Virtual scene switching method and device, equipment, medium and product

By determining the behavior mode and combat ability of combat characters based on the influencing factors of world scenes and turn-based combat scenes in turn-based role-playing games, the tearing problem during scene switching is solved, and a more natural scene transition and a higher gaming experience is achieved.

CN120094199APending Publication Date: 2025-06-06TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510533504.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-01
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

In the existing turn-based role-playing game, the switching between world scenes and turn-based battle scenes causes players to feel a strong sense of tear, affecting the game experience.

Method used

When switching between world scenes and turn-based battle scenes, the combat ability and behavior patterns of combat characters are determined based on the influencing factors in their respective scenes, so as to achieve natural transition and mutual influence between scenes.

Benefits of technology

Reduce or avoid the tear that players perceive during scene switching, improve the consistency between world scenes and turn-based combat scenes, and enhance the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application of the invention is a divisional application of 202311653138.7. The invention discloses a virtual scene switching method and device, equipment, a medium and a product, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a scene picture of a master control virtual character in a world scene, and controlling the master control virtual character to move to a target area in the world scene; in response to the situation that the scene switching condition is met, displaying a scene picture of the combat role in the turn combat scene; and determining combat elements of the combat role in the turn combat scene based on the influence factors in the world scene. By determining the combat elements of the combat role in the turn combat scene based on the influence factors in the world scene, the difference between the world scene and the turn combat scene can be reduced, the mutual influence between the world scene and the turn combat scene is increased, and the behavior consistency of the combat role before and after scene switching is higher.
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Description

[0001] This application is a divisional application. The application number of the parent application is 202311653138.7, the application date is December 1, 2023, and the name of the invention is "Virtual scene switching method, device, equipment, medium and product". Technical Field

[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment, medium and product for switching virtual scenes. Background Art

[0003] A turn-based role-playing game (RPG) includes: in non-combat scenarios, the main virtual character explores in the open world; in combat scenarios, the main virtual character engages in turn-based combat with enemy units (monsters or combat characters subordinate to other characters) in a combat map. Non-combat scenarios are also called world scenarios, and combat scenarios are also called turn-based combat scenarios.

[0004] In the related art, the world scene is an independent scene displayed through a world map, and the combat characters perform daily behaviors in the world scene; the turn-based combat scene is an independent scene displayed through a combat map, and the combat characters perform turn-based combat behaviors in the combat scene.

[0005] When switching from the world scene to the turn-based battle scene, or from the turn-based battle scene to the world scene, since it is a switch between two independent scenes, players can clearly feel a very strong sense of tearing. Summary of the invention

[0006] The present application provides a method, device, equipment, medium and product for switching virtual scenes. The technical solution is as follows:

[0007] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0008] Displaying a scene screen in which a master virtual character is located in a world scene, wherein the master virtual character has at least one subordinate first combat character;

[0009] Controlling the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character;

[0010] In response to satisfying a scene switching condition, displaying a scene screen in which a combat character is located in a turn-based combat scene, the combat character including at least one of the first combat character and the second combat character;

[0011] Based on the behavior pattern of the combat character in the world scene, the combat capability of the combat character when fighting in the turn-based combat scene is determined.

[0012] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0013] Displaying a scene screen in which combat characters are located in a turn-based combat scene, wherein the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a master virtual character;

[0014] Controlling the first combat role and the second combat role to fight in the turn-based combat scene;

[0015] In response to the battle in the turn-based battle scene ending, displaying a scene screen in which the battle character is located in a world scene;

[0016] Based on the battle result in the turn-based battle scene, the behavior of the combat character in the world scene is determined.

[0017] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0018] Displaying a scene screen in which a master virtual character is located in a world scene, wherein the master virtual character has at least one first combat character;

[0019] Controlling the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character;

[0020] In response to satisfying a scene switching condition, displaying a scene screen in which a combat character is located in a turn-based combat scene; the combat character includes at least one of the first combat character and the second combat character;

[0021] Based on the influencing factors in the world scene, the combat elements of the combat character in the turn-based combat scene are determined.

[0022] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0023] Displaying a scene screen in which combat characters are located in a turn-based combat scene, wherein the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a master virtual character;

[0024] Controlling the first combat role and the second combat role to fight in the turn-based combat scene;

[0025] In response to the battle in the turn-based battle scene ending, displaying a scene screen in which the battle character is located in a world scene;

[0026] Based on the influencing factors in the turn-based battle scene, at least one world element of the combat character in the world scene is determined.

[0027] According to one aspect of the present application, a virtual scene switching device is provided, the device comprising:

[0028] A first display module is used to display a scene picture of a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0029] A first control module, used for controlling the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character;

[0030] A first display module, configured to display a scene picture of a combat character in a turn-based combat scene in response to satisfying a scene switching condition; the combat character includes at least one of the first combat character and the second combat character;

[0031] The first determination module is used to determine the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.

[0032] According to one aspect of the present application, a virtual scene switching device is provided, the device comprising:

[0033] A first display module is used to display a scene picture of a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0034] A first control module, used for controlling the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character;

[0035] A first display module, configured to display a scene screen of a combat character in a turn-based combat scene in response to satisfying a scene switching condition, wherein the combat character includes at least one of the first combat character and the second combat character;

[0036] The first determination submodule is used to determine the combat capability of the combat character when fighting in the turn-based combat scene based on the behavior pattern of the combat character in the world scene.

[0037] According to one aspect of the present application, a virtual scene switching device is provided, the device comprising:

[0038] A second display module is used to display a scene screen of a combat character in a turn-based combat scene, wherein the combat character includes a first combat character and a second combat character, and the first combat character is a combat character owned by a master virtual character;

[0039] A second control module, used for controlling the own virtual character and the enemy virtual character to fight in the turn-based battle scene;

[0040] A second display module is used for displaying a scene picture of the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0041] The second determination module is used to determine at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene.

[0042] According to one aspect of the present application, a virtual scene switching device is provided, the device comprising:

[0043] A second display module is used to display a scene screen of a combat character in a turn-based combat scene, wherein the combat character includes a first combat character and a second combat character, and the first combat character is a combat character owned by a master virtual character;

[0044] A second control module, used for controlling the first combat role and the second combat role to fight in the turn-based combat scene;

[0045] A second display module is used for displaying a scene picture of the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0046] The second determination submodule is used to determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene.

[0047] According to another aspect of the present application, a computer device is provided, the computer device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual scene switching method as described above.

[0048] According to another aspect of the present application, a computer storage medium is provided, wherein the computer-readable storage medium stores executable instructions, and the executable instructions are loaded and executed by a processor to implement the virtual scene switching method as described above.

[0049] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual scene switching method as described above.

[0050] The beneficial effects of the technical solution provided by this application include at least:

[0051] A scene screen of a master virtual character in a world scene is displayed, wherein the master virtual character has at least one first combat character, and the master virtual character is controlled to move to a target area in the world scene, wherein the target area includes a second combat character, and when a scene switching condition is met, a scene screen of the combat character in a turn-based combat scene is displayed; by determining the combat elements of the combat character in the turn-based combat scene based on influencing factors in the world scene, the difference between the world scene and the turn-based combat scene can be diluted, the mutual influence between the world scene and the turn-based combat scene can be increased, the consistency between the world scene and the turn-based combat scene can be improved, and the tearing feeling perceived by the player during the scene switching process can be reduced or avoided.

[0052] A scene screen is displayed in which combat characters are located in a turn-based combat scene, wherein the combat characters include a first combat character and a second combat character, the first combat character and the second combat character are controlled to fight in the turn-based combat scene, in response to the end of the battle in the turn-based combat scene, at least one world element of the combat characters in the world scene is determined based on influencing factors in the turn-based combat scene, a natural transition is made from the turn-based combat scene to the world scene, and the influence of the battle results is introduced into the world scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0053] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0054] Figure 1 is a schematic diagram of a battle map provided by an exemplary embodiment of the present application;

[0055] Figure 2 is a schematic diagram of a battle map provided by an exemplary embodiment of the present application;

[0056] Figure 3 is a schematic diagram of a virtual scene switching method provided by an exemplary embodiment of the present application;

[0057] Figure 4is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0058] Figure 5 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0059] Figure 6 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0060] Figure 7 is a schematic diagram of a combat role entering an environmental behavior mode provided by an exemplary embodiment of the present application;

[0061] Figure 8 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0062] Fig. 9 is a schematic diagram of a stress response of a combat role provided by an exemplary embodiment of the present application;

[0063] Fig.10 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0064] Fig.11 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0065] Fig.12 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0066] Fig.13 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0067] Fig.14 It is a schematic diagram of a combat character obtaining a gain state provided by an exemplary embodiment of the present application;

[0068] Fig.15 is a schematic diagram of behavior mode switching provided by an exemplary embodiment of the present application;

[0069] Fig.16 is a schematic diagram of a perception mechanism of a combat role provided by an exemplary embodiment of the present application;

[0070] Fig.17 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0071] Fig.18 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0072] Fig.19 It is a schematic diagram of the visual effect of the in-game skills of a combat character provided by an exemplary embodiment of the present application;

[0073] Fig. 20 It is a schematic diagram of the visual effect of the in-game skills of a combat character provided by an exemplary embodiment of the present application;

[0074] Fig.21 is a schematic diagram of a visual effect of a skill of a combat character provided by an exemplary embodiment of the present application;

[0075] Fig. 22 is a schematic diagram of an emotional special effect of a combat character provided by an exemplary embodiment of the present application;

[0076] Fig.23 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0077] Fig.24 is a schematic diagram of a world scene switching to a turn-based battle scene provided by an exemplary embodiment of the present application;

[0078] Fig.25 is a schematic diagram of a first transition animation provided by an exemplary embodiment of the present application;

[0079] Fig.26 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0080] Fig. 27 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0081] Fig.28 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0082] Fig.29 is a schematic diagram of a halo in a turn-based combat scenario provided by an embodiment of the present application;

[0083] Fig.30 is a schematic diagram of a halo in a world scene provided by an embodiment of the present application;

[0084] Fig.31 is a schematic diagram of switching a turn-based battle scene to a world scene provided by an exemplary embodiment of the present application;

[0085] Fig.32 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0086] Fig.33 is a block diagram of a virtual scene switching device provided by an exemplary embodiment of the present application;

[0087] Fig.34 is a block diagram of a virtual scene switching device provided by an exemplary embodiment of the present application;

[0088] Fig.35 It is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0089] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0090] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0091] Virtual world: is a virtual world displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world.

[0092] The main virtual character refers to the movable object played by the player in the virtual world. The main virtual character can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual world. Optionally, the main virtual character is a three-dimensional model created based on animation skeleton technology. Each main virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0093] Combat character: refers to an active object controlled by artificial intelligence (AI) in the virtual world. Combat characters can be virtual creatures, virtual animals, virtual monsters, virtual elves, virtual pets, etc., for example: an active object in the form of an animal or other form displayed in a three-dimensional virtual world. The combat character can be captured, raised, upgraded, etc. by the main virtual character. The combat character can assist the main virtual character in performing at least one of the interactive operations such as collecting, fighting, changing plots, etc.

[0094] Potential energy: Elements, attributes or symbols that affect combat in the virtual world. Potential energy includes at least one of the following: grass, fire, water, stone, ice, electricity, poison, light, ghost, demon, normal, martial, cute, illusion, insect, wing, dragon, and mechanical.

[0095] Aura: An abstract element that has the ability to influence at least one visual element of a plot of land, a main virtual character, or a combat character within a certain range in the virtual world. This abstract element is different from the elements in the embodiments of the present application, and can be used to describe the aura, making it concrete and visual. Aura is an abstract element that appears continuously, randomly, follows the main virtual character, follows the combat character, is triggered by a skill, or is triggered by an item in the virtual world. Auras can be invisible or visible in the virtual world, for example, flame auras, light auras, blood-adding auras, etc.

[0096] In the turn-based role-playing game in the related art, the player plays a virtual character in a realistic world or a virtual world. The turn-based RPG provides two types of maps: a world map and a battle map. In non-combat scenarios, the virtual character moves in the world map, such as playing, capturing combat characters, collecting treasure chests, collecting virtual props, etc.; in combat scenarios, the virtual character controls the captured combat characters in the battle map and engages in turn-based combat with enemy units (such as NPCs (Non-Player Characters) in the game, monsters controlled by AI, or combat characters captured by other characters, etc.).

[0097] In the related art, since the world map and the battle map are two completely different maps, when switching between the world scene (or non-battle scene) and the turn-based battle scene, the user interface will display map content with large differences, and players can clearly feel the difference between the two different maps, with a strong sense of tearing. In order to alleviate this sense of tearing, the related art often displays a transition animation when switching, but the effect is still not good. The above-mentioned world scene and turn-based battle scene can also be referred to as outside the game and inside the game.

[0098] In the embodiment of the present application, an innovative turn-based RPG mechanism is provided, and multiple mechanisms are provided to eliminate or weaken the tearing feeling during the above switching. These mechanisms include but are not limited to:

[0099] Mechanism 1: Determine the combat capability of combat characters in turn-based combat scenarios based on their behavior patterns in the world.

[0100] There are many behavior modes for combat characters in the world scene, such as daily behavior mode, concealing behavior mode, alert behavior mode, etc. When switching from the world scene to the turn-based battle scene, the behavior mode of the combat character in the world scene will be followed to determine the combat ability of the combat character in the turn-based battle scene.

[0101] The combat capability includes, but is not limited to: at least one of: positive gain effect (buff), negative gain effect (debuff), skill strength, allowed skill types, and combat logic. Among them, all or part of the behavior of the combat character is controlled by AI logic, and combat logic refers to the "condition-behavior" combination controlled by AI logic during the combat process.

[0102] Mechanism 2: Based on the external environment of the combat character in the world scene, determine the internal environment of the combat character when fighting in the turn-based combat scene;

[0103] The external environment of the combat character in the world scene can be different types of environments. For example, the initial environment of the combat character in the world scene is a water environment. After the combat character releases a freezing skill, the water environment can be transformed into an ice environment. If the combat character switches from the world scene to the turn-based combat scene, the combat character is also in an ice environment in the turn-based combat scene.

[0104] Mechanism 3: Determine the in-game skill strength of the combat character in the turn-based combat scene based on the combat character's external environment in the world scene;

[0105] The external environment of the combat character in the world environment can be different types of environments. If the combat character switches from the world scene to the turn-based combat scene, the combat character is also in the environment in the turn-based combat scene. The same skill of the combat character can also have different skill strengths (at least one of the form, attribute and power) in different environments. For example, the impact skill is ice impact in the ice environment, light impact in the water environment, and flame impact in the flame environment.

[0106] Mechanism 4: Determine the battle map when the combat character fights in the turn-based battle scene based on the external environment of the combat character in the world scene;

[0107] The traditional world map and battle map are combined into one. The battle map is a sub-map dynamically determined from the world map during each battle. In this way, when switching between the world scene (or non-battle scene) and the battle scene, there will not be a huge difference in the map content displayed in the user interface, thus avoiding the tearing feeling existing in related technologies.

[0108] Mechanism 5: When switching between the world scene and the turn-based scene, add a transition animation to naturally connect the two scenes.

[0109] When switching between the world scene and the turn-based scene, add a switching animation to naturally connect the two scenes. This transition animation is used to naturally connect the two scenes, so that the switching process is a natural transition from one scene to another, thereby reducing the tearing feeling when switching from the world scene to the turn-based battle scene.

[0110] In summary, in an embodiment of the present application, when switching from a world scene to a turn-based combat scene, at least one influencing factor in the world scene before the switching will affect the behavior and / or environment in the turn-based combat scene after the switching; similarly, when switching from a turn-based combat scene to a world scene, at least one influencing factor in the turn-based combat scene before the switching will affect the behavior and / or environment in the world scene.

[0111] In some embodiments, the game flow of the turn-based RPG includes: a capturing process and a combat process.

[0112] Capture process:

[0113] 1. The main virtual character explores the world scene and finds the combat character in the wild. The main virtual character approaches the combat character within a certain range, and the virtual scene screen displays a face-to-face capture scene with the combat character. At this time, the combat character may be still, or keep moving around, or intimidate and attack the main virtual character.

[0114] 2. The master virtual character prepares the container props, such as selecting the container props.

[0115] 3. The main virtual character uses the container prop to aim at the combat character, and the capture-related information is displayed on the combat character's body, such as the capture difficulty (indicated by color, for example, difficulty represented by green < difficulty represented by orange < difficulty represented by red), and the attributes of the combat character (including name, gender, level, and comprehensive attribute values) are displayed on the virtual scene screen. The virtual scene screen also displays an aiming circle, which will shrink and enlarge over time. Throwing a container prop to the combat character when the aiming circle shrinks will increase the chance of successful capture.

[0116] 4. The main control virtual character throws container props to the combat character to capture the combat character, and the throwing effect can be achieved through the touch controls on the touch screen.

[0117] If the throwing position and / or throwing timing are incorrect, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, but the level or strength of the main controlling virtual character is not enough, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, and the level or strength of the main controlling virtual character is sufficient, the capture is successful, and a prompt of capture success, rewards for successful capture (such as experience points, newly acquired skills, etc.), and attributes of the captured combat character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.

[0118] In a possible implementation, the display of the capture success rate indicator is related to the capture threshold corresponding to the combat role. The larger the capture threshold corresponding to the combat role, the easier it is for the combat role to be captured.

[0119] Among them, the combat role that is successfully captured can be called the first combat role, and the combat role that is not successfully captured can be called the second combat role. The combat role can also be called a pet role or the like.

[0120] Battle process: can be singles, doubles, or team battles.

[0121] 1. The main virtual character selects the first combat character to be sent into battle.

[0122] 2. The battle scene is displayed, and the main virtual character selects the skills used by the first combat character.

[0123] 3. The player controls the touch controls on the touch screen to control the first combat character to release skills.

[0124] 4. Display skill animation effects.

[0125] 5. The second combat character releases a skill once to complete a round of combat, and repeats steps 2-5 until the battle is over.

[0126] In the embodiment of the present application, the turn-based RPG involves two maps:

[0127] World Map

[0128] The world map includes multiple plots. Each plot is a polygonal plot. The polygonal plot is any one of a square, a rectangle, and a hexagon. For example, each plot is a 50 cm x 50 cm square. Each plot has its own surface attributes. Surface attributes include grass, stone, water, etc. In addition, the multiple plots included in the world map can be plots of the same type or a combination of multiple different types of plots. In different embodiments, the plots can also be irregular geographical areas, which are not limited to this.

[0129] Battle Map

[0130] refer to Figure 1 and Figure 2 As shown, in the virtual environment 10, when the first combat character 12 encounters the second combat character 14 at a certain location in the world map and enters into a battle, one or more plots within a certain range centered on the reference location determined by the first combat character 12 in the world map are determined as the battle location. Fig.16 The reference position is the position of the first combat role 12, or the nearest suitable combat position to the first combat role 12. In some embodiments, the combat position Fig.16It includes all plots within a circular range with a reference position as the center and a predetermined length as the radius; in some embodiments, the battle area Fig.16 Includes all plots within a rectangle of a predetermined length and width centered at the reference location.

[0131] World scenes and turn-based battle scenes

[0132] The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots in the world map may be displayed in the user interface. For example, the user interface displays one or more plots where the main virtual character or the first combat character is currently located in the world map, as well as some interface elements related to the above-mentioned displayed plots, the main virtual character, the first combat character, the second combat character, etc.

[0133] The turn-based battle scene refers to the scene corresponding to the battle map. When the turn-based battle scene is displayed in the user interface, the battle map may be displayed in the user interface, such as displaying all or part of the plots contained in the battle map. For example, the user interface displays one or more plots where the main control virtual character or the combat character is currently located in the battle map, as well as some interface elements related to the above-mentioned displayed plots, main control virtual character, combat character, etc.

[0134] The world scene and the turn-based battle scene can be switched, for example, from the world scene to the turn-based battle scene, or from the turn-based battle scene to the world scene.

[0135] When displaying the world scene and the turn-based battle scene, the virtual camera can adopt different shooting angles. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the main virtual character (such as the first-person perspective or the third-person perspective of the main virtual character) to obtain the display screen of the world scene; when displaying the turn-based battle scene, the virtual camera shoots the turn-based battle scene from a global perspective or an intermediate perspective (such as the virtual camera is located in the middle of the two sides of the battle and at a position obliquely above) to obtain the display screen of the turn-based battle scene. Optionally, in the world scene and the turn-based battle scene, in addition to the above-mentioned shooting angles, the allowed user operations may also be different. For example, when displaying the world scene, the user is allowed to manually adjust the angle of view and control the movement of the main virtual character or the combat character; when displaying the turn-based battle scene, the user is not allowed to manually adjust the angle of view and control the movement of the main virtual character or the combat character. Through the above method, users can make a perceptual distinction between the world scene and the turn-based battle scene. However, since the world scene and the turn-based battle scene share the same world map, the battle map used by the turn-based battle scene is one or more plots in the world map. Therefore, the switching between the world scene and the turn-based battle scene does not bring a strong sense of tearing, but a very smooth and natural switching.

[0136] Capture of combat roles

[0137] The main virtual character has at least one container prop, which is used to capture, store, raise or release a combat character. The main virtual character captures a combat character by throwing an empty container prop, or releases the combat character by throwing a container prop containing a combat character. There is no limitation on the specific name and shape of the container prop, and any prop that has the above-mentioned functions of capturing, storing, raising or releasing a subordinate character can be called a container prop.

[0138] For capturing combat characters, when the capture threshold is greater than the combat character's energy value, the combat character is in a "capturable state". A prompt message indicating that the combat character is in a "capturable state" is displayed on the user interface to assist players in capturing. Among them, the capture threshold is affected by factors such as the player's operation, weather, environment, and the number of times the character has been captured. For example, players can change the capture threshold through weather, time, and other conditions in the game by feeding fruits, using special skills, and attacking. At the same time, the prompt information is used to assist players in capturing by friendly means such as feeding food and changing the environment, rather than by fighting, reflecting the design principle that the combat character is a good friend of the main virtual character.

[0139] The released combat characters can stay in the virtual scene and interact with the main virtual character, perform collection actions, and fight with other combat characters. In addition, the released combat characters will interact with the environment in the virtual world, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, obtaining virtual items in treasure chests with attribute locks, and affecting the properties of the plots in the virtual environment, such as igniting grass and freezing lakes.

[0140] The container prop also simulates the physical properties of real objects and can bounce off obstacles or skip on the water.

[0141] Optionally, there is an initial value of the capture threshold corresponding to the combat role. Optionally, the initial value of the capture threshold is related to a first factor, and the first factor includes at least one of the following factors:

[0142] The type and / or level of combat role;

[0143] The prop type and / or prop level of the container prop used by the capture operation;

[0144] The number of historical captures of combat characters by the main virtual character;

[0145] The number of times the main virtual character has captured combat characters of the same type;

[0146] Whether the combat character finds the main virtual character;

[0147] The distance between the main virtual character and the combat character;

[0148] The degree of personality matching between the main virtual character and the combat character;

[0149] Gender matching between the main avatar and the combat avatar.

[0150] Optionally, the types of combat characters include but are not limited to birds, insects, large animals, small animals, etc., and the levels include but are not limited to elementary, intermediate, advanced, etc. The initial value of the capture threshold of the combat character is related to the type and / or level of the combat character. The rarer the type and / or the higher the level of the combat character, the less likely it is to be captured, and the smaller the initial value of the corresponding capture threshold.

[0151] Optionally, the prop types of container props include but are not limited to ordinary props, intermediate props, advanced props, etc., and the prop levels include but are not limited to primary, intermediate, advanced, etc. The higher the prop type and / or the higher the prop level of the container props used in the capture operation, the easier it is to capture the combat character, and the larger the initial value of the corresponding capture threshold.

[0152] Optionally, the initial value of the capture threshold is related to the historical capture times of the combat character by the master virtual character, and the historical capture times of the combat character by the master virtual character and the initial value of the capture threshold may be positively correlated. For example, the more historical capture times, the easier it is for the combat character to be captured by the master virtual character, and the larger the initial value of the corresponding capture threshold.

[0153] Optionally, the initial value of the capture threshold is related to the number of historical captures of the same type of combat characters by the master virtual character, and the number of historical captures of the same type of combat characters by the master virtual character and the initial value of the capture threshold may be positively correlated. For example, the more historical captures of the same type of combat characters, the better the master virtual character is at capturing the combat characters of that type, that is, the larger the initial value of the capture threshold corresponding to the combat characters of that type.

[0154] Optionally, the initial value of the capture threshold is also related to whether the combat role finds the master virtual role. When the combat role does not find the master virtual role, the master virtual role can go around the combat role's blind spot to directly capture the combat role. At this time, the master virtual role only needs to adopt a certain capture strategy, and the capture success rate can be relatively high without fighting. That is, when the combat role does not find the master virtual role, the corresponding initial value of the capture threshold is larger.

[0155] Optionally, the distance between the main control virtual character and the combat character can affect the capture threshold, and the distance and the initial value of the capture threshold can be positively correlated. For example, the closer the distance between the main control virtual character and the combat character, the more accurate the skill release of the main control virtual character is, and the higher the capture success rate of the combat character, that is, the larger the initial value of the corresponding capture threshold.

[0156] Optionally, the initial value of the capture threshold is also related to the personality matching degree between the main control virtual character and the combat character, and the personality matching degree and the initial value of the capture threshold may be positively correlated. Based on the personality attributes of the combat character, each combat character may have a personality of the main control virtual character that they like or dislike. For example, a combat character with a belligerent personality prefers a main control virtual character with a belligerent personality, and the personality matching degree between the two is relatively high. The higher the personality matching degree between the main control virtual character and the combat character, the easier it is for the combat character to be captured, that is, the larger the initial value of the capture threshold.

[0157] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the main virtual character and the combat character, and the gender matching degree and the initial value of the capture threshold may be positively correlated. Based on the gender attribute of the combat character, each combat character may have a gender of the main virtual character that they like or dislike. The higher the gender matching degree between the main virtual character and the combat character, the easier it is for the combat character to be captured, that is, the larger the initial value of the capture threshold.

[0158] It should be noted that the above numerical values ​​are relative values, and the specific values ​​need to be determined according to the actual situation. It should also be noted that the initial value of the capture threshold of the combat role is related to the first factor, but for a certain first factor, whether the initial value of the capture threshold of the combat role caused by the first factor is large or small needs to be set according to the specific combat role.

[0159] The battle process changes the world factors

[0160] When different combat characters engage in turn-based battles, the skills released by the combat characters will have an impact on the environment of the virtual world, and this impact will be synchronized from the turn-based battle scene to the world scene. For example, when combat characters are fighting in a turn-based battle scene and the combat characters release a fire skill, the grass plot in the turn-based battle scene will be ignited, and the ignited grass plot will be synchronized to the world scene. Furthermore, when the environment of the plot changes, it will have an impact on the combat characters, such as affecting the skill strength of the combat characters.

[0161] World Environment Changes Combat Factors

[0162] When different combat characters engage in turn-based combat, environmental factors in the world scene will affect the combat characters, such as affecting the skill damage of the combat characters, or affecting the skill display effect of the combat characters. Exemplarily, the environmental factors in the virtual world include environmental factors of the plot and environmental factors of the weather, which will comprehensively affect the degree of disgust and liking of the combat characters for environmental factors. Exemplarily, the degree of disgust and liking of the combat characters for environmental factors includes the following different levels: strong affinity, weak affinity, indifference, weak resistance, and strong resistance.

[0163] If the combat character likes two environmental factors (land + weather), a strong affinity effect will be obtained; if the combat character only likes one environmental factor and does not dislike the other environmental factor, a weaker affinity effect will be obtained; if the combat character likes one environmental factor and dislikes the other environmental factor, no effect will be obtained; if the combat character only dislikes one environmental factor and dislikes the other environmental factor, a weaker resistance effect will be obtained; if the combat character dislikes both environmental factors, a strong resistance effect will be obtained.

[0164] During the turn-based combat process, the server or client needs to obtain environmental factors regularly (such as every turn) and determine the impact of the environmental factors on the combat characters.

[0165] Figure 3A schematic diagram of different scene switching provided by an exemplary embodiment of the present application is shown. In the embodiment of the present application, the behavior mode of a combat role in one scene will affect the behavior mode in another scene. Taking the switching from the world scene to the turn-based combat scene as an example, the second combat role 1301 and the main control virtual role 1302 are displayed in the world scene, and the behavior mode of the second combat role 1301 in the world scene is a hidden behavior mode. The hidden behavior mode is a behavior mode that hides itself under the land. When the main control virtual role 1302 controls the switching from the world scene to the turn-based combat scene, the second combat role 1301 is still in the hidden behavior mode, and the screen displays a prompt message "The stone monster is burying itself". At the same time, some buff effects 1304 in the hidden behavior mode are displayed next to the second combat role 1301. If the player clicks on the buff effect 1304, three buff effects of "strong resistance", "recharge", and "burying" will be displayed. Among them, "strong resistance" means that the second combat character 1301 does not like the rainy environment, and the damage will be reduced by 20%; "recharge" means that the physical attack power of the second combat character 1301 will be increased by 50% after resting; burying means that the second combat character 1301 is in a buried and hidden state, and the defense will be increased by 25%.

[0166] Obviously, the behavior pattern of the second combat character 1301 in the world scene will affect the combat capability in the turn-based combat scene. The combat capability includes but is not limited to at least one of the following capabilities: gain / debuff effect, combat logic, skill strength, and the types of skills allowed to be used.

[0167] Similarly, when switching from a turn-based battle scene to a world scene, the battle results of the combat characters in the turn-based battle scene will also affect at least one world element in the world scene.

[0168] Figure 4 FIG. 1 is a block diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120 , a server 140 , a second terminal 160 and a third terminal 180 .

[0169] The first terminal 120 is installed and runs an application that supports the virtual world. The application can be any one of a three-dimensional map program, a virtual reality (VR) application, an augmented reality (AR) program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is a terminal used by a first user. The first user uses the first terminal 120 to control the first virtual character in the virtual world to perform activities. The first virtual character is used as the main virtual character. The activities include but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking, capturing combat characters, controlling combat characters, raising combat characters, using combat characters to pick, using combat characters to fight, using throwing props, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual character, such as a simulated character object or an animated character object. Exemplarily, the first user controls the first virtual character to perform activities through the UI controls on the virtual world screen, and the first user controls the first virtual character to throw the combat character through the UI controls on the virtual world screen.

[0170] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0171] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142, and the memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive a request sent by a client, such as a request to detect the location of an enemy virtual character; the control module 1422 is used to control the rendering of a virtual world screen; and the sending module 1423 is used to send a response to the client, such as sending the location of a third virtual character to the client. The server 140 is used to provide background services for applications that support a three-dimensional virtual world. Optionally, the server 140 undertakes the main computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the main computing work; or, the server 140, the first terminal 120, the second terminal 160, and the third terminal 180 adopt a distributed computing architecture for collaborative computing.

[0172] The second terminal 160 has an application that supports the virtual world installed and running. The second terminal 160 is a terminal used by the second user. The second user uses the second terminal 160 to control the second virtual character in the virtual world to perform activities. The second virtual character also serves as the main virtual character. The activities include but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking, capturing combat characters, controlling combat characters, raising combat characters, using combat characters to pick, using combat characters to fight, using throwing props, and attacking other virtual characters. The third terminal 180 has an application that supports the virtual world installed and running. The third terminal 180 is a terminal used by the third user. The third user uses the third terminal 180 to control the third virtual character in the virtual world to perform activities.

[0173] Optionally, the first virtual character, the second virtual character and the third virtual character are in the same virtual world. The first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.

[0174] Optionally, the applications installed on the first terminal 120, the second terminal 160 and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of applications on different operating system platforms (Android or IOS). The first terminal 120 may refer to one of a plurality of terminals, the second terminal 160 may refer to one of a plurality of terminals, and the third terminal 180 may refer to one of a plurality of terminals. This embodiment is only illustrated by the first terminal 120, the second terminal 160 and the third terminal 180. The device types of the first terminal 120, the second terminal 160 and the third terminal 180 are the same or different, and the device types include: at least one of a smart phone, a smart watch, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer and a desktop computer. The following embodiments are illustrated by taking the terminal including a smart phone as an example.

[0175] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.

[0176] The present application embodiment relates to the switching sequence between two virtual scenes:

[0177] Switching order 1: Switch from "World Scene" to "Turn-based Battle Scene";

[0178] Switching order two: Switch from "turn-based battle scene" to "world scene".

[0179] For switching sequence 1: switching from "world scene" to "turn-based battle scene":

[0180] Figure 5 1 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. The method can be executed by a terminal device, and the method includes:

[0181] Step 210: Displaying a scene picture of the master virtual character in the world scene;

[0182] The world scene is rendered based on the world map. The world map is usually a relatively large open virtual world map. The world map includes multiple plots. Each plot is a polygonal plot.

[0183] In some embodiments, the main virtual character has at least one first combat character. The first combat character is a combat character that the main virtual character has successfully captured, for example, the combat character is a pet virtual character that the main virtual character has successfully captured. The main virtual character is a virtual character controlled by the current player. The first combat character that has been successfully captured can be controlled by the current player; it can also be controlled by AI; the current player can specify a combat strategy, and then the AI ​​can control it based on the combat strategy, which is not limited in this application.

[0184] In this embodiment, it is assumed that initially, at least one of the main control virtual character, the first combat character, and the second combat character is located in the world scene.

[0185] Step 220: Control the master virtual character to move to the target area in the world scene;

[0186] The target area refers to the location or area to which the main virtual character needs to move. The target area may be any location in the world scene. The target area includes the second combat character, and the main virtual character needs to move to the location or area where the second combat character is located. When the main virtual character moves in the world scene, the game system will detect whether the main virtual character is close to or reaches the target area where the second combat character is located.

[0187] Optionally, the target area can be a specific location of a second combat character, and the main virtual character needs to move to this specific location to fight with the second combat character, or the target area can be an area range where the second combat character is located, and the main virtual character only needs to enter the area range to trigger the battle.

[0188] In some embodiments, the second combat character includes at least one of an NPC, a monster controlled by AI, a combat character that was not successfully captured, and a combat character captured by a virtual character controlled by another player.

[0189] Step 230: In response to satisfying the scene switching condition, displaying a scene screen of the combat character in the turn-based combat scene;

[0190] The scene switching condition is a condition for triggering the switch between the world scene and the turn-based combat scene. In some embodiments, the scene switching condition is manually triggered by the current player, such as the current player controls the main virtual character to aim at the uncaptured combat character with a container prop, and then throws the container prop to the combat character, thereby triggering the scene switching condition; in some embodiments, the scene switching instruction is manually triggered by other players; in some embodiments, the scene switching condition is triggered by a terminal device or server, such as after the main virtual character approaches a wild monster, the distance between the main virtual character and the second combat character is less than a threshold, and the terminal device or server automatically triggers the scene switching condition based on the AI ​​control logic. This application does not limit the triggering method of the scene switching condition.

[0191] In some embodiments, the scene switching condition includes but is not limited to at least one of the following:

[0192] The main virtual character throws a container prop to the second combat character;

[0193] The main virtual character uses magic on the second combat character;

[0194] The main virtual character performs interactive operations on the second combat character, such as initiating a battle, feeding, and caressing;

[0195] The distance between the main control virtual character and the second combat character is less than a first threshold;

[0196] The distance between the main virtual character and the second combat character is less than the first threshold, and the alert value of the second combat character is higher than the second threshold;

[0197] The distance between the main virtual character and the second combat character is less than the first threshold, and the second combat character is in a negative emotional state;

[0198] The first main control virtual character encounters the second main control virtual character on the world map. The first main control virtual character and the second main control virtual character engage in a dialogue, and at the end of the dialogue both parties agree to engage in a turn-based battle.

[0199] The first main virtual character is the main virtual character controlled by the first player, and the second main virtual character may be the main virtual character controlled by the second player, or may be an NPC (Non-Player Character) set by the game. In another example, the first main virtual character encounters the second main virtual character in the world map, and the second main virtual character launches a surprise attack on the first main virtual character, and the first main virtual character is forced to enter a turn-based battle.

[0200] In response to satisfying the scene switching condition, the world scene is switched to the turn-based battle scene, and a scene screen of the virtual character in the turn-based battle scene is displayed. In some embodiments, the scene screen of the world scene is directly switched to the scene screen of the turn-based battle scene; in some embodiments, a transition animation is inserted during the switching process from the world scene to the turn-based battle scene, thereby reducing the tearing feeling when switching from the world scene to the turn-based battle scene.

[0201] The turn-based battle scene is rendered based on the battle map. Generally, the map area of ​​the battle map is smaller than the map area of ​​the world map. In some embodiments, the battle map is a map that is independent of the world map and different from the world map; in some embodiments, the battle map is a sub-map based on the world map, such as selecting a small sub-map from the world map based on the position of the virtual character before the switch to dynamically generate the battle map, so as to keep the world scene displayed before the switch and the turn-based battle scene displayed after the switch the same, or the degree of similarity is higher than the preset condition.

[0202] Step 240: Based on the influencing factors in the world scene, determine the combat elements of the combat character in the turn-based combat scene.

[0203] After switching to the turn-based battle scene, the battle elements of the combat character in the turn-based battle scene are determined based on at least one influencing factor in the world scene.

[0204] Exemplarily, the influencing factors are factors other than the skills, combat power, combat attributes, health value attributes, and magic value attributes of the virtual character itself.

[0205] In some embodiments, in order to maintain the consistency of the world scene and the turn-based combat scene, at least the following five improvement mechanisms are provided. In different embodiments, at least one of the five improvements can be implemented as a separate embodiment. The embodiment of the present application divides the five improvement mechanisms into five branches, which are introduced below:

[0206] First branch:

[0207] Determine the combat capabilities of combat characters in turn-based combat scenarios based on their behavior patterns in the world scenario;

[0208] Second branch:

[0209] Based on the external environment of the combat character in the world scene, determine the internal environment of the combat character when fighting in the turn-based combat scene;

[0210] The third branch:

[0211] Determine the in-game skill strength of combat characters in turn-based combat scenarios based on their external environment in the world scenario;

[0212] The fourth branch:

[0213] Based on the external environment of the combat characters in the world scene, determine the battle map when the combat characters fight in the turn-based battle scene;

[0214] Fifth branch: In the process of switching from the world scene to the turn-based battle scene, add a transition animation to naturally connect the two scenes, so as to reduce the tearing feeling when switching from the world scene to the turn-based battle scene.

[0215] To sum up, the method of this embodiment, by determining the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene, can reduce the difference between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the tearing feeling perceived by the player during the scene switching process.

[0216] The following is an introduction to the above five branches:

[0217] First branch:

[0218] Combined with reference Figure 6 , the above step 240 includes the following sub-step 241:

[0219] Step 241: Based on the behavior pattern of the combat character in the world scene, determine the combat capability of the combat character when fighting in the turn-based combat scene.

[0220] A behavior pattern refers to a pattern in which a combat character performs behavior under an AI control strategy. The AI ​​control strategy is an automated control strategy based on non-player active control such as an AI model, a behavior tree, and a behavior group. Different behavior patterns are controlled using different AI control strategies. In different embodiments, the AI ​​control strategy can be equivalently understood as any one of the meanings of an AI model, a behavior tree, a behavior group, a control strategy, and the like. In some embodiments, a behavior pattern can be understood as a set of at least one set of "conditions + behaviors". A set of "conditions + behaviors" is a control strategy in which a combat character is triggered by a condition to perform a certain behavior, several behaviors, or a certain behavior.

[0221] Taking an uncaptured combat character as an example, in order to simulate the living habits of a wild combat character, multiple behavior modes are pre-set for the same combat character.

[0222] The behavior pattern includes at least one of the following:

[0223] Daily behavior patterns;

[0224] Environmental behavior patterns;

[0225] Perceive behavioral patterns;

[0226] ·Group behavior patterns;

[0227] Sneak attack behavior pattern;

[0228] Among them, the daily behavior pattern is the behavior pattern of the combat character when he does not perceive the perception event in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after he perceives the perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after the perception event is triggered after he perceives the hostile virtual character in the world scene; the community behavior pattern is the behavior pattern of multiple combat characters performing behaviors according to group strategies or population strategies; the sneak attack behavior pattern is a behavior pattern with the purpose of ambush.

[0229] It should be noted that the above-mentioned combat role can be the second combat role or the first combat role. That is, the combat role in this embodiment includes at least one of the first combat role and the second combat role.

[0230] The following is an introduction to the above five behavior modes:

[0231] Daily behavior patterns:

[0232] The daily behavior of the second combat role is used here to illustrate.

[0233] The daily behavior pattern is the behavior pattern of the second combat role when it does not perceive the perception event in the world scene. In some embodiments, a plurality of AI control strategies are provided for the second combat role, wherein one AI control strategy is used to control the behavior of the second combat role when it does not perceive the perception event in the world scene.

[0234] The daily behavior mode is used to simulate the daily life behavior of the second combat role, such as: walking, patrolling, foraging, sleeping, drinking water, etc.

[0235] Environmental behavior patterns (behavior patterns triggered by specific environmental factors):

[0236] The explanation here is that the second combat role perceives preset or specific environmental factors.

[0237] The environmental behavior pattern is the behavior pattern of the second combat character after perceiving a perception event triggered by environmental factors in the world scene; the perception event triggered by environmental factors is a perception event triggered by factors other than the main control virtual character and the first combat character. Exemplarily, the perception event triggered by environmental factors is a behavior pattern triggered by a preset or specific environmental factor.

[0238] In some embodiments, a plurality of AI control strategies are provided for the second combat role, wherein one AI control strategy is used to control the behavior of the second combat role when it perceives a perception event triggered by environmental factors in the world scene.

[0239] The environmental behavior mode is a behavior mode triggered by a preset or specific environmental factor. In some embodiments, the environmental behavior mode is a concealed behavior mode triggered by a preset or specific environmental factor, that is, under the preset or specific environmental factor, the second combat role will act according to the behavior mode of hiding its own whereabouts.

[0240] The environmental behavior pattern includes at least one of: hiding behavior pattern, camouflage behavior pattern, sleeping behavior pattern, escape behavior pattern, crazy fighting mode, alert behavior pattern, etc.

[0241] Stealth Behavior: The secondary character will adopt a behavior pattern that hides itself to avoid being detected or attacked by the main virtual character. This may include hiding in the shadows, hiding behind objects, or using stealth skills.

[0242] Disguise behavior mode: The secondary combat character will adopt a behavior mode that camouflages itself to confuse the main virtual character. This may include changing its own shape according to the surrounding environment, changing into other virtual characters, etc.

[0243] In some embodiments, the disguised behavior pattern may also be considered a subset of the concealed behavior pattern.

[0244] Sleep Behavior Mode: The second combat character will enter a sleep state, reduce activity and restore health or energy. This behavior mode may be triggered when the second combat character is seriously injured or lacks resources. For example, hibernation mode.

[0245] Fleeing Behavior Mode: The second character will choose to flee from the turn-based combat scenario to avoid being defeated. This behavior mode may be triggered when the second character's health is below a certain threshold or when facing an unfavorable situation.

[0246] Crazy Combat Mode: The secondary character will display an extreme aggressive behavior pattern, attacking the primary character recklessly. This behavior pattern may be triggered when the secondary character is provoked or in an extremely dangerous state.

[0247] · Alert behavior mode: The second combat role will show high alertness and caution in response to potential threats. This behavior mode may be automatically activated when the second combat role perceives the presence of a hostile combat role or other threats.

[0248] The preset or specific environmental factors include: at least one of time period, weather type and terrain attribute. The environmental behavior patterns corresponding to different environmental factors may be the same or different.

[0249] In an optional example, when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the first environmental behavior pattern.

[0250] The time period is a subset of all time in the world scene. The time period is represented by years, seasons, days and nights, hours, etc. in the world scene. In the case where the environmental behavior mode is the first environmental behavior mode triggered by the time period, the combat capability of the second combat role in the turn-based combat scene is determined according to the first environmental behavior mode.

[0251] For example, the time period is night time, and the second combat role is a combat role of the dark attribute. At night, according to the behavior pattern of lurking activities at night, the combat role of the dark attribute will have enhanced vision at night. When switching from the world scene to the turn-based combat scene, the combat role of the dark attribute will obtain a positive gain state of "enhanced vision". Therefore, the behavior pattern of lurking activities at night will reduce the probability of the combat role of the dark attribute being discovered by the first combat role. For another example, the first time period is night time, and the second combat role is a combat role of the ghost system. The combat role of the ghost system will enter a transparent hidden behavior mode at night. At this time, the main control virtual character will directly pass through the combat role of the ghost system when moving to it, throwing container props, or releasing skills. When switching from the world scene to the turn-based combat scene, the combat role of the ghost system will increase its concealment ability. The combat role of the ghost system in the hidden behavior mode at night reduces its probability of being caught by the main control virtual character.

[0252] In an optional example, when the first environmental behavior mode is a hidden behavior mode triggered by a first time period and the combat time belongs to the first time period, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior mode.

[0253] The first time period is a subset of all time in the world scene. The first time period is represented by years, seasons, days and nights, hours, etc. in the world scene. The battle time changes with the system time in the world scene.

[0254] For example, the first time period is night time, and the second combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character will enter a stealth behavior mode at night. The second combat character will fight with the first combat character at night, and the concealment ability of the second combat character will be enhanced.

[0255] Optionally, in some embodiments, when the first environmental behavior mode is a hidden behavior mode triggered by the first time period and the battle time does not belong to the first time period, the combat capability of the combat character in the turn-based combat scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the battle time. Optionally, in some embodiments, the combat character is in the hidden behavior mode when entering the battle, and the combat capability of the combat character can be determined according to the hidden mode throughout the battle process.

[0256] For example, the first time period is night time, and the second combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character will enter the stealth behavior mode at night. When the combat time transitions from night time to early morning time, the second combat character will switch from the stealth behavior mode to the daily behavior mode, and the second combat character will fight against the first combat character. When the current combat time reaches early morning time, the ghost-type combat character cannot hide, that is, the combat capability of the second combat character when fighting with the first combat character is restored to normal combat capability.

[0257] In an optional example, when the environmental behavior mode is a second environmental behavior mode triggered by a weather type, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the second environmental behavior mode.

[0258] The weather type is a subset of all weather types in the world scene. The weather type includes at least one of: sunny, cloudy, overcast, rain, snow, thunder, hail, floating dust, blowing sand, sandstorm, wind, and haze. In the case where the environmental behavior mode is the second environmental behavior mode triggered by the weather type, the combat capability of the second combat role when fighting in the turn-based combat scene is determined according to the second environmental behavior mode.

[0259] For example, if the weather type is rainy, and the second combat role is a water combat role, the water combat role will hide in the water when it is not raining, and will jump out of the water when it is raining. When it is raining, the combat power of the water combat role will be greatly enhanced. When the main control virtual character starts to capture the water combat role, the world scene is switched to the turn-based combat scene, and the water combat role will enter a crazy combat mode. The water combat role may improve its combat power, such as increasing attack power, hit rate, etc. For another example, if the weather type is snowy, and the second combat role is an ice combat role, the ice combat role will only appear when it snows. When it snows, the ice combat role will enter a camouflage behavior mode. When the world scene is switched to the turn-based combat scene, the ice combat role will use ice or snow to camouflage its position, and then sneak attack the first combat role in the camouflage state.

[0260] In an optional example, when the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the hidden behavior mode.

[0261] The first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of: sunny, cloudy, overcast, rain, snow, thunder, hail, floating dust, blowing sand, sandstorm, wind, and haze. The current weather type changes with the system time in the world scene, or the current weather type is triggered by the skills of the combat character.

[0262] For example, if the first weather type is rainy and the second combat character is a rain-type combat character, when the first weather type is rainy, when switching from the world scene to the turn-based combat scene, the second combat character will enter a stealth behavior mode, and the second combat character will fight against the first combat character in the rain. The rain-type combat character will use stealth skills, and the concealment ability of the second combat character will be enhanced.

[0263] Optionally, in some embodiments, when the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, the combat capability of the combat role in the turn-based combat scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Optionally, in some embodiments, the combat role is in the hidden behavior mode when entering the battle, and the combat capability of the combat role can be determined according to the hidden mode throughout the combat process.

[0264] For example, the first weather type is rainy, and the second combat character is a rain-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character fights against the first combat character, and the second combat character will enter the stealth behavior mode. During the battle, when the current weather type changes from rainy to sunny, the second combat character will switch from the stealth behavior mode to the daily behavior mode. The current weather type is sunny, and the rain-type combat character cannot use the stealth skill. The second combat character's combat capability when fighting with the first combat character is restored to normal combat capability.

[0265] In an optional example, when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the third environmental behavior mode.

[0266] The terrain attribute is a subset of all terrain attributes in the world scene, and the terrain attribute includes at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, gravel, etc. In the case where the environmental behavior mode is the third environmental behavior mode triggered by the terrain attribute, the combat capability of the second combat role in the turn-based combat scene is determined according to the third environmental behavior mode.

[0267] For example, if the terrain attribute is grassland, and the second combat role is a combat role of the plant system, when the second combat role is located in the grassland plot, the combat role of the plant system will transform into plants such as grass or flowers, and then the second combat role will enter the camouflage behavior mode. When switching from the world scene to the turn-based combat scene, the combat role of the plant system will obtain stronger defense and recovery capabilities in the camouflage mode. For another example, if the terrain attribute is flame, and the second combat role is a combat role of the fire system, when the second combat role is located in the flame plot, the combat role of the fire system will enter the crazy combat mode. When switching from the world scene to the turn-based combat scene, the combat role of the fire system can obtain the positive gain state corresponding to the flame plot, such as increasing attack power or speed, etc. Optionally, the combat role of the fire system may obtain exclusive skills corresponding to the flame plot, for example, mastering the control ability of the flame plot, making it easier to ignite the terrain or the main control virtual character, and these skills will make the combat role of the fire system more destructive and deterrent.

[0268] In an optional example, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position of the combat character belongs to the first terrain attribute, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the stealth behavior mode;

[0269] The first terrain attribute is a subset of all terrain attributes in the world scene, and the first terrain attribute includes at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, gravel, etc. The position of the combat character changes dynamically during the combat process in the turn-based combat scene.

[0270] For example, the first terrain attribute is mud, and the second combat character is an earth-based combat character. When switching from the world scene to the turn-based combat scene, the second combat character and the first combat character start fighting on the mud. The earth-based combat character will enter a stealth behavior mode and use underground escape skills. The combat ability of the second combat character in the turn-based combat scene is enhanced.

[0271] Optionally, in some embodiments, when the third environmental behavior mode is a hidden behavior mode triggered by the first terrain attribute and the location of the combat role does not belong to the first terrain attribute, the combat capability of the combat role in the turn-based combat scene is determined according to the second environmental behavior mode corresponding to the daily behavior mode or the terrain attribute of the location of the combat role. Optionally, in some embodiments, the combat role is in the hidden behavior mode when entering the battle, and the combat capability of the combat role can be determined according to the hidden mode throughout the combat process.

[0272] For example, if the first terrain attribute is a river and the second combat character is a water-based combat character, when switching from the world scene to the turn-based combat scene, the second combat character and the first combat character will fight in the river, and the second combat character will enter a stealth behavior mode. During the battle, the positions of the first combat character and the second combat character will change. When the position of the second combat character switches from a river to mud, the terrain attribute changes, and the second combat character will switch from the stealth behavior mode to the daily behavior mode; or, the first combat character releases a freezing skill to the second combat character, and the position of the second combat character changes from a river to an ice block, the terrain attribute changes, and the second combat character will also switch from the stealth behavior mode to the daily behavior mode. The water-based combat character cannot use the stealth skill, and the second combat character's combat capability when fighting with the first combat character returns to normal combat capability.

[0273] For example, Figure 7 As shown in FIG. 6(a), the second combat role 601 is a combat role of the plant system. In the case where the first plot type is grassland, Figure 7As shown in Figure (b), the second combat character 601 will transform into a plant 602. At this time, the second combat character 601 enters the camouflage behavior mode, in which it can obtain higher concealment ability and reduce the probability of being discovered by the main virtual character. Even if it is discovered by the main virtual character, the second combat character 601 can obtain at least one of additional defense ability, recovery ability, combat logic, and exclusive skills when switching from the world scene to the turn-based battle scene.

[0274] Perception behavior patterns (behavior patterns triggered by the main virtual character):

[0275] Here, the example of the second combat character being triggered by the main virtual character is used for explanation.

[0276] The perception behavior pattern is the behavior pattern of a combat character after a perception event is triggered after the combat character perceives a hostile virtual character in the world scene; taking the second combat character as an example, the perception behavior pattern is the behavior pattern of the second combat character after the second combat character perceives a perception event triggered by the main control virtual character and / or the first combat character in the world scene.

[0277] The perceptual behavior pattern includes at least one of: a concealing behavior pattern, a camouflaging behavior pattern, a sleeping behavior pattern, an escaping behavior pattern, a frantic fighting mode, a vigilant behavior pattern, and the like.

[0278] In an optional example, when the perceptual behavior pattern is a first perceptual behavior pattern triggered by a restraint relationship between virtual characters of different attributes, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the first perceptual behavior pattern.

[0279] The restraint relationship between virtual characters refers to the restraint relationship between different virtual characters. In some embodiments, different virtual characters have different attributes. The attributes include: at least one of gold, wood, water, fire, earth, light, dark, lightning, snow, ice, etc. There is a restraint relationship between different attributes, such as fire restrains wood, water restrains fire, etc. When the perceived behavior pattern is associated with the restraint relationship between the virtual characters, the behavior of the second combat character in the turn-based combat scene is changed according to the behavior pattern corresponding to the restraint relationship.

[0280] In some embodiments, when a first combat role restrains a second combat role, the perception behavior mode corresponding to the second combat role is at least one of a concealment behavior mode, a camouflage behavior mode, an escape behavior mode, and a vigilance behavior mode, and the perception behavior mode corresponding to the first combat role is a crazy combat mode.

[0281] In some embodiments, when the second combat role restrains the first combat role, the perception behavior mode corresponding to the first combat role is at least one of a concealment behavior mode, a camouflage behavior mode, an escape behavior mode, and a vigilance behavior mode, and the perception behavior mode corresponding to the second combat role is a crazy combat mode.

[0282] For example, if the second combat character is a combat character of the wood element, when the combat character of the wood element senses that there is a combat character of the fire element within 100 meters, the combat character of the wood element will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the combat character of the wood element may give priority to escape, burrow or dodge skills to avoid direct combat with the virtual character of the fire element as much as possible, or the combat character of the wood element will increase its own movement speed to get away from the attack range of the virtual character of the fire element more quickly. For another example, if the second combat character is a combat character of the fire element, when the combat character of the fire element meets the combat character of the water element, the combat character of the fire element will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the special skills or spells of the combat character of the fire element will be weakened, such as reduced attack power and lower hit rate. The combat character of the fire element may enhance its own defense, reduce the damage caused to it by the virtual character of the water element, and increase its own movement speed.

[0283] In an optional example, when the first perceived behavior mode is a hidden behavior mode triggered by a restraint relationship between combat characters of different attributes, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior mode.

[0284] Among them, the concealment behavior mode belongs to the perception behavior mode. The restraint relationship between combat roles refers to the restraint relationship between combat roles of different attributes. For example, there is a restraint relationship between different attributes, such as fire restrains wood, water restrains fire, wind restrains water, etc.

[0285] For example, the second combat character is a water-based combat character, and the first combat character is a wind-based combat character. The wind-based combat character restrains the water-based combat character, that is, the first combat character restrains the second combat character. After the second combat character senses the first combat character, the second combat character will enter a stealth behavior mode. At this time, the second combat character will increase its movement speed and use dodge skills to quickly escape in the turn-based combat scene.

[0286] Optionally, in some embodiments, when the hostile combat role switches, the combat capability of the combat role in the turn-based combat scenario is determined according to the daily behavior pattern or the perception behavior pattern corresponding to the hostile combat role. Optionally, in some embodiments, the combat role is in a hidden behavior mode when entering the battle, and the combat capability of the combat role can be determined according to the hidden mode throughout the combat process.

[0287] For example, the second combat character is a water-based combat character, and the first combat character is a wind-based combat character. After the second combat character senses the first combat character, it will enter a stealth behavior mode. After the first combat character switches to a fire-based combat character, the second combat character senses the first combat character and will change from the stealth behavior mode to a crazy combat mode. In the turn-based combat scene, the second combat character's attack capability will be enhanced.

[0288] For example, Figure 8 As shown in Figure (a), the second combat role 701 and the first combat role 702 have a restraining relationship. When the second combat role 701 senses the first combat role 702, Figure 8 As shown in Figure (b), the second combat character 701 will enter a hidden behavior mode and curl up underground 703. The second combat character 701 chooses to take defensive measures to reduce the possibility of being hurt. Hiding in the shell can provide additional defense and protection, and increase the difficulty of being attacked by the first combat character 702.

[0289] In an optional example, when the perceptual behavior pattern is a second perceptual behavior pattern triggered by a stress response, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the second perceptual behavior pattern.

[0290] The stress response is the behavioral response of the combat role after perceiving the hostile virtual role. Taking the combat role as the second combat role as an example, the stress response is the behavioral response of the second combat role perceiving the main control virtual role and / or the first combat role. In some embodiments, the stress response includes at least one of: hiding, warning, escaping, surprise, doubt, anger, etc.

[0291] In an optional example, when the second perceived behavior pattern is a hidden behavior pattern triggered by a stress response, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior pattern.

[0292] Optionally, in the case where the second perception behavior mode is a hidden behavior mode, when the second combat character senses the first combat character or the main virtual character, the second combat character will enter the hidden behavior mode and act according to the behavior mode of hiding its own whereabouts.

[0293] For example, the second combat character is an earth-based combat character. When the second combat character senses that the first combat character or the main virtual character is approaching, after entering the turn-based combat scene, the second combat character will have a stress response of escaping underground and enter a hidden behavior mode. The vigilance of the second combat character will increase, and the concealment ability of the earth-based combat character will be improved. At this time, the earth-based combat character will choose the right time to reappear or wait to launch an attack when the first combat character is not paying attention.

[0294] Optionally, in some embodiments, when the duration of the stress response reaches the target duration, the combat capability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern. Optionally, in some embodiments, the combat character is in a hidden behavior mode when entering the battle, and the combat capability of the combat character can be determined according to the hidden mode throughout the combat process.

[0295] For example, when the second combat character senses that the first combat character or the main virtual character is approaching, a stress response will occur and the character will enter a hidden behavior mode. When the hidden behavior of the second combat character reaches a preset duration, or when the second combat character senses that the danger is over, the character will switch from the hidden behavior mode to the daily behavior mode. At this time, the combat capability of the second combat character when fighting with the first combat character has not changed.

[0296] In some embodiments, the stress response of the second combat role is transmitted to the main control virtual role through special effects and actions, so that the main control virtual role is aware that the second combat role has been affected and has a stress response. According to the personality settings of different second combat roles, the stress response of different second combat roles is different, which can be presented to the main control virtual role through the expressions, actions or dialog boxes of the second combat roles.

[0297] For example, Fig. 9 As shown, Fig. 9 It shows the performance of the second combat character under different stress reactions, the second combat character 801 enters a stress reaction of alerting other combat characters around it; or, the second combat character 802 enters an angry stress reaction; or, the second combat character 803 enters a surprised stress reaction; or, the second combat character 804 enters a puzzled stress reaction; or, the stress reaction of the second combat character is presented to the main virtual character through expressions, actions or dialog boxes.

[0298] For example, when the stress response is a hiding response, when the second combat character senses the main virtual character, the second combat character will enter the stealth behavior mode. When switching from the world scene to the turn-based combat scene, the second combat character may look for cover or use stealth skills to increase its own concealment ability and reduce the probability of being discovered by the main virtual character. In the stealth behavior mode, the second combat character may wait for the opportunity and choose a more favorable time to attack or escape.

[0299] In some embodiments, when the perceived behavior mode is a concealment behavior mode, the second combat role will act according to the behavior mode of hiding its own whereabouts. The second combat role has two modes: hiding based on the environment and hiding based on its own ability.

[0300] Hiding based on the environment

[0301] For example, Fig.10 As shown, the second combat character 901 is an earth-based combat character. After sensing the approach of the main virtual character 902, the second combat character 901 will have a hidden stress response and enter a stealth behavior mode. The second combat character 901 will observe the surrounding situation more vigilantly. The second combat character 901 in the stealth behavior mode may choose to wait for the opportunity to find a suitable time to re-present itself or launch a surprise attack, waiting for the first combat character of the main virtual character to expose a weakness or distract attention, and then take the opportunity to launch an attack.

[0302] For example, Fig.11 As shown, the second combat character 1001 is a water combat character. After sensing the approach of the main control virtual character 1002, the second combat character 1001 will have a hidden stress response and enter a hidden behavior mode. The second combat character 1001 in the hidden behavior mode usually has a higher mobility and flexibility. In the hidden behavior mode, the second combat character 1001 may be more adept at taking advantage of the terrain, choosing to cross the water, jump or use other terrain features to avoid pursuit, or use accelerated movement, invisibility, transformation, etc. to increase its own hiding ability.

[0303] Hiding based on your own abilities

[0304] For example, Fig.12As shown, the second combat character 1101 is an electric combat character. After sensing the approach of the main virtual character 1102, the second combat character 1101 will have a hidden stress response and enter a stealth behavior mode. After the second combat character 1101 in the stealth behavior mode transforms into lightning, its movement speed may increase significantly, and the second combat character 1101 will use the form of lightning to quickly escape from the combat area; in a turn-based combat scene, the second combat character 1101 may use skills related to electricity, releasing attack skills such as electric arcs, lightning storms or electrical fluctuations to interfere with the field of vision of the main virtual character 1102 or cause damage.

[0305] For example, when the stress response is an alarm response, when the second combat character senses the main virtual character, the second combat character will enter a crazy combat mode, and the second combat character will send out an alarm signal to attract the help of other second combat characters. When switching from the world scene to the turn-based combat scene, the second combat character in the crazy combat mode may increase its defense or summon reinforcements to increase its own combat effectiveness.

[0306] For example, Fig.13 As shown in Figure (a), the second combat character 1201 is performing normal patrolling behavior. After sensing the approach of the main control virtual character 1202, Fig.13 As shown in Figure (b), the second combat character 1201 will enter a crazy combat mode and start a confrontation with the main virtual character 1202. When switching from the world scene to the turn-based combat scene, the second combat character 1201 will actively attack more aggressively. The second combat character 1201 will use more powerful skills or attack methods to win quickly.

[0307] For example, when the stress response is an escape response, when the second combat character senses the main virtual character, the second combat character will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the second combat character will choose a safer path to escape, or use escape skills to increase its own escape ability. The second combat character in the escape state may look for cover or use the environment for camouflage to increase the success rate of escape.

[0308] Group behavior patterns (behavior patterns in a team or population):

[0309] Here we take the example of the second combat character being in a group.

[0310] The community behavior pattern refers to a behavior pattern in which a second combat role, when in a team, will behave in accordance with the group strategy of the entire team. The same team can be composed of different types of virtual roles; when a second combat role is in a population, it will behave in accordance with the population strategy of the entire population. The same population is composed of the same type of virtual roles.

[0311] For example, when the second combat character is alone, it will enter the escape behavior mode; when the second combat character is in a group, it will fight according to the group combat mode. When switching from the world scene to the turn-based battle scene, the second combat characters belonging to the same group will fight together and show more powerful skills.

[0312] The following explanation is given by taking the first combat role as an example.

[0313] Daily behavior patterns:

[0314] The daily behavior of the first combat role is used as an example here.

[0315] The daily behavior pattern is the behavior pattern of the first combat role when it does not perceive the perception event in the world scene. In some embodiments, a plurality of AI control strategies are provided for the first combat role, wherein one AI control strategy is used to control the behavior of the first combat role when it does not perceive the perception event in the world scene.

[0316] The daily behavior mode is used to simulate the daily life behavior of the first combat role, such as: walking, patrolling, foraging, sleeping, drinking water, etc.

[0317] Environmental behavior patterns (behavior patterns triggered by perceived preset or specific environmental factors):

[0318] The following is an explanation of the first combat role sensing environmental factors.

[0319] The environmental behavior pattern is a behavior pattern after the first combat character perceives a perception event triggered by environmental factors in the world scene; illustratively, the perception event triggered by environmental factors is a behavior pattern triggered by preset or specific environmental factors.

[0320] In some embodiments, a plurality of AI control strategies are provided for the first combat character, wherein one AI control strategy is used to control the behavior of the first combat character when it perceives a perception event triggered by environmental factors in a world scene.

[0321] The environmental behavior mode is a behavior mode triggered by a preset or specific environmental factor. In some embodiments, the environmental behavior mode is a concealed behavior mode triggered by a preset or specific environmental factor, that is, under specific environmental factors, the first combat role will act according to the behavior mode of hiding its own whereabouts.

[0322] The environmental behavior mode includes at least one of: hiding behavior mode, camouflage behavior mode, sleeping behavior mode, escape behavior mode, crazy fighting mode, etc.

[0323] Stealth Behavior: The first combatant will take actions to hide themselves in order to avoid being detected or attacked by the second combatant. This may include hiding in shadows, hiding behind objects, or using stealth skills.

[0324] Disguise behavior mode: The first combat character will adopt a behavior mode that camouflages itself to confuse the second combat character. This may include changing its own shape according to the surrounding environment, changing into other virtual characters, etc.

[0325] In some embodiments, the disguised behavior pattern may also be considered a subset of the concealed behavior pattern.

[0326] Sleep Behavior Mode: The first combat character will enter a sleep state, reduce activity, and restore health or energy. This behavior mode may be triggered when the first combat character is seriously injured or lacks resources.

[0327] For example, hibernation mode.

[0328] Fleeing behavior mode: The first combat character will choose to flee the combat scene to avoid being defeated. This behavior mode may be triggered when the first combat character's health value is below a certain threshold or faces an unfavorable situation.

[0329] Crazy Combat Mode: The first combat character will display an extreme aggressive behavior pattern, attacking the second combat character recklessly. This behavior pattern may be triggered when the first combat character is enraged or in an extremely dangerous state.

[0330] · Alert behavior mode: The first combat role will show high alertness and caution in response to potential threats. This behavior mode may be automatically activated when the first combat role perceives the presence of a hostile combat role or other threats.

[0331] The preset or specific environmental factors include: at least one of time period, weather type and terrain attribute. The environmental behavior patterns corresponding to different environmental factors may be the same or different.

[0332] In an optional example, when the environmental behavior mode is a first environmental behavior mode triggered by a time period, the combat capability of the first combat character when fighting in a turn-based combat scenario is determined according to the first environmental behavior mode.

[0333] The time period is a subset of all time in the world scene. The time period is represented by years, seasons, days and nights, hours, etc. in the world scene. In the case where the environmental behavior mode is the first environmental behavior mode triggered by the time period, the combat capability of the first combat character in the turn-based combat scene is determined according to the first environmental behavior mode.

[0334] For example, the time period is night time, and the first combat character is a combat character with darkness attribute. According to the behavior pattern of lurking activities at night, the combat character with darkness attribute will have enhanced vision at night. When switching from the world scene to the turn-based combat scene, the combat character with darkness attribute will obtain a positive gain state of "enhanced vision". Therefore, the behavior pattern of lurking activities at night will reduce the probability of the combat character with darkness attribute being discovered by the second combat character.

[0335] In an optional example, when the first environmental behavior mode is a hidden behavior mode triggered by a first time period and the combat time belongs to the first time period, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior mode.

[0336] The first time period is a subset of all time in the world scene. The first time period is represented by years, seasons, days and nights, hours, etc. in the world scene. The battle time changes with the system time in the world scene.

[0337] For example, the first time period is night time, and the first combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the first combat character will enter a stealth behavior mode at night. The first combat character and the second combat character will fight at night, and the concealment ability of the first combat character will be enhanced.

[0338] Optionally, in some embodiments, when the first environmental behavior mode is a hidden behavior mode triggered by the first time period and the battle time does not belong to the first time period, the combat capability of the combat character in the turn-based combat scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the battle time. Optionally, in some embodiments, the combat character is in the hidden behavior mode when entering the battle, and the combat capability of the combat character can be determined according to the hidden mode throughout the battle process.

[0339] For example, the first time period is night time, and the first combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the first combat character will enter the stealth behavior mode at night. When the combat time transitions from night time to early morning time, the first combat character will switch from the stealth behavior mode to the daily behavior mode, and the first combat character will fight against the second combat character. The first time period is early morning time, and the ghost-type combat character cannot hide, that is, the combat capability of the first combat character when fighting with the second combat character is restored to normal combat capability.

[0340] In an optional example, when the environmental behavior mode is a second environmental behavior mode triggered by a weather type, the combat capability of the first combat character when fighting in a turn-based combat scenario is determined according to the second environmental behavior mode.

[0341] The weather type is a subset of all weather types in the world scene. The weather type includes at least one of: sunny, cloudy, overcast, rain, snow, thunder, hail, floating dust, blowing sand, sandstorm, wind, and haze. In the case where the environmental behavior mode is the second environmental behavior mode triggered by the weather type, the combat capability of the first combat character when fighting in the turn-based combat scene is determined according to the second environmental behavior mode.

[0342] For example, the weather type is rainy, and the first combat character is a water-based combat character. On non-rainy days, the water-based combat character will hide in the water and move around, and on rainy days, the water-based combat character will jump out of the water and move around. On rainy days, the combat power of the water-based combat character will be greatly enhanced. When the water-based combat character fights with the second combat character, when switching from the world scene to the turn-based battle scene, the water-based combat character will enter a crazy battle mode, and the water-based combat character may improve its combat power, such as increasing attack power, hit rate, etc.

[0343] In an optional example, when the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the hidden behavior mode.

[0344] The first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of: sunny, cloudy, overcast, rain, snow, thunder, hail, floating dust, blowing sand, sandstorm, wind, and haze. The current weather type changes with the system time in the world scene, or the current weather type is triggered by the skills of the combat character.

[0345] For example, the first weather type is rainy, and the first combat character is a rain-type combat character. When the first weather type is rainy, when switching from the world scene to the turn-based combat scene, the first combat character will enter a stealth behavior mode, and the first combat character and the second combat character will fight in the rain. The rain-type combat character will apply the stealth skill, and the concealment ability of the first combat character will be enhanced.

[0346] Optionally, in some embodiments, when the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, the combat capability of the combat role in the turn-based combat scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Optionally, in some embodiments, the combat role is in the hidden behavior mode when entering the battle, and the combat capability of the combat role can be determined according to the hidden mode throughout the combat process.

[0347] For example, the first weather type is rainy, and the first combat character is a rain-type combat character. When switching from the world scene to the turn-based combat scene, the first combat character fights against the second combat character. When it is rainy, the first combat character will enter the stealth behavior mode. During the battle, when the current weather type changes from rainy to sunny, the first combat character will switch from the stealth behavior mode to the daily behavior mode. The first weather type is sunny, and the rain-type combat character cannot use the stealth skill. The combat capability of the first combat character when fighting with the second combat character is restored to normal combat capability.

[0348] In an optional example, when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat capability of the first combat character when fighting in a turn-based combat scenario is determined according to the third environmental behavior mode.

[0349] The terrain attribute is a subset of all terrain attributes in the world scene, and the terrain attribute includes at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, gravel, etc. In the case where the environmental behavior mode is the third environmental behavior mode triggered by the terrain attribute, the combat capability of the first combat character in the turn-based combat scene is determined according to the third environmental behavior mode.

[0350] For example, if the terrain attribute is grassland, and the first combat character is a plant-type combat character, when the first combat character is located in the grassland, the plant-type combat character will transform into plants such as grass or flowers. At this time, the first combat character enters the camouflage behavior mode. When switching from the world scene to the turn-based combat scene, the plant-type combat character may gain higher concealment ability in the camouflage behavior mode, making it more difficult to be detected or attacked by the second combat character.

[0351] In an optional example, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position of the combat character belongs to the first terrain attribute, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the stealth behavior mode;

[0352] The first terrain attribute is a subset of all terrain attributes in the world scene, and the first terrain attribute includes at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, gravel, etc. The position of the combat character changes dynamically during the combat process in the turn-based combat scene.

[0353] For example, the first terrain attribute is mud, and the first combat character is an earth-based combat character. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character start fighting on the mud, the earth-based combat character will enter a stealth behavior mode, and the earth-based combat character will use underground escape skills, and the combat ability of the first combat character in the turn-based combat scene will be enhanced.

[0354] Optionally, in some embodiments, when the third environmental behavior mode is a hidden behavior mode triggered by the first terrain attribute and the location of the combat role does not belong to the first terrain attribute, the combat capability of the combat role in the turn-based combat scene is determined according to the second environmental behavior mode corresponding to the daily behavior mode or the terrain attribute of the location of the combat role. Optionally, in some embodiments, the combat role is in the hidden behavior mode when entering the battle, and the combat capability of the combat role can be determined according to the hidden mode throughout the combat process.

[0355] For example, the first terrain attribute is a river, and the first combat character is a water-based combat character. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character fight in the river, and the first combat character will enter a stealth behavior mode. During the battle, the positions of the first combat character and the second combat character will change. When the first terrain attribute switches from a river to mud, the first combat character will switch from the stealth behavior mode to the daily behavior mode; or, the second combat character releases a freezing skill to the first combat character, and the position of the first combat character changes from a river to an ice block, and the first combat character will also switch from the stealth behavior mode to the daily behavior mode. The water-based combat character cannot use the stealth skill, and the combat capability of the first combat character when fighting with the second combat character is restored to normal combat capability.

[0356] Sneak attack behavior mode:

[0357] The explanation here is that the first combat character ambushes the second combat character.

[0358] The sneak attack behavior mode is a behavior mode for the purpose of ambush. In some embodiments, the sneak attack behavior mode is a behavior mode for the purpose of the main control virtual character controlling the first combat character to ambush the second combat character.

[0359] The sneak attack behavior mode is a combat strategy designed to gain an advantage by ambushing a second combat role. In the sneak attack behavior mode, the first combat role will approach the second combat role in a secret and covert manner and launch an attack before the second combat role notices it.

[0360] In one possible implementation, the first combat role may choose to take covert actions before the battle begins to avoid being detected by the second combat role, which may include hiding in the shadows, using stealth skills, or choosing a suitable tactical position, etc. Once the second combat role enters the attack range of the first combat role, the first combat role may choose to launch a surprise attack to attack the second combat role with rapid attack power and high burst damage, including using powerful skills, critical attacks, or attacking by exploiting the second combat role's weaknesses.

[0361] Optionally, in the sneak attack behavior mode, the first combat role is not suitable for a long time to engage in direct combat with the second combat role. Once the sneak attack is completed or an unexpected situation is encountered, the first combat role can choose to quickly evacuate the battle scene to avoid being counterattacked by the second combat role or being discovered by other second combat roles. In some embodiments, the first combat role can use environmental factors in the battle scene to increase the effect of the sneak attack, for example, using a bunker to ambush, using traps or environmental items to cause damage to the second combat role, etc.

[0362] Optionally, when the first combat character enters the sneak attack mode and successfully defeats the second combat character, the main virtual character can aim at the second combat character with the container prop, throw the container prop at the second combat character, and try to capture the second combat character to make it a member of the first combat character.

[0363] In the various behavior modes of the combat roles mentioned in the above embodiments, determining the combat capability of the combat role in a turn-based combat scenario includes at least one of the following:

[0364] Add positive gain (also called buff) status or negative gain (also called debuff or reduction) status corresponding to the behavior mode to the combat character.

[0365] Optionally, a positive gain state or a negative gain state is added to the combat role according to the behavior pattern of the combat role. The gain state can increase or decrease the attributes, skill effects or combat capabilities of the combat role.

[0366] A positive gain state refers to a favorable effect exerted on a combat character, which can improve the combat capability of the combat character, including at least increasing the combat character's attack power, defense power, speed and other attributes, or providing additional skill effects, such as restoring health points, increasing damage output, etc., or enhancing the combat capability of the combat character. A positive gain state can make the combat character more advantageous in battle, and a positive gain state increases the combat capability of the combat character.

[0367] For example, take the second combat character as an example. During the night time period, the second combat character is a combat character with a dark attribute. During the night time period, the second combat character enters a stealth behavior mode. When switching from the world scene to the turn-based combat scene, since the second combat character enters the stealth behavior mode in the world scene, the second combat character will obtain a positive gain state of stealth behavior in the turn-based combat, that is, the combat ability of the second combat character in the turn-based combat will be improved, for example, the second combat character will obtain additional dodge ability in the turn-based combat.

[0368] Negative gain status refers to an unfavorable effect imposed on a combat character, which can weaken the combat capability of the combat character, including at least reducing the combat character's attack power, defense power, speed and other attributes, or limiting the combat character's ability to act. Negative gain status can put the combat character at a disadvantage in combat, and negative gain status reduces the combat capability of the combat character.

[0369] For example, the second combat character is a fire-type combat character, and the first combat character is a water-type combat character. When the second combat character meets the first combat character, the second combat character will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the second combat character will obtain a negative gain state, and the attack power of the second combat character will be reduced.

[0370] Optionally, the positive gain state and negative gain state information will be transmitted to the player corresponding to the main virtual character through explicit special effects and actions at the beginning of the turn-based battle, and a corresponding icon will be added to the gain state area. The player corresponding to the main virtual character can view detailed prompt information after clicking. The player corresponding to the main virtual character will know the positive gain state or negative gain state effect brought about by the behavior mode of the combat character before entering the turn-based battle in the big world through special effects and actions. Optionally, corresponding icons will be added to the positive gain state area of ​​the user interface at the same time, and the player corresponding to the main virtual character can click these icons to view detailed prompt information in order to understand the specific effects and duration information.

[0371] For example, Fig.14As shown in Figure (a), the terrain attribute is mud, and the second combat character 1301 is an earth-related combat character. When the second combat character 1301 senses the appearance of the main control virtual character 1302, it triggers the hidden behavior mode and hides underground. Fig.14 As shown in (b) of the figure, the main control virtual character 1302 will release the first combat character 1303 to fight with the second combat character 1302, and the second combat character 1301 will increase a positive gain state of "buried", and the second combat character 1301 can accumulate strength underground to obtain additional attack bonus in the next attack. The positive gain state of the second combat character 1301 can be displayed through icon 1304, and the main control virtual character 1302 can click on icon 1304 to view detailed prompt information, and understand that the second combat character 1301 is in a hidden behavior mode of hiding underground and has obtained corresponding enhanced capabilities. The main control virtual character 1302 can select skills and tactics for the first combat character 1303 by viewing the prompt information of the second combat character 1301 to overcome the enhanced capabilities of the second combat character 1301 due to the terrain attributes.

[0372] ·Change the combat logic of combat characters to the combat logic corresponding to the behavior mode.

[0373] Battle logic refers to the control logic that controls the actions of combat characters in the game. Battle logic is the logic used by AI to control combat characters during combat. AI generally refers to automated algorithms with artificial intelligence capabilities, such as AI models, behavior trees, and decision trees.

[0374] Optionally, combat characters have different combat logics, such as offensive, defensive, escaping, sneak attack, etc. Each combat logic has different characteristics and strategies. By changing the combat logic, combat characters can better demonstrate the characteristics and strategies of corresponding behavior patterns in turn-based combat.

[0375] For example, the combat logic of the second combat role is offensive, and the second combat role is more inclined to use attack skills in turn-based combat to cause more damage to the first combat role, including selecting skills with higher attack power, giving priority to attacking the weaknesses of the first combat role, or using combo skills, etc. For another example, the combat logic of the second combat role is defensive, and the second combat role is more inclined to use defensive skills in turn-based combat to improve its own defensive capabilities, including selecting skills with higher defense power, giving priority to protecting teammates, or using counterattack skills, etc. For another example, the combat logic of the second combat role is escaping, and the second combat role is more inclined to use escape skills to escape when the combat situation deteriorates in turn-based combat.

[0376] In some embodiments, the main virtual character only controls part of the behavior of the first combat character, and the other part of the behavior is controlled by the AI ​​control logic. Therefore, the AI ​​control logic can change the combat logic of the first combat character according to the behavior pattern of the first combat character, so that the first combat character can better play their respective characteristics and strategies in battle. The first combat character itself may adjust its combat logic according to the current situation and influencing factors. In some embodiments, the second combat character is completely controlled by the AI ​​control logic. Therefore, the AI ​​control logic can change the combat logic of the second combat character according to the behavior pattern of the second combat character.

[0377] For example, if the second combat character perceives that the first combat character has a higher attack power, the second combat character may prioritize defense or recovery skills to protect itself, or, if the second combat character perceives that it is at a disadvantage, it may choose to escape or seek assistance.

[0378] Control combat characters to use exclusive skills corresponding to behavior patterns during combat.

[0379] Exclusive skills refer to a set of skills that correspond to the current behavior mode of the combat character. Alternatively, exclusive skills are skills that are only allowed to be used in the current behavior mode. Exclusive skills can better bring out the characteristics and advantages of the combat character. Optionally, different behavior modes may correspond to different exclusive skills.

[0380] For example, if the second combat character is a combat character with a dark attribute, the second combat character can use the stealth skill at night to become difficult to be detected by the first combat character in a turn-based battle, thereby increasing its own dodge rate or reducing the hit rate of the first combat character. For another example, if the second combat character is a combat character with a water attribute, the second combat character can use the stealth escape skill in a river to quickly disappear in a turn-based battle, thereby increasing the success rate of escape.

[0381] Switching mechanism between different behavior modes

[0382] In some embodiments, the above method further comprises the following steps:

[0383] Control the combat character to switch between at least two behavior modes.

[0384] The at least two behavior patterns include: at least one of: a daily behavior pattern, an environmental behavior pattern, a perception behavior pattern, a group behavior pattern, and a sneak attack behavior pattern.

[0385] In some embodiments, controlling the combat character to switch between at least two behavior modes includes at least one of the following:

[0386] When a combat character perceives a perception event triggered by environmental factors in the world scene, it switches from the daily behavior mode to the environmental behavior mode;

[0387] The perception event triggered by environmental factors is a perception event triggered by factors other than the main virtual character. The environmental factors include: at least one of time period, weather type and terrain attribute.

[0388] The daily behavior pattern is the behavior pattern of the combat character when it does not perceive the perceived event in the world scene. The environmental behavior pattern is the behavior pattern triggered by environmental factors.

[0389] In some embodiments, when a combat character perceives a perception event triggered by environmental factors in a world scene, that is, the combat character perceives certain environmental changes, it will switch from a daily behavior mode to an environmental behavior mode, and the combat character will make corresponding behavioral adjustments based on the triggering of environmental factors.

[0390] For example, the combat character is a combat character of the meteor system. The combat character of the meteor system will fall along with the meteors only during the dusk time period and will not appear at other time periods. During the non-dusk time period, the combat character is in a dormant or inactive state and does not perform any activities. When the time period is dusk, the combat character falls with the meteors, flies in the air, etc. The combat character will be converted from the daily behavior mode to the environmental behavior mode.

[0391] When the environmental factor disappears or the time after disappearance reaches the first time, switch from the environmental behavior mode to the daily behavior mode;

[0392] The first duration refers to a period of time calculated from the disappearance of the environmental factor. The first duration can be a fixed time interval or can be determined according to specific circumstances.

[0393] Optionally, when the environmental factor no longer exists or disappears after a period of time, the combat role will switch from the environmental behavior mode back to the daily behavior mode. The combat role is triggered by a specific environmental factor and exhibits behaviors related to the environmental factor, but once the environmental factor no longer exists or after a period of time, the combat role will return to its usual daily behavior.

[0394] For example, the combat character is a combat character of a meteor system. When the time period is dusk, the combat character falls with the meteor and switches from the daily behavior mode to the environmental behavior mode. When dusk passes, or the time after dusk reaches a certain time interval, the combat character will switch from the environmental behavior mode to the daily behavior mode, that is, the combat character is dormant or inactive again and does not perform any activities.

[0395] When the duration of the environmental behavior mode reaches a second duration, switching from the environmental behavior mode to the daily behavior mode;

[0396] Among them, the second duration refers to the duration when the combat character is in the environmental behavior mode.

[0397] In some embodiments, when the environmental behavior mode lasts for a second duration, the combat role will switch from the environmental behavior mode back to the daily behavior mode.

[0398] When a combat character senses a hostile virtual character in the world, the character switches from the normal behavior mode to the perception behavior mode.

[0399] The perception behavior pattern is the behavior pattern of a combat character after a perception event is triggered when the combat character perceives a hostile virtual character in the world scene.

[0400] Taking the hostile combat role as an example, the perception behavior pattern is the behavior pattern of the second combat role after perceiving the perception event triggered by the main control virtual role in the world scene.

[0401] For example, the second combat character is a fire-type combat character, and the first combat character is a water-type combat character. In the daily behavior mode, the second combat character performs normal activities, such as walking and exploring the environment. When the second combat character senses the first combat character, the second combat character will enter the escape behavior mode and speed up its movement speed to get away from the attack range of the first combat character as soon as possible to reduce the risk of being injured.

[0402] When the perceived event disappears or the time after disappearance reaches the third time, switch from the perceived behavior mode to the daily behavior mode;

[0403] The third time period refers to a period of time calculated from the disappearance of the perception event. The third time period can be a fixed time interval or can be determined according to specific circumstances.

[0404] Optionally, when the perception event no longer exists or disappears after a period of time, the combat role will switch from the perception behavior mode back to the daily behavior mode. When a certain perception event is triggered, the combat role will show the behavior related to the perception event, but once the perception event no longer exists or after a period of time, the combat role will return to the usual daily behavior.

[0405] For example, the second combat character is a fire-type combat character, and the first combat character is a water-type combat character. After the second combat character perceives the first combat character, it will trigger the escape behavior mode, that is, the daily behavior mode is converted to the perception behavior mode. When the second combat character escapes the perception range of the first combat character, or after a period of time after escaping the perception range, the second combat character will convert from the perception behavior mode to the daily behavior mode, that is, the second combat character will enter normal activities, such as walking and exploring the environment.

[0406] When the duration of the perception behavior mode reaches the fourth duration, switching from the perception behavior mode to the daily behavior mode;

[0407] Among them, the fourth duration refers to the duration when the combat role is in the perception behavior mode.

[0408] In some embodiments, when the duration of the perception behavior mode reaches a fourth duration, the combat role will switch from the perception behavior mode back to the daily behavior mode.

[0409] For example, taking the above-mentioned second combat character as a fire-type combat character and the first combat character as a water-type combat character, after the second combat character enters the escape behavior mode, it will speed up its movement speed to get away from the attack range of the first combat character as soon as possible. When the escape behavior mode of the second combat character lasts for a period of time, it will exit the escape behavior mode and enter the daily behavior mode again.

[0410] When the combat role is in a group or herd, switch from daily behavior mode to group behavior mode;

[0411] The community behavior pattern refers to a behavior pattern in which a combat character, when in a team, will behave in accordance with the group strategy of the entire team. The same team can be composed of different types of virtual characters; when a combat character is in a population, it will behave in accordance with the population strategy of the entire population. The same population is composed of the same type of virtual characters.

[0412] For example, let's take the second combat role as an example. The second combat role is an animal-based combat role. In the daily behavior mode, the second combat role will forage and patrol the territory alone. When the second combat role is in a population, it will switch from the daily behavior mode to the group behavior mode. The second combat role will cooperate with other virtual characters in the population to forage and jointly defend the territory. When foraging, the population will take a collaborative approach to hunt prey, each playing a different role to ensure the success of foraging.

[0413] Switching from group behavior mode to daily behavior mode when the combat role is separated from the team or group;

[0414] In some embodiments, when a combat character is in a team or group, it will act according to the behavioral rules and strategies of the entire team or group, and the combat character will cooperate with other virtual characters in the team or group to perform group activities. Once the combat character leaves the original team or group, it will switch from the group behavior mode back to the daily behavior mode. In this case, the combat character will re-exhibit individual characteristics, such as acting independently, looking for food, etc.

[0415] When a combat character receives a lurking order or a lurking trigger event, the character switches from the normal behavior mode to the sneak attack behavior mode.

[0416] The sneak attack behavior mode is a behavior mode for the purpose of ambush. In some embodiments, the sneak attack behavior mode is a behavior mode for the purpose of the main control virtual character controlling the first combat character to ambush the second combat character.

[0417] Lurking commands or lurking triggering events refer to instructions or events received by a combat role, the purpose of which is to allow the combat role to enter a lurking state and prepare for an ambush to sneak attack a hostile virtual role.

[0418] For example, the combat role is the first combat role, and when the first combat role receives the lurking order from the main control virtual role, it attacks the second combat role by surprise. The first combat role is an animal-type combat role, and the second combat role is a plant-type combat role. After the main control virtual role issues the lurking order to the first combat role, the first combat role will enter the sneak attack behavior mode from the daily behavior mode. In the sneak attack behavior mode, the first combat role will start to move silently, hide its body, and wait for the right time to attack the second combat role to achieve the purpose of the sneak attack.

[0419] When the duration of the sneak attack behavior mode reaches the fifth duration, switch from the sneak attack behavior mode to the daily behavior mode;

[0420] Among them, the fifth duration refers to the duration when the combat character is in the sneak attack mode.

[0421] In some embodiments, the sneak attack behavior mode lasts for a fifth duration, and the combat character will switch from the sneak attack behavior mode back to the daily behavior mode.

[0422] For example, if the first combat character attacks the second combat character, the first combat character will quietly approach the second combat character in the sneak attack behavior mode and wait for the right time to attack the second combat character. When the sneak attack behavior mode lasts for a certain time interval, the first combat character will end the sneak attack behavior mode and return to the normal behavior mode.

[0423] When a combat character is discovered during a sneak attack, the sneak attack behavior mode is switched to the normal behavior mode.

[0424] For example, taking the example of the first combat character sneak attacking the second combat character, when the first combat character is in the sneak attack behavior mode, he will quietly approach the second combat character and wait for the right time to attack the second combat character. In the process of the first combat character approaching the second combat character, the second combat character discovers the first combat character and makes corresponding defensive behavior. The first combat character will give up the attack and switch from the sneak attack behavior mode to the daily behavior mode.

[0425] Optionally, the combat role can be switched between any two behavior modes. In some embodiments, the switching between at least two behavior modes is performed based on a state machine.

[0426] For example, Fig.15 As shown in Figure (a), the combat role begins to be in the daily behavior mode, performing normal daily activities in the daily behavior mode. When the combat role perceives a perception event triggered by environmental factors, such as Fig.15 As shown in Figure (b), the combat character will switch to the stealth behavior mode (an environmental behavior mode). For example, a ghost combat character enters the stealth behavior mode at night, and the combat character will perform stealth behavior in the stealth behavior mode. Fig.15 As shown in Figure (c) in the figure, the combat role will switch to the stress behavior mode (a perception behavior mode). For example, after the water-based combat role perceives the fire-based combat role, it will have a stress response and enter the stress behavior mode. Fig.15 As shown in Figure (d), the combat character will enter the escape behavior mode. For example, when a wood-type combat character senses that there is a fire-type combat character nearby, he will enter the escape behavior mode and choose to escape. When the escape behavior mode of the combat character reaches the preset duration, it will return to the daily behavior mode.

[0427] Fig.15 The state machine shown is for exemplary purposes only, and in different embodiments, due to the variety of behavior patterns and the variety of state switching conditions, the state machine may be changed as appropriate.

[0428] Perception Mechanism

[0429] Here, the perception mechanism of the second combat role is used as an example for explanation. The perception mechanism of the first combat role is the same or similar. In some embodiments, the following steps are also included:

[0430] When a perception event occurs within the perception range centered on the combat role, the combat role is controlled to perceive the perception event with a target probability.

[0431] The perception range includes at least one of an auditory perception range and a visual perception range, and the target probability is related to an angle and / or distance of the perception event relative to the combat role.

[0432] Taking the combat role as the second combat role as an example, the perception event is an event triggered by the main control virtual role and / or the first combat role.

[0433] In some embodiments, a range is obtained with the second combat character as the center and a preset length as the radius. The range is the perception range of the second combat character. When a perception event occurs within the perception range centered on the second combat character, the degree of perception of the second combat character to the perception event can be controlled by the target probability.

[0434] The hearing perception range refers to the range in which the second combat character perceives the surrounding environment through hearing. In the game, the hearing perception range is usually achieved by simulating the hearing range of the second combat character. The hearing perception range can be a circular, elliptical or fan-shaped area, with the second combat character as the center, and the radius or major axis determines the distance at which the second combat character can hear the sound.

[0435] Visual perception range refers to the range of the second combat character's visual perception of the surrounding environment. In the game, the visual perception range is usually achieved by simulating the field of vision of the second combat character. The visual perception range can be a circular, elliptical or fan-shaped area, with the second combat character as the center. The angle determines the range that the second combat character can see. There can also be a field of vision radius to limit the second combat character's near and far field of vision.

[0436] Optionally, the auditory perception range and the visual perception range may be the same perception range or different perception ranges. For example, the auditory perception range is greater than the visual perception range, or the visual perception range is greater than the auditory perception range, or the auditory perception range is equal to the visual perception range, which is not limited in this application.

[0437] In one possible implementation, let's take the example of a target probability being related to both the angle and distance of the perceived event relative to the second combat role:

[0438] When a perception event occurs, the second combat character will calculate the target probability based on the angle and distance between the detection object and itself within the perception range. The detection object can be the main control virtual character or the first combat character.

[0439] In terms of angle: when the detection object is directly in front of the second combat role, the second combat role perceives it with the first target probability; when the detection object is located at other angles of the second combat role, the second combat role perceives it with the second target probability. The second combat role perceives that the target probability of the detection object located directly in front is greater than the target probability at other angles, that is, the first target probability is greater than the second target probability.

[0440] In terms of distance: the closer the detection object is to the second combat role, the higher the probability that the second combat role will perceive the detection object as a target.

[0441] For example, when the main virtual character enters the perception range of the second combat character, and the main virtual character is located in front of the second combat character, the second combat character will be more likely to perceive the main virtual character. Similarly, if the main virtual character is closer to the second combat character, the target probability of the second combat character will also increase.

[0442] In some embodiments, when a master virtual character or a first combat character enters the perception range of a second combat character, the distance between the master virtual character or the first combat character and the angle relative to the second combat character are detected, and the probability of the second combat character perceiving the master virtual character or the first combat character is calculated based on the distance and the angle.

[0443] In one possible implementation, when the second combat role perceives a perception event with a target probability, the second combat role switches the behavior mode. For example, the second combat role switches from the daily behavior mode to the perception behavior mode, such as the second combat role triggers the stress behavior mode, the hiding behavior mode, the escape behavior mode, the crazy fighting behavior mode, etc. The second combat role takes corresponding actions, such as preparing to attack, taking evasion, and enhancing defense capabilities.

[0444] For example, Fig.16 As shown, a visual perception range and an auditory perception range are established with the second combat character 1401 as the center. When the main virtual character 1402 approaches the second combat character, a target probability is calculated based on the distance and angle between the main virtual character 1402 and the second combat character. The target probability is the probability that the second combat character 1401 perceives the main virtual character 1402. When the main virtual character or the first combat character is perceived with the target probability, the second combat character 1401 will switch the behavior mode.

[0445] Exemplarily, if the target probability is 80%, a pseudo-random algorithm is used to generate a random number in the range of 0 to 100. When the value of the random number is less than 80, it is considered that the master virtual character 1402 is perceived; when the value of the random number is equal to or greater than 80, it is considered that the master virtual character 1402 is not perceived.

[0446] Second branch:

[0447] Combined with reference Fig.17 , the above step 240 may include the following sub-step 242:

[0448] Step 242: determining the internal environment of the combat character when fighting in the turn-based combat scene based on the external environment of the combat character in the world scene;

[0449] In some embodiments, in response to satisfying the scene switching condition, the user interface will switch from a scene interface displaying a world map to a scene screen displaying a battle map, that is, from an external environment in the world scene to an internal environment in the turn-based battle scene. The scene switching condition is used to trigger the switch from the world scene to the turn-based battle scene.

[0450] Before switching to the turn-based battle scene, determine the internal environment of the combat character when fighting in the turn-based battle scene based on the external environment of the combat character in the world scene;

[0451] The external environment includes at least one of weather, time and surface morphology. The external environment may change due to at least one of the main control virtual character, the first combat character and the second combat character.

[0452] For example, the external environment is a land of water attribute, but after the main control virtual character releases a skill or triggers a mechanism, the land of water attribute can be transformed into a land of ice attribute. At this time, when switching to the turn-based battle scene, the internal environment of the combat character in the turn-based battle scene is also ice attribute.

[0453] During a turn-based battle, if the external environment changes due to reasons other than turn-based battle, there are environmental factors that change the internal environment simultaneously.

[0454] That is, the environmental factors of the internal environment will change as the environmental factors of the external environment change. Optionally, the reasons outside the turn-based combat refer to reasons unrelated to the turn-based combat, that is, events that occur in the external environment that change the environmental factors.

[0455] Optionally, when the i-th environmental factor of the external environment changes, the j-th environmental factor of the internal environment is changed; wherein the i-th environmental factor is any one of weather conditions, day and night conditions and surface morphology; the j-th environmental factor is any one of weather conditions, day and night conditions and surface morphology, and i and j are both positive integers.

[0456] Indicatively, the first combat role and the second combat role are engaged in a turn-based battle. During the battle, the external environment changes from sunny to rainy, and the weather conditions in the internal environment will also change from sunny to rainy. Indicatively, when the external environment changes from sunny to rainy, the land in the internal environment is originally in a burning state, the flames in the internal environment will be extinguished, and the original "flaming" surface state will change to grass.

[0457] Schematically, the first combat character and the second combat character are engaging in a turn-based battle. During the battle, the external environment changes from day to night, and the time in the internal environment will also change to night.

[0458] During the turn-based combat process, the external environment and the internal environment maintain synchronization of environmental factors, further eliminating the sense of separation between the world scene and the turn-based combat scene.

[0459] The third branch:

[0460] Combined with reference Fig.18 , the above step 240 may include the following sub-step 243:

[0461] Step 243: determining the in-game skill strength of the combat character when fighting in the turn-based combat scene based on the out-game environment of the combat character in the world scene;

[0462] In one embodiment, a skill control is displayed in the scene screen of the turn-based battle scene. In response to the skill control receiving a trigger operation, the combat character is controlled to release the in-game skills in the turn-based battle scene.

[0463] In some embodiments, the basic skill strength of the combat character in the turn-based combat scene is determined according to the attributes of the combat character. The final skill strength of the combat character in the turn-based combat scene, i.e., the in-game skill strength, is determined according to the influence of the external environment on the combat character. The in-game skill strength is equal to the sum of the basic skill strength and the adjustment value, and the adjustment value is associated with at least one environmental factor in the external environment.

[0464] In some embodiments, the skill visual effects of the in-game skills of the combat character are obtained by integrating the environmental factors of the external environment with the attributes of the skills possessed by the combat character.

[0465] For example, if the external environment is a fire environment (the surface is flames), and the combat character has wind skills, then in the fire environment the combat character will release the skill "Flame Tornado" that combines wind and fire attributes. For example, if the external environment is a water environment (the surface is water flow), and the combat character has light skills, then in the water environment the combat character will release the skill that combines light and water attributes, and the combined skill has a "sparkling" visual effect.

[0466] In one embodiment, the skill visual effect of the in-game skill is obtained by integrating the environmental factors of the plot where the combat character is located with the attributes of the skill possessed by the combat character.

[0467] Take the example of the first combat character releasing skills to the second combat character.

[0468] For example, if the plot where the second combat character is located is a fire plot (the surface shape is flame), and the skill possessed by the first combat character is a wind skill, then the skill released by the first combat character in the game will be manifested as a "fire tornado".

[0469] For another example, it is raining on the plot where the second combat character is located (the weather condition is rainy), and the skill possessed by the first combat character is a water skill, then the skill released by the first combat character in the game is manifested as a "water tornado".

[0470] For another example, if the plot where the second combat character is located is a water plot (the surface shape is water flow), and the first combat character has light skills, then the skills released by the first combat character in the game will show a "sparkling" visual effect.

[0471] Indicative, Fig.19 Figure (a) shows the basic skills (light skills) possessed by the combat character 1901. Fig.19 Figure (b) shows the in-game skills of the combat character 1901. The plot where the hostile combat character is located is a water plot, and the user interface displays a "sparkling" visual effect. Fig. 20 The in-game skills of the combat character 2001 are shown. The plot where the hostile combat character is located is a fire plot, and the user interface displays a visual effect of "flames bursting everywhere". Fig.21 The in-game skills of the combat character 2101 are shown. The plot where the hostile combat character is located is a grass-type plot (the surface is grass), and the user interface displays a visual effect of "grass growing".

[0472] In one embodiment, the skill strength of the fused in-game skill is greater than the skill strength of the basic skill; and / or, the skill effect of the fused in-game skill is better than the skill effect of the basic skill.

[0473] For example, the skill strength of the in-game skill "Fire Tornado" is greater than the skill strength of the wind-related skills possessed by the combat character. Compared with the wind-related skills possessed by the combat character, "Fire Tornado" will also have an additional burning effect. For another example, the skill strength of the in-game skill "Sparkling Waves" is greater than the skill strength of the light-related skills possessed by the combat character. Compared with the light-related skills possessed by the combat character, "Sparkling Waves" will also have an additional delay effect.

[0474] In some embodiments, at least one of the skill strength, skill effect, and visual effect of the in-game skill of the combat character is associated with at least two environmental factors of the external environment.

[0475] The external environment corresponds to at least two environmental factors, including weather conditions, day and night conditions (or time), surface morphology, temperature conditions, etc.

[0476] For example, if the in-game skill is a fire skill and the world scene is a forest environment (the surface form is a forest), the skill strength (power), skill effect (smoke effect) and visual effect (flame size) of the in-game skill of the fire skill in the forest environment will be significantly enhanced.

[0477] In some embodiments, the skill strength and / or skill effect of the in-game skill of the combat character is associated with the emotional state of the combat character to the external environment. The emotional state is determined based on at least two environmental factors.

[0478] For example, if the external environment is a grass environment and the combat character likes grass, then the strength of the combat character's skills released in the grass environment will be enhanced, and the skills will have additional binding effects. For example, if the external environment is raining and the combat character hates rainy days, then the strength of the combat character's skills released in the grass environment will be reduced.

[0479] In one embodiment, based on the emotional state of the combat character to the external environment, the user interface will also display emotional effects. Optionally, in response to the emotional effects receiving a trigger operation, the user interface will also display the impact of the combat character's emotional state on the in-game skills. Fig. 22 The smiley face indicates that the combat character 1801 likes the external environment. In response to the "smiley face" special effect receiving a trigger operation, "affinity [strong], the combat character likes the surrounding environment very much, and the damage is increased by 50%" is displayed, that is, the "affinity state" will increase the skill strength by 50%.

[0480] In one embodiment, the external environment corresponds to at least two environmental factors, and the environmental factors include weather conditions, day and night conditions, surface morphology, temperature conditions, etc.

[0481] S1: In the case where the combat character likes more environmental factors than dislikes environmental factors among at least two environmental factors, the corresponding scene screen in the turn-based combat scene displays an affinity effect used to represent that the combat character is in an affinity state;

[0482] S2: When the combat character's favorite environmental factor is less than the environmental factor he dislikes among at least two environmental factors, the scene screen corresponding to the turn-based combat scene displays a conflict special effect used to represent that the combat character is in a conflict state;

[0483] Among them, the in-game skill strength corresponding to the affinity state is higher than the in-game skill strength corresponding to the resistance state, and the skill effect corresponding to the affinity state is better than the skill effect corresponding to the resistance state.

[0484] For S1:

[0485] For example, the weather of the external environment is sunny, and the surface morphology of the external environment is floor tiles; the combat character likes sunny days, and the combat character neither likes nor hates floor tiles, then it is determined that the combat character likes more environmental factors (1) than the environmental factors he hates (0) among the two environmental factors.

[0486] The emotional states of combat roles are divided into strong affinity state, weak affinity state, no emotion state, weak resistance state and strong resistance state. The first affinity state described below is a strong affinity state, the second affinity state is a weak affinity state, the first resistance state is a strong resistance state, and the second resistance state is a weak resistance state.

[0487] In one embodiment, the external environment corresponds to a first environmental factor and a second environmental factor. S1 can be further divided into the following S1-1 and S1-2.

[0488] S1-1, when the combat character likes both the first environmental factor and the second environmental factor, the scene screen corresponding to the turn-based combat scene also displays a first affinity special effect for representing that the combat character is in a first affinity state;

[0489] For example, the weather of the external environment is sunny, the surface of the external environment is grass, and the combat character likes both sunny days and grass. Then the combat character is in the first affinity state, and the user interface will display the first affinity special effects.

[0490] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0491] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character hates weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0492] Indicatively, the environmental factors of the external environment are sunny days, daytime and grass. If the combat character likes sunny days, then it is determined that the combat character likes daytime, and then it is determined that the combat character likes both the first environmental factor and the second environmental factor.

[0493] S1-2, when the combat character likes the first environmental factor and does not dislike the second environmental factor, the scene screen corresponding to the turn-based combat scene also displays a second affinity special effect for representing that the combat character is in a second affinity state;

[0494] Exemplarily, the weather of the external environment is sunny, the surface of the external environment is floor tiles, the combat character likes sunny days but does not hate floor tiles, then the combat character is in the second affinity state, and the user interface will display the second affinity special effects.

[0495] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0496] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character hates weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0497] Illustratively, the environmental factors of the external environment are sunny days, nights, and grasslands. If the combat character likes sunny days, then it is determined that the combat character does not hate nights, and then it is determined that the combat character likes the first environmental factor and does not hate the second environmental factor (or the combat character does not hate the first environmental factor and likes the second environmental factor).

[0498] For S2:

[0499] Exemplarily, the weather of the external environment is rainy, and the surface morphology of the external environment is floor tiles; the combat character hates rainy days, and the combat character neither likes nor hates floor tiles, then it is determined that among the two environmental factors, the combat character likes fewer environmental factors (0) than hates fewer environmental factors (1).

[0500] In one embodiment, the external environment corresponds to a first environmental factor and a second environmental factor. S2 can be further divided into the following S2-1 and S2-2.

[0501] S2-1, when the combat character dislikes the first environmental factor and the second environmental factor at the same time, the scene screen corresponding to the turn-based combat scene also displays a first conflict special effect for representing that the combat character is in a first conflict state;

[0502] Exemplarily, the weather of the external environment is rainy, the surface of the external environment is sandy, and the combat character hates both rainy days and sandy places, then the combat character is in the first conflict state, and the user interface will display the first conflict special effects.

[0503] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0504] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character hates weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0505] Illustratively, the environmental factors of the external environment are rainy days, daytime and sandy ground. If the combat character hates rainy days, then it is determined that the combat character hates sandy ground, and then it is determined that the combat character hates both the first environmental factor and the second environmental factor.

[0506] S2-2, when the combat character hates the first environmental factor and dislikes the second environmental factor, the scene screen corresponding to the turn-based combat scene also displays a second conflict special effect for representing that the combat character is in a second conflict state.

[0507] Exemplarily, the weather in the external environment is rainy, the surface of the external environment is floor tiles, the combat character hates rainy days, and the combat character does not like floor tiles, then the combat character is in the second conflict state, and the user interface will display the second conflict special effect.

[0508] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0509] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character hates weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0510] Illustratively, the environmental factors of the external environment are day, night and sand. If the combat character likes the day, then it is determined that the combat character does not like the night. If the combat character hates the sand, then it is determined that the combat character hates the first environmental factor and does not like the second environmental factor (or the combat character does not like the first environmental factor and hates the second environmental factor).

[0511] To sum up, by setting the skill strength and / or skill effect of the in-game skills to be associated with the emotional state of the combat character towards the external environment, and taking the emotional state of the combat character towards the external environment into consideration, when the combat character is in close contact with the battle map, the released skills have greater power.

[0512] Different environmental factors in the external environment will have different effects on the in-game skills of combat characters when fighting in turn-based combat scenes.

[0513] Optionally, emotional effects are used to affect the skill strength and / or skill effect of in-game skills. If the emotional effect is affinity, the skill strength of the in-game skills is enhanced and the skill effect is optimized; if the emotional effect is resistance, the skill strength of the in-game skills is reduced and the skill effect is weakened.

[0514] It should be noted that each time before a combat character releases a skill, the environmental factors of the plot where the combat character is located are re-acquired, and emotional effects are displayed based on the environmental factors. Therefore, in the round-based battle process, the skills released by the combat character in each round are closely related to the plot where the combat character is located. The external environment is divided into multiple plots, and plots with different environmental factors will have different effects on the strength of the skills in the game, affecting the power of the skill strength of the skills in the game from the dimension of the environmental factors of the plot.

[0515] The fourth branch:

[0516] Combined with reference Fig.23 , the above step 240 may include the following sub-step 244:

[0517] Step 244: Based on the external environment of the combat character in the world scene, determine the battle map when the combat character fights in the turn-based battle scene.

[0518] The world scene is represented by a world map, and the turn-based battle scene is represented by a battle map.

[0519] In some embodiments, in response to satisfying a scene switching condition, a scene screen in a battle map when a combat character is fighting in a turn-based combat scene is displayed.

[0520] In response to switching to the turn-based battle scene, the user interface will switch from a scene screen showing a world scene of a world map to a scene screen showing a turn-based battle scene of a battle map.

[0521] The turn-based battle map is a scene for combat characters to conduct turn-based battles, and the turn-based battle map is selected from the world map.

[0522] In response to an activation operation of a turn-based battle, a first position of a combat character in a world map is determined; a target position matching the first position is determined, and a map within a selected range in the world map is used as a turn-based battle map, where the selected range is a range including the target position.

[0523] The turn-based battle map is selected from the world map, and the scene screen of the turn-based battle scene is displayed based on the world map. On the basis that the scene screen of the world scene has been displayed, the world map has been loaded, so the turn-based battle map can be directly selected from the world map, and then the scene screen of the turn-based battle scene can be directly displayed based on the world map, without the need to load the turn-based battle map additionally. The efficiency of displaying the scene screen of the turn-based battle scene is high, and the display smoothness of the scene screen is high, which is conducive to improving the human-computer interaction rate. In other words, the turn-based battle map is selected from the world map and does not need to be loaded.

[0524] Exemplarily, the implementation process of selecting a turn-based battle map from a world map includes: in response to an activation operation of a turn-based battle, determining a first position of a combat character in the world map; determining a target position matching the first position, and using a map in the world map within a selected range as a turn-based battle map. The selected range is a range including the target position.

[0525] The first position refers to the position of the combat character in the world map when the activation operation of the turn-based battle is obtained. After the first position is determined, a target position matching the first position is determined, and then a map in the world map within a reference range including the target position is used as a turn-based battle map.

[0526] The target position refers to a position that matches the first position and can be used to assist in selecting a turn-based battle map. The type and size of the reference range are set according to experience, or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this, as long as the reference range includes the target position. Exemplarily, the reference range refers to a circular range with the target position as the center and the reference value as the radius. Exemplarily, the reference range refers to a rectangular range with the target position as the center and the first target value and the second target value as the side length. Exemplarily, the reference range refers to a fan-shaped range with the target position as the starting point, facing the specified direction and the angle being the specified angle. The reference value, the first target value, the second target value, the specified direction and the specified angle are set according to experience, or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this.

[0527] According to the above content, after the target position is determined, the turn-based battle map can be selected from the world map. Next, the implementation method of determining the target position matching the first position is introduced.

[0528] In a possible implementation manner, the terminal records the matching positions of various positions in the world map, and the matching position of the first position can be used as the target position that matches the first position.

[0529] In one possible implementation, the implementation method of determining the target position matching the first position includes: if the first position meets the reliability condition, the first position is used as the target position; if the first position does not meet the reliability condition, the position closest to the first position among the positions that meet the reliability condition is used as the target position. Exemplarily, the embodiment of the present application does not limit the calculation method of the distance between the two positions. Exemplarily, the Euclidean distance between the two positions can be calculated.

[0530] The reliability condition is used to measure the reliability of the position in the world map. If a position in the world map meets the reliability condition, it means that the reliability of the position is high, that is, it means that the position is suitable as the position based on which the turn-based battle map is selected. The method for determining whether the position in the world map meets the reliability condition is set based on experience or flexibly adjusted according to the application scenario, and the embodiments of the present application do not limit this.

[0531] Exemplarily, the world map is composed of at least one polygonal surface, and the polygonal surface may refer to a triangular surface, a quadrilateral surface, etc. Exemplarily, the method for determining whether the first position meets the reliability condition may include: if the slope of the polygonal surface where the first position is located is not greater than the slope threshold, then it is determined that the first position meets the reliability condition; if the slope of the polygonal surface where the first position is located is greater than the slope threshold, then it is determined that the first position does not meet the reliability condition. Exemplarily, the method for calculating the slope of the polygonal surface includes: taking the angle between the normal of the polygonal surface and the normal of the horizontal plane as the slope of the polygonal surface. The slope threshold is set based on experience or flexibly adjusted according to the application scenario, and the embodiments of the present application do not limit this.

[0532] Exemplarily, the method of determining whether the first position meets the reliability condition may also include: if the type of the polygonal surface where the first position is located is a target type, determining that the first position meets the reliability condition; if the type of the polygonal surface where the first position is located is not a target type, determining that the first position does not meet the reliability condition. The target type refers to the type of polygonal surface that supports the combat character to conduct turn-based combat. Exemplarily, the target type includes but is not limited to flat ground, grass, etc.

[0533] Exemplarily, the method for determining whether the first position meets the reliability condition may also include: if the slope of the polygonal surface where the first position is located is not greater than the slope threshold and the type is a target type, determining that the first position meets the reliability condition; if the slope of the polygonal surface where the first position is located is greater than the slope threshold, or the type is not a target type, determining that the first position does not meet the reliability condition.

[0534] If the first position meets the reliability condition, it means that the reliability of the first position is high, and the first position is directly used as the target position for selecting the turn-based battle map. If the first position does not meet the reliability condition, it means that the reliability of the first position is low. In this case, the position closest to the first position among the positions that meet the reliability condition is used as the target position for selecting the turn-based battle map.

[0535] In one possible implementation, the process of determining a target location matching the first location includes steps 1 to 3 below.

[0536] Step 1: Map the first position to the query image to obtain the mapping position of the first position in the query image.

[0537] The query image is an image obtained by displaying at least one query sub-region using a display style corresponding to the at least one query sub-region, and different query sub-regions correspond to different positions in the world map.

[0538] The terminal records a mapping rule for mapping a position in a world map to a query image, and according to the mapping rule, the first position can be mapped to the query image, thereby obtaining a mapping position of the first position in the query image. Exemplarily, the mapping rule is used to indicate how to map a position in a world map to a query image, and the mapping rule is set based on experience or flexibly adjusted according to a method for obtaining the query image, which is not limited in the embodiments of the present application.

[0539] The query image is an image obtained by displaying at least one query sub-region using the display style corresponding to at least one query sub-region. The query image acquisition process will be described in detail below. The display style corresponding to any query sub-region is the first style, or other styles except the first style. The first style is the style used to display the query sub-region that meets the selection condition. If the display style corresponding to a query sub-region is the first style, it means that the query sub-region meets the selection condition. Through the query image, it is possible to intuitively visualize whether each query sub-region meets the selection condition, thereby improving the efficiency of selecting a turn-based battle map.

[0540] The first style is set based on experience or flexibly adjusted according to the application scenario, and the embodiment of the present application does not limit this. For example, the first style is displayed in black; or the first style is displayed in brown, etc. Other styles other than the first style are different colors from the first style. The embodiment of the present application does not limit other styles other than the first style. The number of other styles other than the first style may be one or more, as long as they are all different from the first style.

[0541] The embodiment of the present application does not limit the size of the query sub-region. For example, the sizes of different query sub-regions are the same, or the sizes of different query sub-regions are different. For example, the query sub-region is a region obtained by pixelating an image of the same size as the world map, that is, each query sub-region can be regarded as a pixelated region.

[0542] Each query sub-area corresponds to a position in the world map, and different query sub-areas correspond to different positions in the world map. The correspondence between the query sub-area and the position in the world map is preset. The embodiment of the present application does not limit the size of the position in the world map corresponding to the query sub-area. For example, if the size of the query image is the same as the size of the world map, then the size of the position in the world map corresponding to the query sub-area is the same as the size of the query sub-area.

[0543] After the mapping position is determined, the query sub-region where the mapping position is located can be determined, and the query region where the mapping position is located is referred to as the first query sub-region. After the first query sub-region is determined, it is determined whether the display style corresponding to the first query sub-region is the first style. If the display style corresponding to the first query sub-region is the first style, the target position is determined based on step 2; if the display style corresponding to the first query sub-region is not the first style, the target position is determined based on step 3.

[0544] Step 2: In response to the first query sub-region where the mapping position is located having a display style corresponding to the first style, the position in the world map corresponding to the first query sub-region is used as the target position, and the first style is the style used to display the query sub-region that meets the selection condition.

[0545] When the display style corresponding to the first query sub-region is the first style, it means that the first query sub-region meets the selection condition. At this time, the position in the world map corresponding to the first query sub-region is directly used as the target position.

[0546] The target position determined in this way can be regarded as a position without offset relative to the first position. The turn-based battle map selected according to the target position is the scene corresponding to the position of the combat character. The process of switching from the world map to the turn-based battle map is an integrated process, and the scene switching is smoother.

[0547] Step 3: In response to the display style corresponding to the first query sub-region where the mapping position is located not being the first style, the position in the world map corresponding to the second query sub-region is used as the target position.

[0548] Among them, the first style is the style used to display the query sub-region that meets the selection conditions; the second query sub-region is the query sub-region closest to the first query sub-region among the reference query sub-regions, and each reference query sub-region is a query sub-region in the query image whose display style is the first style.

[0549] When the display style corresponding to the first query sub-region is not the first style, it means that the first query sub-region does not meet the selection condition. At this time, the second query sub-region is determined. The second query sub-region is the query sub-region that is closest to the first query sub-region among the reference query sub-regions whose display style is the first style. The embodiment of the present application does not limit the method for calculating the distance between the two sub-regions. For example, the Euclidean distance between the centers of the two sub-regions is calculated, or the Euclidean distance between two points at the same position (such as the upper left corner, the lower right corner, etc.) of the two sub-regions is calculated.

[0550] After the second query sub-region is determined, the position in the world map corresponding to the second query sub-region is used as the target position, thereby determining the target position.

[0551] The target position determined in this way is a position that is offset relative to the first position. The turn-based battle map selected based on the target position refers to the scene corresponding to the position near the position of the combat character. However, since the distance between the query sub-area corresponding to the target position and the query sub-area corresponding to the first position is small, the offset of the target position relative to the first position is also small, thereby ensuring that the visual abruptness caused by the scene switching is weak. This weak visual abruptness can be further reduced by displaying animations, thereby ensuring the interactive experience of the interactive objects and thereby improving the human-computer interaction rate.

[0552] After the target position is determined, a reference range is determined with the target position as the center, and the map within the reference range in the world map is used as the turn-based battle map, thereby completing the process of selecting the turn-based battle map from the world map.

[0553] The selection process of the turn-based battle map is realized by relying on the first position of the combat role in the world map and the query image. If the display style of the first query sub-region where the mapping position of the first position is located is the first style (e.g., the display color is black), the position in the world map corresponding to the first query sub-region can be directly used as the target position, and a turn-based battle map is constructed for the combat role to perform turn-based battles. If the display style of the first query sub-region where the mapping position of the first position is located is not the first style (e.g., the display color is not black), then the second query sub-region with the display style of the first style closest to the first query sub-region is found, and then the position in the world map corresponding to the second query sub-region is used as the target position, and a turn-based battle map is constructed for the combat role to perform turn-based battles.

[0554] That is, each query sub-region in the query image whose display style is the first style is a legal center point for constructing a turn-based battle map. When a turn-based battle map needs to be selected, the query sub-region whose display style is the first style closest to the mapping position of the combat character's position is retrieved, and then the turn-based battle map is constructed with the position in the world map corresponding to the query sub-region as the center.

[0555] According to the above-described implementation method of selecting a turn-based battle map from a world map, it can be known that in the embodiment of the present application, the turn-based battle map is selected from the world map according to the target position. Before determining the selection of the turn-based battle map, it is first determined whether the first position of the combat character in the world map is suitable as the position based on which the turn-based battle map is selected. If the first position is suitable as the position based on which the turn-based battle map is selected, the position without offset relative to the first position is used as the target position. If the first position is not suitable as the position based on which the turn-based battle map is selected, the position suitable as the position based on which the turn-based battle map is selected and with a small offset relative to the first position is used as the target position.

[0556] In this way, when it is necessary to switch the world map to a turn-based battle map, the turn-based battle map can be directly selected from the world map according to the target position, without the need to load the turn-based battle map additionally, the efficiency of scene switching is high, and the efficiency of displaying the scene screen including the turn-based battle map is also high. In addition, since in the process of selecting the turn-based battle map, it is judged whether the first position is suitable as the position based on which the turn-based battle map is selected, no matter how the world map is configured, the method provided in the embodiment of the present application can select a turn-based battle map suitable for the combat role to perform turn-based combat, thereby facilitating the configuration flexibility of the world map.

[0557] In addition, when the target position is slightly offset from the first position, although the switching of virtual scenes will bring a certain visual abruptness, the visual abruptness caused by the scene switching can be further reduced by displaying animation during the scene switching process, thereby improving the interactive experience of the interactive object.

[0558] In a related technology, the world map for the combat character to perform the first activity and the turn-based battle map for the combat character to perform turn-based battles are two completely independent scenes. When it is determined that a turn-based battle is required, the turn-based battle map needs to be loaded first. Before the turn-based battle map is loaded, a black screen or a white screen will be displayed.

[0559] In this way, it takes a long time to load the turn-based battle map, resulting in a long time to switch the virtual scene. In addition, the black screen or white screen will interrupt the display process of the scene picture, which will reduce the immersion of the interactive object, bring a poor interactive experience to the interactive object, and thus reduce the human-computer interaction rate. In the embodiment of the present application, the turn-based battle map is a scene selected from the world map. When it is determined that a turn-based battle is required, it is only necessary to determine the target position and select the turn-based battle map from the world map according to the target position. There is no need to load the turn-based battle map, and there is no need to display a black screen or a white screen. This is conducive to improving the display smoothness of the scene picture, thereby improving the immersion of the interactive object, improving the interactive experience of the interactive object, and thus improving the human-computer interaction rate.

[0560] In another related technology, the scenes for the combat characters to perform the first activity and the turn-based combat are all world maps. When it is determined that a turn-based combat is required, the current position of the combat character is directly used as the position for the turn-based combat.

[0561] This method requires that the world map be configured in advance so that all positions are suitable for combat characters to conduct turn-based combat, in order to ensure that combat characters can conduct turn-based combat smoothly. The configuration requirements for the world map are high, and the landscape of the configured world map may be relatively simple, for example, the landscape of the configured world map may be a flat surface with a small slope, a grassland, etc. A world map with a relatively simple landscape will reduce the interactive experience of the interactive object, thereby reducing the human-computer interaction rate.

[0562] In the embodiment of the present application, it is first determined whether the first position where the combat role is located when the turn-based combat is needed is suitable as the position based on which the turn-based combat map is selected. If the first position is suitable as the position based on which the turn-based combat map is selected, the position without offset relative to the first position is used as the target position. If the first position is not suitable as the position based on which the turn-based combat map is selected, the position suitable as the position based on which the turn-based combat map is selected and the position with a small offset relative to the first position is used as the target position. In this way, no matter how the configuration of the world map is, a turn-based combat map suitable for the combat role to perform turn-based combat can be selected, thereby ensuring that the combat role performs turn-based combat smoothly. The configuration requirements for the world map are relatively low, and it is not necessary to pre-configure the world map into a scene where all positions are suitable for the combat role to perform turn-based combat, which is conducive to improving the configuration flexibility of the world map and improving the richness of the landscape of the world map, thereby improving the interactive experience of the interactive object, and then improving the human-computer interaction rate.

[0563] Fifth branch:

[0564] In the process of switching from the world scene to the turn-based battle scene, a transition animation is added to naturally connect the switching of the two scenes, thereby reducing the sense of tearing when switching from the world scene to the turn-based battle scene.

[0565] In one embodiment, the smooth transition of the screen is performed by playing a transition animation.

[0566] During the switching process from the world scene to the turn-based battle scene, the first transition animation is displayed; the player's attention can be attracted to the animation, and the player's attention to the switching process of the virtual scene can be reduced, which is conducive to reducing the visual abruptness brought to the player by the switching of the virtual scene, improving the player's interactive experience, and then improving the human-computer interaction rate.

[0567] Exemplarily, when the master virtual character performs an exploration activity in the world scene, the scene screen of the world scene is displayed. When the master virtual character encounters the second combat character in the world scene, it is determined whether to activate the turn-based combat. In response to not activating the turn-based combat, the scene screen of the world scene continues to be displayed. In response to activating the turn-based combat, the first transition animation of the second combat character and the first transition animation of the master virtual character are displayed in sequence. Among them, the first transition animation of the second combat character is displayed before the world scene is switched to the turn-based combat scene, and the first transition animation of the master virtual character is displayed after the world scene is switched to the turn-based combat scene.

[0568] In response to the first transition animation of the master virtual character being displayed, a scene screen of the turn-based battle scene is displayed based on the world scene to indicate that the master virtual character is performing a turn-based battle in the turn-based battle scene. It is determined whether the turn-based battle is over, and in response to the turn-based battle not being over, the scene screen of the turn-based battle scene continues to be displayed.

[0569] The first transition animation is used to reduce the tearing feeling when switching from the world scene to the turn-based battle scene. The first transition animation includes multiple animation frames, and the first transition animation includes a close-up picture of the main control virtual character and a close-up picture of the second combat character.

[0570] In some embodiments, the main virtual character explores the world scene, and when the turn-based battle is activated, for example, the main virtual character meets the second combat character, the first transition animation shows a close-up of the second combat character, and then the first transition animation shows a close-up of the main virtual character. The main virtual character throws out virtual props and releases the first combat character from the virtual props. At this time, the screen of the turn-based battle scene enters, and the screen of the turn-based battle scene includes the first combat character and the second combat character, and the first combat character and the second combat character enter a turn-based battle.

[0571] Exemplarily, the display process of the scene picture can be divided into a process of switching the world scene to the turn-based battle scene (cut-in process). Fig.24 The cut-in process includes: in response to the activation of the turn-based battle, displaying the first transition animation of the second combat character and the first transition animation of the master virtual character in sequence. In response to the completion of the display of the first transition animation of the master virtual character, displaying the scene screen of the turn-based battle scene based on the world scene to indicate that the master virtual character is performing a turn-based battle in the turn-based battle scene.

[0572] During the cut-in process, after the main virtual character encounters the second combat character in the world scene, the virtual scene is switched through a close-up of the virtual object without any black screen or white screen processing. For example, the close-up of the virtual object can be achieved by controlling the distance between the virtual camera and the virtual object.

[0573] For example, since the turn-based battle scene is selected from the world scene, the turn-based battle scene and the world scene are the same scene, and the difference in landscape is almost negligible. For example, the world scene is Fig.25 As shown in the virtual scene 901 in (1), the turn-based battle scene is as follows Fig. 9 As shown in the virtual scene 902 in (2), the difference between the world scene and the turn-based battle scene is mainly reflected in the field of view, and there is almost no difference in the landscape.

[0574] The process of switching the world scene and the turn-based battle scene provided by the embodiment of the present application does not need to be reloaded, but the appropriate scene is directly selected from the world scene as the turn-based battle scene. By coordinating artistic performance (such as display animation, etc.) and lens language, the scene where the main control virtual character is located can be quickly switched while the subject (such as the main control virtual character, the second combat character, etc.) is always present on the screen, and a black screen or a white screen can be avoided. At the same time, the turn-based battle scene is made as close to the world scene as possible through the selection algorithm of the turn-based battle scene, so as to achieve a "seamless" smooth experience. Based on the display method of the scene screen provided by the embodiment of the present application, the immersion of the player in the exploration activities in the world scene and the turn-based battle in the turn-based battle scene will not be interrupted by the scene switching. From the perspective of the player, the entire scene switching process is "integrated" rather than fragmented, thereby enhancing the player's sense of substitution and improving the fun of the game.

[0575] For switching sequence 2: switching from "turn-based battle scene" to "world scene":

[0576] Fig.26 1 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. The method can be executed by a terminal device, and the method includes:

[0577] Step 810: Displaying a scene screen of a combat character in a turn-based combat scene;

[0578] The combat roles include a first combat role and a second combat role, and the first combat role is a combat role owned by the main control virtual role.

[0579] The turn-based battle scene is rendered based on the battle map. The battle map is usually a relatively large open virtual world map. The battle map includes multiple plots. Each plot is a polygonal plot.

[0580] In some embodiments, the master virtual character has at least one first combat character. The first combat character is a combat character that the master virtual character has successfully captured. The master virtual character is a virtual character controlled by the current player. The first combat character that has been successfully captured can be controlled by the current player, or by AI, or the current player can specify a combat strategy and then be controlled by AI based on the combat strategy, which is not limited in this application.

[0581] In this embodiment, it is assumed that initially, the main control virtual character and the combat character are in a turn-based combat scene.

[0582] Step 820: Control the first combat character and the second combat character to fight in a turn-based combat scene;

[0583] The first combat role is a combat role owned by the main control virtual role, and the second combat role is a combat role owned by the enemy virtual role, or the second combat role is a combat role controlled by AI, or the second combat role is a wild combat role. Optionally, the first combat role and the second combat role are in a hostile relationship.

[0584] In some embodiments, the first combat character and the second combat character are controlled to fight in a turn-based combat scenario, that is, the first combat character and the second combat character are controlled to fight in a turn-based combat scenario.

[0585] Step 830: In response to the battle in the turn-based battle scene ending, displaying a scene screen of the battle character in the world scene;

[0586] In a turn-based battle scene, the first combat character and the second combat character fight. When the battle ends, it may be because one combat character is defeated or a certain victory condition is reached, and the game will respond to the battle end event. After responding to the battle end event, the game will switch to the scene screen where the combat characters are located in the world scene.

[0587] In response to the end of the battle in the turn-based battle scene, the turn-based battle scene is switched to the world scene, and a scene screen of the virtual character in the world scene is displayed. In some embodiments, the scene screen of the turn-based battle scene is directly switched to the scene screen of the world scene; in some embodiments, a transition animation is inserted during the switching process from the turn-based battle scene to the world scene, thereby reducing the tearing feeling when switching from the turn-based battle scene to the world scene.

[0588] The world scene is rendered based on the world map. Generally, the map area of ​​the world map is larger than the map area of ​​the battle map. In some embodiments, the world map is a map that is independent of the battle map and different from the battle map; in some embodiments, the world map is a parent map based on the battle map, and the turn-based battle scene displayed before the switch is kept the same as the world scene after the switch, or the degree of similarity is higher than a preset condition.

[0589] Step 840: Based on the influencing factors in the turn-based combat scene, determine at least one world element of the combat character in the world scene.

[0590] After switching to the world scene, at least one world element of the combat character in the world scene is determined based on at least one influencing factor in the turn-based combat scene.

[0591] In some embodiments, in order to maintain the consistency between the world scene and the turn-based battle scene, the following three improvements are provided, which are divided into three branches. The three branches are introduced below respectively:

[0592] Branch 1:

[0593] Determine the behavior of combat characters in the world scene based on the results of the battle in the turn-based combat scene;

[0594] Branch 2:

[0595] Based on the internal environment of the combat character in the turn-based combat scene, the external environment of the combat character in the world scene is determined.

[0596] Branch 3:

[0597] In the process of switching from the turn-based battle scene to the world scene, a transition animation is added to naturally connect the switching of the two scenes, thereby reducing the sense of tearing when switching from the turn-based battle scene to the world scene.

[0598] To sum up, the method of this embodiment, by determining at least one world element of a combat character in a world scene based on the influencing factors in a turn-based combat scene, can reduce the difference between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the sense of tearing perceived by players during scene switching.

[0599] The following is an introduction to the above three branches:

[0600] Branch 1:

[0601] Combined with reference Fig. 27 , the above step 840 may include the following sub-step 841:

[0602] Step 841: Based on the battle results in the turn-based battle scene, determine the behavior of the combat character in the world scene.

[0603] This includes the following two situations:

[0604] Case 1: When the combat character wins the battle in the turn-based combat scene, the behavior of the combat character in the world scene is controlled based on the victory behavior mode;

[0605] Among them, the combat role includes at least one of a first combat role and a second combat role.

[0606] The victory behavior mode means that after the combat character wins, the game system determines the behavior of the combat character in the world scene based on the set rules or logic.

[0607] Optionally, the victory behavior model may include the following: the combat character will receive rewards and growth, for example, the combat character may receive experience points, gold coins, props or other rewards after victory to help the combat character grow and improve its ability. The combat character will receive exploration and discovery opportunities, and the combat character will receive additional exploration or discovery opportunities after victory, such as unlocking new map areas, hidden tasks or secret roads.

[0608] The situation where the battle result of the combat character in the turn-based combat scene is a victory includes that the battle result of the first combat character in the turn-based combat scene is a victory or the battle result of the second combat character in the turn-based combat scene is a victory.

[0609] In one possible implementation, the first combat character wins the battle in the turn-based combat scene. When switching from the turn-based scene to the world scene, the main controlling virtual character can choose to continue capturing the second combat character, or the main controlling virtual character can choose to continue exploring in the world scene, such as unlocking new map areas.

[0610] In one possible implementation, the second combat character wins the battle in the turn-based combat scene. When switching from the turn-based scene to the world scene, the second combat character can choose to hide to avoid being captured by the main control virtual character, or the second combat character can choose to attack the first combat character again.

[0611] Case 2: When the combat result of the combat character in the turn-based combat scene is a failure, the behavior of the combat character in the world scene is controlled based on the failure behavior mode.

[0612] The failure behavior mode means that after a combat character fails in a battle, the game system determines the behavior of the combat character in the world scene based on the set rules or logic.

[0613] Optionally, the failure behavior mode may include the following: the combat character will be punished. After failure, the combat character may be punished, such as losing a portion of experience points, gold coins or props, or being affected by other negative effects. The combat character will re-challenge. After failure, the combat character will have the opportunity to re-challenge the hostile combat character to try to win. The combat character may learn from failure and improve his skills or strategies.

[0614] In the case where the battle result of a combat character in a turn-based combat scene is a failure, it includes that the battle result of the first combat character in the turn-based combat scene is a failure or the battle result of the second combat character in the turn-based combat scene is a failure.

[0615] In one possible implementation, the first combat character fails in the turn-based combat scenario. When switching from the turn-based scenario to the world scenario, the first combat character will be punished, such as losing experience points or gold coins, or the first combat character will choose to escape to avoid the attack of the second combat character.

[0616] In one possible implementation, the second combat character fails in the turn-based combat scene. When switching from the turn-based scene to the world scene, the second combat character chooses to flee to avoid being captured by the main control virtual character.

[0617] The following is an introduction to determining the state switching of combat characters in the world scene based on combat results.

[0618] In the above method, when the second combat character wins the battle in the turn-based combat scene, controlling the behavior of the second combat character in the world scene based on the victory behavior mode includes at least one of the following:

[0619] When a combat character wins a battle in a turn-based combat scene and is in a hidden state in the turn-based combat scene, control the combat character to remain hidden in the world scene;

[0620] When the combat character wins the battle in the turn-based combat scene and is in the hidden or discovered state in the turn-based combat scene, control the combat character to re-enter the hidden state in the world scene;

[0621] When the combat character wins the battle in the turn-based combat scene and is awakened from sleep in the turn-based combat scene, control the combat character to go back to sleep in the world scene;

[0622] When a combat character wins a battle in a turn-based combat scene and is in an exploration state before entering the turn-based combat scene, control the combat character to re-enter the exploration state in the world scene.

[0623] The following description will be given using the second combat role as an example.

[0624] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in a hidden state in the turn-based combat scene, the second combat character is controlled to remain in a hidden state in the world scene.

[0625] Hidden state means that in the game, the second combat character can hide itself in some way so that it is not easily discovered or perceived in the world scene.

[0626] Optionally, the hidden state includes at least one of an invisible state, a disguised state, a latent state, a confused state, and the like.

[0627] Invisibility: The second combat character can use special skills or items to enter invisibility, making it transparent or invisible in the world.

[0628] Disguise: The second combat character can disguise itself as the first combat character or disguise itself as an object in the surrounding environment to hide its true identity and confuse the main virtual character.

[0629] Lurking state: The second combat role can choose to hide in a certain location and not take the initiative to act or attack, so as to avoid being discovered by the first combat role or attracting the attention of the first combat role.

[0630] Confused state: The second combat character can use confusing skills or props to make the main control virtual character or the first combat character unable to accurately judge their position or actions in the world scene.

[0631] For example, if the second combat character is a ghost combat character, and the second combat character wins the battle in the turn-based combat scene, and the second combat character is in a stealth state in the turn-based combat scene, when the turn-based combat scene is switched to the world scene, the second combat character still remains in the stealth state. For another example, if the second combat character is a plant combat character, and the second combat character wins the battle in the turn-based combat scene, and the second combat character is in a disguise state in the turn-based combat scene, when the turn-based combat scene is switched to the world scene, the second combat character will become a plant in the world scene and continue to remain hidden.

[0632] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in a hidden or discovered state in the turn-based combat scene, the second combat character is controlled to re-enter the hidden state in the world scene.

[0633] For example, the second combat character is a wind-type combat character. When the second combat character wins the battle in the turn-based combat scene and is in a hidden or discovered state in the turn-based combat scene, when switching from the turn-based combat scene to the world scene, the second combat character can use special wind-type skills to re-enter the stealth state.

[0634] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in a sleep-awakened state in the turn-based combat scene, the second combat character is controlled to re-enter the sleep state in the world scene.

[0635] The sleeping state refers to the second combat character being in a resting state, and the second combat character in the sleeping state cannot act or participate in combat. When the second combat character is in the sleeping state, it will not be able to take the initiative to act or attack, and can only be awakened by other virtual characters to restore to a normal combat state.

[0636] The awakened state refers to the second combat role being awakened from the sleeping state, at which time the second combat role can act or participate in the battle.

[0637] For example, the second combat character is an animal-based combat character. The second combat character is in a sleeping state before entering the turn-based combat scene. After the second combat character is awakened by the first combat character, it enters the turn-based combat scene. If the second combat character wins the battle in the turn-based combat scene, the second combat character can re-enter the sleeping state when switching from the turn-based combat scene to the world scene.

[0638] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in the exploration state before entering the turn-based combat scene, the second combat character is controlled to re-enter the exploration state in the world scene.

[0639] The exploration state refers to the state in which the second combat character explores the world scene and searches for new locations, tasks or resources. In the exploration state, the second combat character may move freely, interact with other virtual characters, discover hidden objects or locations, etc.

[0640] In the above method, when the combat result of the combat character in the turn-based combat scene is a failure, the behavior of the virtual character in the world scene is controlled based on the failure behavior mode, including:

[0641] When the combat result of a combat character in a turn-based combat scene is a failure and the combat character is in a fleeing state in the turn-based combat scene, the combat character is controlled to maintain the fleeing state in the world scene.

[0642] The combat role is explained as the second combat role.

[0643] The fleeing state refers to a state in which the second combat character chooses to leave the combat scene or avoid fighting with the first combat character.

[0644] Optionally, the escape state can be triggered in different situations that occur during combat: The second combat character can choose to actively escape, that is, the second combat character actively chooses to leave the combat scene to avoid fighting with the first combat character again. The second combat character can choose to passively escape, and the second combat character may be forced to escape in a turn-based combat scene due to serious damage or other unfavorable circumstances, including the second combat character's health is too low, the state is abnormal, etc.

[0645] Branch 2:

[0646] Combined with reference Fig.28 , the above step 840 may include the following sub-step 842:

[0647] Step 842: Based on the internal environment of the combat character in the turn-based combat scene, determine the external environment of the combat character in the world scene.

[0648] Optionally, after the turn-based battle ends, the user interface will switch from a scene screen displaying a battle map to a scene screen displaying a world map, that is, switching from an in-game environment in a turn-based battle scene to an out-of-game environment in a world scene.

[0649] After returning to the off-game environment, traces of the battle will be displayed on some parts of the world map. For example, if the fierce battle between the two sides in the turn-based battle causes the grass in the on-game environment to be ignited, then after returning to the off-game environment, the grass in the off-game environment will also be ignited. If the fire in the on-game environment has been extinguished, traces of the burning will be displayed in the off-game environment.

[0650] For example, the influence of the halo on the terrain attributes in the in-game environment is taken as an example. When the initial type of the terrain attribute is the grass type, the type of the terrain attribute is changed to the fire type under the influence of the fire type halo, that is, the rendering displays a picture of burning grass on the plot; or, when the initial type of the terrain attribute is the water type, the type of the terrain attribute is changed to the ice type under the influence of the ice type halo, that is, the rendering displays a picture of frozen water on the plot; or, when the initial type of the terrain attribute is the soil type, the type of the terrain attribute is changed to the grass type under the influence of the grass type halo, that is, the rendering displays a picture of growing grass on the plot, and the embodiments of the present application do not limit this.

[0651] For example, refer to Fig.29 and Fig.30In the turn-based battle scene 1500, when the fire-attributed combat character 1501 attacks, a spherical fire ring 1502 with a radius of 4 meters is applied to the position where the character is located, and the spherical fire ring 1502 converts the land inside the spherical fire ring 1502 from grass type to fire type, that is, the grass inside the spherical fire ring 1502 is ignited. Optionally, at the end of the turn-based battle, if the spherical fire ring 1502 belongs to the remaining ring, the scene control process will also render and display the spherical fire ring 1502 at the position of the virtual character 1501, and render and display the grass inside the spherical fire ring 1502 is ignited.

[0652] In the embodiment of the present application, when the combat role is the attacker, active displacement may occur. When the combat role is the attacked party, passive displacement may occur, and when attacked by a skill, there will be a displacement process of being repelled. As the position of the combat role changes, the environment in which it is located (including the environment of the plot of land and the weather environment) may also change, thereby affecting the combat of the combat role in subsequent rounds.

[0653] Branch 3: In the process of switching from the turn-based battle scene to the world scene, add a transition animation to naturally connect the two scenes, so as to reduce the tearing feeling when switching from the turn-based battle scene to the world scene.

[0654] In one embodiment, the smooth transition of the screen is performed by playing a transition animation.

[0655] Before returning from the turn-based battle scene to the scene screen displaying the world scene, that is, before switching the virtual scene where the first combat character is located from the turn-based battle scene back to the world scene, displaying the second transition animation of the first combat character can attract the player's attention to the animation and reduce the player's attention to the switching process of the virtual scene, which is conducive to reducing the visual abruptness brought to the player by the switching of the virtual scene, improving the player's interactive experience, and then improving the human-computer interaction rate.

[0656] In response to the end of the turn-based battle, the second transition animation of the master virtual character is displayed. There are multiple second transition animations of the master virtual character, some of which are displayed before the turn-based battle scene is switched back to the world scene, and the remaining second transition animations are displayed after the turn-based battle scene is switched back to the world scene. In response to the completion of the display of the second transition animation of the master virtual character, the scene screen of the world scene is displayed to indicate that the master virtual character returns to the world scene for exploration activities.

[0657] The second transition animation is used to reduce the tearing feeling when switching from the turn-based battle scene to the world scene. The second transition animation includes multiple animation frames, and the second transition animation includes a close-up picture of the main control virtual character.

[0658] In some embodiments, after the turn-based battle ends, the second transition animation shows a close-up picture of the master virtual character taking the first combat character back into the virtual props, the master virtual character taking the first combat character back from the virtual props, and when the battle result of the master virtual character is a victory, the second transition animation shows a close-up picture of the master virtual character celebrating, and when the battle result of the master virtual character is a failure, the second transition animation shows a close-up picture of the master virtual character running away, or the second transition animation shows a close-up picture of the master virtual character continuing to explore the world scene.

[0659] For example, the display process of the scene screen can be divided into a process of switching the turn-based battle scene back to the world scene (cut-out process). The cut-out process can be respectively as follows: Fig.31 The cut-out process includes: in response to the end of the turn-based battle, displaying the second transition animation of the master virtual character; in response to the completion of the display of the second transition animation of the master virtual character, displaying the scene screen of the world scene to indicate that the master virtual character returns to the world scene for exploration activities.

[0660] During the cut-out process, after the turn-based battle ends, the same set of animations is used to complete the switching of the scene behind when switching the camera.

[0661] The process of switching the world scene and the turn-based battle scene provided by the embodiment of the present application does not need to be reloaded, but the appropriate scene is directly selected from the world scene as the turn-based battle scene. By coordinating artistic performance (such as display animation, etc.) and lens language, the scene where the main control virtual character is located can be quickly switched while the subject (such as the main control virtual character, the second combat character, etc.) is always present on the screen, and a black screen or a white screen can be avoided. At the same time, the turn-based battle scene is made as close to the world scene as possible through the selection algorithm of the turn-based battle scene, so as to achieve a "seamless" smooth experience. Based on the display method of the scene screen provided by the embodiment of the present application, the immersion of the player in the exploration activities in the world scene and the turn-based battle in the turn-based battle scene will not be interrupted by the scene switching. From the perspective of the player, the entire scene switching process is "integrated" rather than fragmented, thereby enhancing the player's sense of substitution and improving the fun of the game.

[0662] Fig.32 FIG. 1 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. The method can be performed as follows: Figure 4 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:

[0663] Step 2501: Start;

[0664] Step 2502: The combat role is in daily behavior mode;

[0665] When the combat character does not perceive any perception events in the world scene, the combat character is in a daily behavior mode, such as walking, patrolling, foraging, sleeping, drinking water, etc.

[0666] Step 2503: triggering a sensing event and determining the type of the sensing event;

[0667] When a perception event is triggered, the combat character will execute the behavior pattern corresponding to the perception event.

[0668] In some embodiments, the types of perception events include perception events triggered by environmental factors, and the perception events triggered by environmental factors are perception events triggered by factors other than the main control virtual character and the first combat character.

[0669] In some embodiments, the type of perception event includes a perception event triggered after a combat character perceives a hostile virtual character in a world scene, at which time the combat character enters a perception behavior mode.

[0670] Step 2504: When the perception event is triggered by an environmental factor, enter the environmental behavior mode;

[0671] The environmental behavior pattern includes at least one of: hiding behavior pattern, camouflage behavior pattern, sleeping behavior pattern, escape behavior pattern, crazy fighting mode, alert behavior pattern, etc.

[0672] Taking the environmental behavior mode as the stealth behavior mode as an example, after the combat character enters the stealth behavior mode, he will act according to the behavior mode of hiding his own whereabouts.

[0673] Step 2505: When the perception event is triggered by a hostile virtual character, enter the perception behavior mode;

[0674] The perception behavior mode is the behavior mode triggered by the perception event after the combat character perceives a hostile virtual character in the world scene; the perception behavior mode includes: at least one of the following: concealment behavior mode, camouflage behavior mode, sleep behavior mode, escape behavior mode, crazy combat mode, alert behavior mode, etc.

[0675] In this embodiment, it is assumed that the perception behavior pattern in step 2505 is a warning behavior pattern.

[0676] Step 2506: Determine whether the combat role meets the stress condition;

[0677] When stress conditions are met, the alert behavior mode switches to the covert behavior mode.

[0678] Step 2507: Entering hidden behavior mode;

[0679] When the stress conditions are met, the combat role will have a stress response. When the stress response is a concealment response, the combat role will enter a concealment behavior mode.

[0680] In one possible implementation, the perception behavior pattern is a perception behavior pattern triggered by a stress response, and the stress response is a behavioral response of a combat role after perceiving a hostile virtual role. The stress response includes at least one of: hiding, warning, fleeing, surprise, doubt, anger, etc.

[0681] Step 2508: Determine whether the concealment event is ended;

[0682] After the combat character enters the stealth behavior mode for a preset period of time, or after the combat character senses that the danger is lifted (at this time the combat character changes from a virtual character that senses hostility to a virtual character that does not sense hostility), the combat character will enter the daily behavior mode; if the combat character enters the stealth behavior mode for less than the preset period of time, or the combat character does not sense that the danger is lifted, the combat character maintains the stress response and continues to hide.

[0683] Step 2509: Determine whether the combat character has entered a turn-based combat scene;

[0684] If the judgment result is yes, execute step 2510; if the judgment result is no, execute at least one of steps 2502 to 2508.

[0685] Step 2510: Conduct behavior pattern detection;

[0686] When switching to the turn-based battle scene, the behavior mode of the combat character is detected, and the combat character maintains the behavior mode in the world scene.

[0687] Step 2511: Perform environmental testing;

[0688] In a turn-based battle scenario, environmental factors are detected, including detecting at least one of time period, weather type, and terrain attribute.

[0689] Step 2512: Determine the in-game mechanism of the combat role in the turn-based combat scenario;

[0690] There are at least one of three in-game mechanisms in the turn-based combat scene: power-up status, combat logic, and exclusive skills.

[0691] Based on the behavior pattern and environmental factors, the combat capability of the combat character when fighting in the turn-based combat scenario is determined. According to different embodiments, at least one of the following steps 2513 to 2515 may be performed.

[0692] Step 2513: Adding a gain state corresponding to the behavior mode to the combat character;

[0693] The gain state includes positive gain state and negative gain state. The positive gain state refers to the favorable effect exerted on the combat role, which can improve the combat capability of the combat role. The negative gain state refers to the unfavorable effect exerted on the combat role, which can weaken the combat capability of the combat role.

[0694] Step 2514: changing the combat logic of the combat role to the combat logic corresponding to the behavior mode;

[0695] Combat logic refers to the control logic that controls the actions of combat characters in the game during combat. Combat logic is the logic used by AI to control combat characters during combat. Combat characters have different combat logics, such as offensive, defensive, escaping, sneak attacks, etc. The combat character itself may adjust its combat logic according to the current situation and influencing factors. In some embodiments, the second combat character is completely controlled by the AI ​​control logic. Therefore, the AI ​​control logic can change the combat logic of the second combat character according to the behavior pattern of the second combat character.

[0696] Step 2515: Control the combat character to use exclusive skills corresponding to the behavior pattern during the combat;

[0697] Exclusive skills refer to a set of skills that correspond to the current behavior mode of the combat character. Alternatively, exclusive skills are skills that are only allowed to be used in the current behavior mode. Exclusive skills can better bring out the characteristics and advantages of the combat character. Optionally, different behavior modes of the combat character may correspond to different exclusive skills.

[0698] Step 2516: Determine whether the turn-based battle scene is finished;

[0699] If the result of the judgment is that the process is finished, execute step 2517 ; if the result of the judgment is that the process is not finished, execute at least one of steps 2510 to 2515 .

[0700] Step 2517: The results of the battle within the game affect the results outside the game;

[0701] The combat result of a combat character in a turn-based combat scene will affect the behavior of the combat character in the world scene. The combat result includes the case where the combat character wins in the turn-based combat scene and the case where the combat character fails in the turn-based combat scene.

[0702] Step 2518: The battle result is victory;

[0703] Step 2519: The battle result is failure;

[0704] Step 2520: When the battle result is victory, the combat character continues to explore;

[0705] In one possible implementation, if the battle results in victory, the combatant character may remain in the world scene and continue to explore.

[0706] Step 2521: When the battle result is a failure, the combat character flees;

[0707] In one possible implementation, if the combat outcome is a failure, the combat character may choose to flee in the world scene.

[0708] Step 2522: End.

[0709] To sum up, the method of this embodiment, by determining the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene, can reduce the difference between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the tearing feeling perceived by the player during the scene switching process.

[0710] Fig.33 A schematic diagram of the structure of a virtual scene switching device provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

[0711] The first display module 1510 is used to display a scene picture of a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0712] A first control module 1520, used to control the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character;

[0713] A first display module 1510, configured to display a scene screen of a combat character in a turn-based combat scene in response to satisfying a scene switching condition, wherein the combat character includes at least one of the first combat character and the second combat character;

[0714] The first determination module 1530 determines the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.

[0715] In some optional embodiments, the first determination module 1530 also includes a first determination submodule.

[0716] In an optional example, the first display module 1510 is used to display a scene screen of a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0717] A first control module 1520, used to control the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character;

[0718] A first display module 1510, configured to display a scene screen of a combat character in a turn-based combat scene in response to satisfying a scene switching condition, wherein the combat character includes at least one of the first combat character and the second combat character;

[0719] The first determination submodule is used to determine the combat capability of the combat character when fighting in the turn-based combat scene based on the behavior pattern of the combat character in the world scene.

[0720] In an optional embodiment, the behavior mode includes at least one of the following:

[0721] daily behavior patterns;

[0722] Environmental behavior patterns;

[0723] Perceive behavioral patterns;

[0724] Group behavior patterns;

[0725] Sneak attack behavior pattern;

[0726] Among them, the daily behavior pattern is the behavior pattern of the combat character when he does not perceive a perception event in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after he perceives a perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after a perception event is triggered after he perceives a hostile virtual character in the world scene; the community behavior pattern is a behavior pattern in which multiple combat characters perform behaviors according to group strategies or population strategies; the sneak attack behavior pattern is a behavior pattern for the purpose of ambush.

[0727] In some optional embodiments, the first determining submodule includes a first determining unit.

[0728] In an optional embodiment, the first determining unit is used to determine the combat capability of the combat character when fighting in the turn-based combat scenario according to the first environmental behavior pattern when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period;

[0729] A first determining unit is used to determine the combat capability of the combat character when fighting in the turn-based combat scenario according to the second environmental behavior mode when the environmental behavior mode is a second environmental behavior mode triggered by a weather type;

[0730] The first determination unit is used to determine the combat capability of the combat character when fighting in the turn-based combat scene according to the third environmental behavior mode when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes.

[0731] In some optional embodiments, the first determining unit is further configured to:

[0732] When the first environmental behavior mode is a hidden behavior mode triggered by a first time period and the battle time belongs to the first time period, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the hidden behavior mode;

[0733] When the first environmental behavior pattern is a hidden behavior pattern triggered by the first time period and the battle time does not belong to the first time period, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the daily behavior pattern or the environmental behavior pattern corresponding to the battle time;

[0734] The battle time changes with the system time in the world scene.

[0735] In some optional embodiments, the first determining unit is further configured to:

[0736] When the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the hidden behavior mode;

[0737] When the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type;

[0738] The current weather type changes with the system time in the world scene, or the current weather type is triggered to change by the skills of the combat character.

[0739] In some optional embodiments, the first determining unit is further configured to:

[0740] When the third environmental behavior mode is a stealth behavior mode triggered by a first terrain attribute and the position of the combat character belongs to the first terrain attribute, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the stealth behavior mode;

[0741] When the third environmental behavior mode is a hidden behavior mode triggered by the first terrain attribute and the position of the combat character does not belong to the first terrain attribute, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the daily behavior mode or the second environmental behavior mode corresponding to the terrain attribute of the position of the combat character;

[0742] The position of the combat character changes dynamically during the combat process in the turn-based combat scene.

[0743] In some optional embodiments, the first determining submodule further includes a first determining unit.

[0744] In an optional embodiment, the first determining unit is used to determine the combat capability of the combat character when fighting in the turn-based combat scenario according to the first perception behavior pattern when the perception behavior pattern is a first perception behavior pattern triggered by a restraint relationship between virtual characters of different attributes;

[0745] The first determination unit is used to determine the combat capability of the combat character when fighting in the turn-based combat scene according to the second perception behavior pattern when the perception behavior pattern is a second perception behavior pattern triggered by a stress response; wherein the stress response is a behavioral response of the combat character after perceiving a hostile virtual character.

[0746] In some optional embodiments, the first determining unit is further configured to:

[0747] In the case where the first perception behavior mode is a hidden behavior mode triggered by a restraint relationship between combat roles of different attributes, determining the combat capability of the combat role when fighting in the turn-based combat scenario according to the hidden behavior mode;

[0748] In the case where the hostile combat role switches, the combat capability of the combat role when fighting in the turn-based combat scenario is determined according to the daily behavior pattern or the perception behavior pattern corresponding to the hostile combat role.

[0749] In some optional embodiments, the first determining unit is further configured to:

[0750] In the case where the second perception behavior pattern is a hidden behavior pattern triggered by a stress response, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the hidden behavior pattern;

[0751] When the duration of the stress response reaches the target duration for switching, the combat capability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern.

[0752] In some optional embodiments, the first determining unit is further configured to:

[0753] Adding a positive gain state or a negative gain state corresponding to the behavior mode to the combat role;

[0754] Changing the combat logic of the combat role to a combat logic corresponding to the behavior pattern;

[0755] The combat character is controlled to use exclusive skills corresponding to the behavior pattern during combat.

[0756] In an optional embodiment, the environmental behavior pattern and / or the perception behavior pattern includes at least one of the following behavior patterns:

[0757] Hidden behavior patterns;

[0758] camouflage behavior patterns;

[0759] Sleep behavior patterns;

[0760] escape behavior patterns;

[0761] Crazy battle mode;

[0762] Alert behavior patterns.

[0763] In an optional example, the first control module 1520 is used to control the combat role to switch between at least two behavior modes.

[0764] In some optional embodiments, the first control module 1520 also includes a first control submodule.

[0765] In an optional example, the first control submodule is used to switch from the daily behavior mode to the environmental behavior mode when the combat character perceives a perception event triggered by the environmental factor in the world scene;

[0766] A first control submodule is used to switch from the environmental behavior mode to the daily behavior mode when the environmental factor disappears or the time after disappearance reaches a first time length;

[0767] A first control submodule, configured to switch from the environmental behavior mode to the daily behavior mode when the duration of the environmental behavior mode reaches a second duration;

[0768] A first control submodule is used to switch from the daily behavior mode to the perception behavior mode when the combat character perceives the hostile virtual character in the world scene;

[0769] A first control submodule is used to switch from the perception behavior mode to the daily behavior mode when the perception event disappears or the time after disappearance reaches a third time length;

[0770] A first control submodule, configured to switch from the perceived behavior mode to the daily behavior mode when the duration of the perceived behavior mode reaches a fourth duration;

[0771] A first control submodule is used to switch from the daily behavior mode to the group behavior mode when the combat role is in a group or a population;

[0772] A first control submodule is used to switch from the group behavior mode to the daily behavior mode when the combat role leaves the team or the population;

[0773] A first control submodule is used to switch from the daily behavior mode to the sneak attack behavior mode when the combat role receives a lurking command or a lurking trigger event;

[0774] A first control submodule is configured to switch from the sneak attack behavior mode to the daily behavior mode when the duration of the sneak attack behavior mode reaches a fifth duration;

[0775] The first control submodule is used to switch from the sneak attack behavior mode to the daily behavior mode when the combat role is discovered during the sneak attack process.

[0776] In an optional example, the first control submodule is further used for:

[0777] When a perception event occurs within the perception range centered on the combat role, controlling the combat role to perceive the perception event with a target probability;

[0778] Wherein, the perception range includes at least one of an auditory perception range and a visual perception range, and the target probability is related to an angle and / or distance of the perception event relative to the combat role.

[0779] Fig.34A schematic diagram of the structure of a virtual scene switching device provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

[0780] The second display module 1610 is used to display a scene screen of a combat character in a turn-based combat scene, wherein the combat character includes a first combat character and a second combat character, and the first combat character is a combat character owned by the main control virtual character;

[0781] A second control module 1620, used for controlling the first combat role and the second combat role to fight in the turn-based combat scene;

[0782] The second display module 1610 is used for displaying a scene picture of the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0783] The second determination module 1630 is used to determine at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene.

[0784] In some optional embodiments, the second determination module 1630 also includes a second determination submodule.

[0785] In an optional embodiment, the second display module 1610 is used to display a scene screen of a combat character in a turn-based combat scene, wherein the combat character includes a first combat character and a second combat character, and the first combat character is a combat character owned by the main control virtual character;

[0786] A second control module 1620, used for controlling the first combat role and the second combat role to fight in the turn-based combat scene;

[0787] The second display module 1610 is used for displaying a scene picture of the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0788] The second determination submodule is used to determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene.

[0789] In some optional embodiments, the second control module 1620 includes a second control submodule.

[0790] In an optional embodiment, the second control submodule is used to control the behavior of the combat character in the world scene based on the victory behavior mode when the combat result of the combat character in the turn-based combat scene is victory;

[0791] The second control submodule is used to control the behavior of the combat character in the world scene based on the failure behavior mode when the combat result of the combat character in the turn-based combat scene is a failure.

[0792] In an optional embodiment, the second control submodule is further used for:

[0793] When the combat result of the combat character in the turn-based combat scene is victory and the combat character is in a hidden state in the turn-based combat scene, controlling the combat character to maintain the hidden state in the world scene;

[0794] When the combat result of the combat character in the turn-based combat scene is victory and the combat character is in a hidden or discovered state in the turn-based combat scene, controlling the combat character to re-enter the hidden state in the world scene;

[0795] When the combat character wins the battle in the turn-based combat scene and is in a sleep-awakened state in the turn-based combat scene, controlling the combat character to re-enter the sleep state in the world scene;

[0796] When the combat character wins the combat in the turn-based combat scene and is in an exploration state before entering the turn-based combat scene, the combat character is controlled to re-enter the exploration state in the world scene.

[0797] In an optional embodiment, the second control submodule is further used for:

[0798] When the combat result of the combat character in the turn-based combat scene is failure and the combat character is in a fleeing state in the turn-based combat scene, the combat character is controlled to maintain the fleeing state in the world scene.

[0799] It should be noted that the specific limitations in the embodiments of the switching device for one or more virtual scenes provided above can be found in the limitations of the switching method for virtual scenes above, and will not be repeated here. Each module of the above device can be implemented in whole or in part by software, hardware, and a combination thereof. Each module can be embedded in or independent of the processor of the computer device in the form of hardware, or can be stored in the memory of the computer device in the form of software, so that the processor can call and execute the operations corresponding to each module.

[0800] Fig.35The block diagram of the structure of a computer device 2400 provided by an exemplary embodiment of the present application is shown. The computer device 2400 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 2400 may also be called a user device, a portable terminal, or other names.

[0801] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .

[0802] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 2401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0803] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction, which is used to be executed by the processor 2401 to implement the human-computer interaction method based on the virtual world provided in the embodiment of the present application.

[0804] In some embodiments, the computer device 2400 may further include: a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2404 , a touch display screen 2405 , a camera 2406 , an audio circuit 2407 and a power supply 2408 .

[0805] The peripheral device interface 2403 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0806] The radio frequency circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2404 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2404 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2404 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0807] The touch display screen 2405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 2405 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 2405. The touch signal may be input to the processor 2401 as a control signal for processing. The touch display screen 2405 is used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 2405 may be one, and the front panel of the computer device 2400 is set; in other embodiments, the touch display screen 2405 may be at least two, which are respectively set on different surfaces of the computer device 2400 or are folded; in some embodiments, the touch display screen 2405 may be a flexible display screen, which is set on the curved surface or folded surface of the computer device 2400. Even, the touch display screen 2405 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The touch display screen 2405 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, organic light-emitting diode).

[0808] Camera 2406 is used to capture images or videos. Optionally, camera 2406 includes a front camera and a rear camera. Usually, the front camera is used to realize video calls or selfies, and the rear camera is used to realize the shooting of photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function. In some embodiments, camera 2406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0809] The audio circuit 2407 is used to provide an audio interface between the user and the computer device 2400. The audio circuit 2407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 2401 for processing, or input them into the radio frequency circuit 2404 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 2400. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 2401 or the radio frequency circuit 2404 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2407 may also include a headphone jack.

[0810] The power supply 2408 is used to power various components in the computer device 2400. The power supply 2408 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 2408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0811] In some embodiments, the computer device 2400 further includes one or more sensors 2409 , including but not limited to: an acceleration sensor 2410 , a gyroscope sensor 2411 , a pressure sensor 2412 , an optical sensor 2413 , and a proximity sensor 2414 .

[0812] The acceleration sensor 2410 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 2400. For example, the acceleration sensor 2410 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 2401 can control the touch display screen 2405 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 2410. The acceleration sensor 2410 can also be used for collecting game or user motion data.

[0813] The gyro sensor 2411 can detect the body direction and rotation angle of the computer device 2400, and the gyro sensor 2411 can cooperate with the acceleration sensor 2410 to collect the user's 3D actions on the computer device 2400. The processor 2401 can implement the following functions based on the data collected by the gyro sensor 2411: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0814] The pressure sensor 2412 can be set on the side frame of the computer device 2400 and / or the lower layer of the touch display screen 2405. When the pressure sensor 2412 is set on the side frame of the computer device 2400, it can detect the user's grip signal of the computer device 2400, and perform left and right hand recognition or shortcut operation according to the grip signal. When the pressure sensor 2412 is set on the lower layer of the touch display screen 2405, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 2405. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0815] The optical sensor 2413 is used to collect the ambient light intensity. In one embodiment, the processor 2401 can control the display brightness of the touch display screen 2405 according to the ambient light intensity collected by the optical sensor 2413. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2405 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2405 is reduced. In another embodiment, the processor 2401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the ambient light intensity collected by the optical sensor 2413.

[0816] The proximity sensor 2414, also called a distance sensor, is usually arranged on the front of the computer device 2400. The proximity sensor 2414 is used to collect the distance between the user and the front of the computer device 2400. In one embodiment, when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually decreasing, the processor 2401 controls the touch display screen 2405 to switch from the screen-on state to the screen-off state; when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually increasing, the processor 2401 controls the touch display screen 2405 to switch from the screen-off state to the screen-on state.

[0817] Those skilled in the art will understand that Fig.24 The structure shown in the figure does not constitute a limitation on the computer device 2400, and the computer device 2400 may include more or less components than shown in the figure, or combine some components, or adopt a different component arrangement.

[0818] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the virtual scene switching method provided by the above-mentioned method embodiments.

[0819] An embodiment of the present application also provides a computer storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the virtual scene switching method provided by the above-mentioned method embodiments.

[0820] An embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual scene switching method provided in the above-mentioned method embodiments.

[0821] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0822] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0823] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switching, 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 switching virtual scenes, It is characterized in that The method comprises: Displaying a scene screen in which a master virtual character is located in a world scene, wherein the master virtual character has at least one subordinate first combat character; Controlling the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character; A combat role is controlled to switch between at least two behavior modes, wherein the combat role includes at least one of the first combat role and the second combat role.

2. The method according to claim 1, It is characterized in that The at least two behavior modes include at least two of the following: daily behavior patterns; Environmental behavior patterns; Perceive behavioral patterns; Group behavior patterns; Sneak attack behavior pattern; Among them, the daily behavior pattern is the behavior pattern of the combat character when he does not perceive a perception event in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after he perceives a perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after a perception event is triggered after he perceives a hostile virtual character in the world scene; the community behavior pattern is a behavior pattern in which multiple combat characters perform behaviors according to group strategies or population strategies; the sneak attack behavior pattern is a behavior pattern for the purpose of ambush.

3. The method according to claim 1 or 2, It is characterized in that The controlling the combat character to switch between at least two behavior modes includes at least one of the following: When the combat character perceives a perception event triggered by environmental factors in the world scene, switching from the daily behavior mode to the environmental behavior mode; When the environmental factor disappears or the time after disappearance reaches a first time, switching from the environmental behavior mode to the daily behavior mode; When the duration of the environmental behavior mode reaches a second duration, switching from the environmental behavior mode to the daily behavior mode; When the combat character perceives a hostile virtual character in the world scene, switching from the daily behavior mode to the perception behavior mode; When the perceived event disappears or the time after disappearance reaches a third time period, switching from the perceived behavior mode to the daily behavior mode; When the duration of the perceived behavior pattern reaches a fourth duration, switching from the perceived behavior pattern to the daily behavior pattern; When the combat role is in a group or population, switching from the daily behavior mode to the group behavior mode; When the combat role leaves the team or the population, switching from the group behavior mode to the daily behavior mode; When the combat role receives a lurking command or a lurking triggering event, the combat role switches from the daily behavior mode to the sneak attack behavior mode; When the duration of the sneak attack behavior mode reaches a fifth duration, switching from the sneak attack behavior mode to the daily behavior mode; In the case where the combat role is discovered during a sneak attack, the sneak attack behavior mode is switched to the daily behavior mode.

4. The method according to claim 3, It is characterized in that The environmental factors include at least one of time period, weather type and terrain attributes.

5. The method according to claim 3, It is characterized in that The first duration refers to the period of time calculated from the disappearance of the environmental factors; The second duration is the duration when the combat role is in the environmental behavior mode; The third duration refers to a period of time calculated from the disappearance of the perception event; The fourth duration is the duration when the combat role is in the perception behavior mode; The fifth duration is the duration when the combat character is in the sneak attack behavior mode.

6. The method according to any one of claims 1 to 5, It is characterized in that The environmental behavior pattern and / or the perception behavior pattern includes at least one of the following behavior patterns: Hidden behavior patterns; camouflage behavior patterns; Sleep behavior patterns; escape behavior patterns; Crazy battle mode; Alert behavior patterns.

7. A virtual scene switching device, It is characterized in that The device comprises: A first display module is used to display a scene picture of a master virtual character in a world scene, wherein the master virtual character has at least one first combat character; A first control module, used for controlling the master virtual character to move to a target area in the world scene, wherein the target area includes a second combat character; The first control module is used to control a combat role to switch between at least two behavior modes, and the combat role includes at least one of the first combat role and the second combat role.

8. A computer device, It is characterized in that The computer device includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the virtual scene switching method according to any one of claims 1 to 6.

9. A computer-readable storage medium having a computer program stored therein. It is characterized in that When the computer program is executed by a processor, the method for switching virtual scenes according to any one of claims 1 to 6 is implemented.

10. A computer program product, It is characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual scene switching method according to any one of claims 1 to 6.