Capture information display method and device based on virtual world, equipment and medium
By displaying the capture prompt information of pet virtual characters in the virtual world, the problem of players misunderstanding the capture process is solved, and the capture success rate and human-computer interaction efficiency are improved.
Patent Information
- Application Number
- CN202510528826.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-19
- Publication Date
- 2025-06-10
AI Technical Summary
In role-playing games, players can only see the pet's energy value when catching a pet, which leads to misunderstanding of the capture process and affects the capture success rate.
By displaying the capture prompt information of the pet virtual character in the virtual world, including the target probability or target probability range of its capture success rate, help players determine whether the pet is in a captureable state.
Accurately display the captureable status of pet virtual characters, avoid errors in player information understanding, improve the success rate of pet virtual characters, and improve human-computer interaction efficiency.
Smart Images

Figure CN120114837A_ABST
Abstract
Description
[0001] This application is a divisional application of the application with the application number 202211001669.3, the application date of August 19, 2022, and the invention name of "Capture Information Display Method, Device, Equipment and Medium Based on Virtual World". Technical Field
[0002] Embodiments of this application relate to the field of virtual worlds, and particularly to a capture information display method, device, equipment and medium based on virtual worlds. Background Art
[0003] A Role-Playing Game (RPG) is a type of game. In this type of game, players are responsible for playing a role and moving in a realistic or fictional world.
[0004] In an RPG in the related art, players play as a pet trainer. Capture various pets in an open world, and then carry out interactions such as raising pets, using pets for picking, and using pets for fighting. When capturing a pet, the energy value of the pet will be displayed on the user interface. When the energy value is very high, the probability of successful capture is almost zero; when the energy value is relatively low, there is a relatively high success rate of capturing the pet.
[0005] In fact, the actual capture process is not only related to the energy value of the pet. However, since players can only see the energy value of the pet on the user interface and misinterpret that the capture process is to make the energy value of the pet lower, some players first attack the pet until its energy value is low and then try to capture it, resulting in incorrect information understanding. Summary of the Invention
[0006] This application provides a capture information display method, device, equipment and medium based on virtual worlds. The technical solutions are as follows:
[0007] According to one aspect of this application, a capture information display method based on virtual worlds is provided. The method includes:
[0008] Display a pet virtual character located in the virtual world;
[0009] Display capture prompt information of the pet virtual character, where the capture prompt information is used to prompt status information related to capturing the pet virtual character;
[0010] When the capture prompt information indicates that the pet virtual character is in a capturable state, in response to a capture operation of the master control virtual character on the pet virtual character, display successful capture of the pet virtual character;
[0011] Wherein, the capturable state is used to indicate that the capture success rate of the virtual pet character reaches a target probability or a target probability range.
[0012] According to another aspect of the present application, there is provided a capture information display device based on a virtual world, the device comprising:
[0013] A display module, configured to display a virtual pet character located in the virtual world;
[0014] The display module is configured to display capture prompt information of the virtual pet character, and the capture prompt information is used to prompt status information related to capturing the virtual pet character;
[0015] The display module is configured to, when the capture prompt information indicates that the virtual pet character is in a capturable state, in response to a capture operation of a main control virtual character on the virtual pet character, display that the virtual pet character has been successfully captured;
[0016] Wherein, the capturable state is used to indicate that the capture success rate of the virtual pet character reaches a target probability or a target probability range.
[0017] According to one aspect of the present application, there is provided a computer device, the computer device comprising: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned capture information display method based on a virtual world.
[0018] According to another aspect of the present application, there is provided a computer-readable storage medium, the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned capture information display method based on a virtual world.
[0019] According to another aspect of the present application, there is provided a computer program product, the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the capture information display method based on a virtual world provided in the above aspect.
[0020] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0021] By displaying a virtual pet character located in a virtual world and its capture prompt information, information related to the capture of the virtual pet character can be visualized based on the capture prompt information, and it is possible to accurately display whether the virtual pet character is in a capturable state, avoiding incorrect understanding of information by players. Thus, when the capture prompt information indicates that the virtual pet character is in a capturable state, players can capture the virtual pet character, which can increase the capture success rate of the virtual pet character and improve the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] To more clearly illustrate the technical solutions in the embodiments of the present application, the accompanying drawings required for the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0023] Figure 1 Shows a schematic diagram of a virtual world provided by an exemplary embodiment;
[0024] Figure 2 Shows a schematic diagram of a virtual world provided by an exemplary embodiment;
[0025] Figure 3 Shows a block diagram of the structure of a computer system provided by an exemplary embodiment;
[0026] Figure 4 Shows a schematic diagram of the capture of a virtual pet character in the related art provided by an exemplary embodiment;
[0027] Figure 5 Shows a schematic diagram of the capture of a virtual pet character in the related art provided by an exemplary embodiment;
[0028] Figure 6 Shows a schematic diagram of the capture of a virtual pet character in the related art provided by an exemplary embodiment;
[0029] Figure 7 Shows a schematic diagram of the capture of a virtual pet character in the related art provided by an exemplary embodiment;
[0030] Figure 8 Shows a flowchart of a method for displaying capture information based on a virtual world provided by an exemplary embodiment;
[0031] Figure 9 Shows a flowchart of a method for displaying capture information based on a virtual world provided by an exemplary embodiment;
[0032] Figure 10Schematic diagram showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0033] Figure 11 Schematic diagram showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0034] Figure 12 Schematic diagram showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0035] Figure 13 Flowchart showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0036] Figure 14 Schematic diagram showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0037] Figure 15 Schematic diagram showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0038] Figure 16 Flowchart showing a method for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0039] Figure 17 Block diagram showing the structure of a device for displaying captured information based on a virtual world provided by an exemplary embodiment;
[0040] Figure 18 Block diagram showing the structure of a computer device provided by an exemplary embodiment. Detailed implementation
[0041] Here, exemplary embodiments will be described in detail, and examples are shown in the drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0042] It should be understood that "a plurality of" as mentioned herein refers to one or more, and "multiple" refers to two or more. "And / or" describes the association relationship of associated objects and indicates that three relationships can exist. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0043] First, briefly introduce the nouns involved in the embodiments of the present application:
[0044] Virtual world: It is the virtual world displayed (or provided) when the application runs on the terminal. The virtual world can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5D virtual world, and a three-dimensional virtual world, and the present application does not limit this. The following embodiments take the virtual world as a three-dimensional virtual world as an example for illustration.
[0045] Master virtual character: It refers to the movable object played by the player in the virtual world. The master virtual character can be a virtual human, a virtual animal, an anime character, etc., such as: the characters and animals displayed in the three-dimensional virtual world. Optionally, the master virtual character is a three-dimensional solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
[0046] Pet virtual character: It refers to the movable object controlled by artificial intelligence (AI) in the virtual world. The pet virtual character can be a virtual creature, a virtual animal, a virtual monster, a virtual elf, a virtual pet, etc., such as: the movable object in the form of an animal or other form displayed in the three-dimensional virtual world. The pet virtual character can be subjected to at least one of the interactive operations such as being captured, raised, and upgraded by the master virtual character. The pet virtual character can assist the master virtual character in performing at least one of the interactive operations such as collection, combat, and changing the plot.
[0047] In the turn-based role-playing game (RPG) in the related art, the player plays a virtual character in the real world or the virtual world. This turn-based RPG provides two types of maps: the world map and the battle map. In non-combat scenarios, the virtual character moves in the world map, such as playing, capturing pet virtual characters, collecting treasure chests, collecting virtual items, etc.; in combat scenarios, the virtual character controls the captured pet virtual characters in the battle map and conducts turn-based battles with enemy units (such as NPCs (Non-Player Characters) in the game, monsters controlled by AI, or pet virtual characters captured by other characters, etc.).
[0048] 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 battle scene, the user interface will display map content with great differences, and players can clearly feel the difference between the two different maps, with a strong sense of tearing. In order to alleviate this tearing feeling, the related art often displays a transition animation when switching, but the effect is still not good.
[0049] In the embodiment of the present application, an innovative turn-based RPG mechanism is provided. The traditional world map and battle map are combined into one in the turn-based RPG. 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 be no huge difference in the map content displayed in the user interface, thereby avoiding the tearing feeling existing in the related art. In addition, the turn-based RPG also allows the environment (weather, time, plot, etc.) in the virtual world to affect the main control virtual character, the pet virtual character and the battle process, and vice versa, the main control virtual character, the pet virtual character and the battle process will also affect the environment in the virtual world, thereby organically integrating the turn-based battle process into the virtual world, and it is no longer two torn parts, but forms a whole.
[0050] The game process of this turn-based RPG includes: capture process and battle process.
[0051] Capture process:
[0052] 1. In the virtual scene, the pet virtual character is found. The main virtual character approaches the pet virtual character within a certain range, and the virtual scene screen displays a face-to-face capture scene with the pet virtual character. At this time, the pet virtual character may be still, or keep moving around, or intimidate and attack the main virtual character.
[0053] 2. Prepare the spherical container props, such as choosing the spherical container props.
[0054] 3. Use the spherical container prop to aim at the pet virtual character. The capture-related information will be displayed on the pet virtual character's body, such as the capture difficulty (indicated by color, for example, difficulty indicated by green < difficulty indicated by orange < difficulty indicated by red). The virtual scene screen will display the attributes of the pet virtual character (including name, gender, level, and comprehensive attribute values). The virtual scene screen will also display an aiming circle, which will shrink and expand over time. Throwing a spherical container prop to the pet virtual character when the aiming circle shrinks will increase the chance of successful capture.
[0055] 4. Throwing a spherical container prop to the pet virtual character to capture the pet virtual character can achieve the throwing effect through the touch control on the touch screen.
[0056] If the throwing position and / or throwing timing is incorrect, the capture fails and a capture failure prompt is displayed; if the throwing position and throwing timing are both correct, but the level or strength of the main controlled virtual character is insufficient, the capture fails and a capture failure prompt is displayed; if the throwing position and throwing timing are both correct, and the level or strength of the main controlled virtual character is sufficient, the capture is successful, and a capture success prompt, capture success rewards (such as experience points, newly acquired skills, etc.), and the attributes of the captured pet virtual character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.
[0057] Battle process: It can be single-player, double-player, or team battle
[0058] 1. Select the pet virtual character to participate in the battle.
[0059] 2. Display the battle scene and select the skills to be used by the pet virtual character.
[0060] 3. Control the touch controls on the touch screen to release the skills.
[0061] 4. Display the skill animation effect.
[0062] In the embodiments of the present application, the turn-based RPG has innovative designs in at least the following parts:
[0063] World map
[0064] The world map includes multiple plots. Each plot is a polygonal plot. The polygonal plot can be any one of a square, a rectangle, and a hexagon. For example, each plot is a 50 cm × 50 cm square. Each plot has its own surface property. The surface properties include grass, stones, water, etc. In addition, the multiple plots included in the world map can be of the same type of plot or a combination of multiple different types of plots.
[0065] Battle map
[0066] Reference Figure 1 and Figure 2 As shown in Figure 16 . In the virtual world 10, when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain location in the world map and enters a battle, one or more plots within a certain range centered on the reference position determined by the first pet virtual character 12 in the world map are determined as the battle area Figure 16All plots within a circular range centered on a reference position with a predetermined length as the radius; in some embodiments, the combat area Figure 16 All plots within a rectangular range centered on a reference position with a predetermined length and width.
[0067] World scene and combat scene
[0068] 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 can be displayed in the user interface. For example, one or more plots where the master virtual character or pet virtual character is currently located in the world map, and some interface elements related to the above-displayed plots, master virtual character, pet virtual character, etc. are displayed in the user interface.
[0069] The combat scene refers to the scene corresponding to the combat map. When the combat scene is displayed in the user interface, the combat map can be displayed in the user interface, such as displaying all or part of the plots included in the combat map. For example, one or more plots where the master virtual character or pet virtual character is currently located in the combat map, and some interface elements related to the above-displayed plots, master virtual character, pet virtual character, etc. are displayed in the user interface.
[0070] The world scene and the combat scene can be switched. For example, switching from the world scene to the combat scene, or switching from the combat scene to the world scene.
[0071] When displaying the world scene and the combat scene, the virtual camera can adopt different shooting perspectives. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the master virtual character (such as the first-person perspective or third-person perspective of the master virtual character) to obtain a display screen of the world scene; when displaying the combat scene, the virtual camera shoots the combat scene from an intermediate perspective (such as the position where the virtual camera is located in the middle and obliquely above the two combatants) to obtain a display screen of the combat scene. Optionally, in the world scene and the combat scene, in addition to the above different shooting perspectives, the allowed user operations can also be different. For example, when displaying the world scene, the user is allowed to manually adjust the perspective and control the movement of the master virtual character or pet virtual character; when displaying the combat scene, the user is not allowed to manually adjust the perspective or control the movement of the master virtual character or pet virtual character, etc. Through the above method, the user can make a distinction between the world scene and the combat scene perceptually. However, since the world scene and the combat scene share the same world map, and the combat map used in the combat scene is one or more plots in the world map, the switching between the world scene and the combat scene will not bring a strong sense of tearing, but a very smooth and natural switch.
[0072] Potential energy
[0073] Elements, attributes, or identifiers that affect battles in the virtual world. The potential energy includes at least one of grass type, fire type, water type, rock type, ice type, electric type, poison type, light type, ghost type, demon type, normal type, fighting type, cute type, illusion type, bug type, flying type, dragon type, and mechanical type.
[0074] Aura
[0075] An abstract element that has the ability to affect at least one visible element among plots, the main controlled virtual character, and pet virtual characters within a certain range in the virtual world. An aura is an abstract element that appears continuously, randomly, following the main controlled virtual character, following the pet virtual character, triggered by a skill, or triggered by an item in the virtual world. An aura is invisible or visible in the virtual world, for example, a flame aura, a light type aura, a health recovery aura, a Buff aura, and so on.
[0076] Capture of pet virtual characters
[0077] The main controlled virtual character has at least one spherical container item, which is used to capture, store, raise, or release pet virtual characters. The main controlled virtual character captures a pet virtual character by throwing an empty spherical container item, or releases the pet virtual character by throwing a spherical container item containing the pet virtual character. Exemplarily, the spherical container item is called a Poké Ball or a Safari Ball or a Great Ball.
[0078] For capturing a pet virtual character, when the capture threshold is greater than the energy value of the pet virtual character, the pet virtual character is in a "captureable state". A prompt message indicating that the pet virtual character is in a "captureable state" is displayed on the user interface to assist the player in capturing. Among them, the capture threshold is affected by factors such as the player's operations, weather, environment, and the number of times captured before. For example, through operations such as the player feeding fruits, using special skills, and attacking, and through conditions such as weather and time in the game, the capture threshold can be changed. At the same time, this prompt message is used to assist the player to capture as much as possible by friendly means such as feeding food and changing the environment, rather than using combat methods, reflecting the design concept that the pet virtual character is a good friend of the main controlled virtual character.
[0079] The released pet virtual character can stay in the virtual scene to interact with the main controlled virtual character, can also perform collection behaviors, and can also fight with other pet virtual characters. In addition, the released pet virtual character 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 plot attributes of the virtual world, such as lighting the grassland and freezing the lake surface.
[0080] The spherical container prop also simulates the physical properties of a real spherical object, and can bounce when hitting an obstacle or skip on the water surface.
[0081] The combat process changes the world environment
[0082] When turn-based battles are conducted between pet virtual characters, the skills released by the pet virtual characters will affect the environment of the virtual world, and this will be synchronized from the combat scene to the world scene. For example, when pet virtual characters engage in battles in the combat scene, a pet virtual character releases a fire skill, and the grass plot in the combat scene will be ignited, and the ignited grass plot will be synchronized to the world scene. Further, after the environment of the plot changes, it will in turn affect the pet virtual characters.
[0083] The world environment changes the combat process
[0084] When turn-based battles are conducted between pet virtual characters, the environment in the virtual world will affect the pet virtual characters, such as affecting the skill damage of the pet virtual characters or the display effect of the skills of the pet virtual characters. Exemplarily, the environment in the virtual world includes the environment of the plot and the weather environment, and these two aspects will comprehensively affect the degree of dislike and preference of the pet virtual characters for the environment. Exemplarily, the degree of dislike and preference of the pet virtual characters for the environment includes the following different levels: strong affinity, weak affinity, indifferent, weak resistance, strong resistance.
[0085] If the pet virtual character likes both 2 environments (plot + weather), it will obtain a strong affinity effect; if the pet virtual character only likes 1 environment and is not averse to the other environment, it will obtain a weaker affinity effect; if the pet virtual character likes 1 environment and dislikes the other environment at the same time, it will not obtain any effect; if the pet virtual character only dislikes 1 environment and does not like the other environment, it will obtain a weaker resistance effect; if the pet virtual character dislikes both 2 environments, it will obtain a strong resistance effect.
[0086] During the battle process, the server or the client needs to regularly (such as every turn) obtain the environment and determine the impact of the environment on the pet virtual characters.
[0087] Position changes in turn-based battles
[0088] In traditional turn-based battles, the standing positions of our pet virtual characters and the enemy pet virtual characters on the battle map are fixed, that is, they stand still. In the embodiments of the present application, when pet virtual characters engage in battles, whether they are the attacking party or the attacked party, they are not standing still, that is, they will displace.
[0089] When the virtual pet character acts as the attacking party, it will have an active displacement. If the first position where the virtual pet character is currently located meets the skill release condition, the virtual pet character can release the skill in place at this first position. If the above-mentioned first position does not meet the skill release condition, then before the skill is released, the virtual pet character will be actively moved from the first position to the second position that meets the skill release condition, and the virtual pet character will release the skill at this second position. The above-mentioned second position can be called a legal combat point, which refers to the position that meets the skill release condition of the virtual pet character. Optionally, after the virtual pet character finishes releasing the skill, it will move to the third position, which can be the same as or different from the above-mentioned first position. The above-mentioned third position can be called a legal standing point, which refers to the position where the virtual pet character is located after finishing releasing the skill. In addition, the above-mentioned skill release condition may be related to factors such as the virtual pet character, the skill, and the environment.
[0090] When the virtual pet character acts as the receiving party, it will have a passive displacement. When being attacked by a skill, there will be a displacement process of being repelled. For example, the virtual pet character is currently at the first position and is attacked by a skill at the first position. The virtual pet character can move from the first position to the fourth position, and the fourth position can be determined according to factors such as the virtual pet character as the receiving party, the virtual pet character as the attacking party, the received skill, and the environment.
[0091] In addition, as the position of the virtual pet character changes, the environment it is in (including the environment of the plot it is located in and the weather environment) may also change, thus affecting the combat of the virtual pet character in subsequent rounds.
[0092] Figure 3 The structural block diagram of the computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0093] The first terminal 120 installs and runs an application that supports a 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 the terminal used by the first user. The first user uses the first terminal 120 to control the activities of the first virtual character located in the virtual world. The first virtual character serves as the main control virtual character. The activities include but are not limited to: adjusting the body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing a pet virtual character, controlling the pet virtual character, raising the pet virtual character, using the pet virtual character for picking, using the pet virtual character for combat, using throwable items, and attacking other virtual characters. Exemplarily, the first virtual character is the first virtual person, such as an emulated human object or an anime character object. Exemplarily, the first user controls the activities of the first virtual character through the UI control on the virtual world screen, and the first user controls the first virtual character to throw the pet virtual character through the UI control on the virtual world screen.
[0094] The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
[0095] 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. The memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive requests sent by the client, such as the request to view the location of the enemy virtual character. The control module 1422 is used to control the rendering of the virtual world screen. The sending module 1423 is used to send responses to the client, such as sending the location of the third virtual character to the client. The server 140 is used to provide background services for the application that supports the 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 perform collaborative computing using a distributed computing architecture.
[0096] The second terminal 160 installs and runs an application program that supports the virtual world. The second terminal 160 is the terminal used by the second user. The second user uses the second terminal 160 to control the activities of the second virtual character located in the virtual world, and the second virtual character also serves as the master virtual character. The third terminal 180 installs and runs an application program that supports the virtual world. The third terminal 180 is the terminal used by the third user. The third user uses the third terminal 180 to control the activities of the third virtual character located in the virtual world.
[0097] 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.
[0098] Optionally, the application programs installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the application programs installed on the three terminals are of the same type on different operating system platforms (Android or IOS). The first terminal 120 can generally refer to one of multiple terminals, the second terminal 160 can generally refer to one of multiple terminals, and the third terminal 180 can generally refer to one of multiple terminals. This embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples for illustration. 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: smart phones, smart watches, smart TVs, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers. The following embodiments use smart phones as examples for illustration of the terminals.
[0099] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminals can be only one, or the above terminals can be dozens or hundreds, or more. The embodiments of the present application do not limit the number and device types of the terminals.
[0100] In the related art, Figure 4 , Figure 5 , Figure 6 and Figure 7 show the capture schematic diagrams of the related art pet virtual characters provided by an exemplary embodiment of the present application.
[0101] As Figure 4 and Figure 5As shown, the main controlled virtual character 200 of the player in the virtual world is a pet trainer. The player releases the captured pet virtual character 202 to fight with the pet virtual character 300 to be captured. At this time, the status bar 201 of the pet virtual character 202 is displayed on the user interface. The status bar 201 shows the nickname, gender, level, and energy value of the pet virtual character 202, and the energy value is initially full. The status bar 301 of the pet virtual character 300 is also displayed on the user interface. The status bar 301 shows the nickname, gender, level, and energy value of the pet virtual character 300, and the energy value is initially full. It can be seen that the energy value of the pet virtual character 300 is very high, and at this time, the probability of successful capture is almost zero. Then, after attempting to capture, the message "What a pity! It's just a little bit short!" is displayed on the user interface, indicating a failed capture.
[0102] As Figure 6 and Figure 7 shown, the main controlled virtual character releases the captured pet virtual character 202 to fight with the pet virtual character 300 to be captured. At this time, the status bar 201 of the pet virtual character 202 is displayed on the user interface. The status bar 201 shows the nickname, gender, level, and energy value of the pet virtual character 202, and the energy value is initially full. The status bar 301 of the pet virtual character 300 is also displayed on the user interface. The status bar 301 shows the nickname, gender, level, and energy value of the pet virtual character 300, and the energy value is initially full. The player reduces the energy value of the pet virtual character 300 by releasing skills. At this time, the probability of successful capture is relatively high. The main controlled virtual character captures the pet virtual character 300 by throwing an empty spherical container prop. If the capture is successful, the pet virtual character 300 is displayed as the spherical container 302.
[0103] The actual capture process is not only related to the energy value of the pet virtual character 300. However, since the player can only see the energy value of the pet virtual character 300 on the user interface and mistakenly thinks that the capture process is to make the energy value of the pet virtual character 300 lower, some players first attack the pet virtual character 300 until its energy value is low and then try to capture it, resulting in a misunderstanding of the information.
[0104] Based on this, Figure 8 shows a flowchart of a capture information display method based on a virtual world provided by an exemplary embodiment of the present application. Taking this method applied to Figure 3 the terminal 120 and / or the terminal 160 and / or the terminal 180 shown, or the client supporting the virtual world installed on the terminal 120 and / or the terminal 160 and / or the terminal 180 as an example for illustration, the method includes:
[0105] Step 620, display the pet virtual characters located in the virtual world.
[0106] Optionally, a virtual pet character located in the virtual world is displayed. In a non-combat scenario, it can be a virtual pet character to be captured. In a combat scenario, it can be a virtual pet character released by the master virtual character and / or a virtual pet character to be captured.
[0107] Optionally, the virtual pet character can be displayed in any possible form. The form of the virtual pet character is related to the level of the virtual pet character, the environment (weather, time, plot), the items used, etc. For example, the virtual pet character is displayed as one of the original form (or initial form, basic form), evolved form, dressed-up form, transformed form, or is displayed as the form corresponding to the current environment, or is displayed as another form after using an item.
[0108] Optionally, in response to a combat trigger operation, a virtual pet character located in the virtual world is displayed. The combat trigger operation refers to an operation where a player triggers a battle with a virtual pet character to be captured in order to capture that pet character.
[0109] Optionally, for a virtual pet character to be captured, the virtual pet character can be located at any possible position in the virtual world. The position where the virtual pet character is located can be associated with the type, attributes, etc. of the virtual pet character. For example, if the virtual pet character is a grass-type character, it is mostly distributed near grasslands, jungles, etc. in the virtual world. If the virtual pet character is a water-type character, it is mostly distributed near lakes, oceans, etc. in the virtual world. The position where the virtual pet character is located can be randomly set. For example, the virtual pet character is located near a certain road in the virtual world.
[0110] Optionally, in response to the master virtual character moving to the position where the virtual pet character is located, the virtual pet character located in the virtual world is displayed. Since the content that can be displayed on the user interface is limited, the virtual pet character can be displayed when the master virtual character moves near the position where the virtual pet character is located.
[0111] Optionally, the player can control the master virtual character to move to the position where the virtual pet character is located through external devices such as a gamepad, mouse, keyboard, or through VR (Virtual Reality) glasses, VR helmets, voice control, somatosensory operations, etc. This embodiment does not limit this.
[0112] Step 640, display the capture prompt information of the virtual pet character. The capture prompt information is used to prompt the status information related to capturing the virtual pet character.
[0113] Optionally, in both combat and non-combat scenarios, capture prompt information for the pet virtual character can be displayed. The capture prompt information is used to prompt status information related to capturing the pet virtual character. Exemplarily, the status information can be status value information of the pet virtual character, or information indicating whether the pet virtual character is in a capturable state. In some other embodiments, the status information can also be the emotional state, like and dislike degree information of the pet virtual character.
[0114] Optionally, the capture prompt information can be displayed at any position in the virtual world. For example, the capture prompt information can be displayed in the upper right, lower right, upper left, or lower left of the virtual world. In some embodiments, the capture prompt information is displayed near the pet virtual character to be captured.
[0115] Optionally, the capture prompt information can be displayed in any possible form. For example, the capture prompt information is displayed as one of a circular icon, a spherical icon, or a bar graph. The present embodiment does not limit the display form of the capture prompt information.
[0116] Step 660, when the capture prompt information indicates that the pet virtual character is in a capturable state, in response to the capture operation of the master virtual character on the pet virtual character, display that the pet virtual character has been successfully captured; wherein, the capturable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.
[0117] Optionally, when the capture prompt information indicates that the pet virtual character is in a capturable state, if the pet virtual character is captured at this time, the capture success rate is relatively high.
[0118] Optionally, the capturable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range. The target probability and the target probability range can be set according to actual technical needs. For example, the target probability can be set to 95%, and the target probability range is set between 90% - 95%.
[0119] Optionally, the capture operation on the pet virtual character can be an operation of throwing a spherical container prop. Exemplarily, the spherical container prop can be various types of empty spherical containers, such as an empty ordinary ball, a premium ball, an ultra ball, etc. The master virtual character captures the pet virtual character by throwing an empty spherical container prop.
[0120] Optionally, when the capture prompt information indicates that the pet virtual character is in a capturable state, in response to the capture operation of the master virtual character on the pet virtual character, display that the pet virtual character has been successfully captured. Exemplarily, the successfully captured pet virtual character can be displayed as a spherical container icon, or other icons, text, etc. indicating successful capture can also be displayed.
[0121] In summary, the method provided by the embodiments of the present application can visualize the information related to the capture of the pet virtual character based on the capture prompt information by displaying the pet virtual character in the virtual world and its capture prompt information, and can accurately display whether the pet virtual character is in a capturable state, avoiding miscomprehension of information by players. Thus, when the capture prompt information indicates that the pet virtual character is in a capturable state, the player can capture the pet virtual character, which can improve the capture success rate of the pet virtual character and the human-computer interaction efficiency.
[0122] In a possible implementation manner, Figure 9 The flowchart of the capture information display method based on the virtual world provided by an exemplary embodiment of the present application is shown, and displaying the capture prompt information of the pet virtual character includes:
[0123] Step 641, display the first status bar of the pet virtual character; and, display a prompt element on the first status bar, where the prompt element is used to indicate the capture threshold of the pet virtual character.
[0124] Exemplarily, the status bar is used to represent the status information of the pet virtual character. The status information of the pet virtual character can be the status value of the pet virtual character, or whether the pet virtual character is in a capturable state. Optionally, the status value includes the energy value or the physical strength value.
[0125] Optionally, when the status information of the pet virtual character is status value information, the status bar is used to display the status value of the pet virtual character, and this status bar is also called the first status bar. In the initial state where the pet virtual character has not been captured, the first status bar is full. Optionally, display the first status bar of the pet virtual character.
[0126] Exemplarily, the capture threshold is an explicit prompt of the upper limit of the status value corresponding to when the capture success rate of the pet virtual character reaches the target condition or the target probability range. That is, when the actual status value is less than or equal to the capture threshold, the capture success rate of the pet virtual character reaches the target condition or the target probability range; when the actual status value is greater than the capture threshold, the capture success rate of the pet virtual character does not reach the target condition or the target probability range.
[0127] Optionally, when the actual status value is greater than the capture threshold, the difference between the actual status value and the capture threshold is negatively correlated with the capture success rate, and the greater this difference, the lower the capture success rate. It can be understood that as the difference between the actual status value and the capture threshold increases, the capture success rate of the pet virtual character gradually approaches a fixed capture success rate, and the fixed capture success rate is greater than 0.
[0128] Exemplarily, the capture threshold of the pet virtual character corresponds to the pet virtual character, and the capture threshold can be fixed and unchanged. In some embodiments, the capture threshold is a dynamically changing value. The capture threshold is related to at least one of the following factors:
[0129] The pet type and / or pet level of the pet virtual character;
[0130] The item type and / or item level of the container item used in the capture operation;
[0131] The historical capture times of the master virtual character for the pet virtual character;
[0132] The historical capture times of the master virtual character for the same type of pet virtual character;
[0133] Whether the pet virtual character discovers the master virtual character;
[0134] The distance between the master virtual character and the pet virtual character;
[0135] The personality matching degree between the master virtual character and the pet virtual character;
[0136] The gender matching degree between the master virtual character and the pet virtual character;
[0137] The weather in the virtual world;
[0138] The plot where the pet virtual character is located in the virtual world;
[0139] The interaction operation between the master virtual character and the pet virtual character;
[0140] Whether the pet virtual character discovers the master virtual character;
[0141] The distance between the master virtual character and the pet virtual character.
[0142] For example, when the status value of a pet virtual character is full at 100 and the corresponding capture success rate is 30%, and when the actual status value of the pet virtual character is 25, the capture success rate reaches the target probability of 95%, then the capture threshold is 25, and the capture threshold is used to prompt that the actual status value corresponding to the capture success rate reaching the target probability of 95% is 25. When the personality of the pet virtual character is timid and not warlike, when the master virtual character attacks the pet virtual character, the capture threshold will decrease. For example, when the actual status value of the pet virtual character is 15, the capture success rate will reach the target probability of 95%.
[0143] For another example, each virtual pet character has an environment it likes or dislikes. When the virtual pet character likes the environment, an affinity effect can be obtained, and the corresponding capture threshold can be increased. Conversely, when the virtual pet character dislikes the environment, a resistance effect can be obtained, and the corresponding capture threshold can be decreased.
[0144] Optionally, a prompt element is displayed on the first status bar, and the prompt element is used to indicate the capture threshold of the virtual pet character. That is, the first status bar can display the status value of the virtual pet character and the capture threshold of the virtual pet character.
[0145] Optionally, a prompt element is displayed on the first status bar, including: displaying the prompt element at a position corresponding to the capture threshold on the first status bar, and the display style of the prompt element is at least one of a vertical bar, a pointer, and an icon.
[0146] For example, as Figure 10 shown, taking the first status bar as a bar chart as an example, in the battle scene of the virtual pet character 402 released by the main control virtual character and the virtual pet character 500 to be captured, a prompt element 502 is displayed on the first status bar 501. The prompt element 502 is used to indicate the capture threshold of the virtual pet character 500, and the display style of the prompt element 502 is a vertical bar.
[0147] In this embodiment, by displaying a prompt element on the first status bar, and the prompt element is used to indicate the capture threshold of the virtual pet character, the capture threshold of the virtual pet character can be visualized through the prompt element, thereby improving the success rate of subsequent capture of the virtual pet character.
[0148] In an example, displaying the prompt element at a position corresponding to the capture threshold on the first status bar includes:
[0149] When the status value of the virtual pet character is less than the capture threshold, a prompt element with a first display style is displayed at a position corresponding to the capture threshold on the first status bar, and the first display style is used to indicate the capturable state;
[0150] When the status value of the virtual pet character is not less than the capture threshold, a prompt element with a second display style is displayed at a position corresponding to the capture threshold on the first status bar, and the second display style is used to indicate that the capture success rate of the virtual pet character is negatively correlated with the status value of the virtual pet character.
[0151] Optionally, the status value of the virtual pet character can be the energy value or the physical strength value. When the status value of the virtual pet character is less than the capture threshold, the capture success rate of the virtual pet character reaches the target probability or target probability range, that is, the virtual pet character is in a capturable state. At this time, a prompt element with a first display style is displayed at the position corresponding to the capture threshold on the first status bar, and the first display style is used to indicate the capturable state.
[0152] Optionally, when the status value is less than the capture threshold, that is, the virtual pet character is in a capturable state, the capture success rate can also be directly set to a fixed capture success rate at this time. For example, the fixed capture success rate is set to 95%.
[0153] For example, as Figure 11 shown, when the status value of the virtual pet character 500 is less than the capture threshold, a prompt element 504 with a first display style is displayed at the position corresponding to the capture threshold on the first status bar 501, and the prompt element 504 with the first display style is a spherical container icon, which is used to indicate the capturable state.
[0154] It should be noted that in this embodiment, when the virtual pet character is in a high status value or a low status value, there may be a situation where the status value of the virtual pet character is less than the capture threshold. For example, as Figure 12 shown, when the virtual pet character 500 is in a high status value, the status value of the virtual pet character 500 is less than the capture threshold, and a prompt element 504 with a first display style is displayed at the position corresponding to the capture threshold on the first status bar 501. The prompt element 504 with the first display style is a spherical container icon, which is used to indicate the capturable state. That is, there is also a capturable state when the virtual pet character is in a high status value, and there is no need to first attack the virtual pet character to a low status value.
[0155] Optionally, when the status value of the virtual pet character is not less than (greater than or equal to) the capture threshold, the capture success rate of the virtual pet character does not reach the target probability or target probability range, that is, the virtual pet character is not in a capturable state. At this time, a prompt element with a second display style is displayed at the position corresponding to the capture threshold on the first status bar. Understandably, the first display style is different from the second display style. Optionally, the prompt element with the second display style is a vertical bar.
[0156] Optionally, the second display style is used to indicate that the capture success rate of the virtual pet character is negatively correlated with the status value of the virtual pet character. That is, the higher the status value of the virtual pet character, the lower the capture success rate; the lower the status value of the virtual pet character, the higher the capture success rate.
[0157] Optionally, when the status value of the virtual pet character is not less than the capture threshold, as the status value decreases, the capture success rate of the virtual pet character gradually approaches the fixed capture success rate.
[0158] As an example, Figure 13 The flowchart of the capture information display method based on the virtual world in an exemplary embodiment of the present application is shown. The method for determining whether the virtual pet character is in a capturable state is as follows:
[0159] Step 700, the master virtual character interacts with the virtual pet character and enters a battle;
[0160] Step 701, determine the size relationship between the capture threshold of the virtual pet character and the status value of the virtual pet character; when the capture threshold of the virtual pet character is greater than the status value of the virtual pet character, enter Step 702; when the capture threshold of the virtual pet character is not greater than the status value of the virtual pet character, enter Step 703;
[0161] Step 702, determine that the virtual pet character is in a capturable state and enter Step 704;
[0162] Step 703, determine that the virtual pet character is not in a capturable state and enter Step 705;
[0163] Step 704, determine whether the master virtual character uses a spherical container prop (such as a Poké Ball) for capture; if so, enter Step 706, if not, enter Step 705;
[0164] Step 705, wait for further operations of the master virtual character to change the capture threshold and / or status value of the virtual pet character; then, re-enter Step 701 to determine the size relationship between the capture threshold of the virtual pet character and the status value of the virtual pet character;
[0165] Step 706, display that the virtual pet character has been successfully captured.
[0166] In this embodiment, by determining whether the virtual pet character is in a capturable state based on the size relationship between the status value of the virtual pet character and the capture threshold of the virtual pet character, and displaying a prompt element of a display style corresponding to whether it is in a capturable state, the capturable state of the virtual pet character can be accurately displayed, and players do not need to first attack the virtual pet character to a low status value and then capture the virtual pet character.
[0167] Optionally, in another possible implementation, please continue to refer to Figure 9 , display the capture prompt information of the virtual pet character, including:
[0168] Step 642: Display a second status bar of the pet virtual character, where the second status bar is used to indicate the catchable state when it is full.
[0169] Exemplarily, in the case where the status information of the pet virtual character is whether the pet virtual character is in a catchable state, the status bar is used to display whether the pet virtual character is in a catchable state, and this status bar is also called the second status bar.
[0170] Optionally, display a second status bar of the pet virtual character, where the second status bar is used to indicate the catchable state when it is full. When the pet virtual character is in a catchable state, the second status bar is full. The second status bar can also be understood as representing the satisfaction level. When the master virtual character attacks the pet virtual character, the satisfaction level will be consumed, and when the satisfaction level is full, the pet virtual character is in a catchable state. Optionally, the master virtual character can increase the satisfaction level of the pet virtual character by using friendly items, feeding fruits, etc.
[0171] In this embodiment, by displaying the second status bar of the pet virtual character to indicate the catchable state, the catchable state of the pet virtual character can be visualized. The catchable state can be indicated when the status value of the pet virtual character is high or low. When the player captures the pet virtual character based on the catchable state, the capture success rate can be increased.
[0172] In one example, the pet virtual character corresponds to an initial value of the capture threshold. 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:
[0173] The pet type and / or pet level of the pet virtual character;
[0174] The item type and / or item level of the container item used for the capture operation;
[0175] The historical capture times of the master virtual character on the pet virtual character;
[0176] The historical capture times of the master virtual character on the same type of pet virtual character;
[0177] Whether the pet virtual character has discovered the master virtual character;
[0178] The distance between the master virtual character and the pet virtual character;
[0179] The personality matching degree between the master virtual character and the pet virtual character;
[0180] The gender matching degree between the master virtual character and the pet virtual character.
[0181] Optionally, the pet types of the pet virtual characters include, but are not limited to, birds, insects, large animals, small animals, etc., and the pet levels include, but are not limited to, primary, intermediate, advanced, etc. The initial value of the capture threshold of the pet virtual character is related to the pet type and / or pet level of the pet virtual character. The rarer the pet type and / or the higher the pet level of the pet virtual character, the less likely it is to be captured, and the smaller the initial value of the corresponding capture threshold.
[0182] Optionally, the item types of the container items include, but are not limited to, common items, intermediate items, advanced items, etc., and the item levels include, but are not limited to, primary, intermediate, advanced, etc. The higher the item type and / or the higher the item level of the container item used in the capture operation, the easier it is to capture the pet virtual character, and the larger the initial value of the corresponding capture threshold.
[0183] Optionally, the initial value of the capture threshold is related to the historical capture times of the master virtual character for the pet virtual character. The historical capture times of the master virtual character for the pet virtual character and the initial value of the capture threshold may have a positive correlation. For example, the more historical capture times, the easier it is for the master virtual character to capture the pet virtual character, and the larger the initial value of the corresponding capture threshold.
[0184] Optionally, the initial value of the capture threshold is related to the historical capture times of the master virtual character for the pet virtual characters of the same type. The historical capture times of the master virtual character for the pet virtual characters of the same type and the initial value of the capture threshold may have a positive correlation. For example, the more historical capture times of the pet virtual characters of the same type, the more proficient the master virtual character is in capturing the pet virtual characters of this type, that is, the larger the initial value of the capture threshold corresponding to the pet virtual characters of this type.
[0185] Optionally, the initial value of the capture threshold is also related to whether the pet virtual character discovers the master virtual character. When the pet virtual character does not discover the master virtual character, the master virtual character can go around to the blind area of the pet virtual character and directly capture the pet virtual character. At this time, the master virtual character only needs to adopt a certain capture strategy, and the capture success rate can be relatively high without a battle. That is, when the pet virtual character does not discover the master virtual character, the initial value of the corresponding capture threshold is larger.
[0186] Optionally, the distance between the master virtual character and the pet virtual character can affect the capture threshold, and the distance and the initial value of the capture threshold may have a positive correlation. For example, the closer the distance between the master virtual character and the pet virtual character, the more accurate the skill release of the master virtual character. At this time, the capture success rate of the pet virtual character is higher, that is, the initial value of the corresponding capture threshold is larger.
[0187] Optionally, the initial value of the capture threshold is also related to the personality matching degree between the main control virtual character and the pet virtual character. The personality matching degree and the initial value of the capture threshold may have a positive correlation. Based on the personality attributes of the pet virtual character, each pet virtual character will have a preference or aversion to the personality of the main control virtual character. For example, a pet virtual 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 pet virtual character, the easier it is to capture the pet virtual character, that is, the larger the initial value of the capture threshold.
[0188] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the main control virtual character and the pet virtual character. The gender matching degree and the initial value of the capture threshold may have a positive correlation. Based on the gender attributes of the pet virtual character, each pet virtual character will have a preference or aversion to the gender of the main control virtual character. When the gender matching degree between the main control virtual character and the pet virtual character is higher, the easier it is to capture the pet virtual character, that is, the larger the initial value of the capture threshold.
[0189] It should be noted that the numerical size of the above capture threshold is a relative size, and the specific value of the numerical value still needs to be determined according to the actual situation. It should also be noted that the initial value of the capture threshold of the pet virtual character is related to the first factor. However, for a certain determined first factor, whether the initial value of the capture threshold of the pet virtual character caused by this first factor is large or small still needs to be set according to the specific pet virtual character.
[0190] Taking the first factor as the item type of the container item as an example, when a pet virtual character uses a higher-level container item, the capture success rate is high, that is, the corresponding initial value of the capture threshold is large. When another pet virtual character uses a higher-level container item, the capture success rate is instead small, that is, the corresponding initial value of the capture threshold is small. That is, whether the initial value of the capture threshold of the pet virtual character caused by the first factor is large or small still needs to be set according to the specific pet virtual character.
[0191] In this embodiment, the capture threshold of the pet virtual character has an initial value, and the initial value of the capture threshold is related to the above first factor, so that the initial value of the capture threshold of the pet virtual character can be adaptively adjusted in combination with information such as the operations or attributes of the main control virtual character, greatly enriching the capture scenarios of the pet virtual character. Further, different main control virtual characters can also adaptively adopt different capture strategies according to the initial value of the capture threshold of the pet virtual character, which can improve the human-computer interaction efficiency and also improve the game experience of players.
[0192] Optionally, in an example, please continue to refer to Figure 9 , the method further includes:
[0193] Step 680: Change the display of the capture prompt information based on the state of the pet virtual character in the virtual world.
[0194] Optionally, the state of the pet virtual character in the virtual world is related to factors such as the position, form, level, status value, environment, and weather of the pet virtual character. The state of the pet virtual character in the virtual world can affect the display of the capture prompt information. Optionally, change the display of the capture prompt information based on the state of the pet virtual character in the virtual world.
[0195] In this embodiment, by changing the display of the capture prompt information based on the state of the pet virtual character in the virtual world, the capture prompt information can be combined with the virtual world, so that the turn-based combat process can be organically integrated into the virtual world, rather than being two separate parts, but forming a whole.
[0196] In a possible implementation, the capture prompt information is represented by a capture threshold. Step 680 of changing the display of the capture prompt information based on the state of the pet virtual character in the virtual world includes:
[0197] When the capture threshold is changed due to a second factor, change the display position of the prompt element on the first status bar.
[0198] Optionally, in a combat scenario or a non-combat scenario, the capture threshold of the pet virtual character can also be changed based on a second factor, that is, the second factor causes the capture threshold to change.
[0199] Optionally, the second factor includes at least one of the following factors:
[0200] The weather in the virtual world;
[0201] The plot where the pet virtual character is located in the virtual world;
[0202] The interaction operation between the master virtual character and the pet virtual character;
[0203] Whether the pet virtual character discovers the master virtual character;
[0204] The distance between the master virtual character and the pet virtual character.
[0205] Optionally, the second factor can be the weather in the virtual world. For example, if the pet virtual character likes sunny days and doesn't like rainy days, then the capture threshold of the pet virtual character on sunny days is relatively large. When the weather changes from sunny to rainy, the capture threshold of the pet virtual character will become smaller.
[0206] Optionally, the second factor may be the plot where the pet virtual character is located in the virtual world. For example, if the pet virtual character prefers the environment of the current plot, the current corresponding capture threshold is relatively large. When the pet virtual character moves to other plots, the capture threshold of the pet virtual character will become smaller.
[0207] Optionally, the second factor may be the interaction operation between the master virtual character and the pet virtual character. For example, when the pet virtual character likes the interaction operation, the capture threshold of the pet virtual character will increase. When the pet virtual character dislikes the interaction operation, the capture threshold of the pet virtual character will decrease.
[0208] Optionally, the second factor also includes whether the pet virtual character discovers the master virtual character. When the pet virtual character does not discover the master virtual character, it is relatively easier to be captured, and the capture threshold will be relatively large.
[0209] Optionally, the second factor may also be the distance between the master virtual character and the pet virtual character. The closer the distance between the master virtual character and the pet virtual character, the more accurate the skill release of the master virtual character. At this time, the capture success rate of the pet virtual character is higher, that is, the corresponding capture threshold is relatively large. As the distance shortens, the capture threshold increases.
[0210] Optionally, the interaction operation between the master virtual character and the pet virtual character includes at least one of the following:
[0211] The master virtual character and the pet virtual character conduct turn-based battles;
[0212] The master virtual character feeds the pet virtual character;
[0213] The master virtual character heals the pet virtual character;
[0214] The master virtual character changes the weather in the virtual world through the captured pet virtual character and / or props;
[0215] The master virtual character changes the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props.
[0216] Optionally, the interaction operation between the master virtual character and the pet virtual character includes the master virtual character and the pet virtual character conducting turn-based battles. Some pet virtual characters have a belligerent personality. When the master virtual character and the pet virtual character conduct turn-based battles, the capture threshold of this part of the pet virtual character will change.
[0217] Optionally, the interaction operation between the master virtual character and the pet virtual character includes the master virtual character feeding the pet virtual character. When the pet virtual character likes the food, the capture threshold increases. Conversely, when the pet virtual character dislikes the food, the capture threshold decreases.
[0218] Optionally, the interaction operation further includes the master virtual character healing the pet virtual character. When the master virtual character heals the pet virtual character, the favorability of the pet virtual character towards the master virtual character increases, and the capture success rate becomes larger, that is, the capture threshold increases.
[0219] Optionally, the interaction operation further includes the master virtual character changing the weather in the virtual world through the captured pet virtual character and / or props. When the pet virtual character likes the changed weather, it is easier to be captured, and the capture threshold increases accordingly.
[0220] Optionally, the interaction operation further includes the master virtual character changing the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props. When the pet virtual character likes the environment of the changed plot, it is easier to be captured, that is, the capture threshold increases.
[0221] Optionally, based on the above-mentioned second factor, determine the degree of like and dislike of the pet virtual character for the second factor, and adjust the capture threshold based on the degree of like and dislike. For example, when the pet virtual character likes the second factor, the capture threshold increases; when the pet virtual character dislikes the factor, the capture threshold decreases; when the pet virtual character is indifferent to the factor, the capture threshold remains unchanged.
[0222] Optionally, when the capture threshold changes due to the second factor, change the display position of the prompt element on the first status bar. It can be understood that during the process of changing the display position of the prompt element on the first status bar, in combination with whether the capture threshold increases or decreases, determine that the prompt element is displayed in the first display style or the second display style during this change process, and when the change of the display position of the prompt element on the first status bar ends, in combination with whether the pet virtual character is in a capturable state, determine that the prompt element is displayed in the first display style or the second display style at the end of this change process.
[0223] Optionally, during the process of changing the display position of the prompt element on the first status bar, when the capture threshold increases, determine that the prompt element is displayed in the first display style during this change process; when the capture threshold decreases, determine that the prompt element is displayed in the second display style during this change process.
[0224] Optionally, when the display position change of the prompt element on the first status bar ends, if the pet virtual character is in a catchable state, it is determined that the prompt element is displayed in the first display style at the end of the change process; if the pet virtual character is not in a catchable state, it is determined that the prompt element is displayed in the second display style at the end of the change process.
[0225] For example, please refer to Figure 14 With Figure 15 , in the battle scene of the pet virtual character 402 released by the master virtual character 400 and the pet virtual character 500 to be captured, when the interaction operation between the master virtual character 400 and the pet virtual character 500 causes the capture threshold of the pet virtual character 500 to change, taking this interaction operation as an example of using a friendly item, the capture threshold can be increased. Then, the prompt element 504 on the first status bar 501 moves to the right in the first display style. After the position movement of the prompt element 504 on the first status bar ends, if the pet virtual character 500 is not in a catchable state, the prompt element 504 is displayed in the second display style.
[0226] Optionally, when the capture threshold changes due to a second factor, determine the changed capture threshold. When the changed capture threshold reaches the stage value, trigger the pet virtual character to release a friendly skill; when the changed capture threshold does not reach the stage value, trigger the pet virtual character to adjust the skill intensity.
[0227] Optionally, when the changed capture threshold reaches the stage value, it means that the pet virtual character has obtained different degrees of satisfaction, and the pet virtual character will not attack in this round but release a friendly skill instead. For example, when the changed capture threshold reaches above 80 points, the pet virtual character starts to perform singing. When the changed capture threshold reaches above 90 points, in addition to starting to perform singing, the pet virtual character also actively replenishes the status value (restores health) for the master virtual character or the pet virtual character released by the master virtual character.
[0228] Optionally, when the changed capture threshold does not reach the stage value, trigger the pet virtual character to have an emotional reaction. When the capture threshold increases, the pet virtual character's temper becomes better, triggering the pet virtual character to reduce the skill intensity, that is, release low-damage or buff-effect skills. When the capture threshold decreases, the pet virtual character's temper becomes worse, triggering the pet virtual character to increase the skill intensity, that is, release high-damage or debuff-effect skills.
[0229] As an example, as Figure 16 shows the flowchart of the capture information display method based on the virtual world in an exemplary embodiment of the present application. The step flow in the case where at least one factor causes the capture threshold to change is as follows:
[0230] Step 800, the master virtual character uses an item to interact with the pet virtual character during the battle;
[0231] Step 801, determine the degree of like and dislike of the pet virtual character for the item; when it likes, the capture threshold of the pet virtual character increases, when it dislikes, the capture threshold of the pet virtual character decreases, and when it is indifferent, the capture threshold of the pet virtual character remains unchanged;
[0232] Step 802, determine whether the capture threshold of the pet virtual character reaches the stage value; if so, enter Step 803, if not, enter Step 804;
[0233] Step 803, the pet virtual character shows friendliness to the master virtual character, triggering the pet virtual character to release a friendly skill; for example, the pet virtual character performs singing, or replenishes the status value for the master virtual character and / or the pet virtual characters released by the master virtual character;
[0234] Step 804, trigger the pet virtual character to adjust the skill intensity; when the capture threshold increases, the pet virtual character reduces the skill intensity, and when the capture threshold decreases, the pet virtual character increases the skill intensity.
[0235] In this embodiment, the capture threshold of the pet virtual character can be changed through the second factor, so that the capture threshold of the pet virtual character can be adaptively adjusted in combination with information such as the virtual world and the operations of the master virtual character, greatly enriching the capture scenarios of the pet virtual character. When the capture threshold changes due to the second factor, the display position of the prompt element can be changed on the first status bar to visualize the changed capture threshold. Further, different master virtual characters can also adjust the capture strategy at any time according to the changed capture threshold of the pet virtual character, which can improve the human-computer interaction efficiency and also improve the game experience of players.
[0236] Figure 17 The block diagram of the capture information display device based on the virtual world provided by an exemplary embodiment of the present application is shown. The device includes:
[0237] A display module 10, configured to display a pet virtual character located in the virtual world.
[0238] The display module 10 is configured to display capture prompt information of the pet virtual character, and the capture prompt information is used to prompt status information related to capturing the pet virtual character.
[0239] The display module 10 is configured to display successfully capturing the pet virtual character in response to a capture operation of the master virtual character on the pet virtual character when the capture prompt information prompts that the pet virtual character is in a capturable state;
[0240] Among them, the capturable state is used to indicate that the capture success rate of the pet virtual character reaches the target probability or target probability range.
[0241] In an optional embodiment, the display module 10 is configured to display a first status bar of the pet virtual character; and display a prompt element on the first status bar, where the prompt element is used to indicate the capture threshold of the pet virtual character.
[0242] In an optional embodiment, the display module 10 is configured to display the prompt element at a position corresponding to the capture threshold on the first status bar, and the display style of the prompt element is at least one of a vertical bar, a pointer, and an icon.
[0243] In an optional embodiment, when the status value of the pet virtual character is less than the capture threshold, the display module 10 is configured to display the prompt element with a first display style at a position corresponding to the capture threshold on the first status bar, and the first display style is used to indicate the capturable state;
[0244] When the status value of the pet virtual character is not less than the capture threshold, the display module 10 is configured to display the prompt element with a second display style at a position corresponding to the capture threshold on the first status bar, and the second display style is used to indicate that the capture success rate of the pet virtual character is negatively correlated with the status value of the pet virtual character.
[0245] In an optional embodiment, the display module 10 is configured to display a second status bar of the pet virtual character, and when the second status bar is full, it is used to indicate the capturable state.
[0246] In an optional embodiment, 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:
[0247] The pet type and / or pet level of the pet virtual character;
[0248] The item type and / or item level of the container item used in the capture operation;
[0249] The historical capture times of the master virtual character for the pet virtual character;
[0250] The historical capture times of the master virtual character for pet virtual characters of the same type;
[0251] Whether the pet virtual character discovers the master virtual character;
[0252] The distance between the master virtual character and the pet virtual character;
[0253] The personality matching degree between the master virtual character and the pet virtual character;
[0254] The gender matching degree between the master virtual character and the pet virtual character.
[0255] In an optional embodiment, the display module 10 is configured to change the display of the capture prompt information based on the state of the pet virtual character in the virtual world.
[0256] In an optional embodiment, the display module 10 is configured to change the display position of the prompt element on the first status bar when a second factor causes the capture threshold to change;
[0257] Wherein, the second factor includes at least one of the following factors:
[0258] The weather in the virtual world;
[0259] The plot where the pet virtual character is located in the virtual world;
[0260] The interaction operation between the master virtual character and the pet virtual character;
[0261] Whether the pet virtual character discovers the master virtual character;
[0262] The distance between the master virtual character and the pet virtual character.
[0263] In an optional embodiment, the interaction operation between the master virtual character and the pet virtual character includes at least one of the following:
[0264] The master virtual character and the pet virtual character conduct turn-based battles;
[0265] The master virtual character feeds the pet virtual character;
[0266] The master virtual character heals the pet virtual character;
[0267] The master virtual character changes the weather in the virtual world through the captured pet virtual character and / or props;
[0268] The master virtual character changes the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props.
[0269] Figure 18The structural block diagram of a computer device 1800 provided by an exemplary embodiment of the present application is shown. The computer device 1800 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1800 may also be referred to by other names such as user equipment, portable terminal, etc.
[0270] Generally, the computer device 1800 includes: a processor 1801 and a memory 1802.
[0271] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0272] The memory 1802 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 1802 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1801 to implement the method for displaying captured information based on a virtual world provided in the embodiments of the present application.
[0273] In some embodiments, the computer device 1800 may further optionally include: a peripheral device interface 1803 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1804, a touch display screen 1805, a camera 1806, an audio circuit 1807, and a power supply 1808.
[0274] The peripheral device interface 1803 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0275] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation 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 1804 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0276] The touch display screen 1805 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above the surface of the touch display screen 1805. The touch signal can be input as a control signal to the processor 1801 for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, which is provided on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens 1805, which are respectively provided on different surfaces of the computer device 1800 or in a foldable design; in some embodiments, the touch display screen 1805 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 1800. Even further, the touch display screen 1805 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1805 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0277] The camera module 1806 is used to capture images or videos. Optionally, the camera module 1806 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to capture photos or videos. In some embodiments, there are at least two rear cameras, which are respectively any one of a main camera, a depth-of-field camera, and a wide-angle camera, so as to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1806 may further include a flash. The flash can be a single-color-temperature flash or a two-color-temperature flash. A two-color-temperature flash refers to a combination of a warm-light flash and a cold-light flash, which can be used for light compensation under different color temperatures.
[0278] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1801 for processing, or input to the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1807 may further include a headphone jack.
[0279] The power supply 1808 is used to supply power to each component in the computer device 1800. The power supply 1808 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0280] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0281] The acceleration sensor 1810 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1801 can control the touch display screen 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used for the collection of game or user's motion data.
[0282] The gyroscope sensor 1811 can detect the body orientation and rotation angle of the computer device 1800. The gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the 3D actions of the user on the computer device 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0283] The pressure sensor 1812 can be disposed on the side frame of the computer device 1800 and / or the lower layer of the touch display screen 1805. When the pressure sensor 1812 is disposed on the side frame of the computer device 1800, it can detect the holding signal of the user on the computer device 1800, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 1812 is disposed on the lower layer of the touch display screen 1805, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0284] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera module 1806 according to the ambient light intensity collected by the optical sensor 1813.
[0285] The proximity sensor 1814, also known as the distance sensor, is usually disposed on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from the lit screen state to the off screen state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from the off screen state to the lit screen state.
[0286] Those skilled in the art can understand that Figure 18 the structure shown in
[0287] The present application also provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the method for displaying captured information based on a virtual world provided in the above method embodiment.
[0288] The present application also provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying captured information based on a virtual world provided in the above method embodiment.
[0289] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0290] Those of ordinary skill in the art can understand that all or part of the steps for implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a magnetic disk or an optical disc, etc.
[0291] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for displaying captured information based on a virtual world, characterized in that, the method includes: displaying a pet virtual character located in the virtual world; displaying capture prompt information for the pet virtual character, the capture prompt information being used to prompt status information related to capturing the pet virtual character; changing the display of the capture prompt information based on the status of the pet virtual character in the virtual world; when the capture prompt information indicates that the pet virtual character is in a capturable state, in response to a capture operation of the master virtual character on the pet virtual character, displaying successful capture of the pet virtual character.
2. The method according to claim 1, characterized in that, the capture prompt information is represented by a capture threshold, the capture prompt information includes a first status bar, and a prompt element is displayed on the first status bar, the prompt element being used to indicate the capture threshold; the changing the display of the capture prompt information based on the status of the pet virtual character in the virtual world includes: when a second factor causes the capture threshold to change, changing the display position of the prompt element on the first status bar; wherein, the second factor includes at least one of the following factors: the weather in the virtual world; the plot where the pet virtual character is located in the virtual world; the interaction operation between the master virtual character and the pet virtual character; whether the pet virtual character discovers the master virtual character; the distance between the master virtual character and the pet virtual character.
3. The method according to claim 2, characterized in that, the interaction operation between the master virtual character and the pet virtual character includes at least one of the following: the master virtual character and the pet virtual character conduct turn-based battles; the master virtual character feeds the pet virtual character; the master virtual character heals the pet virtual character; the master virtual character changes the weather in the virtual world through the captured pet virtual character and / or props; the master virtual character changes the plot where the pet virtual character is located in the virtual world through the captured pet virtual character and / or props.
4. The method according to claim 2 or 3, characterized in that, the method further includes: determining the degree of like and dislike of the pet virtual character for the second factor; adjusting the capture threshold based on the degree of like and dislike.
5. The method according to claim 4, characterized in that, the adjusting the capture threshold based on the degree of like and dislike includes: when the pet virtual character likes the second factor, the capture threshold increases; when the pet virtual character dislikes the second factor, the capture threshold decreases; when the pet virtual character is indifferent to the second factor, the capture threshold remains unchanged.
6. The method according to any one of claims 2 to 5, characterized in that, the method further includes: During the process of changing the display position of the prompt element on the first status bar, in combination with the capture threshold, determine that the prompt element in the changing process is displayed in the first display style or the second display style.
7. The method according to claim 6, wherein, during the process of changing the display position of the prompt element on the first status bar, in combination with the capture threshold, determining that the prompt element in the changing process is displayed in the first display style or the second display style includes: during the process of changing the display position of the prompt element on the first status bar, when the capture threshold increases, determining that the prompt element in the changing process is displayed in the first display style; during the process of changing the display position of the prompt element on the first status bar, when the capture threshold decreases, determining that the prompt element in the changing process is displayed in the second display style.
8. The method according to claim 6 or 7, wherein, the method further includes: at the end of the process of changing the display position of the prompt element on the first status bar, in combination with whether the pet virtual character is in the capturable state, determine that the prompt element is displayed in the first display style or the second display style at the end of the changing process.
9. The method according to claim 8, wherein, at the end of the process of changing the display position of the prompt element on the first status bar, in combination with whether the pet virtual character is in the capturable state, determining that the prompt element is displayed in the first display style or the second display style at the end of the changing process includes: at the end of the process of changing the display position of the prompt element on the first status bar, when the pet virtual character is in the capturable state, determine that the prompt element is displayed in the first display style at the end of the changing process; at the end of the process of changing the display position of the prompt element on the first status bar, when the pet virtual character is not in the capturable state, determine that the prompt element is displayed in the second display style at the end of the changing process.
10. The method according to any one of claims 2 to 9, wherein, the method further includes: in the case where the second factor causes the capture threshold to change, determine the changed capture threshold; when the changed capture threshold reaches the stage value, trigger the pet virtual character to release a friendly skill; when the changed capture threshold does not reach the stage value, trigger the pet virtual character to adjust the skill intensity and trigger the pet virtual character to have an emotional reaction.
11. The method according to claim 10, wherein, when the changed capture threshold does not reach the stage value, triggering the pet virtual character to adjust the skill intensity and triggering the pet virtual character to have an emotional reaction includes: When the changed capture threshold does not reach the stage value and the changed capture threshold increases, the temper of the virtual pet character improves, and the virtual pet character is triggered to reduce the skill intensity; When the changed capture threshold does not reach the stage value and the changed capture threshold decreases, the temper of the virtual pet character deteriorates, and the virtual pet character is triggered to increase the skill intensity.
12. The method according to any one of claims 1 to 11, characterized in that 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: the pet type and / or pet level of the virtual pet character; the item type and / or item level of the container item used in the capture operation; the historical capture times of the master virtual character for the virtual pet character; the historical capture times of the master virtual character for virtual pet characters of the same type; whether the virtual pet character discovers the master virtual character; the distance between the master virtual character and the virtual pet character; the personality matching degree between the master virtual character and the virtual pet character; the gender matching degree between the master virtual character and the virtual pet character.
13. A capture information display device based on a virtual world, characterized in that the device includes: a display module for displaying a virtual pet character located in the virtual world; the display module for displaying capture prompt information of the virtual pet character, and the capture prompt information is used to prompt status information related to capturing the virtual pet character; the display module for changing the display of the capture prompt information based on the state of the virtual pet character in the virtual world; the display module for, when the capture prompt information indicates that the virtual pet character is in a capturable state, in response to a capture operation of the master virtual character on the virtual pet character, displaying that the virtual pet character has been successfully captured.
14. A computer device, characterized in that the computer device includes: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the method for displaying capture information based on a virtual world according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the method for displaying capture information based on a virtual world according to any one of claims 1 to 12.
16. A computer program product, characterized in that the computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and a processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the method for displaying capture information based on a virtual world according to any one of claims 1 to 12.
Citation Information
Cited By
Virtual world-based capturing method and apparatus, device, medium, and product
WO2026031808A1