character, pet character, etc.

[0050] The world scenario and the turn-based combat scenario can be switched. For example, switching from the world scenario to the turn-based combat scenario, or switching from the turn-based combat scenario to the world scenario.

[0051] When displaying the world scenario and the turn-based combat scenario, the virtual camera can adopt different shooting perspectives. For example, when displaying the world scenario, the virtual camera shoots the world scenario from the perspective of the main control virtual character (such as the first-person perspective or the third-person perspective of the main control virtual character) to obtain the display screen of the world scenario; when displaying the turn-based combat scenario, the virtual camera shoots the turn-based combat scenario from a global perspective or an intermediate perspective (such as the virtual camera is located in the middle and obliquely above the two combatants) to obtain the display screen of the turn-based combat scenario. Optionally, in the world scenario and the turn-based combat scenario, in addition to the above different shooting perspectives, the allowed user operations can also be different. For example, when displaying the world scenario, the user is allowed to manually adjust the perspective and control the movement of the main control virtual character or pet character; when displaying the turn-based combat scenario, the user is not allowed to manually adjust the perspective or manually control the movement of the main control virtual character or pet character, etc.

[0052] Figure 1 FIG. shows a schematic diagram of a computer system 100 provided by an exemplary embodiment of the present application. The computer system 100 includes: a terminal 110, a server 120.

[0053] The terminal 110 installs and runs a game client 111 that supports a virtual environment. When the terminal 110 runs the game client 111, the user interface of the game client 111 is displayed on the screen of the terminal 110. The game client 111 can be any one of a virtual reality (VR) application, an augmented reality (AR) application, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a multiplayer online battle arena (MOBA) game, and a strategy board game. In the embodiments of the present application, terms such as object, user, account, player, etc. have the same meaning, and the present application does not limit this.

[0054] The terminal 110 is a terminal used by the user 112. The user 112 uses the terminal 110 to control a first virtual character located in a virtual world to perform activities. The first virtual character serves as the main controlled virtual character. The activities include, but are not limited to: adjusting the body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing a pet character, controlling the pet character, raising the pet character, using the pet character for picking, using the pet character for combat, using a throwing prop, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual person, such as a simulated human object or an anime character object.

[0055] The terminal 110 can generally refer to one of multiple terminals. In this embodiment, only the terminal 110 is used as an example for illustration. The device types of the terminal 110 include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0056] Figure 1 Only one terminal is shown in the figure, but in different embodiments, there are cases where other terminals 130 are connected to the server 120. Optionally, there is also one or more other terminals 130 that are terminals corresponding to developers. A development and editing platform for the game client 111 that supports a virtual environment is installed on the other terminals 130. The developers can edit and update the game client 111 on the other terminals 130, and transmit the updated game client installation package to the server 120 through a wireless network or a wired network. The terminal 110 can download the game client installation package from the server 120 to update the game client 111.

[0057] The terminal 110 and other terminals 130 are connected to the server 120 via a wireless network or a wired network.

[0058] The server 120 is a network device, including at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the game client 111 that supports the virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal 110 undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal 110 for collaborative computing.

[0059] Optionally, the server 120 includes a user-oriented input / output (I / O) interface 121, a processor 122, a user account database 123, and a battle service module 124. Among them, the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the terminal 110 and other terminals 130, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle modes for users to battle, such as 1V1 battle mode, 3V3 battle mode, 5V5 battle mode, or a battle mode in which one or more users form a camp, and then multiple camps (more than 3) battle against each other and are ranked and eliminated according to the battle victory or defeat results to finally determine the ranking; the user-oriented I / O interface 121 is used to establish communication with the terminal 110 and / or other terminals 130 via a wireless network or a wired network to exchange data.

[0060] Those skilled in the art can know that the number of the above-mentioned terminals 110 can be more or less. For example, the above-mentioned terminal 110 can be only one, or the above-mentioned terminal 110 can be dozens or hundreds, or more. The embodiments of the present application do not limit the number and device type of the terminal 110.

[0061] The turn-based role-playing game (RPG) includes: in the world scenario, the main controlled virtual character explores in the world map; in the turn-based combat scenario, the main controlled virtual character conducts turn-based combat with enemy units (wild pet characters or pet characters belonging to other virtual characters) in the combat map. The world scenario is also called the non-combat scenario, and the turn-based combat scenario is also called the combat scenario. In the related art, the main controlled virtual character has a health value, such as hit points. When the health value reaches zero, the main controlled virtual character cannot move in the world map and needs to go to a specified location to restore the health value before it can continue to move. However, the related mechanism of the health value is usually only associated with the actions in the world scenario and only functions in the world scenario. The related mechanism is single and lacks diversity.

[0062] To solve the above problems, the present application provides a method for adjusting the health value. Figure 2 The figure shows a schematic diagram of the method for adjusting the health value provided by an exemplary embodiment of the present application. The terminal 110 exchanges data with the server 120 through a wireless network or a wired network. The terminal 110 runs a game client 111 that supports a virtual environment. When the terminal 110 runs the game client 111, the user interface of the game client 111 is displayed on the screen of the terminal 110. In the embodiments of the present application, the terms object, user, account, player, virtual character, character, etc. have the same meaning and are all used to represent the virtual image controlled in the game. The present application does not limit this.

[0063] In a turn-based RPG, the player controls a virtual character (the main controlled virtual character) in the game. The turn-based RPG provides two types of maps: the world map and the combat map. The combat map is a part of the world map, or the combat map and the world map are different maps. In the non-combat scenario, the main controlled virtual character can move in the world map, such as walking, running, capturing pet characters, collecting virtual items, etc.; in the combat scenario, the main controlled virtual character controls the captured pet characters in the combat map and conducts turn-based combat with enemy units, such as conducting turn-based combat with the pet characters controlled by the AI in the game, or the pet characters captured by other virtual characters, etc. In the embodiments of the present application, the world scenario and the non-combat scenario have the same meaning, and the turn-based combat scenario and the combat scenario have the same meaning.

[0064] In some embodiments, the main controlled virtual character located in the world scenario and the health value of the main controlled virtual character are displayed on the user interface.

[0065] The health value is used to indicate the health attribute of the main controlled virtual character in the world scene and the turn-based combat scene. Before the health value reaches zero, the main controlled virtual character is allowed to move on the world map; when the health value reaches zero, the main controlled virtual character is not allowed to move on the world map and needs to replenish the health value, for example, being teleported to a recovery location to replenish the health value.

[0066] The health value can be referred to as: magic value, health attribute, blood volume, health value, etc. The embodiments of the present application do not limit the specific name of the health value, and usually the health value is taken as an example for illustration.

[0067] In some embodiments, the health value includes a remaining part and a consumed part. The remaining part is used to represent the current remaining health value, and the consumed part is used to represent the already consumed health value.

[0068] Exemplarily, in Figure 2 of (a), the health value 210 of the main controlled virtual character 220 is displayed in a certain area of the user interface, such as the upper left corner. The remaining part of the health value 210 is represented by filling a white heart shape, and the consumed part of the health value 210 is represented by filling a black heart shape. That is, the upper limit of the health value of the main controlled virtual character is 3 points, 2 points of health value have been consumed, and currently 1 point of health value is still held.

[0069] In some embodiments, after switching to the turn-based combat scene, according to the health value of the main controlled virtual character in the world scene, the health value of the main controlled virtual character in the turn-based combat scene is displayed.

[0070] As Figure 2 shown in (b), after the main controlled virtual character 220 encounters the second pet character 240, a turn-based combat is triggered and switched to the turn-based combat scene. In the turn-based combat scene, the health value 210 of the main controlled virtual character, the three-dimensional model of the first pet character 230, and the three-dimensional model of the second pet character 240 are displayed. In the embodiments of the present application, displaying the three-dimensional model of the first pet character 230 can be simply referred to as displaying the first pet character 230, and displaying the three-dimensional model of the second pet character 240 can be simply referred to as displaying the second pet character 240.

[0071] In some embodiments, the main controlled virtual character has at least one first pet character.

[0072] The first pet character is a pet character that the main controlled virtual character has successfully captured, or a pet character that is encountered and travels together in the world scene. The first pet character can be controlled by the player, or controlled by the AI, or the player can specify a combat strategy, and then the AI controls based on the combat strategy. The present application does not limit this.

[0073] Exemplarily, the main control virtual character 220 has a first pet character 230, namely, Elf A.

[0074] In some embodiments, the health value of the main control virtual character after entering the turn-based combat scenario is the same as the health value before entering the turn-based combat scenario.

[0075] As Figure 2 shown in (a) and (b) of , the health value of the main control virtual character 220 after entering the turn-based combat scenario is 1 point, which is the same as the 1-point health value before entering the turn-based combat scenario.

[0076] Optionally, the health value of the main control virtual character after entering the turn-based combat scenario is different from the health value before entering the turn-based combat scenario.

[0077] Suppose the health value of the main control virtual character 220 before entering the turn-based combat scenario is 4 points. Since the upper limit of the health value in the pre-set combat scenario is 3 points, after entering the turn-based combat scenario, the health value of the main control virtual character is 3 points.

[0078] The upper limit of the health value in the turn-based combat scenario can be pre-set and can be adjusted to different values according to different types of turn-based combat scenarios. For example, in the turn-based combat scenario of fighting with a wild-type pet character, the upper limit of the health value is 3 points, and in the turn-based combat scenario of fighting with other virtual characters, the upper limit of the health value is 4 points.

[0079] In some embodiments, during the battle between the first pet character and the second pet character, when the health value is lower than or equal to the first threshold, a first prompt message is displayed.

[0080] The first threshold is a pre-set value, for example, set to 1 point of health value. When the health value has reached a relatively dangerous value, for example, when there is only 1 point of health value left, and when the defeat of the first pet character on the current field will deduct 1 point of health value and cause the failure of this battle, a first prompt message will be displayed to prompt the player that the current situation is relatively dangerous.

[0081] Optionally, the first prompt message includes at least one of the following: a prompt message, the current health value, and a prompt special effect.

[0082] As Figure 2 shown in (c) of , the current health value of the main control virtual character is 1 point. At this time, the first prompt message 250 is displayed, including the prompt message: "Low health, dangerous!", the current health value is 1 point (1 remaining heart shape), and a prompt special effect of the heart shape flashing.

[0083] In some embodiments, the first prompt message further includes an interface special effect. For example, the user interface border 260 displays a red flashing special effect ( Figure 2The special effect is indicated by a bold border).

[0084] In some embodiments, after the first pet character is defeated, it is shown that the health value of the controlling virtual character decreases in the turn-based combat scenario.

[0085] As Figure 2 As shown in (d) of, after the first pet character 230 (Elf A) is defeated (the defeated special effect is indicated by a dotted line), it is shown that the health value of the controlling virtual character decreases from 1 point to 0 point (from 1 white-filled heart shape and 2 black-filled heart shapes to 3 black-filled heart shapes), and at the same time, the second prompt message 270 is shown, including the prompt message: "Elf A is defeated and your health value is consumed". In the embodiments of the present application, words such as defeated, lost the battle, killed in action, died, exhausted, etc. are all used to indicate that the pet character cannot continue to fight, and the embodiments of the present application do not limit this.

[0086] In some embodiments, the first pet character includes one or more levels, and the reduced health values corresponding to the defeat of the first pet characters at different levels are different.

[0087] Exemplarily, the first pet character includes three levels: primary, intermediate, and advanced. Among them, the primary level can also be called the 1st order, the intermediate level can also be called the 2nd order, and the advanced level can also be called the 3rd order. When the primary first pet character is defeated, the corresponding reduced health value is 1 point. When the intermediate first pet character is defeated, the corresponding reduced health value is 2 points. When the advanced first pet character is defeated, the corresponding reduced health value is 3 points. Since the first pet character 230 is at the primary level, the reduced health value after being defeated is 1 point. The reduced health values corresponding to the defeat of the first pet characters at different levels can be preset. This embodiment only takes the above embodiment as an example and does not limit this.

[0088] In some embodiments, when the health value of the controlling virtual character decreases to zero, it leaves the combat scenario and is automatically teleported to the recovery location, and the recovery location is used to recover the health value.

[0089] As Figure 2 As shown in (e) of, there is a recovery facility in the recovery location, such as the magic source 290. After the controlling virtual character interacts with the magic source 290, a dialog box and at least one option control are shown. For example, the dialog box is shown: "The magic source will provide you with shelter and you can take a short rest here. What do you want to do?"; and the first option control 281 "Recover and leave" and the second option control 282 "Elf management" are shown.

[0090] In some embodiments, in response to the selection operation on the first option control, the controlling virtual character leaves the recovery location and recovers the health value.

[0091] AsFigure 2 As shown in (f), after the player selects the first option control 281 "Restore and Leave", the main controlled virtual character leaves the restoration location, and the health value 210 is restored to 3 points (3 white-filled heart shapes).

[0092] In summary, the method provided in this embodiment adjusts the health value of the main controlled virtual character in the turn-based combat scenario and the health value in the world scenario according to the combat result between the first pet character and the second pet character, establishes a connection between the health values in the two scenarios, enriches the relevant mechanism of the health value, enables the health value to not only play a role in the world scenario but also be applied in the turn-based combat scenario, and improves the player's immersion. And by introducing the health value mechanism of the main controlled virtual character in the turn-based combat scenario, the duration of a single battle can be controlled, and the problem of the overly long duration of a single battle can be reduced.

[0093] The method provided in this embodiment also displays a first prompt message when the health value is lower than or equal to the first threshold, which improves the player's attention to the health value, facilitates the player to arrange corresponding strategies based on the health value, and reduces the problem of combat failure caused by not noticing the relatively low health value.

[0094] Figure 3 The flowchart of the health value adjustment method provided by an exemplary embodiment of the present application is shown, and the method includes at least one of the following steps.

[0095] Step 310: Display the main controlled virtual character located in the world scenario and the health value of the main controlled virtual character.

[0096] Among them, the main controlled virtual character has a first pet character, and the health value is used to indicate the health attribute of the main controlled virtual character in the world scenario and the turn-based combat scenario.

[0097] The world scenario is rendered based on the world map. The world map is a map of a relatively large open virtual world. When the world scenario is displayed, one or more plots in the world map can be displayed. For example, display one or more plots where the main controlled virtual character or the first pet character is currently located in the world map, and interface elements related to the main controlled virtual character, pet character, etc.

[0098] The turn-based combat scene is rendered based on the combat map. Usually, the area of the combat map is smaller than that of the world map. In some embodiments, the combat map is independent of the world map and is a different map from the world map; in some embodiments, the combat map is a sub-map based on the world map. For example, it is the area where the main controlled virtual character is located before switching maps, or based on the area where the main controlled virtual character is located before switching maps, a small piece of sub-map is selected from the world map to dynamically generate the combat map, so as to keep the world scene displayed before switching the same as or with a similarity degree higher than a preset ratio as the turn-based combat scene displayed after switching. When the turn-based combat scene is displayed, all or part of the plots included in the combat map can be displayed. For example, one or more plots where the main controlled virtual character or pet character is currently located in the combat map, as well as some interface elements related to the main controlled virtual character, pet character, etc. are displayed.

[0099] The world scene and the turn-based combat scene can be switched. For example, switching from the world scene to the turn-based combat scene, or switching from the turn-based combat scene to the world scene.

[0100] The health value is used to indicate the health attribute of the main controlled virtual character in the world scene and the turn-based combat scene. Before the health value reaches zero, the main controlled virtual character is allowed to move on the world map; when the health value reaches zero, the main controlled virtual character is not allowed to move on the world map and needs to replenish the health value, for example, being teleported to a recovery location to replenish the health value.

[0101] The health value can be referred to as: magic value, health attribute, blood volume, health value, etc. The specific name of the health value is not limited in the embodiments of the present application, and usually the health value is used as an example for illustration.

[0102] In some embodiments, the main controlled virtual character has at least one first pet character.

[0103] The first pet character is a pet character that the main controlled virtual character has successfully captured, or a pet character that is encountered and travels together in the world scene. The first pet character can be controlled by the player, or controlled by the AI, or the player can specify the combat strategy, and then the AI controls based on the combat strategy. The present application does not limit this.

[0104] The main controlled virtual character can have one or more first pet characters and can select different first pet characters to fight in the turn-based combat scene.

[0105] Step 320: In response to the trigger operation of the turn-based combat, control the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene.

[0106] Before triggering turn-based combat, the main controlled virtual character and the second pet character are active in the world scene. After triggering turn-based combat, the first pet character of the main controlled virtual character is in the turn-based combat scene and executes turn-based combat with the second pet character. The first pet character has a certain degree of autonomous behavior ability. Controlling the first pet character means giving an instruction to the first pet character to exercise its autonomous behavior ability to execute the instruction.

[0107] In some embodiments, the triggering operations for turn-based combat include at least one of the following: launching an attack on the second pet character, being attacked by the second pet character, and throwing a virtual item at the second pet character.

[0108] Through the above triggering operations for turn-based combat, the scene is switched from the world scene to the turn-based combat scene, and the player controls the first pet character and the second pet character to execute turn-based combat.

[0109] In some embodiments, the combat types of turn-based combat include at least one of singles, doubles, and team battles.

[0110] Exemplarily, taking the method applied to the client on a smart phone with a touch screen as an example, the process of turn-based combat includes:

[0111] 1. Select the first pet character to participate in the battle;

[0112] 2. Display the turn-based combat scene, which includes the skills that the first pet character is allowed to use;

[0113] 3. In response to the selection operation on the touch control on the touch screen, control the first pet character to release a skill;

[0114] 4. Display the skill animation effect;

[0115] 5. The second pet character releases a skill, completing one round of combat. Repeat steps 2 - 5 until the health value of one side reaches zero or there are no pet characters available for battle, and the combat ends.

[0116] Releasing the skill in the above embodiments is triggered by clicking on the touch control on the touch screen. This method can also be applied to a client connected to a mouse and keyboard, or a client connected to a gamepad.

[0117] Exemplarily, the release skill can be triggered by an operation of clicking a mouse button. For example, the skill is released by clicking the left mouse button; or it can be triggered by pressing a pre-associated key on the keyboard. For example, the skills from 1 to 4 are associated with the number keys 1 to 4 on the keyboard respectively, and pressing the number key 1 can release the skill 1; or it can be triggered by moving the direction joystick on the handle and clicking the confirmation key. For example, moving the direction joystick upward can select the skill upward, and then clicking the confirmation key to release the skill. The embodiments of the present application do not limit this.

[0118] Step 330: Adjust the health value of the main controlled virtual character according to the battle result between the first pet character and the second pet character.

[0119] At the end of each round, the battle result between the first pet character and the second pet character is settled, and the health value of the main controlled virtual character is adjusted according to the battle result between the first pet character and the second pet character.

[0120] In some embodiments, the battle result between the first pet character and the second pet character includes: the first battle result that the first pet character defeats the second pet character, and the second battle result that the first pet character is defeated by the second pet character.

[0121] Whether the first pet character defeats the second pet character or the first pet character is defeated by the second pet character, the health value of the main controlled virtual character will be adjusted. Moreover, when the health value of the main controlled virtual character in the turn-based battle scenario is adjusted, the health value of the main controlled virtual character in the world scenario is also adjusted; when the health value of the main controlled virtual character in the world scenario is adjusted, the health value of the main controlled virtual character in the turn-based battle scenario is also adjusted, and the health values in the two scenarios are interrelated.

[0122] In summary, the method provided in this embodiment adjusts the health value of the main controlled virtual character in the turn-based battle scenario and the health value in the world scenario according to the battle result between the first pet character and the second pet character, establishes a connection between the health values in the two scenarios, enriches the relevant mechanism of the health value, enables the health value to not only play a role in the world scenario but also be applied in the turn-based battle scenario, reduces the sense of disconnection between the world scenario and the turn-based battle scenario, and improves the player experience.

[0123] Figure 4 The flowchart showing the method for adjusting the health value provided by an exemplary embodiment of the present application includes at least one of the following steps.

[0124] Step 310: Display the main controlled virtual character located in the world scenario and the health value of the main controlled virtual character.

[0125] In some embodiments, the health value includes a remaining part and a consumed part. The remaining part is used to represent the currently remaining health value, and the consumed part is used to represent the already consumed health value.

[0126] Exemplarily, in Figure 2 (a) of, the health value 210 of the main control virtual character 220 is displayed in a certain area of the user interface, such as the upper left corner. The remaining part of the health value 210 is represented by a filled white heart shape, and the consumed part of the health value 210 is represented by a filled black heart shape. That is, the upper limit of the health value of the main control virtual character is 3 points, 2 points of health value have been consumed, and currently 1 point of health value is still held.

[0127] Step 320: In response to the triggering operation of the turn-based battle, control the first pet character and the second pet character to perform a turn-based battle in the turn-based battle scene.

[0128] In some embodiments, the triggering operation of the turn-based battle includes at least one of the following: launching an attack on the second pet character, being attacked by the second pet character, throwing a virtual item at the second pet character.

[0129] Through the above triggering operation of the turn-based battle, the display switches from the world scene to the turn-based battle scene, and the player controls the first pet character and the second pet character to perform a turn-based battle.

[0130] As Figure 2 (b) of shows that after the main control virtual character 220 encounters the second pet character 240, the turn-based battle is triggered and the scene switches to the turn-based battle scene. In the turn-based battle scene, the health value 210 of the main control virtual character, the first pet character 230, and the second pet character 240 are displayed. Then, the first pet character 230 and the second pet character 240 perform a turn-based battle.

[0131] Step 332: According to the first battle result, increase or maintain the health value of the main control virtual character; according to the second battle result, reduce the health value of the main control virtual character.

[0132] Wherein, the first battle result is the battle result that the first pet character defeats the second pet character, and the second battle result is the battle result that the first pet character is defeated by the second pet character.

[0133] Each pet character has its corresponding health value, which can also be referred to as blood volume, physical strength value, health value, etc. In the turn-based battle, when the health value of the pet character reaches zero, the pet character is defeated.

[0134] Association between different types of second pet characters and the health value:

[0135] In some embodiments, the type of the second pet character is a wild type or a captured type. The second pet character of the wild type is an uncaptured pet character, and the second pet character of the captured type is a pet character captured by a virtual character other than the controlling virtual character;

[0136] According to the first battle result, increasing or maintaining the health value of the controlling virtual character includes: when the type of the second pet character is the wild type, according to the first battle result, keeping the health value of the controlling virtual character unchanged; or, when the type of the second pet character is the captured type, according to the first battle result, increasing the health value of the controlling virtual character.

[0137] When fighting against the second pet character of the wild type, even if the second pet character of the wild type is defeated, the health value of the controlling virtual character will not change; when fighting against the second pet character of the captured type, for example, when fighting against the second pet character of other virtual characters, after defeating the second pet character, increase the current health value or the health value upper limit of the controlling virtual character.

[0138] In some embodiments, when the type of the second pet character is the captured type, according to the first battle result, increasing the health value of the controlling virtual character includes:

[0139] When the type of the second pet character is the captured type, according to the first battle result, increasing the current health value or the health value upper limit of the controlling virtual character.

[0140] Optionally, after the first pet character defeats the second pet character, increase the current health value of the controlling virtual character. For example, before the first pet character defeats the second pet character, the health value of the controlling virtual character is 1 point, and after the first pet character defeats the second pet character, the health value of the controlling virtual character increases to 2 points.

[0141] Or, after the first pet character defeats the second pet character, increase the health value upper limit of the controlling virtual character. Assume that the health value upper limit of the controlling virtual character is 3 points. Before the first pet character defeats the second pet character, the health value of the controlling virtual character is 3 points. After the first pet character defeats the second pet character, the health value of the controlling virtual character increases to 4 points, that is, the health value upper limit of the controlling virtual character is increased.

[0142] Alternatively, after the first pet character defeats the second pet character, increase the available health points of the main controlled virtual character. Assume that the maximum health points of the main controlled virtual character is 3 points. Before the first pet character defeats the second pet character, although the maximum health points is 3 points, the available health points of the main controlled virtual character is 2 points, and the third health point is locked, that is, the actual maximum health points is 2 points. After the first pet character defeats the second pet character, the available health points of the main controlled virtual character increases to 3 points.

[0143] By adjusting the health points of the main controlled virtual character in the turn-based combat scenario and in the world scenario according to the combat result between the first pet character and the second pet character, as well as the type of the pet character. It enables the player to formulate strategies based on the type of the pet character and the current health points, thereby enhancing the fun of the game. Moreover, when the type of the second pet character is the captured type, increasing the health points of the main controlled virtual character according to the first combat result can improve the fault tolerance rate of the game and reduce the game difficulty.

[0144] Association between pet characters of different levels and health points:

[0145] In some embodiments, the first pet character and the second pet character include one or more levels; increasing or maintaining the health points of the main controlled virtual character according to the first combat result includes:

[0146] When the second pet character is at the i-th level, increase the health points of the main controlled virtual character by the j-th step length according to the first combat result;

[0147] Reducing the health points of the main controlled virtual character according to the second combat result includes:

[0148] When the first pet character is at the i-th level, reduce the health points of the main controlled virtual character by the k-th step length according to the second combat result;

[0149] Wherein, there is a preset corresponding relationship among i, j, and k, as shown in Table 1.

[0150] Table 1

[0151] i j k 1 (Beginner) 1 1 2 (Intermediate) 2 2 3 (Advanced) 3 3

[0152] There may also be other preset corresponding relationships among i, j, and k. The embodiments of the present application only take Table 1 as an example for illustration and are not limited thereto.

[0153] According to the battle results between the first pet character and the second pet character, and the level of the pet character, the health value of the main control virtual character in the turn-based battle scene and the health value in the world scene are adjusted. Players can formulate strategies based on the level of the pet character and the current health value, thereby improving the fun of the game. In addition, according to the different levels of the pet character, the health value is increased or decreased accordingly, and the duration of a single battle can be controlled. For example, assuming that all levels of pet characters correspond to a change of 1 point of health value, the health value of the main control virtual character in the turn-based battle scene is 3 points, and the main control virtual character carries a high-level first pet character and five low-level first pet characters, then the three first pet characters need to be defeated before the battle ends. In this method, since the change of health value is related to the level of the pet character, only one high-level first pet character needs to be defeated to end the battle, which can solve the problem of too long duration of a single battle to a certain extent.

[0154] In summary, the method provided in this embodiment adjusts the health value of the main control virtual character in the turn-based battle scene and the health value in the world scene according to the battle result between the first pet character and the second pet character, as well as the type and / or level of the pet character. This allows the player to formulate a strategy based on the type and / or level of the pet character and the current health value, thereby improving the fun of the game.

[0155] Figure 5 A flowchart of a method for adjusting life value provided by an exemplary embodiment of the present application is shown, and the method includes at least one of the following steps.

[0156] Step 310: Display the master virtual character in the world scene and the health value of the master virtual character.

[0157] Step 320: In response to the triggering operation of the turn-based battle, the first pet character and the second pet character are controlled to perform the turn-based battle in the turn-based battle scene.

[0158] Step 325: After switching to the turn-based battle scene, the health value of the main control virtual character in the turn-based battle scene is displayed according to the health value of the main control virtual character in the world scene.

[0159] In some embodiments, before switching to the turn-based combat scene, and if the main control virtual character does not have a positive gain state or a negative gain state, after switching to the turn-based combat scene, the health value of the main control virtual character in the turn-based combat scene is displayed to be the same as the health value of the main control virtual character in the world scene.

[0160] When the main control virtual character does not have a positive gain state or a negative gain state, the health value in the turn-based battle scene continues the health value in the world scene, and the two are the same.

[0161] Health value continuous reduction mechanism associated with negative gain state:

[0162] In some embodiments, before switching to the turn-based combat scenario and when the master virtual character has a negative gain state, after switching to the turn-based combat scenario, it is shown that the health values of the master virtual character and the first pet character in the turn-based combat scenario continuously decrease within a first duration; wherein, the negative gain state refers to a state that reduces the combat ability of the first pet character.

[0163] By way of example and not limitation, the negative gain state includes at least one of the following: poisoning, burning, freezing, confusion, infection, binding, bleeding.

[0164] In some embodiments, the negative gain state possessed by the master virtual character is obtained based on the world scenario or based on the first pet character.

[0165] For example, when the master virtual character enters the world scenario of the snow mountain environment, it obtains the negative gain state of freezing, or when the first pet character obtains the negative gain state of burning in the turn-based combat scenario and switches to the world scenario, the master virtual character obtains the negative gain state of burning.

[0166] As Figure 6 shown in (a) of , before switching to the turn-based combat scenario, the master virtual character has the negative gain state of burning 610, and the negative gain state of burning 610 is represented by a burning flame icon and can be shown below the health value 210 of the master virtual character. At this time, the health value 210 of the master virtual character is 3 health points.

[0167] After switching to the turn-based combat scenario, as Figure 6 shown in (b) of , it shows Sprite A (the first pet character) 230, Sprite B (the second pet character) 240, the health value 620 of Sprite A, the negative gain state of burning 610, and the health value 210 of the master virtual character. At this time, the health value 210 of the master virtual character is 3 health points.

[0168] After a certain period of time, for example, after one turn, it is shown that both the health value 210 of the master virtual character and the health value 620 of Sprite A have decreased. As Figure 6 shown in (c) of , the health value 210 of the master virtual character decreases to 2 points, and the health value 620 of Sprite A is reduced by half. At this time, Sprite A defeats Sprite B and the battle ends.

[0169] In some embodiments, the first duration includes at least one of the following: the number of turns in the turn-based combat scenario and the actual time in the world scenario.

[0170] Exemplarily, the first duration is 5 rounds in a turn-based combat scenario or 30 seconds in a world scenario.

[0171] Optionally, there is a preset correspondence between the number of rounds and the actual time. For example, 1 round in a turn-based combat scenario is equal to 6 seconds in a world scenario.

[0172] Exemplarily, when the first duration is 30 seconds in a world scenario, assuming that the duration of the main controlled virtual character having a negative buff state in the world scenario is already 18 seconds, then if switching to a turn-based combat scenario at this time, the remaining first duration is (30 - 18) / 6 = 2 rounds.

[0173] In some embodiments, the first duration is affected by at least one of the following factors: factors in the world scenario, the level of the main controlled virtual character, and the number of the first pet characters carried by the main controlled virtual character.

[0174] For example, when the world scenario is in rainy weather, the first duration corresponding to the burning negative buff state is halved, and the first duration corresponding to the freezing negative buff state is doubled; or, the first duration corresponding to the main controlled virtual character at level 1 is twice that corresponding to the main controlled virtual character at level 10; or, when the main controlled virtual character carries 6 first pet characters, the corresponding first duration is 10 seconds, and when carrying 3 first pet characters, the corresponding first duration is 20 seconds. The present application does not limit the factors affecting the first duration, and only uses the above factors as examples for illustration.

[0175] Health value continuous increase mechanism associated with positive buff state:

[0176] In some embodiments, before switching to a turn-based combat scenario and when the main controlled virtual character has a positive buff state, after switching to the turn-based combat scenario, it is shown that the health values of the main controlled virtual character and the first pet character in the turn-based combat scenario continuously increase within the second duration; wherein, the positive buff state refers to a state that improves the combat ability of the first pet character.

[0177] By way of example and not limitation, the positive buff state includes at least one of the following: continuous recovery, encouragement, assistance, feeding, slacking.

[0178] In some embodiments, the positive buff state possessed by the main controlled virtual character is obtained based on the world scenario or based on the first pet character.

[0179] For example, after the master virtual character eats in the world scene, it obtains a positive gain state of eating, or when the first pet character obtains a positive gain state of continuous recovery in the turn-based combat scene, after switching to the world scene, the master virtual character obtains a positive gain state of continuous recovery.

[0180] As Figure 7 As shown in (a) of, before switching to the turn-based combat scene, the master virtual character has a positive gain state of continuous recovery 710, which is represented by a cross icon and can be displayed below the health value 210 of the master virtual character. At this time, the health value 210 of the master virtual character is 1 health point.

[0181] After switching to the turn-based combat scene, as Figure 7 shown in (b) of, the sprite A (the first pet character) 230, the sprite B (the second pet character) 240, the health value 720 of the sprite A, the positive gain state of continuous recovery 710, and the health value 210 of the master virtual character are displayed. At this time, the health value 210 of the master virtual character is 1 health point.

[0182] After a certain period of time, for example, after one turn, it is shown that the health value 210 of the master virtual character and the health value 720 of the sprite A have both increased. As Figure 7 shown in (c) of, the health value 210 of the master virtual character increases to 2 points, and the health value 720 of the sprite A is fully restored. At this time, the sprite A defeats the sprite B and the battle ends.

[0183] In some embodiments, the second duration includes at least one of the following: the number of turns in the turn-based combat scene and the actual time in the world scene.

[0184] Exemplarily, the second duration is 5 turns in the turn-based combat scene, or 30 seconds in the world scene.

[0185] Optionally, there is a preset correspondence between the number of turns and the actual time. For example, 1 turn in the turn-based combat scene is equal to 6 seconds in the world scene.

[0186] Exemplarily, in the case where the second duration is 30 seconds in the world scene, assuming that the master virtual character has carried a positive gain state in the world scene for 18 seconds, then if switching to the turn-based combat scene at this time, the remaining second duration is (30 - 18) / 6 = 2 turns.

[0187] In some embodiments, the second duration is affected by at least one of the following factors: factors in the world scene, the level of the master virtual character, the number of the first pet characters carried by the master virtual character.

[0188] For example, when the master virtual character is in a restaurant, the second duration corresponding to the positive gain state of eating is doubled; or, the second duration corresponding to the master virtual character at level 10 is twice that of the master virtual character at level 1; or, when the master virtual character carries 6 first pet characters, the corresponding second duration is 20 seconds, and when carrying 3 first pet characters, the corresponding second duration is 10 seconds. The present application does not limit the factors affecting the second duration, and only the above factors are taken as examples for illustration.

[0189] Hit point upper limit mechanism in turn-based combat scenarios:

[0190] In some embodiments, the turn-based combat scenario corresponds to a hit point upper limit, and the hit points of the master virtual character in the world scenario are a first value;

[0191] After switching to the turn-based combat scenario, according to the hit points of the master virtual character in the world scenario, when the first value is less than or equal to the hit point upper limit, the hit points of the master virtual character in the turn-based combat scenario are displayed as the first value; or,

[0192] After switching to the turn-based combat scenario, according to the hit points of the master virtual character in the world scenario, when the first value is greater than the hit point upper limit, the hit points of the master virtual character in the turn-based combat scenario are displayed as a second value, and the second value is the value corresponding to the hit point upper limit.

[0193] As Figure 8 shown in (a) of, the hit points of the master virtual character 220 in the world scenario are 4 points. After the master virtual character 220 interacts with the enemy virtual character 241, a turn-based combat is triggered, and the hit point upper limit corresponding to this turn-based combat scenario is 3 points.

[0194] As Figure 8 shown in (b) of, after switching to the turn-based combat scenario, the first pet character 230, the second pet character 240, the hit points 210 of the master virtual character, the enemy virtual character 241, and the hit points 211 of the enemy virtual character are displayed. Among them, the hit points 210 of the master virtual character are represented by a filled white heart shape, and the hit points 211 of the enemy virtual character are represented by a filled shaded heart shape.

[0195] Since the hit points of the master virtual character 220 in the world scenario are 4 points, which is greater than the hit point upper limit of 3 points, the hit points 210 of the master virtual character in the turn-based combat scenario are displayed as 3 points.

[0196] In some embodiments, different turn-based combat scenarios correspond to different hit point upper limits.

[0197] The health value limits corresponding to different turn-based combat scenarios can be preset values. For example, the health value limit corresponding to the turn-based combat scenario in the wild environment is 3 points, and the health value limit corresponding to the turn-based combat scenario in the urban environment is 5 points.

[0198] By setting the health value limit corresponding to the turn-based combat scenario, it is possible to avoid the situation where the excessive health value of the main controlled virtual character in the world scenario affects the duration of a single battle after being brought into the turn-based combat scenario, thereby reducing the problem of the overly long duration of a single battle.

[0199] Step 330: Adjust the health value of the main controlled virtual character according to the combat result between the first pet character and the second pet character.

[0200] Step 340: After exiting the turn-based combat scenario, display the health value of the main controlled virtual character in the world scenario according to the health value of the main controlled virtual character in the turn-based combat scenario.

[0201] In some embodiments, after exiting the turn-based combat scenario and when the first pet character does not have a positive buff state or a negative buff state, it is displayed that the health value of the main controlled virtual character in the world scenario is the same as the health value of the main controlled virtual character in the turn-based combat scenario.

[0202] When the first pet character does not have a positive buff state or a negative buff state, the health value of the main controlled virtual character in the world scenario continues the health value in the turn-based combat scenario, and the two are the same.

[0203] Health value continuous reduction mechanism associated with the negative buff state:

[0204] In some embodiments, after exiting the turn-based combat scenario and when the first pet character has a negative buff state, it is displayed that the health value of the main controlled virtual character in the world scenario continuously decreases within the first duration; wherein, the negative buff state refers to a state that reduces the combat ability of the first pet character.

[0205] After exiting the turn-based combat scenario and switching to the world scenario, as Figure 6 shown in (d), the health value 210 of the main controlled virtual character and the negative buff state 610 of burning are displayed. The health value 210 of the main controlled virtual character is 2 points, which is the same as the health value 210 of the main controlled virtual character when the elf A defeats the elf B in the turn-based combat scenario.

[0206] In the case where the negative buff state is not eliminated, it is displayed that the health value of the main controlled virtual character in the world scenario continuously decreases. As Figure 6 shown in (e), in the case where the negative buff state 610 of burning is not eliminated, it is displayed that the health value 210 of the main controlled virtual character continuously decreases, from 2 points to 1 point.

[0207] For the content related to the first duration, refer to step 325 and will not be elaborated here.

[0208] Health value continuous increase mechanism associated with the positive gain state:

[0209] In some embodiments, after exiting the turn-based combat scenario and when the first pet character has a positive gain state, it is displayed that the health value of the master virtual character in the world scenario continuously increases within the second duration; wherein, the positive gain state refers to the state that improves the combat ability of the first pet character.

[0210] After exiting the turn-based combat scenario, switch to the world scenario. As Figure 7 shown in (d) of, the health value 210 of the master virtual character and the continuously recovered positive gain state 710 are displayed. The health value 210 of the master virtual character is 2 points, which is the same as the health value 210 of the master virtual character when Sprite A defeats Sprite B in the turn-based combat scenario.

[0211] When the positive gain state is not eliminated, it is displayed that the health value of the master virtual character in the world scenario continuously increases. As Figure 7 shown in (e) of, when the continuously recovered positive gain state 710 is not eliminated, it is displayed that the health value 210 of the master virtual character continuously increases, from 2 points to 3 points.

[0212] For the content related to the second duration, refer to step 325 and will not be elaborated here.

[0213] In summary, the method provided in this embodiment, by introducing the health value continuous decrease mechanism associated with the negative gain state and the health value continuous increase mechanism associated with the positive gain state, establishes a connection for the negative gain state (or positive gain state) in the world scenario and the turn-based combat scenario, enabling the negative gain state (or positive gain state) in the world scenario to affect the turn-based combat scenario, or enabling the negative gain state (or positive gain state) in the turn-based combat scenario to also affect the world scenario, enhancing the connection between the two scenarios, improving the consistency and connectivity between the two scenarios, enriching the relevant mechanism of the health value to a greater extent, reducing the sense of disconnection between the world scenario and the turn-based combat scenario, and improving the player experience.

[0214] The method provided in this embodiment also avoids the situation where the excessive health value of the master virtual character in the world scenario affects the duration of a single battle after being brought into the turn-based combat scenario by setting the health value upper limit corresponding to the turn-based combat scenario, thereby reducing the problem of the excessive duration of a single battle.

[0215] Figure 9The flowchart of the method for adjusting the health value provided by an exemplary embodiment of the present application is shown. Compared with the Figure 3 embodiment, it further includes step 321.

[0216] Step 321: During the battle between the first pet character and the second pet character, when the health value is lower than or equal to the first threshold, display the first prompt message.

[0217] The first threshold is a pre-set value, for example, set to 1 health point. When the health value has reached a relatively dangerous value, for example, when there is only 1 health point left, and if the defeat of the first pet character on the current field will deduct 1 health point and cause the failure of this battle, the first prompt message will be displayed to prompt the player that the current situation is relatively dangerous.

[0218] Optionally, the first prompt message includes at least one of the following: a prompt message, the current health value, and a prompt special effect.

[0219] As Figure 2 shown in (c) of , the current health value of the main control virtual character is 1 point. At this time, the first prompt message 250 is displayed, including the prompt message: "Low health, dangerous!", the current health value is 1 point (1 remaining heart), and a prompt special effect of the heart flashing.

[0220] In some embodiments, the first prompt message further includes an interface special effect. For example, the user interface border 260 displays a red flashing special effect ( Figure 2 the special effect is represented by a bold border in ).

[0221] In summary, the method provided by this embodiment improves the player's attention to the health value by displaying the first prompt message when the health value is lower than or equal to the first threshold, facilitates the player to arrange corresponding strategies based on the health value, and reduces the problem of combat failure caused by not noticing that the health value is low.

[0222] Figure 10 The flowchart of the method for adjusting the health value provided by an exemplary embodiment of the present application is shown. Compared with the Figure 3 embodiment, this method further includes step 300. Step 300 can also be executed after other steps. For example, it can be executed after step 330. In this embodiment, only the example where step 300 is executed before step 310 is used for illustration, and this is not limited thereto.

[0223] Step 300: Adjust the health value of the main control virtual character in the world scene according to the activities of the main control virtual character in the world scene.

[0224] In some embodiments, the health value includes a remaining part and a consumed part. The remaining part is used to represent the currently remaining health value, and the consumed part is used to represent the already consumed health value.

[0225] Adjusting the health value of the main control virtual character in the world scene means increasing or decreasing the remaining part, and correspondingly decreasing or increasing the consumed part.

[0226] As Figure 2 shown in (a) of, the health value 210 of the main control virtual character 220 is displayed in a certain area of the user interface, such as the upper left corner. The remaining part of the health value 210 is represented by a filled white heart shape, and the consumed part of the health value 210 is represented by a filled black heart shape. That is, the upper limit of the health value of the main control virtual character is 3 points, 2 points of health value have been consumed, and currently 1 point of health value is still held.

[0227] Figure 11 The figure shows a schematic diagram of the health value related mechanism provided by an exemplary embodiment of the present application.

[0228] For the health value, it has an initial value and a growth value. For example, the initial value is 3 points of health value, and the growth value is associated with a specified virtual item or the level of the main control virtual character.

[0229] In some embodiments, the upper limit of the health value is increased by using a specified virtual item.

[0230] Exemplarily, the upper limit of the health value is increased by using a health potion. For each bottle of health potion used, the upper limit of the health value is increased by 1 point, and the maximum increase in the upper limit of the health value is 5 points.

[0231] In some embodiments, the health value related mechanism includes a consumption mechanism and a recovery mechanism. The consumption mechanism is a mechanism related to the consumption method of the health value, and the recovery mechanism is a mechanism related to the recovery method of the health value.

[0232] In some embodiments, the recovery mechanism of the health value includes at least one of the following: a mechanism related to resting at a recovery location, a mechanism related to the end of a specified type of battle, and a resurrection mechanism.

[0233] Regarding the mechanism related to resting at a recovery location, in Figure 2In (e), a recovery facility is provided at the recovery location, such as the Magic Source 290. After the main controlled virtual character interacts with the Magic Source 290, a dialog box and at least one option control are displayed. For example, the dialog box is displayed: "The Magic Source will provide shelter for you. You can take a short rest here. What would you like to do?"; and the first option control 281 "Recover and Leave" and the second option control 282 "Elf Management" are displayed. After the player selects the first option control 281 "Recover and Leave", the main controlled virtual character leaves the recovery location and the health value 210 is restored to 3 points (3 white-filled heart shapes), that is, restored to the upper limit.

[0234] Regarding the mechanism related to the end of a specified type of battle, when the battle with a pet character of a certain specified type ends, the health value of the main controlled virtual character is restored. For example, when the battle with a pet character of the area boss type ends, the health value of the main controlled virtual character is fully restored.

[0235] Regarding the resurrection mechanism, when the health value reaches zero due to reasons such as drowning, falling from the air, and environmental temperature effects, the main controlled virtual character is automatically teleported to the recovery location for resurrection, that is, the health value is fully restored.

[0236] In some embodiments, the consumption mechanism of the health value includes the consumption mechanism in the battle scenario and the consumption mechanism in the world scenario.

[0237] The consumption mechanism in the battle scenario is that if the first pet character (elf) of the main controlled virtual character is defeated, then the health value of the main controlled virtual character will decrease. For specific implementation details, refer to the above Figures 2 to 9 embodiment, which will not be elaborated here.

[0238] The consumption mechanism in the world scenario includes at least one of the following: the mechanism related to drowning, the mechanism related to being attacked by a pet character of the wild type (wild elf), the mechanism related to falling from the air, and the mechanism related to temperature effects. For specific implementation details, refer to the following description.

[0239] The mechanism related to drowning:

[0240] In some embodiments, in the case where the main controlled virtual character drowns in the water environment, the remaining part is reduced and the consumed part is increased.

[0241] Optionally, the main controlled virtual character has a stamina value, which is used to limit the persistence of the main controlled virtual character's activities on the world map.

[0242] Exemplarily, the activities related to the stamina value include at least one of the following: swimming, running, climbing, gliding, diving.

[0243] When the stamina value reaches zero, all the above activities stop, and the controlled virtual character swimming or diving will drown, the controlled virtual character running will start walking, and the controlled virtual character climbing and gliding will fall downwards.

[0244] As Figure 12 shown in (a) of Figure 12 , the controlled virtual character is swimming in the river, and a stamina bar 1210 is displayed around the controlled virtual character. The stamina bar 1210 is circular, and the black part represents the remaining stamina value. In

[0245] In Figure 12 (b) of

[0246] In Figure 12 (c) of

[0247] Mechanisms related to being attacked by a wild-type pet character (wild elf):

[0248] In some embodiments, when the controlled virtual character is attacked by a wild-type pet character, the remaining part is reduced and the consumed part is increased; wherein, the wild-type pet character is an uncaught pet character.

[0249] Exemplarily, in Figure 13 (a) of

[0250] In Figure 13 (b) of

[0251] In Figure 13 (c) of

[0252] Mechanisms related to falling in the air:

[0253] In some embodiments, when the master virtual character falls from the air to the ground, the remaining part is reduced and the consumed part is increased.

[0254] As Figure 14 shown in (a) of , when the master virtual character is 20 meters above the ground, for Health Value 210, the remaining part is 2 points and the consumed part is 1 point.

[0255] When the master virtual character falls from 20 meters above the ground to the ground, the remaining part is reduced and the consumed part is increased. As Figure 14 shown in (b) of , for Health Value 210, the remaining part is 1 point and the consumed part is 2 points.

[0256] In some embodiments, the reduction step of the remaining part and the increase step of the consumed part are related to the distance of the master virtual character from the ground.

[0257] Exemplarily, the greater the distance of the master virtual character from the ground, the greater the reduction step and the increase step. When the master virtual character falls from the air between 0 meters and 10 meters above the ground to the ground, 0 health points are reduced, that is, the reduction step and the increase step are 0; when the master virtual character falls from the air between 10 meters and 30 meters above the ground to the ground, 1 health point is reduced, that is, the reduction step and the increase step are 1; when the master virtual character falls from the air between 30 meters and 50 meters above the ground to the ground, 2 health points are reduced, that is, the reduction step and the increase step are 2; when the master virtual character falls from the air more than 50 meters above the ground to the ground, all health points are reduced, that is, the reduction step and the increase step are all.

[0258] In some embodiments, when the ground is a water body environment or other buffer-type ground, the remaining part and the consumed part remain unchanged.

[0259] For example, when the master virtual character falls from the air into a river, the health value remains unchanged; or when the master virtual character falls from the air onto a haystack, the health value remains unchanged.

[0260] In some embodiments, when the master virtual character rides a first type of pet character and falls from the air to the ground, the remaining part is reduced and the consumed part is increased; when the master virtual character rides a second type of pet character and falls from the air to the ground, the health value remains unchanged;

[0261] wherein, the first type of pet character does not have the ability to fly, and the second type of pet character has the ability to fly.

[0262] Exemplarily, when the master virtual character rides a white wolf and falls from the air to the ground, 1 health point is reduced; when the master virtual character rides a black eagle and falls from the air to the ground, the health value remains unchanged.

[0263] Temperature influence related mechanism:

[0264] In some embodiments, when the main controlled virtual character is affected by the environmental temperature, the remaining part is reduced and the consumed part is increased.

[0265] The environmental temperature is determined according to the location of the main controlled virtual character or the virtual items around the main controlled virtual character. For example, when the main controlled virtual character is located in a desert environment, the environmental temperature is relatively high; or when there is a virtual bonfire around the main controlled virtual character, the environmental temperature is relatively high; or when the main controlled virtual character is located in a snow mountain environment, the environmental temperature is relatively low.

[0266] In some embodiments, when the main controlled virtual character is in an environment with a temperature higher than the first temperature threshold, the remaining part is reduced and the consumed part is increased.

[0267] Optionally, when the time that the main controlled virtual character is in an environment with a temperature higher than the first temperature threshold is less than the first influence duration, a first temperature special effect is added to the remaining part;

[0268] When the time that the main controlled virtual character is in an environment with a temperature higher than the first temperature threshold is greater than the first influence duration, a second temperature special effect is added to the remaining part, and the remaining part is reduced and the consumed part is increased.

[0269] Exemplarily, the first temperature threshold is a preset value, for example, set to 40 degrees Celsius. As Figure 15 shown in (a) of the figure, the main controlled virtual character is in an environment with a temperature lower than the first temperature threshold, the current temperature is 20 degrees Celsius, and the health value 210 remains unchanged.

[0270] As Figure 15 shown in (b) of the figure, the main controlled virtual character is close to the virtual bonfire. Due to the existence of the virtual bonfire, the environmental temperature is 50 degrees Celsius, which is higher than the first temperature threshold. Assuming that the first influence duration is 20 seconds, when the time that the main controlled virtual character is in the environment of 50 degrees Celsius is less than 20 seconds, a first temperature special effect, such as a flame mask special effect, is added to the remaining part of the health value 210, and as the time that the main controlled virtual character is in the environment of 50 degrees Celsius gradually increases, the remaining part of the health value 210 covered by the first temperature special effect gradually increases, until when the time that the main controlled virtual character is in the environment of 50 degrees Celsius is equal to 20 seconds, the first temperature special effect completely covers the remaining part of the health value 210.

[0271] When the time that the main controlled virtual character is in the environment of 50 degrees Celsius is greater than 20 seconds, a second temperature special effect, such as an orange special effect, is added to all the remaining part of the health value 210, as Figure 15As shown in (c), the orange special effect is represented by filling the horizontal line with shading. And as the time that the main controlled virtual character stays in an environment of 50 degrees Celsius gradually increases, the remaining part of the health value 210 decreases, and the consumed part increases. As Figure 15 shown in (d), the health value 210 decreases from 3 points to 2 points. If the main controlled virtual character continues to stay in an environment of 50 degrees Celsius, then the health value continues to decrease until it reaches zero.

[0272] In some embodiments, when the main controlled virtual character is in an environment below the second temperature threshold, the remaining part is reduced and the consumed part is increased.

[0273] Optionally, when the time that the main controlled virtual character stays in an environment below the second temperature threshold is less than the first influence duration, a third temperature special effect is added to the remaining part;

[0274] When the time that the main controlled virtual character stays in an environment below the second temperature threshold is greater than the first influence duration, a fourth temperature special effect is added to the remaining part, and the remaining part is reduced and the consumed part is increased.

[0275] Exemplarily, the second temperature threshold is a preset value, for example, set to 0 degrees Celsius. As Figure 16 shown in (a), the main controlled virtual character is in an environment above the second temperature threshold, the current temperature is 20 degrees Celsius, and the health value 210 remains unchanged.

[0276] As Figure 16 shown in (b), the main controlled virtual character is in a snow mountain environment, and the environmental temperature of the snow mountain environment is -10 degrees Celsius, which is below the second temperature threshold. Assuming that the first influence duration is 20 seconds, when the time that the main controlled virtual character stays in an environment of -10 degrees Celsius is less than 20 seconds, a third temperature special effect, such as an ice mask special effect, is added to the remaining part of the health value 210. And as the time that the main controlled virtual character stays in an environment of -10 degrees Celsius gradually increases, the remaining part of the health value 210 covered by the third temperature special effect gradually increases until the time that the main controlled virtual character stays in an environment of -10 degrees Celsius is equal to 20 seconds, and the third temperature special effect completely covers the remaining part of the health value 210.

[0277] When the time that the main controlled virtual character stays in an environment of -10 degrees Celsius is greater than 20 seconds, a fourth temperature special effect, such as a blue special effect, is added to all the remaining part of the health value 210. As Figure 16 shown in (c), the blue special effect is represented by filling the vertical line with shading. And as the time that the main controlled virtual character stays in an environment of -10 degrees Celsius gradually increases, the remaining part of the health value 210 decreases, and the consumed part increases. As Figure 16As shown in (d), the health value decreases from 3 points to 2 points. If the main controlled virtual character continues to be in an environment of -10 °C, the health value will continue to decrease until it reaches zero.

[0278] In some embodiments, the method for adjusting the health value further includes: adjusting the health value of the main controlled virtual character when the weather condition around the main controlled virtual character is a specified weather condition.

[0279] Optionally, the weather condition includes one or more of the following: weather type, environmental temperature.

[0280] The specified weather condition is a pre-set weather condition, such as rainy and snowy weather, sunny weather, sandstorm weather, etc. Exemplarily, when the main controlled virtual character is in rainy and snowy weather and the environmental temperature is below zero degree Celsius, this weather condition will have a negative impact on the main controlled virtual character, such as continuously reducing the health value, decreasing the movement speed, continuously consuming or accelerating the consumption of the stamina value, etc.

[0281] In some embodiments, the method for adjusting the health value further includes: in response to the main controlled virtual character riding a first pet character, and the first pet character being a first specified pet or a pet of a first specified type, modifying the weather condition around the main controlled virtual character to the weather condition corresponding to the first pet character;

[0282] When the weather condition corresponding to the first pet character is not a specified weather condition, keep the health value of the main controlled virtual character unchanged.

[0283] In the embodiments of the present application, certain specified pet characters or pet characters of a specified type have the characteristic of affecting the surrounding weather condition. When the main controlled virtual character is in a relatively harsh environment, the player can control the main controlled virtual character to ride a specified pet character or a pet character of a specified type to improve the current weather condition.

[0284] For example, when the main controlled virtual character is in rainy and snowy weather, the player can control the main controlled virtual character to ride a specified pet character or a pet character of a specified type (such as a pet character of the fire element), and this specified pet character or pet character of a specified type can modify the surrounding weather type to a sunny weather type, and raise the environmental temperature to 20 °C, so as to reduce or offset the negative impact of the rainy and snowy weather on the main controlled virtual character.

[0285] For another example, when the main controlled virtual character is in sunny weather, the sunny weather will have negative impacts on the main controlled virtual character, such as continuously reducing the health value, decreasing the movement speed, continuously consuming / speeding up the consumption of the stamina value, and so on. At this time, the player can control the main controlled virtual character to ride a specified pet character or a pet character of a specified type (such as a pet character of the water element), and the specified pet character or the pet character of the specified type can modify the meteorological type of the surrounding area to light rain, and, lower the surrounding temperature to 10 degrees Celsius, so as to reduce or offset the negative impacts caused by the sunny weather on the main controlled virtual character.

[0286] When the player controls the main controlled virtual character to ride the first pet character, the player can choose a suitable first pet character to ride. For example, by increasing the environmental temperature to avoid the reduction of the health value caused by cold weather, and decreasing the environmental temperature to avoid the reduction of the health value caused by hot weather, etc., thereby improving the strategy of the player to control the main controlled virtual character to ride the pet character.

[0287] In summary, the method provided in this embodiment adjusts the health value of the main controlled virtual character in the world scene according to the activities of the main controlled virtual character in the world scene, strengthens the connection between the activities of the main controlled virtual character and the health value of the main controlled virtual character, and improves the immersion of the player.

[0288] In the above embodiments, the steps with the same serial numbers can be considered as the same step. Among them, Figure 3 the corresponding embodiment, Figure 4 the corresponding embodiment, Figure 5 the corresponding embodiment, Figure 9 the corresponding embodiment and Figure 10 the corresponding embodiment can be implemented separately or in combination, and the present application does not limit this.

[0289] Figure 17 The block diagram of the health value adjustment device provided by an exemplary embodiment of the present application is shown. This device can be implemented as a computer device through software or hardware or a combination of both, or can be implemented as a part of a computer device. This device includes:

[0290] A display module 1710, configured to display the main controlled virtual character located in the world scene and the health value of the main controlled virtual character. The main controlled virtual character has a first pet character, and the health value is used to indicate the health attribute of the main controlled virtual character in the world scene and the turn-based combat scene;

[0291] A control module 1720, configured to respond to a trigger operation of the turn-based combat, and control the first pet character and the second pet character to perform turn-based combat in the turn-based combat scene;

[0292] Adjustment module 1730, configured to adjust the health value of the main control virtual character according to the battle result between the first pet character and the second pet character.

[0293] In a possible design of this embodiment, the adjustment module 1730 is configured to increase or maintain the health value of the main control virtual character according to the first battle result, where the first battle result is the battle result that the first pet character defeats the second pet character; and reduce the health value of the main control virtual character according to the second battle result, where the second battle result is the battle result that the first pet character is defeated by the second pet character.

[0294] In a possible design of this embodiment, the type of the second pet character is a wild type or a captured type. The second pet character of the wild type is an uncaptured pet character, and the second pet character of the captured type is a pet character captured by a virtual character other than the main control virtual character; the adjustment module 1730 is configured to, when the type of the second pet character is the wild type, keep the health value of the main control virtual character unchanged according to the first battle result; or, when the type of the second pet character is the captured type, increase the health value of the main control virtual character according to the first battle result.

[0295] In a possible design of this embodiment, the first pet character and the second pet character include one or more levels; the adjustment module 1730 is configured to, when the second pet character is at the i-th level, increase the health value of the main control virtual character by the j-th step length according to the first battle result;

[0296] The adjustment module 1730 is configured to, when the first pet character is at the i-th level, reduce the health value of the main control virtual character by the k-th step length according to the second battle result; where there is a preset corresponding relationship among i, j, and k.

[0297] In a possible design of this embodiment, the display module 1710 is further configured to, after switching to the turn-based battle scene, display the health value of the main control virtual character in the turn-based battle scene according to the health value of the main control virtual character in the world scene; and after exiting the turn-based battle scene, display the health value of the main control virtual character in the world scene according to the health value of the main control virtual character in the turn-based battle scene.

[0298] In a possible design of this embodiment, the display module 1710 is configured to, after exiting the turn-based battle scene and when the first pet character has a negative buff state, display that the health value of the main control virtual character in the world scene continuously decreases within the first time period; where the negative buff state refers to a state that reduces the combat ability of the first pet character.

[0299] In a possible design of this embodiment, the display module 1710 is configured to, before switching to the turn-based combat scenario and when the master virtual character has a negative buff state, after switching to the turn-based combat scenario, display that the health value of the master virtual character and the health value of the first pet character continuously decrease within a first time period; wherein, the negative buff state refers to a state that reduces the combat ability of the first pet character.

[0300] In a possible design of this embodiment, the negative buff state includes at least one of the following: poisoning, burning, freezing, confusion, infection, binding, bleeding.

[0301] In a possible design of this embodiment, the display module 1710 is configured to, after exiting the turn-based combat scenario and when the first pet character has a positive buff state, display that the health value of the master virtual character continuously increases within a second time period in the world scenario; wherein, the positive buff state refers to a state that improves the combat ability of the first pet character.

[0302] In a possible design of this embodiment, the display module 1710 is configured to, before switching to the turn-based combat scenario and when the master virtual character has a positive buff state, after switching to the turn-based combat scenario, display that the health value of the master virtual character and the health value of the first pet character continuously increase within a second time period; wherein, the positive buff state refers to a state that improves the combat ability of the first pet character.

[0303] In a possible design of this embodiment, the positive buff state includes at least one of the following: continuous recovery, encouragement, assistance, feeding, slacking off.

[0304] In a possible design of this embodiment, the turn-based combat scenario corresponds to a health value upper limit, and the health value of the master virtual character in the world scenario is a first value;

[0305] The display module 1710 is configured to, after switching to the turn-based combat scenario, according to the health value of the master virtual character in the world scenario, when the first value is less than or equal to the health value upper limit, display that the health value of the master virtual character in the turn-based combat scenario is the first value; or,

[0306] After switching to the turn-based combat scenario, according to the health value of the master virtual character in the world scenario, when the first value is greater than the health value upper limit, display that the health value of the master virtual character in the turn-based combat scenario is a second value, and the second value is the value corresponding to the health value upper limit.

[0307] In a possible design of this embodiment, different turn-based combat scenarios correspond to different health value upper limits.

[0308] In a possible design of this embodiment, the display module 1710 is further configured to display a first prompt message during the battle between the first pet character and the second pet character when the health value is less than or equal to the first threshold.

[0309] In a possible design of this embodiment, the first prompt message includes at least one of the following: a prompt message, the current health value, and a prompt special effect.

[0310] In a possible design of this embodiment, the adjustment module 1730 is further configured to adjust the health value of the master virtual character in the world scene according to the activities of the master virtual character in the world scene.

[0311] In a possible design of this embodiment, the health value includes a remaining part and a consumed part. The remaining part is used to represent the current remaining health value, and the consumed part is used to represent the already consumed health value. The adjustment module 1730 is configured to reduce the remaining part and increase the consumed part when the master virtual character drowns in the water environment; reduce the remaining part and increase the consumed part when the master virtual character is attacked by a wild-type pet character, where the wild-type pet character is an uncaught pet character; reduce the remaining part and increase the consumed part when the master virtual character falls from the air to the ground; and reduce the remaining part and increase the consumed part when the master virtual character is affected by the environmental temperature.

[0312] In a possible design of this embodiment, the adjustment module 1730 is further configured to adjust the health value of the master virtual character when the weather state around the master virtual character is the specified weather state.

[0313] In a possible design of this embodiment, the adjustment module 1730 is further configured to, in response to the master virtual character riding the first pet character and the first pet character being the first specified pet or a pet of the first specified type, modify the weather state around the master virtual character to the weather state corresponding to the first pet character;

[0314] The adjustment module 1730 is further configured to keep the health value of the master virtual character unchanged when the weather state corresponding to the first pet character is not the specified weather state.

[0315] This embodiment is illustrated by taking one display module 1710, one control module 1720, and one adjustment module 1730 as examples, and the quantities of the display module 1710, the control module 1720, and the adjustment module 1730 are not limited.

[0316] For the function introduction of the display module 1710, reference can be made to Figure 3 the content of step 310 in the embodiment, Figure 5The content of steps 325 and 340 in the embodiment, and Figure 9 the content of step 321 in the embodiment.

[0317] For the function introduction of the control module 1720, reference can be made to Figure 3 the content of step 320 in the embodiment.

[0318] For the function introduction of the adjustment module 1730, reference can be made to Figure 3 the content of step 330 in the embodiment, Figure 4 the content of step 332 in the embodiment, and Figure 10 the content of step 300 in the embodiment.

[0319] Figure 18 The structural block diagram of a computer device 1800 provided by an exemplary embodiment of the present application is shown. The computer device 1800 may be a portable mobile terminal, such as: a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player. The computer device 1800 may also be referred to by other names such as user equipment, portable terminal, etc.

[0320] Generally, the computer device 1800 includes: a processor 1801 and a memory 1802.

[0321] The processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1801 may be implemented in at least one hardware form of digital signal processing (DSP), field programmable gate array (FPGA), or programmable logic array (PLA). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may further include an artificial intelligence (AI) processor, and the AI processor is used to process computational operations related to machine learning.

[0322] The memory 1802 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 1802 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1801 to implement the method for adjusting the health value provided in the embodiments of the present application.

[0323] In some embodiments, the computer device 1800 may further optionally include: a peripheral device interface 1803 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1804, a touch display screen 1805, a camera 1806, an audio circuit 1807, and a power supply 1808.

[0324] The peripheral device interface 1803 can be used to connect at least one peripheral device related to input / output (I / O) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0325] The radio frequency circuit 1804 is used to receive and transmit radio frequency (RF) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a wireless fidelity (WiFi) network. In some embodiments, the radio frequency circuit 1804 may further include a circuit related to near field communication (NFC), and this application does not limit this.

[0326] The touch display screen 1805 is used to display a User Interface (UI). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above the surface of the touch display screen 1805. The touch signal can be input as a control signal to the processor 1801 for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, which is provided on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens 1805, which are respectively provided on different surfaces of the computer device 1800 or in a foldable design; in some embodiments, the touch display screen 1805 may be a flexible display screen, which is provided on a curved surface or a foldable surface of the computer device 1800. Even further, the touch display screen 1805 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1805 can be prepared using materials such as a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), etc.

[0327] The camera 1806 is used to collect images or videos. Optionally, the camera 1806 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, and a wide-angle camera respectively, to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and to implement panoramic shooting and Virtual Reality (VR) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera 1806 may also include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0328] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1801 for processing, or input to the radio frequency circuit 1804 to enable voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1807 may further include a headphone jack.

[0329] The power supply 1808 is used to supply power to each component in the computer device 1800. The power supply 1808 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0330] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0331] The acceleration sensor 1810 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1801 can control the touch display screen 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used for collecting game or user's motion data.

[0332] The gyroscope sensor 1811 can detect the body orientation and rotation angle of the computer device 1800. The gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the user's 3D actions on the computer device 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0333] The pressure sensor 1812 can be disposed on the side frame of the computer device 1800 and / or the lower layer of the touch display screen 1805. When the pressure sensor 1812 is disposed on the side frame of the computer device 1800, it can detect the holding signal of the user on the computer device 1800, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 1812 is disposed on the lower layer of the touch display screen 1805, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0334] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 according to the ambient light intensity collected by the optical sensor 1813.

[0335] The proximity sensor 1814, also known as the distance sensor, is usually disposed on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from the lit state to the off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from the off state to the lit state.

[0336] Those skilled in the art can understand that the structure shown in this embodiment does not limit the computer device 1800, and it may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.

[0337] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, and at least one segment of program is stored in the memory; the processor is configured to execute at least one segment of program in the memory to implement the method for adjusting the health value provided by each of the above method embodiments.

[0338] An embodiment of the present application also provides a computer-readable storage medium, in which at least one segment of program is stored, and the at least one segment of program is loaded and executed by a processor to implement the method for adjusting the health value provided by each of the above method embodiments.

[0339] An embodiment of the present application also provides a computer program product, which includes computer instructions. The computer instructions are stored in a computer-readable storage medium, and the processor obtains the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the method for adjusting the health value provided by each of the above method embodiments.

[0340] It should be understood that the term "plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.

[0341] Those skilled in the art should be able to realize that in the above one or more examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or codes on a computer-readable storage medium. The computer-readable storage medium includes computer storage media and communication media, where the communication media includes any medium that facilitates the transmission of a computer program from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0342] The above are only optional embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, 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 adjusting life value, characterized in that: The method comprises: Displaying a master virtual character in a world scene and the life value of the master virtual character, wherein the master virtual character has a first pet character, and the life value is used to indicate the health attribute of the master virtual character in the world scene and the turn-based battle scene, and the life value in the world scene and the life value in the turn-based battle scene are related to each other; When the weather condition around the master virtual character is a specified weather condition and the specified weather condition has a negative impact on the master virtual character, adjusting the life value of the master virtual character; In response to the main control virtual character riding the first pet character, and the first pet character is a first designated pet or a first designated type of pet, the negative impact of the designated weather condition on the main control virtual character is reduced or offset.

2. The method according to claim 1, characterized in that In response to the main control virtual character riding the first pet character, and the first pet character is a first designated pet or a first designated type of pet, reducing or offsetting the negative impact of the designated weather state on the main control virtual character, includes: In response to the main virtual character riding the first pet character, and the first pet character is a first designated pet or a first designated type of pet, the weather conditions around the main virtual character are modified to the weather conditions corresponding to the first pet character to reduce or offset the negative impact of the designated weather conditions on the main virtual character.

3. The method according to claim 1, characterized in that In response to the main control virtual character riding the first pet character, and the first pet character is a first designated pet or a first designated type of pet, reducing or offsetting the negative impact of the designated weather state on the main control virtual character, includes: In response to the main control virtual character riding a fire-type pet character, the ambient temperature is increased to reduce or offset the negative impact of the specified weather conditions on the main control virtual character; or, In response to the main control virtual character riding on the water-based pet character, the ambient temperature is lowered to reduce or offset the negative impact of the specified weather conditions on the main control virtual character.

4. The method according to any one of claims 1 to 3, characterized in that: The weather conditions include one or more of the following: meteorological type, ambient temperature.

5. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: In response to a trigger operation of a turn-based battle, controlling the first pet character and the second pet character to perform the turn-based battle in the turn-based battle scene; According to the battle result between the first pet character and the second pet character, the life value of the main control virtual character in the turn-based battle scene is adjusted.

6. The method according to claim 5, characterized in that The step of adjusting the life value of the main control virtual character in the turn-based battle scene according to the battle result between the first pet character and the second pet character includes: increasing or maintaining the life value of the master virtual character according to a first battle result, wherein the first battle result is a battle result in which the first pet character defeats the second pet character; The life value of the main control virtual character is reduced according to a second battle result, wherein the second battle result is a battle result in which the first pet character is defeated by the second pet character.

7. The method according to claim 6, characterized in that The first pet character and the second pet character include one or more levels; The step of increasing or maintaining the life value of the master virtual character according to the first battle result includes: When the second pet character is at the i-th level, according to the first battle result, the life value of the main control virtual character is increased according to the j-th step length; The reducing the life value of the master virtual character according to the second battle result includes: When the first pet character is at the i-th level, according to the second battle result, reducing the life value of the main control virtual character according to the k-th step length; There is a preset corresponding relationship among i, j and k.

8. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: According to the activities of the master virtual character in the world scene, the life value of the master virtual character in the world scene is adjusted.

9. The method according to claim 8, characterized in that: The life value includes a remaining part and a consumed part, the remaining part is used to represent the current remaining life value, and the consumed part is used to represent the consumed life value, and the adjusting the life value of the master virtual character in the world scene according to the activity of the master virtual character in the world scene includes at least one of the following: In the case where the master virtual character is drowning in a water environment, reducing the remaining portion and increasing the consumed portion; In the case where the master virtual character is attacked by a wild-type pet character, reducing the remaining portion and increasing the consumed portion, the wild-type pet character being an uncaptured pet character; When the master virtual character falls from the air to the ground, the remaining part is reduced and the consumed part is increased; When the master virtual character is affected by the ambient temperature, the remaining portion is reduced and the consumed portion is increased.

10. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: After switching to the turn-based battle scene, displaying the health value of the master virtual character in the turn-based battle scene according to the health value of the master virtual character in the world scene; After exiting the turn-based battle scene, the life value of the master virtual character in the world scene is displayed according to the life value of the master virtual character in the turn-based battle scene.

11. The method according to claim 10, characterized in that After switching to the turn-based battle scene, displaying the life value of the master virtual character in the turn-based battle scene according to the life value of the master virtual character in the world scene includes: Before switching to the turn-based battle scene, if the main control virtual character has a negative gain state, after switching to the turn-based battle scene, displaying that the health value of the main control virtual character in the turn-based battle scene and the health value of the first pet character continue to decrease within a first time period; The negative gain state refers to a state in which the combat capability of the first pet character is reduced.

12. The method according to claim 10, characterized in that After exiting the turn-based battle scene, displaying the health value of the master virtual character in the world scene according to the health value of the master virtual character in the turn-based battle scene includes: After exiting the turn-based battle scene, and in the case where the first pet character has a negative gain state, displaying that the life value of the master virtual character in the world scene continues to decrease within a first time period; The negative gain state refers to a state in which the combat capability of the first pet character is reduced.

13. The method according to claim 10, characterized in that After switching to the turn-based battle scene, displaying the life value of the master virtual character in the turn-based battle scene according to the life value of the master virtual character in the world scene includes: Before switching to the turn-based battle scene, if the master virtual character is in a positive gain state, after switching to the turn-based battle scene, displaying that the health value of the master virtual character in the turn-based battle scene and the health value of the first pet character continue to increase within a second time period; The positive gain state refers to a state in which the combat capability of the first pet character is improved.

14. The method according to claim 10, characterized in that After exiting the turn-based battle scene, displaying the health value of the master virtual character in the world scene according to the health value of the master virtual character in the turn-based battle scene includes: After exiting the turn-based battle scene, and in the case where the first pet character is in a positive gain state, displaying that the life value of the master virtual character in the world scene continues to increase within a second time period; The positive gain state refers to a state in which the combat capability of the first pet character is improved.

15. A device for adjusting life value, characterized in that: The device comprises: A display module is used to display a master virtual character in a world scene and the life value of the master virtual character, wherein the master virtual character has a first pet character, and the life value is used to indicate the health attribute of the master virtual character in the world scene and the turn-based battle scene, and the life value in the world scene and the life value in the turn-based battle scene are related to each other; An adjustment module, configured to adjust the life value of the master virtual character when the weather condition around the master virtual character is a specified weather condition and the specified weather condition has a negative impact on the master virtual character; The adjustment module is used to reduce or offset the negative impact of the specified weather condition on the main control virtual character in response to the main control virtual character riding the first pet character, and the first pet character is a first specified pet or a first specified type of pet.

16. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein at least one program is stored in the memory; the processor is used to execute the at least one program in the memory to implement the life value adjustment method as described in any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the life value adjustment method as described in any one of claims 1 to 14.

18. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. A processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the life value adjustment method as described in any one of claims 1 to 14.