Virtual scene switching method and device, equipment, medium and product
By introducing mechanisms such as behavioral mode, external environment and transition animation in turn-based role-playing games, the problem of tearing during switching of world scenes and turn-based combat scenes is solved, achieving a more consistent and natural scene transition, and improving the game experience.
Patent Information
- Application Number
- CN202510607574.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-01
- Publication Date
- 2025-07-11
AI Technical Summary
In turn-based role-playing games, players will feel a strong sense of tear during the switching between world scenes and turn-based combat scenes, and existing technologies are difficult to effectively alleviate this sense of difference.
By introducing a variety of mechanisms between world scenes and turn-based combat scenes, including behavior patterns of combat characters in world scenes, external environments, in-site skill strengths and transition animations, we can determine the combat elements and environments of combat characters in turn-based combat scenes, ensuring the natural connection of scene switching.
Reduce or avoid the player's sense of tearing during scene switching, improve the consistency between world scenes and turn-based combat scenes, increase the mutual influence between scenes, and provide a smooth and natural switching experience.
Smart Images

Figure CN120285548A_ABST
Abstract
Description
[0001] This application is a divisional application. The application number of the parent application is 202311653138.7, the application date is December 1, 2023, and the invention title is "Virtual Scene Switching Method, Device, Equipment, Medium and Product". Technical Field
[0002] Embodiments of this application relate to the field of human-computer interaction, and particularly to a virtual scene switching method, device, equipment, medium and product. Background Art
[0003] A turn-based role-playing game (RPG) includes: in a non-combat scene, the main controlled virtual character explores in an open world; in a combat scene, the main controlled virtual character conducts turn-based battles with enemy units (monsters or combat characters subordinate to other characters) on a combat map. The non-combat scene is also called the world scene, and the combat scene is also called the turn-based combat scene.
[0004] In the related art, the world scene is an independent scene displayed through a world map, and combat characters perform daily behaviors in the world scene; the turn-based combat scene is an independent scene displayed through a combat map, and combat characters perform turn-based combat behaviors in the combat scene.
[0005] When switching from the world scene to the turn-based combat scene, or from the turn-based combat scene to the world scene, due to the switching between two independent scenes, players can obviously feel a very strong tearing sensation. Summary of the Invention
[0006] This application provides a virtual scene switching method, device, equipment, medium and product. The technical solution is as follows:
[0007] According to one aspect of this application, a virtual scene switching method is provided. The method includes:
[0008] Display a scene picture of the main controlled virtual character in the world scene, where the main controlled virtual character has at least one subordinate first combat character;
[0009] Control the main controlled virtual character to move to a target area in the world scene, where the target area includes a second combat character;
[0010] In response to meeting the scene switching condition, display a scene picture of the combat character in the turn-based combat scene, where the combat character includes at least one of the first combat character and the second combat character;
[0011] Determine the combat ability of the combat character during combat in the turn-based combat scenario based on the behavior pattern of the combat character in the world scenario.
[0012] According to an aspect of the present application, there is provided a method for switching virtual scenarios, the method comprising:
[0013] Display a scene picture of a combat character located in a turn-based combat scenario, the combat character including a first combat character and a second combat character, and the first combat character being a combat character owned by the main control virtual character;
[0014] Control the first combat character and the second combat character to fight in the turn-based combat scenario;
[0015] In response to the end of the combat in the turn-based combat scenario, display a scene picture of the combat character located in the world scenario;
[0016] Based on the combat result in the turn-based combat scenario, determine the behavior of the combat character in the world scenario.
[0017] According to an aspect of the present application, there is provided a method for switching virtual scenarios, the method comprising:
[0018] Display a scene picture of the main control virtual character located in the world scenario, and the main control virtual character owns at least one first combat character;
[0019] Control the main control virtual character to move to a target area in the world scenario, and the target area includes a second combat character;
[0020] In response to meeting the scene switching condition, display a scene picture of a combat character located in a turn-based combat scenario; the combat character includes at least one of the first combat character and the second combat character;
[0021] Based on the influencing factors in the world scenario, determine the combat elements of the combat character in the turn-based combat scenario.
[0022] According to an aspect of the present application, there is provided a method for switching virtual scenarios, the method comprising:
[0023] Display a scene picture of a combat character located in a turn-based combat scenario, the combat character including a first combat character and a second combat character, and the first combat character being a combat character owned by the main control virtual character;
[0024] Control the first combat character and the second combat character to fight in the turn-based combat scenario;
[0025] In response to the end of the battle in the turn-based battle scenario, display the scene image of the combat character in the world scenario;
[0026] Based on the influencing factors in the turn-based battle scenario, determine at least one world element of the combat character in the world scenario.
[0027] According to one aspect of the present application, there is provided a virtual scene switching device, the device comprising:
[0028] A first display module, configured to display the scene image of the main control virtual character in the world scenario, where the main control virtual character has at least one first combat character;
[0029] A first control module, configured to control the main control virtual character to move to a target area in the world scenario, where the target area includes a second combat character;
[0030] A first display module, configured to display the scene image of the combat character in the turn-based battle scenario in response to meeting the scene switching condition; the combat character includes at least one of the first combat character and the second combat character;
[0031] A first determination module, configured to determine the combat elements of the combat character in the turn-based battle scenario based on the influencing factors in the world scenario.
[0032] According to one aspect of the present application, there is provided a virtual scene switching device, the device comprising:
[0033] A first display module, configured to display the scene image of the main control virtual character in the world scenario, where the main control virtual character has at least one first combat character;
[0034] A first control module, configured to control the main control virtual character to move to a target area in the world scenario, where the target area includes a second combat character;
[0035] A first display module, configured to display the scene image of the combat character in the turn-based battle scenario in response to meeting the scene switching condition, where the combat character includes at least one of the first combat character and the second combat character;
[0036] A first determination sub-module, configured to determine the combat ability of the combat character during the battle in the turn-based battle scenario based on the behavior pattern of the combat character in the world scenario.
[0037] According to one aspect of the present application, there is provided a virtual scene switching device, the device comprising:
[0038] A second display module, configured to display a scene image of combat characters in a turn-based combat scene, where the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a main control virtual character;
[0039] A second control module, configured to control the friendly virtual character and the enemy virtual character to fight in the turn-based combat scene;
[0040] A second display module, configured to, in response to the end of the combat in the turn-based combat scene, display a scene image of the combat characters in a world scene;
[0041] A second determination module, configured to determine at least one world element of the combat characters in the world scene based on influencing factors in the turn-based combat scene.
[0042] According to an aspect of the present application, there is provided a virtual scene switching device, the device including:
[0043] A second display module, configured to display a scene image of combat characters in a turn-based combat scene, where the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a main control virtual character;
[0044] A second control module, configured to control the first combat character and the second combat character to fight in the turn-based combat scene;
[0045] A second display module, configured to, in response to the end of the combat in the turn-based combat scene, display a scene image of the combat characters in a world scene;
[0046] A second determination sub-module, configured to determine the behavior of the combat characters in the world scene based on the combat result in the turn-based combat scene.
[0047] According to another aspect of the present application, there is provided a computer device, the computer device including a processor and a memory, where a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the virtual scene switching method as described above.
[0048] According to another aspect of the present application, there is provided a computer storage medium, where an executable instruction is stored in the computer-readable storage medium, and the executable instruction is loaded and executed by the processor to implement the virtual scene switching method as described above.
[0049] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for switching virtual scenarios as described above.
[0050] The beneficial effects brought by the technical solution provided by the present application at least include:
[0051] Display the scene picture of the master virtual character in the world scene. The master virtual character has at least one first combat character. Control the master virtual character to move to the target area in the world scene, where the target area includes a second combat character. When the scene switching condition is met, display the scene picture of the combat characters in the turn-based combat scene; by determining the combat elements of the combat characters in the turn-based combat scene based on the influencing factors in the world scene, the difference between the world scene and the turn-based combat scene can be blurred, the mutual influence between the world scene and the turn-based combat scene can be increased, the consistency between the world scene and the turn-based combat scene can be improved, and the sense of tearing perceived by the player during the scene switching process can be reduced or avoided.
[0052] Display the scene picture of the combat characters in the turn-based combat scene. The combat characters include a first combat character and a second combat character. Control the first combat character and the second combat character to fight in the turn-based combat scene. In response to the end of the fight in the turn-based combat scene, determine at least one world element of the combat characters in the world scene based on the influencing factors in the turn-based combat scene, naturally transition from the turn-based combat scene to the world scene, and introduce the influence of the combat result into the world scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0053] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the 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.
[0054] Figure 1 It is a schematic diagram of a combat map provided by an exemplary embodiment of the present application;
[0055] Figure 2 It is a schematic diagram of a combat map provided by an exemplary embodiment of the present application;
[0056] Figure 3 It is a schematic diagram of the method for switching virtual scenarios provided by an exemplary embodiment of the present application;
[0057] Figure 4It is a block diagram of a computer system provided by an exemplary embodiment of the present application;
[0058] Figure 5 It is a flowchart of a method for switching virtual scenarios provided by an exemplary embodiment of the present application;
[0059] Figure 6 It is a flowchart of a method for switching virtual scenarios provided by an exemplary embodiment of the present application;
[0060] Figure 7 It is a schematic diagram of a combat character entering an environmental behavior mode provided by an exemplary embodiment of the present application;
[0061] Figure 8 It is a schematic diagram of a combat character entering a perception behavior mode provided by an exemplary embodiment of the present application;
[0062] Figure 9 It is a schematic diagram of a stress response of a combat character provided by an exemplary embodiment of the present application;
[0063] Figure 10 It is a schematic diagram of a combat character entering a perception behavior mode provided by an exemplary embodiment of the present application;
[0064] Figure 11 It is a schematic diagram of a combat character entering a perception behavior mode provided by an exemplary embodiment of the present application;
[0065] Figure 12 It is a schematic diagram of a combat character entering a perception behavior mode provided by an exemplary embodiment of the present application;
[0066] Figure 13 It is a schematic diagram of a combat character entering a perception behavior mode provided by an exemplary embodiment of the present application;
[0067] Figure 14 It is a schematic diagram of a combat character obtaining a buff state provided by an exemplary embodiment of the present application;
[0068] Figure 15 It is a schematic diagram of behavior mode switching provided by an exemplary embodiment of the present application;
[0069] Figure 16 It is a schematic diagram of a perception mechanism of a combat character provided by an exemplary embodiment of the present application;
[0070] Figure 17 It is a flowchart of a method for switching virtual scenarios provided by an exemplary embodiment of the present application;
[0071] Figure 18 It is a flowchart of a method for switching virtual scenarios provided by an exemplary embodiment of the present application;
[0072] Figure 19 It is a schematic diagram of the visual effect of the in-game skill of a combat character provided by an exemplary embodiment of the present application;
[0073] Figure 20 It is a schematic diagram of the visual effect of the in-game skill of a combat character provided by an exemplary embodiment of the present application;
[0074] Figure 21 It is a schematic diagram of the visual effect of the skill of a combat character provided by an exemplary embodiment of the present application;
[0075] Figure 22 It is a schematic diagram of the emotion special effect of a combat character provided by an exemplary embodiment of the present application;
[0076] Figure 23 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;
[0077] Figure 24 It is a schematic diagram of the world scene switching to the turn-based combat scene provided by an exemplary embodiment of the present application;
[0078] Figure 25 It is a schematic diagram of the first transition animation provided by an exemplary embodiment of the present application;
[0079] Figure 26 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;
[0080] Figure 27 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;
[0081] Figure 28 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;
[0082] Figure 29 It is a schematic diagram of the aura in the turn-based combat scene provided by an embodiment of the present application;
[0083] Figure 30 It is a schematic diagram of the aura in the world scene provided by an embodiment of the present application;
[0084] Figure 31 It is a schematic diagram of the turn-based combat scene switching to the world scene provided by an exemplary embodiment of the present application;
[0085] Figure 32 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;
[0086] Figure 33 It is a block diagram of a virtual scene switching device provided by an exemplary embodiment of the present application;
[0087] Figure 34 It is a block diagram of a virtual scene switching device provided by an exemplary embodiment of the present application;
[0088] Figure 35 It is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0089] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0090] First, briefly introduce the nouns involved in the embodiments of the present application:
[0091] Virtual world: It is a virtual world displayed (or provided) when an application runs on a terminal. The virtual world can be a simulation environment of the real world, a semi-simulation 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 will take the virtual world as a three-dimensional virtual world as an example for illustration.
[0092] Master controlled virtual character: It refers to an active object played by a player in a virtual world. The master controlled virtual character can be a virtual human, a virtual animal, an anime character, etc., such as: a character or an animal displayed in a three-dimensional virtual world. Optionally, the master controlled virtual character is a three-dimensional solid model created based on animation skeleton technology. Each master controlled virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
[0093] Combat character: It refers to an active object controlled by artificial intelligence (AI) in a virtual world. The combat character can be a virtual creature, a virtual animal, a virtual monster, a virtual elf, a virtual pet, etc., such as: an active object in the form of an animal or other forms displayed in a three-dimensional virtual world. The combat character can be subjected to at least one of interactive operations such as being captured, raised, and upgraded by the master controlled virtual character. The combat character can assist the master controlled virtual character in performing at least one of interactive operations such as collection, combat, and changing plots.
[0094] Potential energy: An element, attribute, or identifier that affects combat in a virtual world. The potential energy includes at least one of grass type, fire type, water type, stone type, ice type, electric type, poison type, light type, ghost type, demon type, normal type, martial type, cute type, illusion type, bug type, wing type, dragon type, and mechanical type.
[0095] Aura: An abstract element that has the ability to affect at least one visible element among plots, the main controlled virtual character, and combat characters within a certain range in the virtual world. This abstract element is different from the elements in the embodiments of this application and can be specifically used to describe the aura, making the aura concrete and visual. An aura is an abstract element that appears continuously, randomly, following the main controlled virtual character, following combat characters, triggered by skills, or triggered by items in the virtual world. An aura is invisible or visible in the virtual world. For example, a flame aura, a light-based aura, a health-restoring aura, etc.
[0096] In the turn-based role-playing games in the related art, players play a virtual character in the real world or the virtual world. This turn-based RPG provides two types of maps: a world map and a combat map. In non-combat scenarios, the virtual character moves in the world map, such as playing, capturing combat characters, collecting treasure chests, collecting virtual items, etc.; in combat scenarios, the virtual character controls the captured combat characters in the combat map and conducts turn-based battles with enemy units (such as NPCs (Non-Player Characters) in the game, AI-controlled monsters, or combat characters captured by other characters, etc.).
[0097] In the related art, since the world map and the combat map are two completely different maps, when switching between the world scenario (or non-combat scenario) and the turn-based combat scenario, significantly different map contents will be displayed in the user interface, and players can clearly feel the difference between the two different maps, with a strong sense of tearing. In order to alleviate this sense of tearing, the related art often shows a transition animation during the switch, but the effect is still not good. The above-mentioned world scenario and turn-based combat scenario can also be simply referred to as out-of-game and in-game.
[0098] In the embodiments of this application, an innovative turn-based RPG mechanism is provided, which provides various mechanisms to eliminate or weaken the sense of tearing during the above-mentioned switch. These mechanisms include, but are not limited to:
[0099] Mechanism 1: Determine the combat ability of a combat character when fighting in the turn-based combat scenario based on the behavior pattern of the combat character in the world scenario;
[0100] There are various behavior patterns of combat characters in the world scenario, such as daily behavior patterns, behavior patterns of hiding themselves, vigilant behavior patterns, etc. In the case of switching from the world scenario to the turn-based combat scenario, the behavior pattern of the combat character in the world scenario will be followed to determine the combat ability of the combat character when fighting in the turn-based combat scenario.
[0101] The combat capabilities include, but are not limited to, at least one of positive buff effects, negative debuff effects, skill intensity, types of skills allowed to be used, and combat logic. Among them, all or part of the actions of the combat character are controlled by AI logic, and combat logic refers to the "condition-action" combination controlled by AI logic during the combat process.
[0102] Mechanism 2: Based on the off-field environment of the combat character in the world scene, determine the in-field environment of the combat character during combat in the turn-based combat scene;
[0103] The off-field environment of the combat character in the world scene can be different types of environments. For example, the initial environment of the combat character in the world scene is a water environment. After the combat character releases a freezing skill, the water environment can be transformed into an ice environment. If the combat character switches from the world scene to the turn-based combat scene, the combat character is also in the ice environment in the turn-based combat scene.
[0104] Mechanism 3: Based on the off-field environment of the combat character in the world scene, determine the in-field skill intensity of the combat character during combat in the turn-based combat scene;
[0105] The off-field environment of the combat character in the world environment can be different types of environments. If the combat character switches from the world scene to the turn-based combat scene, the combat character is also in that environment in the turn-based combat scene. And for the same skill of the combat character in different environments, there can also be different skill intensities (at least one of form, attribute, and power). For example, the impact skill is ice block impact in the ice environment, light impact in the water environment, and flame impact in the flame environment.
[0106] Mechanism 4: Based on the off-field environment of the combat character in the world scene, determine the combat map of the combat character during combat in the turn-based combat scene;
[0107] Combine the traditional world map and combat map into one. The combat map is a sub-map dynamically determined from the world map each time combat occurs. In this way, when switching between the world scene (or non-combat scene) and the combat scene, the map content displayed in the user interface will not have a huge difference, thus avoiding the tearing feeling existing in related technologies.
[0108] Mechanism 5: When switching between the world scene and the turn-based scene, add a transition animation for naturally connecting the two scene switches.
[0109] When switching between the world scene and the turn-based scene, add a switching animation for naturally connecting the two scene switches. This transition animation is used to naturally connect the two scenes, making the switching process transition from one scene to another naturally, thus weakening the tearing feeling when switching from the world scene to the turn-based combat scene.
[0110] In summary, in an embodiment of the present application, when switching from a world scene to a turn-based combat scene, at least one influencing factor in the world scene before the switching will affect the behavior and / or environment in the turn-based combat scene after the switching; similarly, when switching from a turn-based combat scene to a world scene, at least one influencing factor in the turn-based combat scene before the switching will affect the behavior and / or environment in the world scene.
[0111] In some embodiments, the game flow of the turn-based RPG includes: a capturing process and a combat process.
[0112] Capture process:
[0113] 1. The main virtual character explores the world scene and finds the combat character in the wild. The main virtual character approaches the combat character within a certain range, and the virtual scene screen displays a face-to-face capture scene with the combat character. At this time, the combat character may be still, or keep moving around, or intimidate and attack the main virtual character.
[0114] 2. The master virtual character prepares the container props, such as selecting the container props.
[0115] 3. The main virtual character uses the container prop to aim at the combat character, and the capture-related information is displayed on the combat character's body, such as the capture difficulty (indicated by color, for example, difficulty represented by green < difficulty represented by orange < difficulty represented by red), and the attributes of the combat character (including name, gender, level, and comprehensive attribute values) are displayed on the virtual scene screen. The virtual scene screen also displays an aiming circle, which will shrink and expand over time. Throwing a container prop to the combat character when the aiming circle shrinks will increase the chance of successful capture.
[0116] 4. The main control virtual character throws container props to the combat character to capture the combat character, and the throwing effect can be achieved through the touch controls on the touch screen.
[0117] If the throwing position and / or throwing timing are incorrect, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, but the level or strength of the main controlling virtual character is not enough, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, and the level or strength of the main controlling virtual character is sufficient, the capture is successful, and a prompt of capture success, rewards for successful capture (such as experience points, newly acquired skills, etc.), and attributes of the captured combat character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.
[0118] In a possible implementation, the display of the capture success rate identifier is related to the capture threshold corresponding to the combat character. The larger the capture threshold corresponding to the combat character, the easier it is to capture the combat character.
[0119] Among them, the combat character that is successfully captured can be called the first combat character, and the combat character that is not successfully captured can be called the second combat character. The combat character can also be called by other names such as pet character.
[0120] Combat process: It can be single combat, double combat, or group combat.
[0121] 1. The main control virtual character selects the first combat character to participate in the battle.
[0122] 2. The combat scene is displayed, and the main control virtual character selects the skill to be used by the first combat character.
[0123] 3. The player controls the touch control on the touch screen to control the first combat character to release the skill.
[0124] 4. The skill animation effect is displayed.
[0125] 5. The second combat character releases a skill once to complete one round of combat, and steps 2-5 are repeated until the combat ends.
[0126] In the embodiment of the present application, this turn-based RPG involves two types of maps:
[0127] World map
[0128] 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. In different embodiments, the plot can also be an irregular geographical area, which is not limited herein.
[0129] Combat map
[0130] Reference Figure 1 And Figure 2 As shown in the figure, in the virtual environment 10, when the first combat character 12 encounters the second combat character 14 at a certain location in the world map and enters combat, one or more plots within a certain range centered on the reference position determined by the first combat character 12 in the world map are determined as the combat area Figure 16 . The reference position is the position where the first combat character 12 is located, or the nearest suitable combat position to the first combat character 12. In some embodiments, the combat area Figure 16All plots within a circular range centered at the reference position with a predetermined length as the radius; in some embodiments, the battle ground Figure 16 All plots within a rectangular range centered at the reference position with a predetermined length and width.
[0131] World scene and turn-based battle scene
[0132] The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots in the world map can be displayed in the user interface. For example, one or more plots where the main control virtual character or the first battle character is currently located in the world map, and some interface elements related to the above-displayed plots, the main control virtual character, the first battle character, the second battle character, etc. are displayed in the user interface.
[0133] The turn-based battle scene refers to the scene corresponding to the battle map. When the turn-based battle scene is displayed in the user interface, the battle map can be displayed in the user interface, such as all or part of the plots included in the battle map. For example, one or more plots where the main control virtual character or the battle character is currently located in the battle map, and some interface elements related to the above-displayed plots, the main control virtual character, the battle character, etc. are displayed in the user interface.
[0134] The world scene and the turn-based battle scene can be switched. For example, switching from the world scene to the turn-based battle scene, or switching from the turn-based battle scene to the world scene.
[0135] When displaying the world scene and the turn-based 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 main controlled virtual character (such as the first-person perspective or the third-person perspective of the main controlled virtual character) to obtain the display screen of the world scene; when displaying the turn-based combat scene, the virtual camera shoots the turn-based combat scene from the God's perspective or the middle perspective (such as the position where the virtual camera is located in the middle and obliquely above the two combatants) to obtain the display screen of the turn-based combat scene. Optionally, in the world scene and the turn-based 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 main controlled virtual character or combat characters; when displaying the turn-based combat scene, the user is not allowed to manually adjust the perspective or manually control the movement of the main controlled virtual character or combat characters. In the above way, users can make a distinction between the world scene and the turn-based combat scene perceptually. However, since the world scene and the turn-based combat scene share the same world map, and the combat map used in the turn-based combat scene is one or more plots in the world map, the switching between the world scene and the turn-based combat scene will not bring a strong sense of tearing, but a very smooth and natural switch.
[0136] Capture of Combat Characters
[0137] The main controlled virtual character has at least one container item, which is used to capture, store, raise, or release combat characters. The main controlled virtual character captures a combat character by throwing out an empty container item, or releases the combat character by throwing out a container item storing the combat character. There are no specific restrictions on the name and shape of the container item, as long as it has the above functions of capturing, storing, raising, or releasing subordinate characters, it can be called a container item.
[0138] For capturing a combat character, when the capture threshold is greater than the energy value of the combat character, the combat character is in a "capturable state". A prompt message indicating that the combat character is in a "capturable state" is displayed on the user interface to assist 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 captures made before. For example, through operations such as feeding fruits, using special skills, and attacking by the player, 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 in friendly means as much as possible, such as feeding food and changing the environment, rather than using combat methods, reflecting the design concept that the combat character is a good friend of the main controlled virtual character.
[0139] The released combat characters can stay in the virtual scene to interact with the main control virtual character, perform collection behaviors, or engage in battles with other combat characters. Additionally, the released combat characters will interact with the environment in the virtual world, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, obtaining virtual items in treasure chests with attribute locks, and affecting the plot attributes of the virtual environment, such as igniting grasslands and freezing lakes.
[0140] This container prop also simulates the physical properties of real objects and can bounce when it hits an obstacle or skim across the water surface.
[0141] Optionally, the combat character correspondingly has an initial value of the capture threshold. Optionally, the initial value of the capture threshold is related to the first factor, and the first factor includes at least one of the following factors:
[0142] · The type and / or level of the combat character;
[0143] · The prop type and / or prop level of the container prop used for the capture operation;
[0144] · The historical capture times of the main control virtual character for the combat character;
[0145] · The historical capture times of the main control virtual character for the same type of combat character;
[0146] · Whether the combat character discovers the main control virtual character;
[0147] · The distance between the main control virtual character and the combat character;
[0148] · The personality matching degree between the main control virtual character and the combat character;
[0149] · The gender matching degree between the main control virtual character and the combat character.
[0150] Optionally, the types of combat characters include but are not limited to birds, insects, large animals, small animals, etc., and the levels include but are not limited to primary, intermediate, advanced, etc. The initial value of the capture threshold of the combat character is related to the type and / or level of the combat character. The rarer the type and / or the higher the level of the combat character, the more difficult it is to be captured, and the corresponding initial value of the capture threshold is smaller.
[0151] Optionally, the prop types of the container prop include but are not limited to ordinary props, intermediate props, advanced props, etc., and the prop levels include but are not limited to primary, intermediate, advanced, etc. The higher the prop type and / or the higher the prop level of the container prop used for the capture operation, the easier it is to capture the combat character, and the corresponding initial value of the capture threshold is larger.
[0152] Optionally, the initial value of the capture threshold is related to the historical number of times the master virtual character has captured the combat character. The historical number of times the master virtual character has captured the combat character and the initial value of the capture threshold may have a positive correlation. For example, the more historical capture times indicate that the combat character is more easily captured by the master virtual character, and the corresponding initial value of the capture threshold is larger.
[0153] Optionally, the initial value of the capture threshold is related to the historical number of times the master virtual character has captured combat characters of the same type. The historical number of times the master virtual character has captured combat 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 combat characters of the same type indicate that the master virtual character is more proficient in capturing this type of combat character, that is, the corresponding initial value of the capture threshold for this type of combat character is larger.
[0154] Optionally, the initial value of the capture threshold is also related to whether the combat character has discovered the master virtual character. When the combat character has not discovered the master virtual character, the master virtual character can go around to the blind spot of the combat character and directly capture the combat character. At this time, the master virtual character only needs to adopt a certain capture strategy to make the capture success rate relatively high without fighting. That is, when the combat character has not discovered the master virtual character, the corresponding initial value of the capture threshold is larger.
[0155] Optionally, the distance between the master virtual character and the combat 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 combat character, the more accurate the skill release of the master virtual character. At this time, the capture success rate of the combat character is higher, that is, the corresponding initial value of the capture threshold is larger.
[0156] Optionally, the initial value of the capture threshold is also related to the personality matching degree between the master virtual character and the combat 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 combat character, each combat character will have a personality of the master virtual character that it likes or dislikes. For example, a combat character with a belligerent personality prefers a master 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 master virtual character and the combat character, the easier it is for the combat character to be captured, that is, the initial value of the capture threshold is larger.
[0157] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the master virtual character and the combat 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 combat character, each combat character will have a gender of the master virtual character that it likes or dislikes. When the gender matching degree between the master virtual character and the combat character is higher, the combat character is more easily captured, that is, the initial value of the capture threshold is larger.
[0158] It should be noted that the magnitudes of the above-mentioned values are relative magnitudes, and the specific values of the numerical values still need to be determined according to the actual situation. It should also be noted that the initial value of the capture threshold of the combat character is related to the first factor. However, for a certain determined first factor, whether the initial value of the capture threshold of the combat character caused by this first factor is large or small still needs to be set according to the specific combat character.
[0159] Combat process changes world factors
[0160] When conducting turn-based battles between different combat characters, the skills released by the combat characters will affect the environment of the virtual world, and this influence will be synchronized from the turn-based combat scenario to the world scenario. For example, when combat characters are in a turn-based combat scenario, a combat character releases a fire skill, and the grass plot in the turn-based combat scenario will be ignited, and the ignited grass plot will be synchronized to the world scenario. Further, after the environment of the plot changes, it will in turn affect the combat characters, such as affecting the skill intensity of the combat characters.
[0161] World environment changes combat factors
[0162] When conducting turn-based battles between different combat characters, the environmental factors in the world scenario will affect the combat characters, such as affecting the skill damage of the combat characters or the display effect of the combat characters' skills. Exemplarily, the environmental factors in the virtual world include the environmental factors of the plot and the environmental factors of the weather, and these two aspects will comprehensively affect the combat characters' degree of aversion and preference for environmental factors. Exemplarily, the combat characters' degree of aversion and preference for environmental factors includes the following different levels: strong affinity, weak affinity, indifference, weak resistance, strong resistance.
[0163] If the combat character likes both 2 environmental factors (plot + weather), it will obtain a strong affinity effect; if the combat character only likes 1 environmental factor and is not averse to the other environmental factor, it will obtain a weaker affinity effect; if the combat character likes 1 environmental factor and is averse to the other environmental factor at the same time, it will not obtain any effect; if the combat character only is averse to 1 environmental factor and does not like the other environmental factor, it will obtain a weaker resistance effect; if the combat character is averse to both 2 environmental factors, it will obtain a strong resistance effect.
[0164] During the turn-based combat process, the server or the client needs to regularly (such as every turn) obtain environmental factors and determine the impact of the environmental factors on the combat characters.
[0165] Figure 3The figure shows a schematic diagram when switching between different scenarios provided by an exemplary embodiment of the present application. In the embodiment of the present application, the behavior pattern of a combat character in one scenario will affect the behavior pattern in another scenario. Taking the switch from the world scenario to the turn-based combat scenario as an example, in the world scenario, there are shown a second combat character 1301 and a main control virtual character 1302. The behavior pattern of the second combat character 1301 in the world scenario is a stealth behavior pattern. This stealth behavior pattern is a pattern of hiding itself underground. When the main control virtual character 1302 controls the switch from the world scenario to the turn-based combat scenario, the second combat character 1301 is still in the stealth behavior pattern, and a prompt message "The rock monster is burying itself" is displayed on the screen. At the same time, some buff effects 1304 in this stealth behavior pattern are displayed beside the second combat character 1301. If the player clicks on the buff effect 1304, three buff effects, namely "Strong resistance", "Nurturing energy", and "Buried", will be displayed. Among them, "Strong resistance" means that the second combat character 1301 does not like the rainy environment and the damage will be reduced by 20%; "Nurturing energy" means that the second combat character 1301 will increase its physical attack power by 50% after resting; "Buried" means that the second combat character 1301 is in the buried stealth state and the defense will be increased by 25%.
[0166] Obviously, the behavior pattern of the second combat character 1301 in the world scenario will affect the combat ability in the turn-based combat scenario. This combat ability includes but is not limited to at least one of the following abilities: buff / debuff effects, combat logic, skill intensity, types of skills allowed to be used, etc.
[0167] Similarly, when switching from the turn-based combat scenario to the world scenario, the combat result of the combat character in the turn-based combat scenario will also affect at least one world element in the world scenario.
[0168] Figure 4 The block diagram of the computer system provided by an exemplary embodiment of the present application is shown. This computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0169] The first terminal 120 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 a terminal used by a first user. The first user uses the first terminal 120 to control the activities of a first virtual character located in the virtual world. The first virtual character serves as the main controlling virtual character. The activities include but are not limited to: adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, using combat characters for picking, using combat characters for fighting, using throwing items, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual human, such as an emulated human object or an anime character object. Exemplarily, the first user controls the activities of the first virtual character through UI controls on the virtual world screen, and the first user controls the first virtual character to throw a combat character through the UI controls on the virtual world screen.
[0170] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0171] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142. 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 a request to detect the location of an 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 a 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 adopt a distributed computing architecture for collaborative computing.
[0172] 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. The second virtual character also serves as the main control virtual character. The activities include but are not limited to: adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, using combat characters for picking, using combat characters for fighting, using throwing items, and attacking at least one of other virtual characters. 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.
[0173] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual world. The first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.
[0174] Optionally, the 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 takes 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, tablets, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers. The following embodiments take the terminal including a smart phone as an example for illustration.
[0175] 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 type of the terminals.
[0176] The embodiments of the present application relate to the switching order between two virtual scenarios:
[0177] Switching order one: Switch from the "world scenario" to the "turn-based combat scenario";
[0178] Switching order two: Switch from the "turn-based combat scenario" to the "world scenario".
[0179] Regarding switching sequence one: switching from the "world scene" to the "turn-based combat scene":
[0180] Figure 5 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. This method can be executed by a terminal device, and the method includes:
[0181] Step 210: Display the scene image of the main control virtual character in the world scene;
[0182] The world scene is rendered based on a world map. The world map is usually a map of a relatively large open virtual world. The world map includes multiple plots. Each plot is a polygonal plot.
[0183] In some embodiments, the main control virtual character has at least one first combat character. The first combat character is a combat character that the main control virtual character has successfully captured. For example, the combat character is a pet virtual character that the main control virtual character has successfully captured. The main control virtual character is a virtual character controlled by the current player. The successfully captured first combat character can be controlled by the current player; it can also be controlled by the AI; or the current player can specify a combat strategy, and then the AI controls based on the combat strategy. The present application does not limit this.
[0184] In this embodiment, it is assumed that initially, at least one of the main control virtual character, the first combat character, and the second combat character is in the world scene.
[0185] Step 220: Control the main control virtual character to move to the target area in the world scene;
[0186] The target area refers to the position or area that the main control virtual character needs to move to. The target area may be any position in the world scene. The target area includes the second combat character, and the main control virtual character needs to move to the position or area where the second combat character is located. When the main control virtual character moves in the world scene, the game system will detect whether the main control virtual character is approaching or has reached the target area where the second combat character is located.
[0187] Optionally, the target area can be the specific position of a second combat character, and the main control virtual character needs to move to this specific position to fight with the second combat character, or the target area can be the area range where a second combat character is located, and the main control virtual character only needs to enter this area range to trigger a battle.
[0188] In some embodiments, the second combat character includes at least one of an NPC, a monster controlled by the AI, an uncaptured combat character, and a combat character captured by a virtual character controlled by another player.
[0189] Step 230: In response to meeting the scenario switching condition, display the scene picture of the combat character in the turn-based combat scenario;
[0190] The scenario switching condition is a condition used to trigger the switching between the world scenario and the turn-based combat scenario. In some embodiments, the scenario switching condition is manually triggered by the current player. For example, after the current player controls the main control virtual character to aim at an uncaught combat character with a container prop and then throws the container prop at the combat character, the scenario switching condition is triggered; in some embodiments, the scenario switching instruction is manually triggered by other players; in some embodiments, the scenario switching condition is triggered by the terminal device or the server. For example, after the main control virtual character approaches a wild monster and the distance between the main control virtual character and the second combat character is less than a threshold, the terminal device or the server automatically triggers the scenario switching condition based on the AI control logic. The present application does not limit the triggering method of the scenario switching condition.
[0191] In some embodiments, the scenario switching condition includes but is not limited to at least one of the following:
[0192] · The main control virtual character throws a container prop at the second combat character;
[0193] · The main control virtual character uses magic on the second combat character;
[0194] · The main control virtual character performs an interaction operation on the second combat character, such as initiating a battle, feeding, or petting;
[0195] · The distance between the main control virtual character and the second combat character is less than the first threshold;
[0196] · The distance between the main control virtual character and the second combat character is less than the first threshold, and the vigilance value of the second combat character is higher than the second threshold;
[0197] · The distance between the main control virtual character and the second combat character is less than the first threshold, and the second combat character is in a negative emotional state;
[0198] · The first main control virtual character encounters the second main control virtual character in the world map. The first main control virtual character and the second main control virtual character start a conversation, and at the end of the conversation, both parties agree to start a turn-based battle.
[0199] The first main control virtual character is the main control virtual character controlled by the first player. The second main control virtual character can be the main control virtual character controlled by the second player or an NPC (Non-Player Character) set by the game. In another example, the first main control virtual character encounters the second main control virtual character in the world map, and the second main control virtual character launches a surprise attack on the first main control virtual character, forcing the first main control virtual character to enter a turn-based battle.
[0200] In response to meeting the scene switching condition, switch the world scene to a turn-based combat scene, and display a scene picture of the virtual character in the turn-based combat scene. In some embodiments, directly switch the scene picture of the world scene to the scene picture of the turn-based combat scene; in some embodiments, during the switching process from the world scene to the turn-based combat scene, insert a transition animation to fade the tearing feeling from the world scene to the turn-based combat scene.
[0201] The turn-based combat scene is rendered based on a combat map. Generally, the map area of this combat map is smaller than that of the world map. In some embodiments, this combat map is independent of the world map and is a different map from the world map; in some embodiments, this combat map is a sub-map based on the world map. For example, based on the position where the virtual character was located before switching, select a small piece of the sub-map from the world map to dynamically generate this combat map, so as to keep the world scene displayed before switching the same as or with a similarity higher than the preset condition as the turn-based combat scene displayed after switching.
[0202] Step 240: Determine the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.
[0203] After switching to the turn-based combat scene, determine the combat elements of the combat character in the turn-based combat scene based on at least one influencing factor in the world scene.
[0204] Exemplarily, this influencing factor is a factor other than the skills, combat power, combat attributes, health attributes, and magic value attributes of the virtual character itself.
[0205] In some embodiments, in order to maintain the consistency between the world scene and the turn-based combat scene, at least the following five improvement mechanisms are provided. In different embodiments, at least one of these five improvements can be implemented as a separate embodiment. The embodiments of this application divide these five improvement mechanisms into five branches, and the following is an introduction to these five branches respectively:
[0206] · The first branch:
[0207] Determine the combat ability of the combat character during combat in the turn-based combat scene based on the behavior pattern of the combat character in the world scene;
[0208] · The second branch:
[0209] Determine the in-game environment of the combat character during combat in the turn-based combat scene based on the out-of-game environment of the combat character in the world scene;
[0210] · The third branch:
[0211] Determine the in-round skill intensity of a combat character during combat in a turn-based combat scenario based on the out-of-round environment of the combat character in the world scenario;
[0212] · Fourth branch:
[0213] Determine the combat map of a combat character during combat in a turn-based combat scenario based on the out-of-round environment of the combat character in the world scenario;
[0214] · Fifth branch: During the switching process from the world scenario to the turn-based combat scenario, add a transition animation for natural connection between the two scenario switches, so as to fade the tearing feeling from switching from the world scenario to the turn-based combat scenario.
[0215] In summary, the method of this embodiment can make the difference between the world scenario and the turn-based combat scenario fade, increase the mutual influence between the world scenario and the turn-based combat scenario, enhance the consistency between the world scenario and the turn-based combat scenario, and reduce or avoid the tearing feeling perceived by players during the scenario switching process by determining the combat elements of the combat character in the turn-based combat scenario based on the influencing factors in the world scenario.
[0216] The following is an introduction to the above five branches respectively:
[0217] · First branch:
[0218] With reference to Figure 6 , the above step 240 includes the following sub-step 241:
[0219] Step 241: Determine the combat ability of a combat character during combat in a turn-based combat scenario based on the behavior pattern of the combat character in the world scenario.
[0220] The behavior pattern refers to the pattern in which a combat character executes behaviors under the AI control strategy. The AI control strategy is an automated control strategy based on non-player active control such as AI models, behavior trees, and behavior groups. Different behavior patterns use different AI control strategies for control. In different embodiments, the AI control strategy can be equivalently understood as any one of the meanings of AI models, behavior trees, behavior groups, control strategies, etc. In some embodiments, the behavior pattern can be understood as at least a set of "conditions + behaviors". A set of "conditions + behaviors" is a control strategy that triggers a combat character to execute a certain behavior or several behaviors or a certain type of behavior by a condition.
[0221] Taking an uncaught combat character as an example, in order to simulate the living habits of wild combat characters. Multiple behavior patterns are preset for the same combat character.
[0222] The behavior pattern includes at least one of the following:
[0223] · Daily behavior patterns;
[0224] · Environmental behavior patterns;
[0225] · Perceptual behavior patterns;
[0226] · Community behavior patterns;
[0227] · Sneak attack behavior patterns;
[0228] Among them, the daily behavior pattern is the behavior pattern of the combat character when no perceptual event is perceived in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after perceiving a perceptual event triggered by environmental factors in the world scene; the perceptual behavior pattern is the behavior pattern of the combat character after perceiving a perceptual event triggered after perceiving a hostile virtual character in the world scene; the community behavior pattern is the behavior pattern in which multiple combat characters execute behaviors according to group strategies or population strategies; the sneak attack behavior pattern is the behavior pattern aimed at ambush.
[0229] It should be noted that the above combat character can be the second combat character or the first combat character. That is, the combat characters in this embodiment include at least one of the first combat character and the second combat character.
[0230] The following is an introduction to the above five behavior patterns respectively:
[0231] · Daily behavior pattern:
[0232] Here, the daily behavior of the second combat character is used as an example for explanation.
[0233] The daily behavior pattern is the behavior pattern of the second combat character when no perceptual event is perceived in the world scene. In some embodiments, multiple AI control strategies are set for the second combat character, and one of the AI control strategies is used to control the behavior of the second combat character when no perceptual event is perceived in the world scene.
[0234] The daily behavior pattern is used to simulate the daily life behaviors of the second combat character, such as walking, patrolling, foraging, sleeping, drinking water, and so on.
[0235] · Environmental behavior pattern (behavior pattern triggered by perceiving specific environmental factors):
[0236] Here, the second combat character's perception of preset or specific environmental factors is used as an example for explanation.
[0237] The environmental behavior pattern is the behavior pattern of the second combat character after perceiving a perception event triggered by environmental factors in the world scene; the perception event triggered by environmental factors is a perception event triggered by factors other than the main control virtual character and the first combat character. Exemplarily, the perception event triggered by environmental factors is a behavior pattern triggered by preset or specific environmental factors.
[0238] In some embodiments, multiple AI control strategies are set for the second combat character, and one of the AI control strategies is used to control the behavior of the second combat character when it perceives a perception event triggered by environmental factors in the world scene.
[0239] The environmental behavior pattern is a behavior pattern triggered by preset or specific environmental factors. In some embodiments, the environmental behavior pattern is a stealth behavior pattern triggered by preset or specific environmental factors, that is, under preset or specific environmental factors, the second combat character will act according to the behavior pattern of hiding its own whereabouts.
[0240] The environmental behavior pattern includes at least one of: stealth behavior pattern, disguise behavior pattern, sleep behavior pattern, escape behavior pattern, crazy combat mode, alert behavior pattern, etc.
[0241] · Stealth behavior pattern: The second combat character will adopt a behavior pattern of hiding itself to avoid being detected or attacked by the main control virtual character. This may include hiding in the shadows, taking cover behind objects, or using invisibility skills, etc.
[0242] · Disguise behavior pattern: The second combat character will adopt a behavior pattern of disguising itself to confuse the main control virtual character. This may include changing its shape according to the surrounding environment, transforming into other virtual characters, etc.
[0243] In some embodiments, the disguise behavior pattern can also be considered a subset of the stealth behavior pattern.
[0244] · Sleep behavior pattern: The second combat character will enter a sleep state, reduce activities and recover health or energy. This behavior pattern may be triggered when the second combat character is severely injured or resource - depleted. For example, hibernation mode.
[0245] · Escape behavior pattern: The second combat character will choose to flee from the turn - based combat scene to avoid being defeated. This behavior pattern may be triggered when the health value of the second combat character is lower than a certain threshold or when it faces an unfavorable situation.
[0246] · Crazy combat mode: The second combat character will show an extreme attack behavior pattern and launch an attack on the main control virtual character regardless of everything. This behavior pattern may be triggered when the second combat character is provoked or in an extremely dangerous state.
[0247] · Alert Behavior Pattern: The second combat character will exhibit a high level of vigilance and caution to respond to potential threats. This behavior pattern may be automatically activated when the second combat character perceives the presence of a hostile combat character or other threats.
[0248] Preset or specific environmental factors include at least one of the following: time period, weather type, and terrain attribute. The environmental behavior patterns corresponding to different environmental factors can be the same or different.
[0249] In an optional example, when the environmental behavior pattern is the first environmental behavior pattern triggered by a time period, according to the first environmental behavior pattern, determine the combat ability of the second combat character when fighting in a turn-based combat scenario.
[0250] The time period is a subset of all the times in the world scenario. The time period is characterized by years, seasons, day and night, hours, etc. in the world scenario. When the environmental behavior pattern is the first environmental behavior pattern triggered by a time period, according to the first environmental behavior pattern, determine the combat ability of the second combat character when fighting in a turn-based combat scenario.
[0251] For example, if the time period is night time and the second combat character is a combat character with a dark attribute, according to the behavior pattern of lurking at night, the vision of the dark attribute combat character will be enhanced at night. When switching from the world scenario to the turn-based combat scenario, the dark attribute combat character will obtain a positive buff state of "enhanced vision". Therefore, the behavior pattern of lurking at night will reduce the chance of the dark attribute combat character being discovered by the first combat character. Another example is that the first time period is night time and the second combat character is a ghost-type combat character. The ghost-type combat character will enter a transparent stealth behavior pattern at night. At this time, when the main control virtual character moves towards it, throws a container prop, or releases a skill, etc., it will directly pass through the ghost-type combat character. When switching from the world scenario to the turn-based combat scenario, the ghost-type combat character will increase its concealment ability. The stealth behavior pattern of the ghost-type combat character at night reduces the chance of it being caught by the main control virtual character.
[0252] In an optional example, when the first environmental behavior pattern is a stealth behavior pattern triggered by the first time period and the combat time belongs to the first time period, according to the stealth behavior pattern, determine the combat ability of the combat character when fighting in a turn-based combat scenario.
[0253] Among them, the first time period is a subset of all the times in the world scenario. The first time period is characterized by years, seasons, day and night, hours, etc. in the world scenario. The combat time changes following the system time in the world scenario.
[0254] For example, if the first time period is night time and the second combat character is a ghost-type combat character, when switching from the world scene to the turn-based combat scene, the second combat character will enter the stealth behavior mode at night time. The second combat character and the first combat character engage in combat at night time, and the stealth ability of the second combat character will be enhanced.
[0255] Optionally, in some embodiments, when the first environmental behavior mode is the stealth behavior mode triggered in the first time period and the combat time does not belong to the first time period, the combat ability of the combat character during combat in the turn-based combat scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the combat time. Optionally, in some embodiments, when the combat character enters combat in the stealth behavior mode, throughout the combat process, the combat ability of the combat character can be determined always according to the stealth mode.
[0256] For example, the first time period is night time, and the second combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character will enter the stealth behavior mode at night time. When the combat time transitions from night time to early morning time, the second combat character will switch from the stealth behavior mode to the daily behavior mode. The second combat character and the first combat character engage in a battle. When the current combat time reaches early morning time, the ghost-type combat character cannot hide, that is, the combat ability of the second combat character during combat with the first combat character returns to the normal combat ability.
[0257] In an alternative example, when the environmental behavior mode is the second environmental behavior mode triggered by the weather type, the combat ability of the second combat character during combat in the turn-based combat scene is determined according to the second environmental behavior mode.
[0258] The weather type is a subset of all weather types in the world scene. The weather type includes at least one of: sunny, cloudy, overcast, rainy, snowy, thunderous, hailing, floating dust, blowing sand, sandstorm, windy, hazy. When the environmental behavior mode is the second environmental behavior mode triggered by the weather type, the combat ability of the second combat character during combat in the turn-based combat scene is determined according to the second environmental behavior mode.
[0259] For example, if the weather type is rainy and the second combat character is a water-based combat character, when it is not rainy, the water-based combat character will hide and move in the water, while when it is rainy, the water-based combat character will jump out of the water and move. When it is rainy, the combat power of this water-based combat character will be greatly enhanced. When the main controlled virtual character tries to capture this water-based combat character and switches from the world scene to the turn-based combat scene, this water-based combat character will enter a crazy combat mode and may increase its combat power, such as increasing attack power, hit rate, etc. Another example is that the weather type is snowy and the second combat character is an ice-based combat character. The ice-based combat character will only appear when it is snowy. When it is snowy, this ice-based combat character will enter a camouflage behavior mode. When switching from the world scene to the turn-based combat scene, this ice-based combat character will use ice or snow to camouflage its position and then sneak attack the first combat character in the camouflage state.
[0260] In an optional example, when the second environmental behavior mode is a concealment behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, according to the concealment behavior mode, determine the combat ability of the combat character when fighting in the turn-based combat scene.
[0261] Among them, the first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of sunny, cloudy, overcast, rainy, snowy, thunderstorm, hail, floating dust, sandstorm, dust storm, wind, haze. The current weather type changes following the system time in the world scene, or the current weather type is changed by the skills of the combat character.
[0262] For example, the first weather type is rainy and the second combat character is a rain-based combat character. When the first weather type is rainy and switching from the world scene to the turn-based combat scene, this second combat character will enter the concealment behavior mode. The second combat character and the first combat character will fight in the rain, and the rain-based combat character will use an invisibility skill, and the concealment ability of this second combat character will be enhanced.
[0263] Optionally, in some embodiments, when the second environmental behavior mode is a concealment behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type, determine the combat ability of the combat character when fighting in the turn-based combat scene. Optionally, in some embodiments, when the combat character enters the combat in the concealment behavior mode, throughout the combat process, this combat character can always determine its combat ability according to the concealment mode.
[0264] For example, the first weather type is rainy, and the second combat character is a rain-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character fights against the first combat character, and the second combat character will enter the stealth behavior mode. During the battle, when the current weather type changes from rainy to sunny, the second combat character will switch from the stealth behavior mode to the daily behavior mode. The current weather type is sunny, and the rain-type combat character cannot use the stealth skill. The second combat character's combat capability when fighting with the first combat character is restored to normal combat capability.
[0265] In an optional example, when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the third environmental behavior mode.
[0266] The terrain attribute is a subset of all terrain attributes in the world scene, and the terrain attribute includes at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, gravel, etc. In the case where the environmental behavior mode is the third environmental behavior mode triggered by the terrain attribute, the combat capability of the second combat role in the turn-based combat scene is determined according to the third environmental behavior mode.
[0267] For example, if the terrain attribute is grassland, and the second combat role is a combat role of the plant system, when the second combat role is located in the grassland plot, the combat role of the plant system will transform into plants such as grass or flowers, and then the second combat role will enter the camouflage behavior mode. When switching from the world scene to the turn-based combat scene, the combat role of the plant system will obtain stronger defense and recovery capabilities in the camouflage mode. For another example, if the terrain attribute is flame, and the second combat role is a combat role of the fire system, when the second combat role is located in the flame plot, the combat role of the fire system will enter the crazy combat mode. When switching from the world scene to the turn-based combat scene, the combat role of the fire system can obtain the positive gain state corresponding to the flame plot, such as increasing attack power or speed, etc. Optionally, the combat role of the fire system may obtain exclusive skills corresponding to the flame plot, for example, mastering the control ability of the flame plot, making it easier to ignite the terrain or the main control virtual character, and these skills will make the combat role of the fire system more destructive and deterrent.
[0268] In an optional example, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position of the combat character belongs to the first terrain attribute, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the stealth behavior mode;
[0269] Among them, the first terrain attribute is a subset of all terrain attributes in the world scene, and the first terrain attribute includes at least one of the types such as lakes, rivers, mountains, grasslands, mud, flames, ice blocks, deserts, forests, and gravel. The position of the combat character changes dynamically during the combat process in the turn-based combat scene.
[0270] For example, if the first terrain attribute is mud and the second combat character is an earth-element combat character, when switching from the world scene to the turn-based combat scene, the second combat character and the first combat character fight on the mud. The earth-element combat character will enter the stealth behavior mode, the earth-element combat character will cast the skill of burrowing into the ground, and the combat ability of the second combat character during the fight in the turn-based combat scene is enhanced.
[0271] Optionally, in some embodiments, when the third environmental behavior mode is the stealth behavior mode triggered by the first terrain attribute and the position of the combat character does not belong to the first terrain attribute, the combat ability of the combat character during the fight in the turn-based combat scene is determined according to the daily behavior mode or the second environmental behavior mode corresponding to the terrain attribute of the position where the combat character is located. Optionally, in some embodiments, when the combat character enters the combat in the stealth behavior mode, during the entire combat process, the combat ability of the combat character can be determined according to the stealth mode all the time.
[0272] For example, if the first terrain attribute is a river and the second combat character is a water-element combat character, when switching from the world scene to the turn-based combat scene, the second combat character and the first combat character fight in the river. The second combat character will enter the stealth behavior mode. During the combat process, the positions of the first combat character and the second combat character will change. When the position of the second combat character changes from the river to the mud, the terrain attribute changes, and the second combat character will switch from the stealth behavior mode to the daily behavior mode; or, when the first combat character releases a freezing skill on the second combat character, the position of the second combat character changes from the river to the ice block, the terrain attribute changes, and the second combat character will also switch from the stealth behavior mode to the daily behavior mode. The water-element combat character cannot cast the stealth skill, and the combat ability of the second combat character during the fight with the first combat character returns to the normal combat ability.
[0273] Exemplarily, as Figure 7 shown in FIG. (a), the second combat character 601 is a plant-element combat character. When the first plot type is grassland, as Figure 7As shown in Figure (b), the second combat character 601 will transform into a plant 602. At this time, the second combat character 601 enters the camouflage behavior mode, in which it can obtain higher concealment ability and reduce the probability of being discovered by the master virtual character. Even if it is discovered by the master virtual character and switches from the world scene to the turn-based combat scene, the second combat character 601 can obtain at least one of additional defensive ability, recovery ability, combat logic, and exclusive skills.
[0274] · Perception behavior mode (behavior mode triggered by the master virtual character):
[0275] Here, the example of the second combat character being triggered by the master virtual character is used for illustration.
[0276] The perception behavior mode is the behavior mode of a combat character after a perception event triggered by sensing a hostile virtual character in the world scene; taking the second combat character as an example, the perception behavior mode is the behavior mode of the second combat character after a perception event triggered by sensing the master virtual character and / or the first combat character in the world scene.
[0277] The perception behavior mode includes at least one of the following: stealth behavior mode, camouflage behavior mode, sleep behavior mode, escape behavior mode, crazy combat mode, alert behavior mode, etc.
[0278] In an optional example, when the perception behavior mode is the first perception behavior mode triggered by the restraint relationship between virtual characters of different attributes, according to the first perception behavior mode, determine the combat ability of the second combat character when fighting in the turn-based combat scene.
[0279] The restraint relationship between virtual characters means that there is a restraint relationship between different virtual characters. In some embodiments, different virtual characters have different attributes. The attributes include at least one of the following: gold system, wood system, water system, fire system, earth system, light system, dark system, lightning system, snow system, ice system, etc. There is a restraint relationship between different attributes, such as the fire system restrains the wood system, and the water system restrains the fire system. When the perception behavior mode is associated with the restraint relationship between virtual characters, change the behavior of the second combat character in the turn-based combat scene according to the behavior mode corresponding to the restraint relationship.
[0280] In some embodiments, when the first combat character restrains the second combat character, the perception behavior mode corresponding to the second combat character is at least one of the stealth behavior mode, camouflage behavior mode, escape behavior mode, and alert behavior mode, and the perception behavior mode corresponding to the first combat character is the crazy combat mode.
[0281] In some embodiments, when the second combat role restrains the first combat role, the perception behavior mode corresponding to the first combat role is at least one of a concealment behavior mode, a camouflage behavior mode, an escape behavior mode, and a vigilance behavior mode, and the perception behavior mode corresponding to the second combat role is a crazy combat mode.
[0282] For example, if the second combat character is a combat character of the wood element, when the combat character of the wood element senses that there is a combat character of the fire element within 100 meters, the combat character of the wood element will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the combat character of the wood element may give priority to escape, burrow or dodge skills to avoid direct combat with the virtual character of the fire element as much as possible, or the combat character of the wood element will increase its own movement speed to get away from the attack range of the virtual character of the fire element more quickly. For another example, if the second combat character is a combat character of the fire element, when the combat character of the fire element meets the combat character of the water element, the combat character of the fire element will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the special skills or spells of the combat character of the fire element will be weakened, such as reduced attack power and lower hit rate. The combat character of the fire element may enhance its own defense, reduce the damage caused to it by the virtual character of the water element, and increase its own movement speed.
[0283] In an optional example, when the first perceived behavior mode is a hidden behavior mode triggered by a restraint relationship between combat characters of different attributes, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior mode.
[0284] Among them, the concealment behavior mode belongs to the perception behavior mode. The restraint relationship between combat roles refers to the restraint relationship between combat roles of different attributes. For example, there is a restraint relationship between different attributes, such as fire restrains wood, water restrains fire, wind restrains water, etc.
[0285] For example, the second combat character is a water-based combat character, and the first combat character is a wind-based combat character. The wind-based combat character restrains the water-based combat character, that is, the first combat character restrains the second combat character. After the second combat character senses the first combat character, the second combat character will enter a stealth behavior mode. At this time, the second combat character will increase its movement speed and use dodge skills to quickly escape in the turn-based combat scene.
[0286] Optionally, in some embodiments, in the case where the hostile combat role switches, the combat ability of the combat role during combat in a turn-based combat scenario is determined according to the daily behavior pattern or the perceived behavior pattern corresponding to the hostile combat role. Optionally, in some embodiments, when the combat role enters combat in a stealth behavior pattern, throughout the combat process, the combat ability of the combat role can be determined always according to the stealth pattern.
[0287] For example, the second combat role is a water-based combat role, and the first combat role is a wind-based combat role. After the second combat role senses the first combat role, it will enter the stealth behavior pattern. After the first combat role switches to a fire-based combat role and the second combat role senses the first combat role, the second combat role will change from the stealth behavior pattern to the crazy combat pattern, and in the turn-based combat scenario, the attack ability of the second combat role will be enhanced.
[0288] Exemplarily, as Figure 8 shown in FIG. (a), there is a restraint relationship between the second combat role 701 and the first combat role 702. When the second combat role 701 senses the first combat role 702, as Figure 8 shown in FIG. (b), the second combat role 701 will enter the stealth behavior pattern and become the state 703 of curling up underground. The second combat role 701 chooses to take defensive measures to reduce the possibility of being damaged. Hiding in the shell can provide additional defense and protection and increase the difficulty of being attacked by the first combat role 702.
[0289] In an alternative example, in the case where the perceived behavior pattern is the second perceived behavior pattern triggered by a stress response, the combat ability of the combat role during combat in a turn-based combat scenario is determined according to the second perceived behavior pattern.
[0290] Wherein, the stress response is the behavioral response of the combat role after sensing the hostile virtual role. Taking the combat role as the second combat role as an example, the stress response is the behavioral response of the second combat role after sensing the master virtual role and / or the first combat role. In some embodiments, the stress response includes at least one of the reactions such as hiding, warning, fleeing, being surprised, being puzzled, being angry, etc.
[0291] In an alternative example, in the case where the second perceived behavior pattern is the stealth behavior pattern triggered by a stress response, the combat ability of the combat role during combat in a turn-based combat scenario is determined according to the stealth behavior pattern.
[0292] Optionally, in the case where the second perceived behavior pattern is the stealth behavior pattern, when the second combat role senses the first combat role or the master virtual role, the second combat role will enter the stealth behavior pattern and move according to the behavior pattern of hiding its own whereabouts.
[0293] For example, the second combat character is an earth-element combat character. When the second combat character senses the approach of the first combat character or the controlling virtual character nearby and enters the turn-based combat scenario, the second combat character will have a stress response of burrowing into the ground and enter the stealth behavior mode. The vigilance of the second combat character will increase, and the concealment ability of this earth-element combat character will be enhanced. At this time, this earth-element combat character will choose an appropriate time to reappear or wait for an opportunity to launch an attack when the first combat character is not paying attention.
[0294] Optionally, in some embodiments, when the duration of the stress response reaches the target duration for switching, the combat ability of the combat character during combat in the turn-based combat scenario is determined according to the daily behavior mode. Optionally, in some embodiments, when the combat character enters the combat in the stealth behavior mode, throughout the entire combat process, the combat ability of this combat character can be determined always according to the stealth mode.
[0295] For example, when the second combat character senses the approach of the first combat character or the controlling virtual character nearby, it will have a stress response and enter the stealth behavior mode. When the stealth behavior of the second combat character reaches the preset duration, or when the second combat character senses that the danger has been lifted, it will switch from the stealth behavior mode to the daily behavior mode. At this time, the combat ability of the second combat character during combat with the first combat character remains unchanged.
[0296] In some embodiments, the stress response of the second combat character will be transmitted to the controlling virtual character through special effects and actions, etc., so that the controlling virtual character can realize that the second combat character has received the influence and has a stress response. According to the personality settings of different second combat characters, the stress responses of different second combat characters are different, and can be presented to the controlling virtual character through the expressions, actions or dialog boxes of the second combat character.
[0297] Exemplarily, as Figure 9 shown, Figure 9 it shows the performances of the second combat character under different stress responses. The second combat character 801 enters the stress response of warning other combat characters around; or, the second combat character 802 enters the stress response of anger; or, the second combat character 803 enters the stress response of surprise; or, the second combat character 804 enters the stress response of confusion; or, the stress response of the second combat character is presented to the controlling virtual character through expressions, actions or dialog boxes, etc.
[0298] For example, when the stress response is a hiding response, when the second combat character perceives the main controlled virtual character, the second combat character will enter the stealth behavior mode. In the case of switching from the world scene to the turn-based combat scene, the second combat character may look for cover or use stealth skills to increase its concealment ability and reduce the probability of being discovered by the main controlled virtual character. In the stealth behavior mode, the second combat character may wait for an opportunity and choose a more favorable time to attack or escape.
[0299] In some embodiments, when the perception behavior mode is the stealth behavior mode, the second combat character will act according to the behavior mode of hiding its own whereabouts. The second combat character has two modes of hiding based on the environment and hiding based on its own abilities.
[0300] · Hiding based on the environment
[0301] Exemplarily, as Figure 10 shown, the second combat character 901 is an earth-based combat character. After perceiving the approach of the main controlled virtual character 902, the second combat character 901 will have a hiding stress response and enter the stealth behavior mode. The second combat character 901 will observe the surrounding situation more vigilantly. The second combat character 901 in the stealth behavior mode may choose to wait for an opportunity to find a suitable time to reappear or conduct a surprise attack, waiting for the first combat character of the main controlled virtual character to expose its weaknesses or distract its attention, and then take the opportunity to launch an attack.
[0302] Exemplarily, as Figure 11 shown, the second combat character 1001 is a water-based combat character. After perceiving the approach of the main controlled virtual character 1002, the second combat character 1001 will have a hiding stress response and enter the stealth behavior mode. The second combat character 1001 in the stealth behavior mode usually has high mobility and flexibility. In the stealth behavior mode, the second combat character 1001 may be better at using terrain advantages, choosing to cross water areas, jump or use other terrain features to avoid pursuit, or use accelerated movement, stealth, transformation, etc. to increase its hiding ability.
[0303] · Hiding based on its own abilities
[0304] Exemplarily, as Figure 12As shown, the second combat character 1101 is an electric-based combat character. After detecting the approach of the main control virtual character 1102, the second combat character 1101 will have a hidden stress response and enter the stealth behavior mode. After transforming into lightning in the stealth behavior mode, the movement speed of the second combat character 1101 may increase significantly, and the second combat character 1101 will use the lightning form to quickly escape from the combat area; in a turn-based combat scenario, the second combat character 1101 may use skills related to electric energy to release attack skills such as electric arcs, lightning storms, or electric energy fluctuations to interfere with the vision of the main control virtual character 1102 or cause damage.
[0305] For example, when the stress response is an alarm response, when the second combat character detects the main control virtual character, the second combat character will enter the crazy combat mode, the second combat character will emit an alarm signal to attract the help of other second combat characters. In the case of switching from the world scenario to the turn-based combat scenario, the second combat character in the crazy combat mode may increase its defense or summon reinforcements to increase its combat effectiveness.
[0306] Exemplarily, as Figure 13 shown in Figure (a) below, the second combat character 1201 is performing normal patrol behavior. After detecting the approach of the main control virtual character 1202, as Figure 13 shown in Figure (b) below, the second combat character 1201 will enter the crazy combat mode and start a confrontation with the main control virtual character 1202. In the case of switching from the world scenario to the turn-based combat scenario, the second combat character 1201 will more aggressively initiate attacks actively, and the second combat character 1201 will use more powerful skills or attack methods to seek a quick victory.
[0307] For example, when the stress response is a fleeing response, when the second combat character detects the main control virtual character, the second combat character will enter the fleeing behavior mode. In the case of switching from the world scenario to the turn-based combat scenario, the second combat character will choose a safer path to flee, or use fleeing skills to increase its own fleeing ability. The second combat character in the fleeing state may look for shelters or use the environment for camouflage to increase the success rate of fleeing.
[0308] · Community behavior mode (behavior mode in a team or population):
[0309] Here, the case where the second combat character is in a community is taken as an example for illustration.
[0310] The community behavior pattern refers to a behavior pattern in which a second combat role, when in a team, will behave in accordance with the group strategy of the entire team. The same team can be composed of different types of virtual roles; when a second combat role is in a population, it will behave in accordance with the population strategy of the entire population. The same population is composed of the same type of virtual roles.
[0311] For example, when the second combat character is alone, it will enter the escape behavior mode; when the second combat character is in a group, it will fight according to the group combat mode. When switching from the world scene to the turn-based battle scene, the second combat characters belonging to the same group will fight together and show more powerful skills.
[0312] The following explanation is given by taking the first combat role as an example.
[0313] Daily behavior patterns:
[0314] The daily behavior of the first combat role is used as an example here.
[0315] The daily behavior pattern is the behavior pattern of the first combat role when it does not perceive the perception event in the world scene. In some embodiments, a plurality of AI control strategies are provided for the first combat role, wherein one AI control strategy is used to control the behavior of the first combat role when it does not perceive the perception event in the world scene.
[0316] The daily behavior mode is used to simulate the daily life behavior of the first combat role, such as: walking, patrolling, foraging, sleeping, drinking water, etc.
[0317] Environmental behavior patterns (behavior patterns triggered by perceived preset or specific environmental factors):
[0318] The following is an explanation of the first combat role sensing environmental factors.
[0319] The environmental behavior pattern is a behavior pattern after the first combat character perceives a perception event triggered by environmental factors in the world scene; illustratively, the perception event triggered by environmental factors is a behavior pattern triggered by preset or specific environmental factors.
[0320] In some embodiments, a plurality of AI control strategies are provided for the first combat character, wherein one AI control strategy is used to control the behavior of the first combat character when it perceives a perception event triggered by environmental factors in a world scene.
[0321] The environmental behavior mode is a behavior mode triggered by a preset or specific environmental factor. In some embodiments, the environmental behavior mode is a concealed behavior mode triggered by a preset or specific environmental factor, that is, under specific environmental factors, the first combat role will act according to the behavior mode of hiding its own whereabouts.
[0322] Environmental behavior patterns include at least one of the following: hiding behavior pattern, camouflage behavior pattern, sleeping behavior pattern, fleeing behavior pattern, crazy fighting pattern, etc.
[0323] · Hiding behavior pattern: The first combat character will adopt a behavior pattern of hiding itself to avoid being detected or attacked by the second combat character. This may include hiding in the shadows, taking cover behind objects, or using invisibility skills, etc.
[0324] · Camouflage behavior pattern: The first combat character will adopt a behavior pattern of disguising itself to deceive the second combat character. This may include changing its shape according to the surrounding environment, transforming into other virtual characters, etc.
[0325] In some embodiments, the camouflage behavior pattern can also be considered as a subset of the hiding behavior pattern.
[0326] · Sleeping behavior pattern: The first combat character will enter a sleeping state, reduce activities and recover health points or energy. This behavior pattern may be triggered when the first combat character is seriously injured or resource - starved.
[0327] For example, the hibernation mode.
[0328] · Fleeing behavior pattern: The first combat character will choose to flee from the combat scene to avoid being defeated. This behavior pattern may be triggered when the health points of the first combat character are lower than a certain threshold or when facing an unfavorable situation.
[0329] · Crazy fighting pattern: The first combat character will exhibit an extreme attack behavior pattern and launch an offensive against the second combat character regardless of everything. This behavior pattern may be triggered when the first combat character is provoked or in an extremely dangerous state.
[0330] · Alert behavior pattern: The first combat character will show high vigilance and caution to cope with potential threats. This behavior pattern may be automatically activated when the first combat character senses the presence of a hostile combat character or other threats.
[0331] Preset or specific environmental factors include at least one of the following: time period, weather type, and terrain attribute. The environmental behavior patterns corresponding to different environmental factors can be the same or different.
[0332] In an alternative example, in the case where the environmental behavior pattern is the first environmental behavior pattern triggered by a time period, according to the first environmental behavior pattern, determine the combat ability of the first combat character when fighting in a turn - based combat scene.
[0333] The time period is a subset of all the times in the world scenario. The time period is characterized by years, seasons, day and night, hours, etc. in the world scenario. In the case where the environmental behavior pattern is the first environmental behavior pattern triggered by the time period, according to the first environmental behavior pattern, determine the combat ability of the first combat character when fighting in the turn-based combat scenario.
[0334] For example, the time period is night time, and the first combat character is a combat character of the dark attribute. According to the behavior pattern of lurking at night, the vision of the dark attribute combat character will be enhanced at night. In the case of switching from the world scenario to the turn-based combat scenario, the dark attribute combat character will obtain a positive buff state of "enhanced vision". Therefore, the behavior pattern of lurking at night will reduce the chance of the dark attribute combat character being discovered by the second combat character.
[0335] In an optional example, when the first environmental behavior pattern is the hiding behavior pattern triggered by the first time period and the combat time belongs to the first time period, according to the hiding behavior pattern, determine the combat ability of the combat character when fighting in the turn-based combat scenario.
[0336] Among them, the first time period is a subset of all the times in the world scenario. The first time period is characterized by years, seasons, day and night, hours, etc. in the world scenario. The combat time changes following the system time in the world scenario.
[0337] For example, the first time period is night time, and the first combat character is a combat character of the ghost type. In the case of switching from the world scenario to the turn-based combat scenario, at night time, the first combat character will enter the hiding behavior pattern. When the first combat character and the second combat character fight at night time, the hiding ability of the first combat character will be enhanced.
[0338] Optionally, in some embodiments, when the first environmental behavior pattern is the hiding behavior pattern triggered by the first time period and the combat time does not belong to the first time period, according to the daily behavior pattern or the environmental behavior pattern corresponding to the combat time, determine the combat ability of the combat character when fighting in the turn-based combat scenario. Optionally, in some embodiments, when the combat character enters the combat in the hiding behavior pattern, throughout the combat process, the combat ability of the combat character can be determined always according to the hiding mode.
[0339] For example, if the first time period is night time and the first combat character is a combat character of the ghost type, when switching from the world scene to the turn-based combat scene, the first combat character will enter the stealth behavior mode at night time. When the combat time transitions from night time to early morning time, the first combat character will switch from the stealth behavior mode to the daily behavior mode. The first combat character engages in battle with the second combat character. The first time period is early morning time, and this ghost type combat character cannot hide, that is, the combat ability of the first combat character during the battle with the second combat character returns to the normal combat ability.
[0340] In an optional example, when the environmental behavior mode is the second environmental behavior mode triggered by the weather type, according to the second environmental behavior mode, determine the combat ability of the first combat character during the battle in the turn-based combat scene.
[0341] The weather type is a subset of all weather types in the world scene. The weather type includes at least one of: sunny, cloudy, overcast, rainy, snowy, thunderous, hailing, floating dust, sandstorm, wind, haze. When the environmental behavior mode is the second environmental behavior mode triggered by the weather type, according to the second environmental behavior mode, determine the combat ability of the first combat character during the battle in the turn-based combat scene.
[0342] For example, the weather type is rainy, and the first combat character is a combat character of the water type. When it is not rainy, the water type combat character will hide and move in the water, while when it is rainy, the water type combat character will jump out of the water to move. When it is rainy, the combat power of this water type combat character will be greatly enhanced. When this water type combat character engages in battle with the second combat character, when switching from the world scene to the turn-based combat scene, this water type combat character will enter the crazy combat mode, and the water type combat character may increase its combat power, such as increasing attack power, hit rate, etc.
[0343] In an optional example, when the second environmental behavior mode is the stealth behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, according to the stealth behavior mode, determine the combat ability of the combat character during the battle in the turn-based combat scene.
[0344] Among them, the first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of: sunny, cloudy, overcast, rainy, snowy, thunderous, hailing, floating dust, sandstorm, wind, haze. The current weather type changes following the system time in the world scene, or the current weather type is changed by the skills of the combat character.
[0345] For example, if the first weather type is rainy and the first combat character is a combat character of the rain element, when the first weather type is rainy and switching from the world scene to the turn-based combat scene, the first combat character will enter the stealth behavior mode. The first combat character and the second combat character engage in battle in the rain, and the combat character of the rain element will cast a stealth skill, enhancing the concealment ability of the first combat character.
[0346] Optionally, in some embodiments, when the second environmental behavior mode is the stealth behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, determine the combat ability of the combat character during combat in the turn-based combat scene according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Optionally, in some embodiments, when the combat character enters the battle in the stealth behavior mode, throughout the entire battle process, the combat ability of the combat character can be determined according to the stealth mode all the time.
[0347] For example, the first weather type is rainy and the first combat character is a combat character of the rain element. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character engage in battle. When it is rainy, the first combat character will enter the stealth behavior mode. During the battle, when the current weather type changes from rainy to sunny, the first combat character will switch from the stealth behavior mode to the daily behavior mode. The first weather type is sunny, and the combat character of the rain element cannot cast the stealth skill, and the combat ability of the first combat character during the battle with the second combat character returns to the normal combat ability.
[0348] In an alternative example, when the environmental behavior mode is the third environmental behavior mode triggered by the terrain attribute, determine the combat ability of the first combat character during combat in the turn-based combat scene according to the third environmental behavior mode.
[0349] The terrain attribute is a subset of all the terrain attributes in the world scene. The terrain attributes include at least one of the types such as lakes, rivers, mountains, grasslands, mud, flames, ice blocks, deserts, forests, gravel, etc. When the environmental behavior mode is the third environmental behavior mode triggered by the terrain attribute, determine the combat ability of the first combat character during combat in the turn-based combat scene according to the third environmental behavior mode.
[0350] For example, the terrain attribute is a grassland and the first combat character is a combat character of the plant element. When the first combat character is located in a grassland plot, the combat character of the plant element will transform into plants such as grass or flowers. At this time, the first combat character enters the camouflage behavior mode. When switching from the world scene to the turn-based combat scene, the combat character of the plant element may obtain a higher concealment ability in the camouflage behavior mode, making it more difficult to be detected or attacked by the second combat character.
[0351] In an optional example, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position of the combat character belongs to the first terrain attribute, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the stealth behavior mode;
[0352] The first terrain attribute is a subset of all terrain attributes in the world scene, and the first terrain attribute includes at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, gravel, etc. The position of the combat character changes dynamically during the combat process in the turn-based combat scene.
[0353] For example, the first terrain attribute is mud, and the first combat character is an earth-based combat character. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character start fighting on the mud, the earth-based combat character will enter a stealth behavior mode, and the earth-based combat character will use underground escape skills, and the combat ability of the first combat character in the turn-based combat scene will be enhanced.
[0354] Optionally, in some embodiments, when the third environmental behavior mode is a hidden behavior mode triggered by the first terrain attribute and the location of the combat role does not belong to the first terrain attribute, the combat capability of the combat role in the turn-based combat scene is determined according to the second environmental behavior mode corresponding to the daily behavior mode or the terrain attribute of the location of the combat role. Optionally, in some embodiments, the combat role is in the hidden behavior mode when entering the battle, and the combat capability of the combat role can be determined according to the hidden mode throughout the combat process.
[0355] For example, the first terrain attribute is a river, and the first combat character is a water-based combat character. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character fight in the river, and the first combat character will enter a stealth behavior mode. During the battle, the positions of the first combat character and the second combat character will change. When the first terrain attribute switches from a river to mud, the first combat character will switch from the stealth behavior mode to the daily behavior mode; or, the second combat character releases a freezing skill to the first combat character, and the position of the first combat character changes from a river to an ice block, and the first combat character will also switch from the stealth behavior mode to the daily behavior mode. The water-based combat character cannot use the stealth skill, and the combat capability of the first combat character when fighting with the second combat character is restored to normal combat capability.
[0356] Sneak attack behavior mode:
[0357] The explanation here is that the first combat character ambushes the second combat character.
[0358] The sneak attack behavior pattern is a behavior pattern aimed at ambush. In some embodiments, the sneak attack behavior pattern is a behavior pattern in which the master virtual character controls the first combat character to ambush the second combat character.
[0359] The sneak attack behavior pattern is a combat strategy aimed at gaining an advantage by ambushing the second combat character. In the sneak attack behavior pattern, the first combat character will approach the second combat character in a secret and concealed manner and launch an attack before the second combat character detects it.
[0360] In a possible implementation, the first combat character can choose to take covert actions before the start of the battle and try to avoid being detected by the second combat character. This can include hiding in the shadows, using invisibility skills, or choosing a suitable tactical position, etc. Once the second combat character enters the attack range of the first combat character, the first combat character can choose to launch a surprise attack and attack the second combat character with a swift attack power and high burst damage, including using powerful skills, critical attacks, or attacking by taking advantage of the weaknesses of the second combat character.
[0361] Optionally, in the sneak attack behavior pattern, it is not suitable for the first combat character to engage in a frontal battle with the second combat character for a long time. Once the sneak attack action is completed or an unexpected situation occurs, the first combat character can choose to quickly withdraw from the battle scene to avoid being counterattacked by the second combat character or discovered by other second combat characters. In some embodiments, the first combat character can utilize environmental factors in the battle scene to enhance the effect of the sneak attack. For example, using cover for ambush, using traps or environmental items to cause damage to the second combat character, etc.
[0362] Optionally, when the first combat character enters the sneak attack behavior pattern and successfully defeats the second combat character, the master virtual character can aim a container prop at the second combat character, throw the container prop at the second combat character, and attempt to capture the second combat character to make it a member of the first combat character.
[0363] In the various behavior patterns of the combat characters mentioned in the above embodiments, determining the combat ability of the combat characters when fighting in a turn-based combat scene includes at least one of the following:
[0364] · Adding a positive buff state or a negative debuff state corresponding to the behavior pattern to the combat character.
[0365] Optionally, according to the behavior pattern of the combat character, a positive buff state or a negative debuff state is added to the combat character. The buff state can increase or decrease the attributes, skill effects, or combat ability of the combat character.
[0366] The positive buff state refers to the beneficial effects imposed on a combat character, which can enhance the combat ability of the combat character, including at least increasing attributes such as the combat character's attack power, defense power, speed, etc., or providing additional skill effects, such as restoring health points, increasing damage output, etc., or enhancing the combat ability of the combat character. The positive buff state can make the combat character more advantageous in combat, and the positive buff state increases the combat ability of the combat character.
[0367] For example, take the second combat character as an example. During the night time period, the second combat character is a combat character with a dark attribute. During the night time period, the second combat character enters the stealth behavior mode. When switching from the world scene to the turn-based combat scene, since the second combat character enters the stealth behavior mode in the world scene, the second combat character will obtain a positive buff state of the stealth behavior in the turn-based combat, that is, the combat ability of the second combat character in the turn-based combat will be enhanced. For example, the second combat character will obtain additional evasion ability in the turn-based combat.
[0368] The negative buff state refers to the adverse effects imposed on a combat character, which can weaken the combat ability of the combat character, including at least reducing attributes such as the combat character's attack power, defense power, speed, etc., or restricting the action ability of the combat character. The negative buff state can make the combat character at a disadvantage in combat, and the negative buff state reduces the combat ability of the combat character.
[0369] For example, the second combat character is a combat character with a fire attribute, and the first combat character is a combat character with a water attribute. When the second combat character encounters the first combat character, the second combat character will enter the escape behavior mode. In the case of switching from the world scene to the turn-based combat scene, the second combat character will obtain a negative buff state, and the attack power of the second combat character will be reduced.
[0370] Optionally, the positive buff state and negative buff state information will be transmitted to the player corresponding to the master virtual character through explicit special effects and actions at the start stage of the turn-based combat, and corresponding icons will be newly added in the buff state area. The player corresponding to the master virtual character can click to view the detailed prompt information after clicking. The player corresponding to the master virtual character will, through special effects and actions, learn about the positive buff state or negative buff state effects brought by the behavior mode of the combat character before entering the turn-based combat in the large world. Optionally, at the same time, corresponding icons will be newly added in the positive buff state area of the user interface. The player corresponding to the master virtual character can click on these icons to view the detailed prompt information in order to understand specific effects and duration and other information.
[0371] Exemplarily, such as Figure 14As shown in Figure (a), the terrain attribute is dirt, and the second combat character 1301 is an earth-element combat character. When the second combat character 1301 senses the appearance of the main control virtual character 1302, it will trigger the stealth behavior mode and hide underground. When entering the turn-based combat scenario, as Figure 14 As shown in Figure (b), the main control virtual character 1302 will release the first combat character 1303 to fight against the second combat character 1302. The second combat character 1301 will gain a positive buff state of "buried underground", and the second combat character 1301 can accumulate strength underground to obtain an additional attack bonus in the next attack. The positive buff state of the second combat character 1301 can be displayed through the icon 1304. The main control virtual character 1302 can click on the icon 1304 to view the detailed prompt information, learn that the second combat character 1301 is in the stealth behavior mode of hiding underground and has obtained the corresponding enhanced ability, and the main control virtual character 1302 can select skills and tactics for the first combat character 1303 by viewing the prompt information of the second combat character 1301 to overcome the enhanced ability obtained by the second combat character 1301 due to the terrain attribute.
[0372] · Change the combat logic of the combat character to the combat logic corresponding to the behavior mode.
[0373] Combat logic refers to the control logic that controls the actions of combat characters in the game during combat. Combat logic is the logic that the AI controls combat characters during the combat process. This AI generally refers to automated algorithms with artificial intelligence capabilities such as AI models, behavior trees, and decision trees.
[0374] Optionally, combat characters have different combat logics, such as offensive, defensive, escape, sneak attack, etc. Each combat logic has different characteristics and strategies. By changing the combat logic, combat characters can better exhibit the characteristics and strategies of the corresponding behavior mode in turn-based combat.
[0375] For example, the combat logic of the second combat character is offensive. This second combat character is more inclined to use attack skills in turn-based combat to cause more damage to the first combat character, including selecting skills with higher attack power, preferentially attacking the weaknesses of the first combat character, or using combo skills, etc. Another example is that the combat logic of the second combat character is defensive. This second combat character is more inclined to use defensive skills in turn-based combat to improve its own defense ability, including selecting skills with higher defense power, preferentially protecting teammates, or using counterattack skills, etc. Another example is that the combat logic of the second combat character is escape. This second combat character is more inclined to use escape skills to escape first when the combat situation deteriorates in turn-based combat.
[0376] In some embodiments, the master virtual character only controls a part of the behaviors of the first combat character, and the other part of the behaviors is controlled by the AI control logic. Therefore, the AI control logic can change the combat logic of the first combat character according to the behavior pattern of the first combat character, so that the first combat character can better exert its respective characteristics and strategies in the battle. The first combat character itself may adjust its combat logic according to the current situation and influencing factors. In some embodiments, the second combat character is completely controlled by the AI control logic. Therefore, the AI control logic can change the combat logic of the second combat character according to the behavior pattern of the second combat character.
[0377] For example, if the second combat character senses that the first combat character has a high attack power, the second combat character may preferentially choose defensive or healing skills to protect itself, or, if the second combat character senses that it is at a disadvantage, it may choose to flee or seek assistance.
[0378] · Control the combat character to use exclusive skills corresponding to the behavior pattern during the battle.
[0379] Exclusive skills refer to a set of skills corresponding to the current behavior pattern of the combat character. Alternatively, exclusive skills are skills that are only allowed to be used in the current behavior pattern. Exclusive skills can better exert the characteristics and advantages of the combat character. Optionally, different behavior patterns may correspond to different exclusive skills.
[0380] For example, the second combat character is a combat character with a dark attribute. At night, the second combat character can use the stealth skill and become difficult to detect by the first combat character in turn-based combat, thereby increasing its own evasion rate or reducing the hit rate of the first combat character. Another example is that the second combat character is a combat character with a water attribute. In the river, the second combat character can use the stealth escape skill and quickly disappear in turn-based combat, thus increasing the success rate of escape.
[0381] Switching mechanism for different behavior patterns
[0382] In some embodiments, the above method further includes the following steps:
[0383] Control the combat character to switch between at least two behavior patterns.
[0384] The at least two behavior patterns include at least one of: daily behavior pattern, environmental behavior pattern, perception behavior pattern, community behavior pattern, sneak attack behavior pattern.
[0385] In some embodiments, controlling the combat character to switch between at least two behavior patterns includes at least one of the following:
[0386] ·When a combat character perceives a perception event triggered by environmental factors in the world scene, it switches from the daily behavior pattern to the environmental behavior pattern;
[0387] The perception event triggered by environmental factors is a perception event triggered by factors other than the main control virtual character. Environmental factors include at least one of: time period, weather type, and terrain attribute.
[0388] The daily behavior pattern is the behavior pattern of the combat character when it does not perceive a perception event in the world scene. The environmental behavior pattern is the behavior pattern triggered by environmental factors.
[0389] In some embodiments, when a combat character perceives a perception event triggered by environmental factors in the world scene, that is, when the combat character notices certain environmental changes, it will switch from the daily behavior pattern to the environmental behavior pattern, and the combat character will make corresponding behavior adjustments according to the trigger of the environmental factors.
[0390] For example, the combat character is a combat character of the meteor system. The combat character of the meteor system will only fall with the meteor during the dusk time period and will not appear in other time periods. During non-dusk time periods, the combat character is in a dormant state or an inactive state and does not perform any activities. When the time period is dusk time, the combat character falls with the meteor and flies in the air, etc. This combat character will switch from the daily behavior pattern to the environmental behavior pattern.
[0391] ·When the environmental factor disappears or the duration after disappearance reaches the first duration, it switches from the environmental behavior pattern to the daily behavior pattern;
[0392] Wherein, the first duration refers to a period of time calculated from the disappearance of the environmental factor. The first duration can be a fixed time interval or can be determined according to specific circumstances.
[0393] Optionally, when the environmental factor no longer exists or disappears after a period of time, the combat character will switch back from the environmental behavior pattern to the daily behavior pattern. The combat character shows behaviors related to the environmental factor under the trigger of a certain environmental factor, but once the environmental factor no longer exists or after a period of time, the combat character will return to its normal daily behavior.
[0394] For example, the combat character is a combat character of the meteor system. When the time period is dusk time, the combat character falls with the meteor and switches from the daily behavior pattern to the environmental behavior pattern. When the dusk time has passed or the time passed since dusk has reached a certain time interval, this combat character will switch from the environmental behavior pattern to the daily behavior pattern, that is, this combat character is again in a dormant or inactive state and does not perform any activities.
[0395] · When the duration of the environmental behavior mode reaches the second duration, switch from the environmental behavior mode to the daily behavior mode;
[0396] Among them, the second duration refers to the duration when the combat character is in the environmental behavior mode.
[0397] In some embodiments, when the duration of the environmental behavior mode reaches the second duration, the combat character will switch back from the environmental behavior mode to the daily behavior mode.
[0398] · When the combat character senses a hostile virtual character in the world scene, switch from the daily behavior mode to the sensing behavior mode;
[0399] The sensing behavior mode is the behavior mode after the sensing event triggered when the combat character senses a hostile virtual character in the world scene.
[0400] Taking the hostile combat character as an example, the sensing behavior mode is the behavior mode after the sensing event triggered when the second combat character senses the main control virtual character in the world scene.
[0401] For example, the second combat character is a fire-element combat character, and the first combat character is a water-element combat character. In the daily behavior mode, the second combat character conducts normal activities such as walking and exploring the environment. When the second combat character senses the first combat character, the second combat character will enter the escape behavior mode, increase its own movement speed, so as to quickly move away from the attack range of the first combat character and reduce the risk of being damaged.
[0402] · When the sensing event disappears or the duration after disappearance reaches the third duration, switch from the sensing behavior mode to the daily behavior mode;
[0403] Among them, the third duration refers to a period of time calculated from the disappearance of the sensing event. The third duration can be a fixed time interval or determined according to specific circumstances.
[0404] Optionally, when the sensing event no longer exists or disappears after a period of time, the combat character will switch back from the sensing behavior mode to the daily behavior mode. When the combat character is triggered by a certain sensing event and shows behaviors related to the sensing event, but once the sensing event no longer exists or after a period of time, the combat character will return to its normal daily behavior.
[0405] For example, if the second combat character is a combat character of the fire element and the first combat character is a combat character of the water element, after the second combat character senses the first combat character, it will trigger an escape behavior pattern, that is, it will switch from the daily behavior pattern to the perception behavior pattern. When the second combat character escapes from the perception range of the first combat character or after a period of time interval outside the perception range, the second combat character will switch from the perception behavior pattern to the daily behavior pattern, that is, the second combat character will enter normal activities such as walking and exploring the environment.
[0406] · When the duration of the perception behavior pattern reaches the fourth duration, switch from the perception behavior pattern to the daily behavior pattern;
[0407] Among them, the fourth duration refers to the duration when the combat character is in the perception behavior pattern.
[0408] In some embodiments, when the duration of the perception behavior pattern reaches the fourth duration, the combat character will switch back from the perception behavior pattern to the daily behavior pattern.
[0409] For example, taking the above-mentioned second combat character as a combat character of the fire element and the first combat character as a combat character of the water element as an example, after the second combat character enters the escape behavior pattern, it will increase its moving speed to quickly move away from the attack range of the first combat character. When the escape behavior pattern of the second combat character lasts for a period of time, it will break away from the escape behavior pattern and enter the daily behavior pattern again.
[0410] · When the combat character is in a group or population, switch from the daily behavior pattern to the community behavior pattern;
[0411] The community behavior pattern means that when a combat character is in a team, it will execute behaviors according to the group strategy of the entire team. The same team can be composed of different types of virtual characters; when a combat character is in a population, it will execute behaviors according to the population strategy of the entire population. The same population is composed of the same type of virtual characters.
[0412] For example, taking the second combat character as an example for illustration. The second combat character is a combat character of the animal element. In the daily behavior pattern, the second combat character will forage alone and patrol its territory. When the second combat character is in a population, it will switch from the daily behavior pattern to the community behavior pattern. The second combat character will cooperate with other virtual characters in the population to forage and jointly defend the territory. When foraging, the population will adopt a collaborative method to hunt prey, each taking on different roles to ensure the success of foraging.
[0413] · When the combat character leaves the team or population, switch from the community behavior pattern to the daily behavior pattern;
[0414] In some embodiments, when a combat character is in a team or population, it will act according to the behavior rules and strategies of the entire team or population. The combat character will cooperate with other virtual characters in the team or population to perform group activities. Once the combat character leaves its original team or population, it will switch from the community behavior mode back to the daily behavior mode. In this case, the combat character will re - exhibit individual characteristics, such as acting independently, looking for food, etc.
[0415] · When the combat character receives a lurking order or a lurking trigger event, it switches from the daily behavior mode to the sneak - attack behavior mode;
[0416] The sneak - attack behavior mode is a behavior mode aimed at ambush. In some embodiments, the sneak - attack behavior mode is a behavior mode in which the main - control virtual character controls the first combat character to ambush the second combat character.
[0417] The lurking order or lurking trigger event refers to the instructions or events received by the combat character, and the purpose of these instructions or events is to make the combat character enter the lurking state and prepare for ambush to sneak - attack hostile virtual characters.
[0418] For example, taking the first combat character receiving a lurking order from the main - control virtual character and sneaking - attacking the second combat character as an example. The first combat character is a combat character of the animal type, and the second combat character is a combat character of the plant type. After the main - control virtual character gives the lurking order to the first combat character, the first combat character will enter the sneak - attack behavior mode from the daily behavior mode. In the sneak - attack behavior mode, the first combat character will start to move quietly, hide its figure, and wait for the right opportunity to attack the second combat character to achieve the purpose of sneak - attack.
[0419] · When the duration of the sneak - attack behavior mode reaches the fifth duration, it switches from the sneak - attack behavior mode to the daily behavior mode;
[0420] Among them, the fifth duration refers to the duration when the combat character is in the sneak - attack behavior mode.
[0421] In some embodiments, when the duration of the sneak - attack behavior mode reaches the fifth duration, the combat character will switch from the sneak - attack behavior mode back to the daily behavior mode.
[0422] For example, taking the first combat character sneaking - attacking the second combat character as an example. In the sneak - attack behavior mode, the first combat character will quietly approach the second combat character and wait for the right opportunity to launch an attack on the second combat character, etc. When the duration of the sneak - attack behavior mode reaches a certain time interval, the first combat character will end the sneak - attack behavior mode and return to the daily behavior mode.
[0423] · When a combat character is discovered during a sneak attack, switch from the sneak attack behavior pattern to the daily behavior pattern.
[0424] For example, taking the sneak attack of the first combat character on the second combat character as an example, when the first combat character is in the sneak attack behavior pattern, it will quietly approach the second combat character and wait for the right opportunity to attack the second combat character. During the process of the first combat character approaching the second combat character, the second combat character discovers the first combat character and makes corresponding defensive actions. The first combat character will abandon the attack and switch from the sneak attack behavior pattern to the daily behavior pattern.
[0425] Optionally, the combat character can switch between any two behavior patterns. In some embodiments, at least two behavior patterns are switched based on a state machine.
[0426] Exemplarily, as Figure 15 shown in Figure (a), the combat character starts in the daily behavior pattern and conducts normal daily activities in the daily behavior pattern. When the combat character perceives a perception event triggered by environmental factors, as Figure 15 shown in Figure (b), the combat character will switch to the stealth behavior pattern (an environmental behavior pattern). For example, a ghost-type combat character enters the stealth behavior pattern at night. In the stealth behavior pattern, the combat character will perform stealth actions. After the combat character perceives a perception event triggered by a hostile virtual character, as Figure 15 shown in Figure (c), the combat character will switch to the stress behavior pattern (a perception behavior pattern). For example, a water-type combat character will have a stress reaction when it perceives a fire-type combat character and thus enters the stress behavior pattern. When the combat character perceives danger, as Figure 15 shown in Figure (d), the combat character will enter the escape behavior pattern. For example, a wood-type combat character will enter the escape behavior pattern and choose to escape when it perceives a fire-type combat character nearby. When the escape behavior pattern of the combat character reaches a preset duration, it will return to the daily behavior pattern again.
[0427] Figure 15 The state machine shown is only for exemplary illustration. In different embodiments, due to the variety of behavior patterns and the variety of state transition conditions, the state machine can be changed as appropriate.
[0428] Perception mechanism
[0429] Here, the perception mechanism of the second combat character is taken as an example for illustration. The perception mechanism of the first combat character is the same or similar. In some embodiments, it further includes the following steps:
[0430] In the case where a perception event occurs within the perception range centered on the combat character, control the combat character to perceive the perception event with a target probability.
[0431] Among them, the perception range includes at least one of the auditory perception range and the visual perception range, and the target probability is related to the angle and / or distance of the perception event relative to the combat character.
[0432] Taking the second combat character as an example, the perception event is an event triggered by the main control virtual character and / or the first combat character.
[0433] In some embodiments, taking the second combat character as the center, a range is obtained with a preset length as the radius, and this range is the perception range of the second combat character. When a perception event occurs within the perception range centered on the second combat character, the perception degree of the second combat character for this perception event can be controlled by the target probability.
[0434] The auditory perception range refers to the range within which the second combat character perceives the surrounding environment through hearing. In the game, the auditory perception range is usually implemented by simulating the auditory range of the second combat character. The auditory perception range can be a circular, elliptical or fan-shaped area. Centered on the second combat character, the radius or major axis determines the distance at which the second combat character can hear sounds.
[0435] The visual perception range refers to the range within which the second combat character perceives the surrounding environment through vision. In the game, the visual perception range is usually implemented by simulating the field of view of the second combat character. The visual perception range can be a circular, elliptical or fan-shaped area. Centered on the second combat character, the angle determines the range that the second combat character can see, and at the same time, there can be a field of view radius to limit the near and far vision of the second combat character.
[0436] Optionally, the auditory perception range and the visual perception range can be the same perception range, or they can be different perception ranges. For example, the auditory perception range is greater than the visual perception range, or the visual perception range is greater than the auditory perception range, or the auditory perception range is equal to the visual perception range. This application does not make any limitations in this regard.
[0437] In a possible implementation manner, taking the example where the target probability is related to both the angle and distance of the perception event relative to the second combat character for illustration:
[0438] When the perception event occurs, the second combat character will calculate the target probability according to the angle and distance between the detection object within the perception range and itself. The detection object can be the main control virtual character or the first combat character.
[0439] Regarding the angle: The detection object is in front of the second combat character. The second combat character perceives the detection object at the first target probability when it is in front of the second combat character, and at the second target probability when it is at other angles of the second combat character. The second combat character's target probability of perceiving the detection object in the front is greater than that at other angles, that is, the first target probability is greater than the second target probability.
[0440] Regarding the distance: The closer the detection object is to the second combat character, the higher the target probability that the second combat character perceives the detection object.
[0441] For example, when the master virtual character enters the perception range of the second combat character and the master virtual character is in the front direction of the second combat character, then the second combat character is more likely to perceive the master virtual character. Similarly, if the master virtual character is closer to the second combat character, it will also increase the second combat character's target probability.
[0442] In some embodiments, when the master virtual character or the first combat character enters the perception range of the second combat character, the distance between the master virtual character or the first combat character and the second combat character and the angle relative to the second combat character are detected, and the probability that the second combat character perceives the master virtual character or the first combat character is calculated based on the distance and the angle.
[0443] In a possible implementation manner, when the second combat character perceives a perception event with a target probability, the second combat character will switch its behavior mode. For example, the second combat character will switch from the daily behavior mode to the perception behavior mode. For example, the second combat character will trigger a stress behavior mode, a stealth behavior mode, a fleeing behavior mode, a crazy combat behavior mode, etc., and the second combat character will take corresponding actions, such as preparing to attack, taking evasive actions, enhancing defensive capabilities, etc.
[0444] Exemplarily, as Figure 16 shown, with the second combat character 1401 as the center, a visual perception range and an auditory perception range are established. When the master virtual character 1402 approaches the second combat character, a target probability is calculated based on the distance and the angle between the master virtual character 1402 and the second combat character. This target probability is the probability that the second combat character 1401 perceives the master virtual character 1402. When the second combat character 1401 perceives the master virtual character or the first combat character with the target probability, the second combat character 1401 will switch its behavior mode.
[0445] Exemplarily, if the target probability is 80%, a random number ranging from 0 to 100 is generated using a pseudo-random algorithm. When the value of this random number is less than 80, it is considered that the master virtual character 1402 is perceived; when the value of this random number is equal to or greater than 80, it is considered that the master virtual character 1402 is not perceived.
[0446] · Second branch:
[0447] Combined reference Figure 17 , the above step 240 may include the following sub-step 242:
[0448] Step 242: Based on the off-field environment of the combat character in the world scene, determine the in-field environment of the combat character when fighting in the turn-based combat scene;
[0449] In some embodiments, in response to meeting the scene switching condition, the user interface will switch from the scene interface displaying the world map to the scene screen displaying the combat map, that is, from the off-field environment in the world scene to the in-field environment in the turn-based combat scene. Among them, the scene switching condition is used to trigger the switch from the world scene to the turn-based combat scene.
[0450] · Before switching to the turn-based combat scene, based on the off-field environment of the combat character in the world scene, determine the in-field environment of the combat character when fighting in the turn-based combat scene;
[0451] The off-field environment includes at least one of weather, time, and surface morphology. The off-field environment may change due to at least one of the master virtual character, the first combat character, and the second combat character.
[0452] For example, the off-field environment is a water-attribute plot, but after the master virtual character releases a skill or triggers a mechanism, the water-attribute plot can be transformed into an ice-attribute plot. At this time, when switching to the turn-based combat scene, the in-field environment of the combat character when fighting in the turn-based combat scene is also ice-attribute.
[0453] · During the turn-based combat process, in the case where the off-field environment changes due to reasons other than the turn-based combat, synchronously change the environmental factors of the in-field environment.
[0454] That is, the environmental factors of the in-field environment will change following the change of the environmental factors of the off-field environment. Optionally, the reasons other than the turn-based combat refer to reasons unrelated to the turn-based combat, that is, events that change environmental factors in the off-field environment.
[0455] Optionally, in the case where the i-th environmental factor of the off-field environment changes, change the j-th environmental factor of the in-field environment; where the i-th environmental factor is any one of weather conditions, day-night conditions, and surface morphology; the j-th environmental factor is any one of weather conditions, day-night conditions, and surface morphology, and both i and j are positive integers.
[0456] Schematically, the first combat character and the second combat character are engaged in a turn-based battle. During the battle, if the out-of-game environment changes from sunny to rainy, the weather condition in the in-game environment will also change from sunny to rainy. Schematically, when the out-of-game environment changes from sunny to rainy, if the plot in the in-game environment was originally in a burning state, the flames in the in-game environment will be extinguished, and the surface form will change from the original "flames burning" to grassland.
[0457] Schematically, the first combat character and the second combat character are engaged in a turn-based battle. During the battle, if the out-of-game environment changes from day to night, the time in the in-game environment will also change to night.
[0458] During the turn-based battle process, the out-of-game environment and the in-game environment maintain synchronization of environmental factors, further eliminating the sense of disconnection between the world scene and the turn-based battle scene.
[0459] · Third branch:
[0460] Combined reference Figure 18 Above, step 240 may include the following sub-step 243:
[0461] Step 243: Based on the out-of-game environment of the combat character in the world scene, determine the in-game skill intensity of the combat character during the turn-based battle.
[0462] In one embodiment, a skill control is displayed on the scene screen of the turn-based battle scene. In response to the skill control receiving a trigger operation, control the combat character to release the in-game skill in the turn-based battle scene.
[0463] In some embodiments, according to the attributes of the combat character, determine the basic skill intensity of the combat character in the turn-based battle scene. According to the influence of the out-of-game environment on the combat character, determine the final skill intensity of the combat character in the turn-based battle scene, that is, the in-game skill intensity. The in-game skill intensity is equal to the sum of the basic skill intensity and the adjustment value, and the adjustment value is associated with at least one environmental factor in the out-of-game environment.
[0464] In some embodiments, the skill visual effect of the in-game skill of the combat character is obtained by fusing the environmental factors of the out-of-game environment with the attributes of the skill possessed by the combat character.
[0465] For example, if the out-of-game environment is a fire-based environment (the surface form is flames) and the skill possessed by the combat character is a wind-based skill, then in the fire-based environment, the combat character will release the skill "flame tornado" that fuses the wind attribute and the fire attribute. For example, if the out-of-game environment is a water-based environment (the surface form is water flow) and the skill possessed by the combat character is a light-based skill, then in the water-based environment, the combat character will release the skill after fusing the light attribute and the water attribute, and the fused skill has the visual effect of "sparkling".
[0466] In one embodiment, the skill visual effect of the in-game skill is obtained by fusing the environmental factors of the plot where the combat character is located with the attributes of the skill that the combat character possesses.
[0467] Take the example of the first combat character releasing a skill to the second combat character.
[0468] For example, if the plot where the second combat character is located is a fire-element plot (the surface form is flames) and the skill that the first combat character possesses is a wind-element skill, then the skill released by the first combat character in the game will be manifested as a "flame tornado".
[0469] Another example, if it is raining where the second combat character is located (the weather condition is rainy day) and the skill that the first combat character possesses is a water-element skill, then the skill released by the first combat character in the game will be manifested as a "water tornado".
[0470] Another example, if the plot where the second combat character is located is a water-element plot (the surface form is water flow) and the first combat character has a light-element skill, then the skill released by the first combat character in the game will show a visual effect of "sparkling waves".
[0471] Schematically, Figure 19 Figure (a) in shows the basic skill (light-element skill) that combat character 1901 possesses. Figure 19 Figure (b) in shows the in-game skill that combat character 1901 possesses. The plot where the hostile combat character is located is a water-element plot, and the user interface shows a visual effect of "sparkling waves". Figure 20 shows the in-game skill that combat character 2001 possesses. The plot where the hostile combat character is located is a fire-element plot, and the user interface shows a visual effect of "flames shooting in all directions". Figure 21 shows the in-game skill that combat character 2101 possesses. The plot where the hostile combat character is located is a grass-element plot (the surface form is grass), and the user interface shows a visual effect of "plants growing".
[0472] In one embodiment, the skill intensity of the fused in-game skill is greater than that of the basic skill; and / or, the skill effect of the fused in-game skill is better than that of the basic skill.
[0473] For example, the skill intensity of the in-game skill of "flame tornado" is greater than that of the wind-element skill that the combat character possesses. Compared with the wind-element skill that the combat character possesses, "flame tornado" will also have an additional burning effect. Another example, the skill intensity of the in-game skill of "sparkling waves" is greater than that of the light-element skill that the combat character possesses. Compared with the light-element skill that the combat character possesses, "sparkling waves" will also have an additional slowing effect.
[0474] In some embodiments, at least one of the skill intensity, skill effect, and visual effect of the in-game skills of a combat character is associated with at least two environmental factors of the out-of-game environment.
[0475] There are at least two environmental factors corresponding to the out-of-game environment, and the environmental factors include weather conditions, day-night conditions (or time), surface morphology, temperature conditions, etc.
[0476] For example, if the in-game skill is a fire-based skill and the world scene is a forest environment (the surface morphology is a forest), the skill intensity (power), skill effect (smoke effect), and visual effect (flame size) of the in-game skill in the forest environment will be significantly enhanced.
[0477] In some embodiments, the skill intensity and / or skill effect of the in-game skills of a combat character is associated with the emotional state of the combat character towards the out-of-game environment. This emotional state is determined based on at least two environmental factors.
[0478] For example, if the out-of-game environment is a grass-based environment and the combat character likes grasslands, then when the combat character releases an in-game skill in the grass-based environment, the skill intensity will be enhanced and the skill will have an additional binding effect. For example, if it is raining outside at this time and the combat character dislikes rainy days, then when the combat character releases an in-game skill in the grass-based environment, the skill intensity will be reduced.
[0479] In one embodiment, based on the emotional state of the combat character towards the out-of-game environment, an emotional special effect will also be displayed on the user interface. Optionally, in response to a trigger operation received by the emotional special effect, the user interface will also display the impact of the emotional state of the combat character on the in-game skills. Schematically, Figure 22 A smiling face indicates that combat character 1801 likes the out-of-game environment. In response to a trigger operation received by the "smiling face" special effect, it is displayed that "Affinity
Strong
[0480] In one embodiment, there are at least two environmental factors corresponding to the out-of-game environment, and the environmental factors include weather conditions, day-night conditions, surface morphology, temperature conditions, etc.
[0481] · S1 When the number of environmental factors that the combat character likes is more than the number of environmental factors that the combat character dislikes among at least two environmental factors, the corresponding scene screen in the turn-based combat scene displays an affinity special effect for representing that the combat character is in an affinity state;
[0482] · S2 When the number of environmental factors that the combat character likes is less than the number of environmental factors that the combat character dislikes among at least two environmental factors, the corresponding scene screen in the turn-based combat scene displays a resistance special effect for representing that the combat character is in a resistance state;
[0483] Among them, the in-game skill intensity corresponding to the affinity state is higher than that corresponding to the conflict state, and the skill effect corresponding to the affinity state is better than that corresponding to the conflict state.
[0484] Regarding S1:
[0485] Exemplarily, the weather of the out-of-game environment is sunny, and the surface form of the out-of-game environment is floor tiles; the combat character likes sunny days, and the combat character neither likes nor dislikes floor tiles, then it is determined that the number of environmental factors (1) liked by the combat character among the two environmental factors is more than the number of environmental factors (0) disliked.
[0486] The emotional state of the combat character is divided into a strong affinity state, a weak affinity state, a non-emotional state, a weak conflict state, and a strong conflict state. The following first affinity state is the strong affinity state, the second affinity state is the weak affinity state, the first conflict state is the strong conflict state, and the second conflict state is the weak conflict state.
[0487] In one embodiment, the out-of-game environment corresponds to a first environmental factor and a second environmental factor. S1 can be further divided into the following S1-1 and S1-2.
[0488] S1-1, when the combat character likes both the first environmental factor and the second environmental factor, the scene screen corresponding to the turn-based combat scenario also displays a first affinity special effect for representing that the combat character is in the first affinity state;
[0489] Exemplarily, the weather of the out-of-game environment is sunny, and the surface form of the out-of-game environment is grassland. If the combat character likes both sunny days and grassland, then the combat character is in the first affinity state, and the user interface will display the first affinity special effect.
[0490] Optionally, the first environmental factor is the weather condition or the day-night situation, and the second environmental factor is the surface form; or, the first environmental factor is the surface form, and the second environmental factor is the weather condition or the day-night situation.
[0491] In one embodiment, when the combat character likes the weather condition, the first environmental factor is the day-night situation, and the second environmental factor is the surface form; when the combat character dislikes the weather condition, the first environmental factor is the weather condition, and the second environmental factor is the surface form.
[0492] Schematically, the environmental factors of the out-of-game environment are sunny days, daytime, and grassland. If the combat character likes sunny days, and then it is determined that the combat character likes daytime, then it is determined that the combat character likes both the first environmental factor and the second environmental factor.
[0493] S1-2. When the combat character likes the first environmental factor and does not dislike the second environmental factor, the scene image corresponding to the turn-based combat scene also displays a second affinity special effect for representing that the combat character is in the second affinity state.
[0494] Exemplarily, the weather of the out-of-game environment is sunny, the surface form of the out-of-game environment is floor tiles, the combat character likes sunny days, but does not dislike floor tiles, then the combat character is in the second affinity state, and the user interface will display the second affinity special effect.
[0495] Optionally, the first environmental factor is weather conditions or day-night conditions, and the second environmental factor is surface form; or, the first environmental factor is surface form, and the second environmental factor is weather conditions or day-night conditions.
[0496] In one embodiment, when the combat character likes the weather conditions, the first environmental factor is day-night conditions, and the second environmental factor is surface form; when the combat character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface form.
[0497] Schematically, the environmental factors of the out-of-game environment are sunny days, nights, and grasslands, and the combat character likes sunny days. Then, if it is further determined that the combat character does not dislike nights, it is determined that the combat character likes the first environmental factor and does not dislike the second environmental factor (or the combat character does not dislike the first environmental factor and likes the second environmental factor).
[0498] Regarding S2:
[0499] Exemplarily, the weather of the out-of-game environment is rainy, and the surface form of the out-of-game environment is floor tiles; the combat character dislikes rainy days, and the combat character neither likes nor dislikes floor tiles. Then, it is determined that the number of environmental factors the combat character likes (0) is less than the number of environmental factors the combat character dislikes (1) among the two environmental factors.
[0500] In one embodiment, the out-of-game environment corresponds to a first environmental factor and a second environmental factor. S2 can be further subdivided into the following S2-1 and S2-2.
[0501] S2-1. When the combat character dislikes both the first environmental factor and the second environmental factor, the scene image corresponding to the turn-based combat scene also displays a first conflict special effect for representing that the combat character is in the first conflict state.
[0502] Exemplarily, the weather of the out-of-game environment is rainy, and the surface form of the out-of-game environment is sandy land. The combat character dislikes both rainy days and sandy land, then the combat character is in the first conflict state, and the user interface will display the first conflict special effect.
[0503] Optionally, the first environmental factor is weather conditions or day-night conditions, and the second environmental factor is surface topography; or, the first environmental factor is surface topography, and the second environmental factor is weather conditions or day-night conditions.
[0504] In one embodiment, when the combat character likes the weather conditions, the first environmental factor is day-night conditions, and the second environmental factor is surface topography; when the combat character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface topography.
[0505] Illustratively, the environmental factors of the off-field environment are rainy day, daytime, and sandy land. If the combat character dislikes rainy days, and then it is determined that the combat character dislikes sandy land, it is determined that the combat character dislikes both the first environmental factor and the second environmental factor.
[0506] S2-2, when the combat character dislikes the first environmental factor and does not like the second environmental factor, the scene screen corresponding to the turn-based combat scenario also displays a second conflict special effect for representing that the combat character is in the second conflict state.
[0507] Exemplarily, the weather of the off-field environment is rainy day, the surface topography of the off-field environment is floor tiles, the combat character dislikes rainy days, and the combat character does not like floor tiles, then the combat character is in the second conflict state, and the user interface will display the second conflict special effect.
[0508] Optionally, the first environmental factor is weather conditions or day-night conditions, and the second environmental factor is surface topography; or, the first environmental factor is surface topography, and the second environmental factor is weather conditions or day-night conditions.
[0509] In one embodiment, when the combat character likes the weather conditions, the first environmental factor is day-night conditions, and the second environmental factor is surface topography; when the combat character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface topography.
[0510] Illustratively, the environmental factors of the off-field environment are daytime, night, and sandy land. If the combat character likes daytime, and then it is determined that the combat character does not like night, and the combat character dislikes sandy land, it is determined that the combat character dislikes the first environmental factor and does not like the second environmental factor (or the combat character does not like the first environmental factor and dislikes the second environmental factor).
[0511] In summary, by setting the skill intensity and / or skill effect of the in-field skill to be associated with the emotional state of the combat character towards the off-field environment, considering the emotional state of the combat character towards the off-field environment, when the combat character is amicable to the combat map, the released skill has greater power.
[0512] Plots with different environmental factors in the out-of-game environment will have different effects on the in-game skills of combat characters during turn-based combat scenarios.
[0513] Optionally, emotional special effects are used to affect the skill intensity and / or skill effects of in-game skills. If the emotional special effect is affinity, the skill intensity of the in-game skill is enhanced and the skill effect is optimized; if the emotional special effect is resistance, the skill intensity of the in-game skill is reduced and the skill effect is weakened.
[0514] It should be noted that before each combat character releases a skill, the environmental factors of the plot where the combat character is located are re-obtained, and emotional special effects are displayed based on these environmental factors. Therefore, during turn-based battles, the skills released by combat characters in each round are closely related to the plots where the combat characters are located. The out-of-game environment is divided into multiple plots, and plots with different environmental factors will have different effects on the in-game skill intensity, affecting the power of the in-game skill intensity from the dimension of the environmental factors of the plot.
[0515] · Fourth branch:
[0516] Combined with reference Figure 23 , step 240 above may include the following sub-step 244:
[0517] Step 244: Based on the out-of-game environment of the combat character in the world scene, determine the battle map when the combat character is in combat in the turn-based combat scenario.
[0518] The world scene is represented by a world map, and the turn-based combat scenario is represented by a battle map.
[0519] In some embodiments, in response to meeting the scene switching condition, a scene picture in the battle map when the combat character is in combat in the turn-based combat scenario is displayed.
[0520] In response to switching to the turn-based combat scenario, the user interface will switch from displaying the scene picture of the world scene with the world map to displaying the scene picture of the turn-based combat scenario with the battle map.
[0521] The turn-based combat map is a scene for combat characters to conduct turn-based combat, and the turn-based combat map is selected from the world map.
[0522] In response to the activation operation of the turn-based combat, determine the first position of the combat character in the world map; determine the target position matching the first position, and use the map within the selected range in the world map as the turn-based combat map, where the selected range is the range including the target position.
[0523] The turn-based combat map is selected from the world map, and the scene picture of the turn-based combat scene is displayed based on the world map. On the basis that the scene picture of the world scene has been displayed and the world map has been loaded, the turn-based combat map can be directly selected from the world map, and then the scene picture of the turn-based combat scene can be directly displayed based on the world map without additional loading of the turn-based combat map. The efficiency of displaying the scene picture of the turn-based combat scene is relatively high, and the display fluency of the scene picture is relatively high, which is beneficial to improving the human-computer interaction rate. That is to say, the turn-based combat map is selected from the world map and does not need to be loaded.
[0524] Exemplarily, the implementation process of selecting the turn-based combat map from the world map includes: in response to the activation operation of the turn-based combat, determining the first position where the combat character is located in the world map; determining the target position matching the first position, and using the map within the selection range in the world map as the turn-based combat map. Among them, the selection range is the range including the target position.
[0525] The first position refers to the position where the combat character is located in the world map when the activation operation of the turn-based combat is obtained. After determining the first position, determine the target position matching the first position, and then use the map within the reference range including the target position in the world map as the turn-based combat map.
[0526] The target position refers to the position that matches the first position and can be used to assist in selecting the turn-based combat map. The type and size of the reference range are set according to experience or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this, as long as it is ensured that the reference range includes the target position. Exemplarily, the reference range refers to a circular range with the target position as the center and a reference value as the radius. Exemplarily, the reference range refers to a rectangular range with the target position as the center and the first target value and the second target value as the side lengths. Exemplarily, the reference range refers to a sector range starting from the target position, facing the specified direction and with a specified angle. The reference value, the first target value, the second target value, the specified direction, and the specified angle are set according to experience or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this.
[0527] According to the foregoing content, after determining the target position, the turn-based combat map can be selected from the world map. Next, the implementation method of determining the target position matching the first position is introduced.
[0528] In a possible implementation manner, if the matching positions of each position in the world map are recorded in the terminal, the matching position of the first position can be used as the target position matching the first position.
[0529] In a possible implementation, the implementation of determining the target position that matches the first position includes: if the first position meets the reliability condition, then use the first position as the target position; if the first position does not meet the reliability condition, then use the position closest to the first position among the positions that meet the reliability condition as the target position. Exemplarily, the embodiments of the present application do not limit the calculation method of the distance between two positions. Exemplarily, the Euclidean distance between two positions can be calculated, etc.
[0530] The reliability condition is used to measure the reliability of positions in the world map. If a position in the world map meets the reliability condition, it means that the reliability of this position is relatively high, that is, it means that this position is suitable as the position based on which the turn-based combat map is selected. The method of determining whether a position in the world map meets the reliability condition is set according to experience or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this.
[0531] Exemplarily, the world map is composed of at least one polygonal face, and this polygonal face can refer to a triangular face, a quadrilateral face, etc. Exemplarily, the method of determining whether the first position meets the reliability condition can include: if the slope of the polygonal face where the first position is located is not greater than the slope threshold, then determine that the first position meets the reliability condition; if the slope of the polygonal face where the first position is located is greater than the slope threshold, then determine that the first position does not meet the reliability condition. Exemplarily, the calculation method of the slope of the polygonal face includes: taking the included angle between the normal of the polygonal face and the normal of the horizontal plane as the slope of the polygonal face. The slope threshold is set according to experience or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this.
[0532] Exemplarily, the method of determining whether the first position meets the reliability condition can also include: if the type of the polygonal face where the first position is located is the target type, determine that the first position meets the reliability condition; if the type of the polygonal face where the first position is located is not the target type, determine that the first position does not meet the reliability condition. The target type refers to the type of polygonal face that supports combat characters to conduct turn-based combat. Exemplarily, the target type includes but is not limited to flat ground, grassland, etc.
[0533] Exemplarily, the method of determining whether the first position meets the reliability condition can also include: if the slope of the polygonal face where the first position is located is not greater than the slope threshold and the type is the target type, determine that the first position meets the reliability condition; if the slope of the polygonal face where the first position is located is greater than the slope threshold, or the type is not the target type, determine that the first position does not meet the reliability condition.
[0534] If the first position meets the reliability condition, it indicates that the reliability of the first position is relatively high, and the first position is directly used as the target position for selecting the turn-based combat map. If the first position does not meet the reliability condition, it indicates that the reliability of the first position is relatively low. In this case, the position closest to the first position among the positions that meet the reliability condition is used as the target position for selecting the turn-based combat map.
[0535] In a possible implementation, the process of determining the target position matching the first position includes the following steps 1 to 3.
[0536] Step 1: Map the first position to the query image to obtain the mapped position of the first position in the query image.
[0537] The query image is an image obtained by displaying at least one query sub-region using the display style corresponding to the at least one query sub-region. Different query sub-regions correspond to different positions in the world map.
[0538] The mapping rule for mapping the position in the world map to the query image is recorded in the terminal. According to this mapping rule, the first position can be mapped to the query image, so as to obtain the mapped position of the first position in the query image. Exemplarily, the mapping rule is used to indicate how to map the position in the world map to the query image. The mapping rule is set according to experience or flexibly adjusted according to the acquisition method of the query image. The embodiments of the present application do not limit this.
[0539] The query image is an image obtained by displaying at least one query sub-region using the display style corresponding to the at least one query sub-region. The acquisition process of the query image will be introduced in detail below. The display style corresponding to any query sub-region is the first style or other styles other than the first style. The first style is the style used to display the query sub-region that meets the selection condition. If the display style corresponding to a query sub-region is the first style, it indicates that the query sub-region meets the selection condition. Through the query image, it is possible to visually and visually check whether each query sub-region meets the selection condition, improving the efficiency of selecting the turn-based combat map.
[0540] The first style is set according to experience or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this. Exemplarily, the first style is that the display color is black; or, the first style is that the display color is brown, etc. The other styles other than the first style are colors different from the first style. The embodiments of the present application do not limit the other styles other than the first style. The number of the other styles other than the first style may be one or multiple, as long as they are all different from the first style.
[0541] The embodiments of the present application do not limit the size of the query sub-region. Exemplarily, the sizes of different query sub-regions are the same, or the sizes of different query sub-regions are different. Exemplarily, the query sub-region is a region obtained by pixelating an image with the same size as the world map, that is, each query sub-region can be regarded as a pixelated region.
[0542] Each query sub-region corresponds to a position in the world map, and different query sub-regions correspond to different positions in the world map. The correspondence between the query sub-region and the position in the world map is preset. The embodiments of the present application do not limit the size of the position in the world map corresponding to the query sub-region. Exemplarily, if the size of the query image is the same as the size of the world map, the size of the position in the world map corresponding to the query sub-region is the same as the size of the query sub-region.
[0543] After determining the mapping position, the query sub-region where the mapping position is located can be determined, and the query region where the mapping position is located is called the first query sub-region. After determining the first query sub-region, it is judged whether the display style corresponding to the first query sub-region is the first style. If the display style corresponding to the first query sub-region is the first style, the target position is determined based on step 2; if the display style corresponding to the first query sub-region is not the first style, the target position is determined based on step 3.
[0544] Step 2: In response to the display style corresponding to the first query sub-region where the mapping position is located being the first style, the position in the world map corresponding to the first query sub-region is used as the target position, and the first style is the style used to display the query sub-region that meets the selection condition.
[0545] When the display style corresponding to the first query sub-region is the first style, it indicates that the first query sub-region meets the selection condition. At this time, the position in the world map corresponding to the first query sub-region is directly used as the target position.
[0546] The target position determined in this way can be regarded as a position without offset relative to the first position. The turn-based battle map selected based on the target position is the scene corresponding to the position where the battle character is located. The process of switching from the world map to the turn-based battle map is an integrated process, and the fluency of the scene switching is relatively high.
[0547] Step 3: In response to the display style corresponding to the first query sub-region where the mapping position is located not being the first style, the position in the world map corresponding to the second query sub-region is used as the target position.
[0548] Among them, the first style is the style used to display the query sub-region that meets the selection condition; the second query sub-region is the query sub-region closest to the first query sub-region among each reference query sub-region, and each reference query sub-region is the query sub-region with the first style in the query image.
[0549] When the display style corresponding to the first query sub-region is not the first style, it indicates that the first query sub-region does not meet the selection condition. At this time, the second query sub-region is determined. The second query sub-region is the query sub-region closest to the first query sub-region among the reference query sub-regions with the first style. The embodiment of the present application does not limit the calculation method of the distance between two sub-regions. Exemplarily, calculate the Euclidean distance between the centers of the two sub-regions, or calculate the Euclidean distance between two points at the same position (such as the upper left corner, the lower right corner, etc.) of the two sub-regions.
[0550] After determining the second query sub-region, use the position in the world map corresponding to the second query sub-region as the target position, thereby determining the target position.
[0551] The target position determined in this way is a position offset relative to the first position. The turn-based battle map selected based on the target position refers to the scene corresponding to the position near the position where the battle character is located. However, since the distance between the query sub-region corresponding to the target position and the query sub-region corresponding to the first position is small, the offset of the target position relative to the first position is also small, so that the visual abruptness caused by the scene switch can be ensured to be weak. This weak visual abruptness can also be further reduced by showing an animation, so as to ensure the interaction experience of the interaction object, and further improve the human-computer interaction rate.
[0552] After determining the target position, determine a reference range with the target position as the center, and use the map in the world map within the reference range as the turn-based battle map. Thus, the process of selecting the turn-based battle map from the world map is completed.
[0553] The selection process of the turn-based combat map depends on the first position of the combat character in the world map and the query image. If the display style of the first query sub-region where the mapped position of the first position is located is the first style (for example, the display color is black), the position in the world map corresponding to the first query sub-region can be directly used as the target position, and the turn-based combat map and the turn-based combat for the combat character can be constructed. If the display style of the first query sub-region where the mapped position of the first position is located is not the first style (for example, the display color is not black), then find the second query sub-region with the display style of the first style that is closest to the first query sub-region, and then use the position in the world map corresponding to the second query sub-region as the target position, and construct the turn-based combat map and the turn-based combat for the combat character.
[0554] That is to say, each query sub-region with the display style of the first style in the query image is a legal center point for constructing the turn-based combat map. When it is necessary to select the turn-based combat map, the query sub-region with the display style of the first style that is closest to the mapped position of the position where the combat character is located will be retrieved, and then the turn-based combat map will be constructed centered on the position in the world map corresponding to the query sub-region.
[0555] According to the implementation method of selecting the turn-based combat map from the world map introduced above, in the embodiment of the present application, the turn-based combat map is selected from the world map according to the target position. Before determining to select the turn-based combat map, it is first judged whether the first position of the combat character in the world map is suitable as the position based on which the turn-based combat map is selected. If the first position is suitable as the position based on which the turn-based combat map is selected, the position without offset relative to the first position is used as the target position. If the first position is not suitable as the position based on which the turn-based combat map is selected, the position that is suitable as the position based on which the turn-based combat map is selected and has a small offset relative to the first position is used as the target position.
[0556] In this way, when it is necessary to switch the world map to the turn-based combat map, the turn-based combat map can be directly selected from the world map according to the target position, without additional loading of the turn-based combat map, and the efficiency of scene switching is relatively high, and the efficiency of displaying the scene picture including the turn-based combat map is also relatively high. In addition, since it is judged whether the first position is suitable as the position based on which the turn-based combat map is selected during the process of selecting the turn-based combat map, no matter what the configuration of the world map is, the turn-based combat map suitable for the combat character to carry out turn-based combat can be selected according to the method provided in the embodiment of the present application, which is beneficial to improving the configuration flexibility of the world map.
[0557] In addition, for the case where the target position has a small offset relative to the first position, although the switching of the virtual scene will bring a certain sense of visual abruptness, the visual abruptness brought by the scene switching can be further reduced by displaying an animation during the scene switching process, thereby improving the interaction experience of the interaction object.
[0558] In a related technology, the world map for the combat character to perform the first activity and the turn-based combat map for the combat character to perform turn-based combat are two completely independent scenes. When it is determined that turn-based combat needs to be carried out, the turn-based combat map needs to be loaded first. Before the turn-based combat map is loaded, a black screen or a white screen will be displayed.
[0559] In this way, loading the turn-based combat map takes a long time, resulting in a long time for switching the virtual scene. In addition, the black screen or the white screen will interrupt the display process of the scene screen, reducing the immersion of the interaction object and bringing a poor interaction experience to the interaction object, thereby reducing the human-computer interaction rate. In the embodiment of the present application, the turn-based combat map is a scene selected from the world map. When it is determined that turn-based combat needs to be carried out, only the target position needs to be determined and the turn-based combat map is selected from the world map according to the target position, without loading the turn-based combat map, and even less need to display a black screen or a white screen, which is beneficial to improving the display fluency of the scene screen, thereby improving the immersion of the interaction object, improving the interaction experience of the interaction object, and further improving the human-computer interaction rate.
[0560] In another related technology, the scenes for the combat character to perform the first activity and turn-based combat are both the world map. When it is determined that turn-based combat needs to be carried out, the position where the combat character is currently located is directly used as the position for turn-based combat.
[0561] In this way, it is necessary to pre-configure the world map as a scene where all positions are suitable for the combat character to perform turn-based combat in order to ensure that the combat character can smoothly perform turn-based combat. The configuration requirements for the world map are relatively high, and the landscape of the configured world map may be relatively monotonous. For example, the landscape of the configured world map may be all flat surfaces with a small slope, grasslands, etc. The world map with a relatively monotonous landscape will reduce the interaction experience of the interaction object, thereby reducing the human-computer interaction rate.
[0562] In the embodiment of the present application, first, it is determined whether the first position where the combat character is located when a turn-based battle needs to be carried out is suitable as the position for selecting the turn-based battle map. If the first position is suitable as the position for selecting the turn-based battle map, the position without deviation relative to the first position is used as the target position. If the first position is not suitable as the position for selecting the turn-based battle map, the position that is suitable as the position for selecting the turn-based battle map and has a small deviation relative to the first position is used as the target position. In this way, regardless of the configuration of the world map, a turn-based battle map suitable for the combat character to carry out a turn-based battle can be selected, thus ensuring that the combat character can smoothly carry out the turn-based battle. The requirement for the configuration of the world map is relatively low, and it is not necessary to pre-configure the world map into a scenario where all positions are suitable for the combat character to carry out a turn-based battle, which is beneficial to improving the configuration flexibility of the world map and the richness of the landscape of the world map, thereby improving the interaction experience of the interaction object and further improving the human-computer interaction rate.
[0563] · Fifth branch:
[0564] During the switching process from the world scene to the turn-based battle scene, add a transition animation for naturally connecting the switching of the two scenes, thereby weakening the tearing feeling of switching from the world scene to the turn-based battle scene.
[0565] In one embodiment, the smooth transition of the screen is carried out by playing a transition animation.
[0566] During the switching process from the world scene to the turn-based battle scene, display the first transition animation; it can attract the player's attention to the animation, reduce the player's attention to the switching process of the virtual scene, thereby being beneficial to reducing the visual abruptness brought by the switching of the virtual scene to the player, improving the player's interaction experience, and further improving the human-computer interaction rate.
[0567] Exemplarily, when the main control virtual character conducts exploration activities in the world scene, the scene picture of the world scene is displayed. When the main control virtual character encounters a second combat character in the world scene, it is determined whether to activate a turn-based battle. In response to not activating the turn-based battle, the scene picture of the world scene continues to be displayed. In response to activating the turn-based battle, the first transition animation of the second combat character and the first transition animation of the main control virtual character are sequentially displayed. Among them, the first transition animation of the second combat character is displayed before switching the world scene to the turn-based battle scene, and the first transition animation of the main control virtual character is displayed after switching the world scene to the turn-based battle scene.
[0568] In response to the completion of the display of the first transition animation of the main controlled virtual character, based on the world scene, the scene image of the turn-based combat scene is displayed to indicate that the main controlled virtual character is engaged in turn-based combat in the turn-based combat scene. Determine whether the turn-based combat has ended. In response to the turn-based combat not ending, continue to display the scene image of the turn-based combat scene.
[0569] The first transition animation is used to reduce the tearing feeling when switching from the world scene to the turn-based combat scene. The first transition animation contains multiple animation frames. The first transition animation includes a close-up view of the main controlled virtual character and a close-up view of the second combat character.
[0570] In some embodiments, the main controlled virtual character explores in the world scene. When the turn-based combat is activated, for example, when the main controlled virtual character encounters the second combat character, the first transition animation displays a close-up view of the second combat character, and then the first transition animation displays a close-up view of the main controlled virtual character. The main controlled virtual character will throw a virtual item, and a first combat character is released from the virtual item. At this time, the scene image of the turn-based combat scene is entered. The scene image of the turn-based combat scene includes the first combat character and the second combat character, and the first combat character and the second combat character enter the turn-based combat.
[0571] Exemplarily, the display process of the scene image can be divided into the process of switching from the world scene to the turn-based combat scene (the cut-in process). As Figure 24 shown. The cut-in process includes: in response to the activation of the turn-based combat, sequentially display the first transition animation of the second combat character and the first transition animation of the main controlled virtual character. In response to the completion of the display of the first transition animation of the main controlled virtual character, based on the world scene, display the scene image of the turn-based combat scene to indicate that the main controlled virtual character is engaged in turn-based combat in the turn-based combat scene.
[0572] During the cut-in process, after the main controlled virtual character encounters the second combat character in the world scene, through the close-up of the virtual object, the switching of the virtual scene is completed without any black screen or white screen processing. Exemplarily, the close-up of the virtual object can be achieved by controlling the distance change between the virtual camera and the virtual object.
[0573] Exemplarily, since the turn-based combat scene is a scene selected from the world scene, the turn-based combat scene and the world scene are the same scene, and the difference in landscape is almost negligible. For example, the world scene is as Figure 25 shown in the virtual scene 901 in (1) below, and the turn-based combat scene is as Figure 9 shown in the virtual scene 902 in (2) below. The difference between the world scene and the turn-based combat scene is mainly reflected in the field of view, and there is almost no difference in landscape.
[0574] The process of switching between the world scene and the turn-based combat scene provided by the embodiments of the present application does not require reloading the turn-based combat scene. Instead, a suitable scene is directly selected from the world scene as the turn-based combat scene. By coordinating with the art performance (such as showing animations, etc.) and camera language, the screen can quickly switch the scene where the main controlled virtual character is located while always having a main body (such as the main controlled virtual character, the second combat character, etc.), which can avoid black screens or white screens. At the same time, through the selection algorithm of the turn-based combat scene, the turn-based combat scene is made as close as possible to the world scene to achieve a "seamless" smooth experience. Based on the method for displaying the scene screen provided by the embodiments of the present application, the immersion of players in exploring activities in the world scene and in turn-based combat in the turn-based combat scene will not be interrupted by scene switching. From the perspective of the players, the entire process of scene switching is "integrated" rather than fragmented, thereby improving the players' sense of substitution and enhancing the game fun.
[0575] Regarding the switching order two: switching from the "turn-based combat scene" to the "world scene":
[0576] Figure 26 It is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. This method can be executed by a terminal device, and this method includes:
[0577] Step 810: Display the scene screen where the combat characters are located in the turn-based combat scene;
[0578] Among them, the combat characters include the first combat character and the second combat character, and the first combat character is a combat character owned by the main controlled virtual character.
[0579] The turn-based combat scene is rendered based on a combat map. The combat map is usually a map of a relatively large open virtual world. The combat map includes multiple plots. Each plot is a polygonal plot.
[0580] In some embodiments, the main controlled virtual character owns at least one first combat character. The first combat character is a combat character that the main controlled virtual character has successfully captured. The main controlled virtual character is a virtual character controlled by the current player. The successfully captured first combat character can be controlled by the current player, or by AI, or the current player can specify a combat strategy, and then the AI controls based on the combat strategy. The present application does not limit this.
[0581] In this embodiment, it is assumed that initially, the main controlled virtual character and the combat characters are located in the turn-based combat scene.
[0582] Step 820: Control the first combat character and the second combat character to fight in the turn-based combat scene;
[0583] Among them, the first combat character is a combat character owned by the main controlled virtual character, the second combat character is a combat character owned by an enemy virtual character, or the second combat character is a combat character controlled by AI, or the second combat character is a wild combat character. Optionally, the first combat character and the second combat character are in a hostile relationship.
[0584] In some embodiments, the first combat character and the second combat character are controlled to fight in a turn-based combat scenario, that is, the first combat character and the second combat character are controlled to fight in a turn-based combat scenario.
[0585] Step 830: In response to the end of the battle in the turn-based combat scenario, display the scene picture of the combat character in the world scenario;
[0586] In a turn-based combat scenario, the first combat character and the second combat character fight. When the battle ends, it may be because one of the combat characters is defeated or a certain victory condition is reached, and the game will respond to this event of the end of the battle. After responding to the event of the end of the battle, the game will switch to the scene picture of the combat character in the world scenario.
[0587] In response to the end of the battle in the turn-based combat scenario, switch the turn-based combat scenario to the world scenario and display the scene picture of the virtual character in the world scenario. In some embodiments, directly switch the scene picture of the turn-based combat scenario to the scene picture of the world scenario; in some embodiments, during the switching process from the turn-based combat scenario to the world scenario, insert a transition animation to thus fade the tearing feeling from the turn-based combat scenario to the world scenario.
[0588] The world scenario is rendered based on the world map. Generally, the map area of this world map is larger than the map area of the combat map. In some embodiments, this world map is independent of the combat map and is a different map from the combat map; in some embodiments, this world map is the parent map based on the combat map, and it is ensured that the turn-based combat scenario displayed before switching is the same as or the similarity degree is higher than the preset condition as the world scenario displayed after switching.
[0589] Step 840: Based on the influencing factors in the turn-based combat scenario, determine at least one world element of the combat character in the world scenario.
[0590] After switching to the world scenario, based on at least one influencing factor in the turn-based combat scenario, determine at least one world element of the combat character in the world scenario.
[0591] In some embodiments, in order to maintain the consistency between the world scenario and the turn-based combat scenario, the following three improvements are provided. These three improvements are divided into three branches, and the following will introduce these three branches respectively:
[0592] · Branch 1:
[0593] Determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene;
[0594] · Branch 2:
[0595] Determine the off-field environment of the combat character in the world scene based on the in-field environment of the combat character in the turn-based combat scene.
[0596] · Branch 3:
[0597] During the process of switching from the turn-based combat scene to the world scene, add a transition animation for natural connection between the two scene switches, so as to fade the tearing feeling from switching from the turn-based combat scene to the world scene.
[0598] In summary, the method of this embodiment can fade the difference between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the tearing feeling perceived by the player during the scene switching process by determining at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene.
[0599] The following is an introduction to the above three branches respectively:
[0600] · Branch 1:
[0601] With reference to Figure 27 , the above step 840 may include the following sub-step 841:
[0602] Step 841: Determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene.
[0603] It includes the following two situations:
[0604] · Situation 1: When the combat result of the combat character in the turn-based combat scene is victory, control the behavior of the combat character in the world scene based on the victory behavior pattern;
[0605] Among them, the combat character includes at least one of the first combat character and the second combat character.
[0606] The victory behavior pattern refers to that after the combat character wins, the game system determines the behavior of the combat character in the world scene according to the set rules or logic.
[0607] Optionally, the victory behavior pattern may include the following: The combat character will receive rewards and growth. For example, after victory, the combat character may obtain experience points, gold coins, items, or other rewards to help the combat character grow and enhance its abilities. The combat character will gain exploration and discovery opportunities. After victory, the combat character will obtain additional exploration or discovery opportunities, such as unlocking new map areas, hidden quests, or secret paths.
[0608] In the case where the combat result of the combat character in the turn-based combat scenario is a victory, including the combat result of the first combat character in the turn-based combat scenario being a victory or the combat result of the second combat character in the turn-based combat scenario being a victory.
[0609] In a possible implementation, when the combat result of the first combat character in the turn-based combat scenario is a victory, when switching from the turn-based scenario to the world scenario, the master virtual character can choose to continue capturing the second combat character, or the master virtual character can choose to continue exploring in the world scenario, such as unlocking new map areas, etc.
[0610] In a possible implementation, when the combat result of the second combat character in the turn-based combat scenario is a victory, when switching from the turn-based scenario to the world scenario, the second combat character can choose to hide to avoid being captured by the master virtual character, or the second combat character will choose to launch an attack on the first combat character again.
[0611] · Case two: In the case where the combat result of the combat character in the turn-based combat scenario is a defeat, control the behavior of the combat character in the world scenario based on the defeat behavior pattern.
[0612] The defeat behavior pattern refers to after the combat character's combat defeat, the game system decides the behavior of the combat character in the world scenario according to the set rules or logic.
[0613] Optionally, the defeat behavior pattern may include the following: The combat character will receive penalties. After defeat, the combat character may receive penalties, such as losing a part of experience points, gold coins, or items, or being affected by other negative effects. The combat character will make a re-challenge. After defeat, the combat character will have the opportunity to re-challenge the hostile combat character to try to achieve victory. The combat character may learn from the defeat and improve its skills or strategies.
[0614] In the case where the combat result of the combat character in the turn-based combat scenario is a defeat, including the combat result of the first combat character in the turn-based combat scenario being a defeat or the combat result of the second combat character in the turn-based combat scenario being a defeat.
[0615] In a possible implementation, if the combat result of the first combat character in the turn-based combat scenario is a defeat, when switching from the turn-based scenario to the world scenario, the first combat character will be penalized, such as losing experience points or gold coins, or the first combat character will choose to flee to avoid the attack of the second combat character.
[0616] In a possible implementation, if the combat result of the second combat character in the turn-based combat scenario is a defeat, when switching from the turn-based scenario to the world scenario, the second combat character will choose to flee to avoid being captured by the main control virtual character.
[0617] The following introduces how to determine the state transition of combat characters in the world scenario based on their combat results.
[0618] In the above method, when the combat result of the second combat character in the turn-based combat scenario is a victory, control the behavior of the second combat character in the world scenario based on the victory behavior pattern, including at least one of the following:
[0619] · When the combat result of the combat character in the turn-based combat scenario is a victory and the combat character is in a hidden state in the turn-based combat scenario, control the combat character to remain in a hidden state in the world scenario;
[0620] · When the combat result of the combat character in the turn-based combat scenario is a victory and the combat character is in a state where its hiding has been discovered in the turn-based combat scenario, control the combat character to re-enter the hidden state in the world scenario;
[0621] · When the combat result of the combat character in the turn-based combat scenario is a victory and the combat character is in a state where it has been awakened from sleep in the turn-based combat scenario, control the combat character to re-enter the sleep state in the world scenario;
[0622] · When the combat result of the combat character in the turn-based combat scenario is a victory and the combat character was in an exploration state before entering the turn-based combat scenario, control the combat character to re-enter the exploration state in the world scenario.
[0623] Take the second combat character as an example for illustration.
[0624] In an optional example, when the combat result of the second combat character in the turn-based combat scenario is a victory and the second combat character is in a hidden state in the turn-based combat scenario, control the second combat character to remain in a hidden state in the world scenario.
[0625] The hidden state means that in the game, the second combat character can hide itself in a certain way so that it is not easily discovered or noticed in the world scenario.
[0626] Optionally, the hidden state includes at least one of states such as the stealth state, the disguise state, the lurking state, the confusion state, and so on.
[0627] Stealth state: The second combat character can use special skills or items to enter the stealth state, making it transparent or invisible in the world scene.
[0628] Disguise state: The second combat character can disguise as the first combat character or an object in the surrounding environment to hide its true identity, thus causing confusion to the main controlled virtual character.
[0629] Lurking state: The second combat character can choose to hide in a certain location without taking the initiative to act or attack, so as to avoid being discovered by the first combat character or attracting the attention of the first combat character.
[0630] Confusion state: The second combat character can use confusion skills or items to make the main controlled virtual character or the first combat character unable to accurately judge their positions or actions in the world scene.
[0631] For example, when the second combat character is a combat character of the ghost type, and the combat result of the second combat character in the turn-based combat scene is victory, and the second combat character is in the stealth state in the turn-based combat scene, when switching from the turn-based combat scene to the world scene, the second combat character still remains in the stealth state. Another example is that when the second combat character is a combat character of the plant type, and the combat result of the second combat character in the turn-based combat scene is victory, and the second combat character is in the disguise state in the turn-based combat scene, when switching from the turn-based combat scene to the world scene, the second combat character will become a plant in the world scene and continue to remain in the hidden state.
[0632] In an optional example, when the combat result of the second combat character in the turn-based combat scene is victory and the second combat character is in the hidden and discovered state in the turn-based combat scene, control the second combat character to re-enter the hidden state in the world scene.
[0633] For example, when the second combat character is a combat character of the wind type, and the combat result of the second combat character in the turn-based combat scene is victory, and the second combat character is in the hidden and discovered state in the turn-based combat scene, when switching from the turn-based combat scene to the world scene, the second combat character can use special wind-based skills to re-enter the stealth state.
[0634] In an optional example, when the combat result of the second combat character in the turn-based combat scene is victory and the second combat character is in the sleep and awakened state in the turn-based combat scene, control the second combat character to re-enter the sleep state in the world scene.
[0635] Among them, the sleeping state refers to a state where the second combat character is in a rest state. The second combat character in the sleeping state cannot move or participate in combat. When the second combat character is in the sleeping state, it cannot take the initiative to move or attack, and can only be awakened by other virtual characters to return to the normal combat state.
[0636] The awakened state refers to the second combat character being awakened from the sleeping state. At this time, the second combat character can move or participate in combat.
[0637] For example, the second combat character is a combat character of the animal type. This second combat character is in the sleeping state before entering the turn-based combat scenario. After this second combat character is awakened by the first combat character and enters the turn-based combat scenario, if the combat result of this second combat character in the turn-based combat scenario is a victory, when switching from the turn-based combat scenario to the world scenario, this second combat character can enter the sleeping state again.
[0638] In an optional example, when the combat result of the second combat character in the turn-based combat scenario is a victory and the second combat character is in the exploration state before entering the turn-based combat scenario, control the second combat character to re-enter the exploration state in the world scenario.
[0639] The exploration state refers to a state where the second combat character explores in the world scenario, searches for new locations, tasks, or resources. In the exploration state, the second combat character may move freely, interact with other virtual characters, discover hidden items or locations, etc.
[0640] In the method based on the above, when the combat result of the combat character in the turn-based combat scenario is a failure, control the behavior of the virtual character in the world scenario based on the failure behavior pattern, including:
[0641] · When the combat result of the combat character in the turn-based combat scenario is a failure and the combat character is in the fleeing state in the turn-based combat scenario, control the combat character to maintain the fleeing state in the world scenario.
[0642] Taking the combat character as the second combat character for illustration.
[0643] The fleeing state refers to a state where the second combat character chooses to leave the combat scenario or avoid fighting with the first combat character.
[0644] Optionally, the fleeing state can be triggered in different situations that occur during combat: The second combatant can choose to flee actively, that is, the second combatant actively chooses to leave the combat scene in order to avoid engaging with the first combatant again. The second combatant can choose to flee passively. The second combatant may be forced to flee in a turn-based combat scene when suffering serious injuries or other adverse situations, including when the second combatant's health value is too low, in an abnormal state, etc.
[0645] · Branch two:
[0646] In combination with reference Figure 28 , the above step 840 may include the following sub-step 842:
[0647] Step 842: Based on the in-game environment of the combatant in the turn-based combat scene, determine the out-of-game environment of the combatant in the world scene.
[0648] Optionally, after the turn-based combat ends, the user interface will also switch from the scene screen showing the combat map to the scene screen showing the world map, that is, switch from the in-game environment in the turn-based combat scene to the out-of-game environment in the world scene.
[0649] After returning to the out-of-game environment, combat traces will be shown on part of the world map. Schematically, the intense battle between the two sides in the turn-based combat causes the grass in the in-game environment to catch fire. Then, after returning to the out-of-game environment, the grass in the out-of-game environment will also be on fire. If the fire has been extinguished in the in-game environment, the traces after burning will be shown in the out-of-game environment.
[0650] Exemplarily, taking the influence of the aura on the terrain attributes in the in-game environment as an example. In the case where the initial type of the terrain attribute is the grass type, the type of the terrain attribute changes to the fire type under the influence of the fire-type aura, that is, render and display the picture of the grass burning on the plot; or, in the case where the initial type of the terrain attribute is the water type, the type of the terrain attribute changes to the ice type under the influence of the ice-type aura, that is, render and display the picture of the water freezing on the plot; or, in the case where the initial type of the terrain attribute is the soil type, the type of the terrain attribute changes to the grass type under the influence of the grass-type aura, that is, render and display the picture of the grass growing on the plot. The embodiments of the present application do not make limitations in this regard.
[0651] For example, with reference Figure 29 and Figure 30, in the turn-based combat scenario 1500, when the combat character 1501 with the fire attribute is on the offensive, it will impose a spherical fire aura 1502 with a radius of 4 meters at its own position. The spherical fire aura 1502 will convert the terrain within the spherical fire aura 1502 from the grass type to the fire type, that is, it will ignite the grassland within the spherical fire aura 1502. Optionally, at the end of the turn-based combat, if the spherical fire aura 1502 belongs to the remaining aura, the scene control process will also render and display the spherical fire aura 1502 at the position of the virtual character 1501, and render and display that the grassland within the spherical fire aura 1502 is ignited.
[0652] In the embodiment of the present application, when the combat character is the attacking party, it may generate an active displacement. When the combat character is the hit party, it may generate a passive displacement. When being attacked by a skill, there will be a displacement process of being repelled. As the position of the combat character changes, the environment it is in (including the environment of the terrain it is on and the weather environment) may also change, thus affecting the combat of the combat character in subsequent rounds.
[0653] · Branch three: During the switching process from the turn-based combat scenario to the world scenario, add a transition animation for natural connection of the two scenario switches, so as to fade the tearing feeling from the turn-based combat scenario to the world scenario.
[0654] In one embodiment, the smooth transition of the screen is carried out by playing a transition animation.
[0655] Before returning to display the scene picture of the world scenario from the turn-based combat scenario, that is, before switching the virtual scenario where the first combat character is located from the turn-based combat scenario back to the world scenario, showing the second transition animation of the first combat character can attract the player's attention to the animation, reduce the player's attention to the switching process of the virtual scenario, thus helping to reduce the visual abruptness brought to the player by the switching of the virtual scenario, improve the player's interaction experience, and further improve the human-computer interaction rate.
[0656] In response to the end of the turn-based combat, show the second transition animation of the master control virtual character. The number of the second transition animations of the master control virtual character is multiple. Some of the second transition animations are shown before switching the turn-based combat scenario back to the world scenario, and the remaining part of the second transition animations are shown after switching the turn-based combat scenario back to the world scenario. In response to the completion of the display of the second transition animation of the master control virtual character, display the scene picture of the world scenario to indicate that the master control virtual character returns to the world scenario for exploration activities.
[0657] The second transition animation is used to reduce the tearing feeling from the turn-based combat scenario to the world scenario. The second transition animation contains multiple animation frames, and the second transition animation includes a close-up picture of the master control virtual character.
[0658] In some embodiments, after the turn-based battle ends, a second transition animation shows a close-up of the master virtual character taking the first combat character back into the virtual item. The master virtual character retrieves the first combat character from the virtual item. When the battle result of the master virtual character is a victory, the second transition animation shows a close-up of the master virtual character celebrating. When the battle result of the master virtual character is a defeat, the second transition animation shows a close-up of the master virtual character running away, or the second transition animation shows a close-up of the master virtual character continuing to explore in the world scene.
[0659] Exemplarily, the display process of the scene screen can be divided into the process of switching the turn-based battle scene back to the world scene (cut-out process). The cut-out process can be respectively as Figure 31 shown. The cut-out process includes: in response to the end of the turn-based battle, showing the second transition animation of the master virtual character; in response to the completion of the display of the second transition animation of the master virtual character, showing the scene screen of the world scene to indicate that the master virtual character returns to the world scene for exploration activities.
[0660] During the cut-out process, after the turn-based battle ends, the same set of animations is used to complete the switching of the background scene when switching the camera.
[0661] For the process of switching the world scene and the turn-based battle scene provided by the embodiments of the present application, the turn-based battle scene does not need to be reloaded, but directly selects a suitable scene from the world scene as the turn-based battle scene. By cooperating with the art performance (such as showing animations, etc.) and the camera language, the screen can quickly switch the scene where the master virtual character is located while always having a main body (such as the master virtual character, the second combat character, etc.), which can avoid black screens or white screens. At the same time, through the selection algorithm of the turn-based battle scene, the turn-based battle scene is made to be as close as possible to the world scene to achieve a "seamless" smooth experience. Based on the method for displaying the scene screen provided by the embodiments of the present application, the immersion of the player in exploring activities in the world scene and in the turn-based battle in the turn-based battle scene will not be interrupted by the scene switch. From the perspective of the player, the entire process of the scene switch is "integrated" rather than fragmented, thereby improving the player's sense of substitution and enhancing the game fun.
[0662] Figure 32 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. This method can be executed by a terminal or a client on the terminal in a system as Figure 4 shown. This method includes:
[0663] Step 2501: Start;
[0664] Step 2502: The combat character is in the daily behavior mode;
[0665] When the combat character does not perceive a perception event in the world scene, the combat character is in the daily behavior mode, such as: walking, patrolling, foraging, sleeping, drinking water, and so on.
[0666] Step 2503: Trigger a perception event and determine the type of the perception event;
[0667] After the perception event is triggered, the combat character will execute the behavior mode corresponding to the perception event.
[0668] In some embodiments, the types of perception events include perception events triggered by environmental factors, and the perception events triggered by environmental factors are perception events triggered by factors other than the main control virtual character and the first combat character.
[0669] In some embodiments, the types of perception events include perception events triggered after the combat character perceives a hostile virtual character in the world scene. At this time, the combat character will enter the perception behavior mode.
[0670] Step 2504: When the perception event is triggered by environmental factors, enter the environmental behavior mode;
[0671] The environmental behavior mode includes at least one of the following: hiding behavior mode, camouflage behavior mode, sleep behavior mode, escape behavior mode, crazy combat mode, alert behavior mode, and so on.
[0672] Taking the environmental behavior mode as the hiding behavior mode as an example, after the combat character enters the hiding behavior mode, it will act according to the behavior mode of hiding its own whereabouts.
[0673] Step 2505: When the perception event is triggered by a hostile virtual character, enter the perception behavior mode;
[0674] The perception behavior mode is the behavior mode after the perception event triggered after the combat character perceives a hostile virtual character in the world scene; the perception behavior mode includes at least one of the following: hiding behavior mode, camouflage behavior mode, sleep behavior mode, escape behavior mode, crazy combat mode, alert behavior mode, and so on.
[0675] In this embodiment, it is assumed that the perception behavior mode in Step 2505 is the alert behavior mode.
[0676] Step 2506: Determine whether the combat character meets the stress condition;
[0677] When the stress condition is met, this alert behavior mode will switch to the hiding behavior mode.
[0678] Step 2507: Enter the hiding behavior mode;
[0679] When the stress condition is met, the combat character will have a stress response. When the stress response is a stealth response, the combat character will enter the stealth behavior mode.
[0680] In a possible implementation, the perception behavior mode is a perception behavior mode triggered by a stress response, and the stress response is the behavioral response of the combat character after perceiving a hostile virtual character. The stress response includes at least one of the following responses: stealth, alarm, escape, surprise, doubt, anger, etc.
[0681] Step 2508: Determine whether the stealth event has ended;
[0682] After the combat character enters the stealth behavior mode for a preset duration, or after the combat character perceives that the danger has been lifted (at this time, the combat character changes from perceiving a hostile virtual character to not perceiving a hostile virtual character), the combat character will enter the daily behavior mode; if the combat character has not entered the stealth behavior mode for a preset duration, or the combat character does not perceive that the danger has been lifted, the combat character maintains the stress response and continues to hide.
[0683] Step 2509: Determine whether the combat character has entered the turn-based combat scenario;
[0684] If the judgment result is yes, execute Step 2510; if the judgment result is no, execute at least one of Steps 2502 to 2508.
[0685] Step 2510: Conduct behavior mode detection;
[0686] In the switched turn-based combat scenario, conduct behavior mode detection on the combat character, and the combat character maintains the behavior mode in the world scenario.
[0687] Step 2511: Conduct environmental detection;
[0688] In the turn-based combat scenario, detect environmental factors, including detecting at least one environmental factor among time period, weather type, and terrain attribute.
[0689] Step 2512: Determine the in-round mechanism of the combat character in the turn-based combat scenario;
[0690] There is at least one of three in-round mechanisms in the turn-based combat scenario: buff state, combat logic, and exclusive skill.
[0691] Based on the behavior mode and environmental factors, determine the combat ability of the combat character during combat in the turn-based combat scenario. According to different embodiments, at least one of the following Steps 2513 to Step 2515 can be executed.
[0692] Step 2513: Add a buff state corresponding to the behavior pattern to the combat character;
[0693] The buff state includes a positive buff state and a negative buff state. The positive buff state refers to a favorable effect applied to the combat character, which can improve the combat ability of the combat character. The negative buff state refers to an adverse effect applied to the combat character, which can weaken the combat ability of the combat character.
[0694] Step 2514: Change the combat logic of the combat character to the combat logic corresponding to the behavior pattern;
[0695] Combat logic refers to the control logic that controls the actions of a combat character in combat in the game. Combat logic is the logic by which the AI controls the combat character during the combat process. Combat characters have different combat logics, such as offensive, defensive, escape, sneak attack, etc. The combat character itself may adjust its combat logic according to the current situation and influencing factors. In some embodiments, the second combat character is completely controlled by the AI control logic. Therefore, the AI control logic can change the combat logic of the second combat character according to the behavior pattern of the second combat character.
[0696] Step 2515: Control the combat character to use the exclusive skills corresponding to the behavior pattern during the combat process;
[0697] Exclusive skills refer to a set of skills corresponding to the current behavior pattern of the combat character. Alternatively, exclusive skills are skills that are only allowed to be used in the current behavior pattern. Exclusive skills can better exert the characteristics and advantages of the combat character. Optionally, different behavior patterns of the combat character may correspond to different exclusive skills.
[0698] Step 2516: Determine whether the turn-based combat scenario has ended;
[0699] If the judgment result is ended, execute Step 2517; if the judgment result is not ended, execute at least one of Steps 2510 to 2515.
[0700] Step 2517: The combat result within the game affects the result outside the game;
[0701] The combat result of the combat character in the turn-based combat scenario will affect the behavior of the combat character in the world scenario. The combat result includes the situation where the combat character wins in the turn-based combat scenario and the situation where the combat character loses in the turn-based combat scenario.
[0702] Step 2518: The combat result is victory;
[0703] Step 2519: The combat result is defeat;
[0704] Step 2520: When the battle result is a victory, the combat character continues to explore;
[0705] In a possible implementation manner, when the battle result is a victory, the combat character may remain in the world scene and continue to explore.
[0706] Step 2521: When the battle result is a defeat, the combat character flees;
[0707] In a possible implementation manner, when the battle result is a defeat, the combat character may choose to flee in the world scene.
[0708] Step 2522: End.
[0709] In summary, the method of this embodiment can determine the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene, making the difference between the world scene and the turn-based combat scene fade, increasing the mutual influence between the world scene and the turn-based combat scene, enhancing the consistency between the world scene and the turn-based combat scene, and reducing or avoiding the tearing feeling perceived by the player during the scene switching process.
[0710] Figure 33 The structural schematic diagram of a virtual scene switching device provided by an exemplary embodiment of the present application is shown. This device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:
[0711] The first display module 1510 is used to display the scene picture of the master virtual character located in the world scene, and the master virtual character has at least one first combat character;
[0712] The first control module 1520 is used to control the master virtual character to move to the target area in the world scene, and the target area includes a second combat character;
[0713] The first display module 1510 is used to display the scene picture of the combat character located in the turn-based combat scene in response to meeting the scene switching condition, and the combat character includes at least one of the first combat character and the second combat character;
[0714] The first determination module 1530 determines the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.
[0715] In some optional embodiments, the first determination module 1530 further includes a first determination sub-module.
[0716] In an optional example, the first display module 1510 is configured to display a scene picture of the master virtual character located in the world scene, and the master virtual character has at least one first combat character;
[0717] The first control module 1520 is configured to control the master virtual character to move to a target area in the world scene, and the target area includes a second combat character;
[0718] The first display module 1510 is configured to, in response to meeting the scene switching condition, display a scene picture of the combat characters located in the turn-based combat scene, and the combat characters include at least one of the first combat character and the second combat character;
[0719] The first determination sub-module is configured to determine the combat ability of the combat character during combat in the turn-based combat scene based on the behavior pattern of the combat character in the world scene.
[0720] In an optional embodiment, the behavior pattern includes at least one of the following:
[0721] Daily behavior pattern;
[0722] Environmental behavior pattern;
[0723] Perception behavior pattern;
[0724] Community behavior pattern;
[0725] Sneak attack behavior pattern;
[0726] Wherein, the daily behavior pattern is the behavior pattern of the combat character when no perception event is perceived in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after perceiving a perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after perceiving a perception event triggered after perceiving a hostile virtual character in the world scene; the community behavior pattern is the behavior pattern in which multiple combat characters execute behaviors according to a group strategy or a population strategy; the sneak attack behavior pattern is a behavior pattern aimed at ambush.
[0727] In some optional embodiments, the first determination sub-module includes a first determination unit.
[0728] In an optional embodiment, the first determination unit is configured to, when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, determine the combat ability of the combat character during combat in the turn-based combat scene according to the first environmental behavior pattern;
[0729] A first determination unit, configured to, when the environmental behavior pattern is a second environmental behavior pattern triggered by a weather type, determine the combat ability of the combat character during combat in the turn-based combat scenario according to the second environmental behavior pattern;
[0730] A first determination unit, configured to, when the environmental behavior pattern is a third environmental behavior pattern triggered by a terrain attribute, determine the combat ability of the combat character during combat in the turn-based combat scenario according to the third environmental behavior pattern.
[0731] In some alternative embodiments, the first determination unit is further configured to:
[0732] When the first environmental behavior pattern is a stealth behavior pattern triggered by a first time period and the combat time belongs to the first time period, determine the combat ability of the combat character during combat in the turn-based combat scenario according to the stealth behavior pattern;
[0733] When the first environmental behavior pattern is a stealth behavior pattern triggered by the first time period and the combat time does not belong to the first time period, determine the combat ability of the combat character during combat in the turn-based combat scenario according to the daily behavior pattern or the environmental behavior pattern corresponding to the combat time;
[0734] Wherein, the combat time changes following the system time in the world scenario.
[0735] In some alternative embodiments, the first determination unit is further configured to:
[0736] When the second environmental behavior pattern is a stealth behavior pattern triggered by a first weather type and the current weather type belongs to the first weather type, determine the combat ability of the combat character during combat in the turn-based combat scenario according to the stealth behavior pattern;
[0737] When the second environmental behavior pattern is a stealth behavior pattern triggered by the first weather type and the current weather type does not belong to the first weather type, determine the combat ability of the combat character during combat in the turn-based combat scenario according to the daily behavior pattern or the environmental behavior pattern corresponding to the current weather type;
[0738] Wherein, the current weather type changes following the system time in the world scenario, or, the current weather type is changed by the skills of the combat character.
[0739] In some alternative embodiments, the first determination unit is further configured to:
[0740] When the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position where the combat character is located belongs to the first terrain attribute, according to the stealth behavior mode, determine the combat ability of the combat character during combat in the turn-based combat scenario;
[0741] When the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position where the combat character is located does not belong to the first terrain attribute, according to the daily behavior mode or the second environmental behavior mode corresponding to the terrain attribute of the position where the combat character is located, determine the combat ability of the combat character during combat in the turn-based combat scenario;
[0742] Wherein, the position where the combat character is located changes dynamically during the combat process in the turn-based combat scenario.
[0743] In some optional embodiments, the first determination sub-module further includes a first determination unit.
[0744] In an optional embodiment, the first determination unit is configured to, when the perception behavior mode is a first perception behavior mode triggered by the restraint relationship between virtual characters of different attributes, according to the first perception behavior mode, determine the combat ability of the combat character during combat in the turn-based combat scenario;
[0745] The first determination unit is configured to, when the perception behavior mode is a second perception behavior mode triggered by a stress response, according to the second perception behavior mode, determine the combat ability of the combat character during combat in the turn-based combat scenario; wherein, the stress response is the behavioral response of the combat character after perceiving a hostile virtual character.
[0746] In some optional embodiments, the first determination unit is further configured to:
[0747] When the first perception behavior mode is a stealth behavior mode triggered by the restraint relationship between combat characters of different attributes, according to the stealth behavior mode, determine the combat ability of the combat character during combat in the turn-based combat scenario;
[0748] When the hostile combat character changes, according to the daily behavior mode or the perception behavior mode corresponding to the hostile combat character, determine the combat ability of the combat character during combat in the turn-based combat scenario.
[0749] In some optional embodiments, the first determination unit is further configured to:
[0750] In the case where the second perception behavior mode is a stealth behavior mode triggered by a stress response, according to the stealth behavior mode, determine the combat ability of the combat character when fighting in the turn-based combat scenario;
[0751] In the case where the duration of the existence of the stress response reaches the target duration for switching, according to the daily behavior mode, determine the combat ability of the combat character when fighting in the turn-based combat scenario.
[0752] In some alternative embodiments, the first determination unit is further configured to:
[0753] Add a positive buff state or a negative buff state corresponding to the behavior mode to the combat character;
[0754] Change the combat logic of the combat character to the combat logic corresponding to the behavior mode;
[0755] Control the combat character to use an exclusive skill corresponding to the behavior mode during the combat process.
[0756] In an alternative embodiment, the environmental behavior mode and / or the perception behavior mode include at least one of the following behavior modes:
[0757] Stealth behavior mode;
[0758] Camouflage behavior mode;
[0759] Sleep behavior mode;
[0760] Escape behavior mode;
[0761] Crazy combat mode;
[0762] Alert behavior mode.
[0763] In an alternative example, the first control module 1520 is configured to control the combat character to switch between at least two behavior modes.
[0764] In some alternative embodiments, the first control module 1520 further includes a first control sub-module.
[0765] In an alternative example, the first control sub-module is configured to switch from the daily behavior mode to the environmental behavior mode in the case where the combat character perceives a perception event triggered by the environmental factor in the world scenario;
[0766] The first control sub-module is configured to switch from the environmental behavior mode to the daily behavior mode in the case where the environmental factor disappears or the duration after disappearance reaches a first duration;
[0767] The first control sub-module is used to switch from the environmental behavior mode to the daily behavior mode when the duration of the environmental behavior mode reaches the second duration;
[0768] The first control sub-module is used to switch from the daily behavior mode to the perception behavior mode when the combat character perceives the hostile virtual character in the world scene;
[0769] The first control sub-module is used to switch from the perception behavior mode to the daily behavior mode when the perception event disappears or the duration after disappearance reaches the third duration;
[0770] The first control sub-module is used to switch from the perception behavior mode to the daily behavior mode when the duration of the perception behavior mode reaches the fourth duration;
[0771] The first control sub-module is used to switch from the daily behavior mode to the community behavior mode when the combat character is in a group or population;
[0772] The first control sub-module is used to switch from the community behavior mode to the daily behavior mode when the combat character leaves the team or the population;
[0773] The first control sub-module is used to switch from the daily behavior mode to the sneak attack behavior mode when the combat character receives a lurking command or a lurking trigger event;
[0774] The first control sub-module is used to switch from the sneak attack behavior mode to the daily behavior mode when the duration of the sneak attack behavior mode reaches the fifth duration;
[0775] The first control sub-module is used to switch from the sneak attack behavior mode to the daily behavior mode when the combat character is discovered during the lurking sneak attack.
[0776] In an optional example, the first control sub-module is further used to:
[0777] When a perception event occurs within the perception range centered on the combat character, control the combat character to perceive the perception event with a target probability;
[0778] Wherein, the perception range includes at least one of an auditory perception range and a visual perception range, and the target probability is related to the angle and / or distance of the perception event relative to the combat character.
[0779] Figure 34The figure shows a schematic structural diagram of a switching device for a virtual scenario provided by an exemplary embodiment of the present application. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:
[0780] A second display module 1610, configured to display a scene picture of combat characters in a turn-based combat scenario, where the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a main control virtual character;
[0781] A second control module 1620, configured to control the first combat character and the second combat character to fight in the turn-based combat scenario;
[0782] The second display module 1610, configured to display a scene picture of the combat characters in a world scenario in response to the end of the combat in the turn-based combat scenario;
[0783] A second determination module 1630, configured to determine at least one world element of the combat characters in the world scenario based on influencing factors in the turn-based combat scenario.
[0784] In some optional embodiments, the second determination module 1630 further includes a second determination sub-module.
[0785] In an optional embodiment, the second display module 1610 is configured to display a scene picture of combat characters in a turn-based combat scenario, where the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a main control virtual character;
[0786] The second control module 1620 is configured to control the first combat character and the second combat character to fight in the turn-based combat scenario;
[0787] The second display module 1610 is configured to display a scene picture of the combat characters in a world scenario in response to the end of the combat in the turn-based combat scenario;
[0788] The second determination sub-module is configured to determine the behavior of the combat characters in the world scenario based on the combat result in the turn-based combat scenario.
[0789] In some optional embodiments, the second control module 1620 includes a second control sub-module.
[0790] In an optional embodiment, the second control sub-module is configured to control the behavior of the combat characters in the world scenario based on a victory behavior pattern when the combat result of the combat characters in the turn-based combat scenario is victory;
[0791] The second control sub-module is used to control the behavior of the combat character in the world scene based on the failure behavior pattern when the combat result of the combat character in the turn-based combat scene is a failure.
[0792] In an optional embodiment, the second control sub-module is further used for:
[0793] When the combat result of the combat character in the turn-based combat scene is a victory and the combat character is in a hidden state in the turn-based combat scene, controlling the combat character to maintain the hidden state in the world scene;
[0794] When the combat result of the combat character in the turn-based combat scene is a victory and the combat character is in a state where the hidden state has been discovered in the turn-based combat scene, controlling the combat character to re-enter the hidden state in the world scene;
[0795] When the combat result of the combat character in the turn-based combat scene is a victory and the combat character is in a state where the sleep state has been awakened in the turn-based combat scene, controlling the combat character to re-enter the sleep state in the world scene;
[0796] When the combat result of the combat character in the turn-based combat scene is a victory and the combat character is in an exploration state before entering the turn-based combat scene, controlling the combat character to re-enter the exploration state in the world scene.
[0797] In an optional embodiment, the second control sub-module is further used for:
[0798] When the combat result of the combat character in the turn-based combat scene is a failure and the combat character is in a fleeing state in the turn-based combat scene, controlling the combat character to maintain the fleeing state in the world scene.
[0799] It should be noted that the specific limitations in the above embodiments of the switching device for one or more virtual scenarios can be referred to the limitations on the virtual scenario switching method in the above text, and will not be elaborated here. All or part of the modules of the above device can be implemented by software, hardware and their combinations. Each module can be embedded in the processor of the computer device in hardware form or independent of it, or stored in the memory of the computer device in software form, so that the processor can call and execute the operations corresponding to each module.
[0800] Figure 35The structure block diagram of a computer device 2400 provided by an exemplary embodiment of the present application is shown. The computer device 2400 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 2400 may also be referred to by other names such as a user device, a portable terminal, etc.
[0801] Generally, the computer device 2400 includes: a processor 2401 and a memory 2402.
[0802] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 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 2401 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 2401 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 2401 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0803] The memory 2402 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 2402 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 2402 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2401 to implement the virtual world-based human-computer interaction method provided in the embodiments of the present application.
[0804] In some embodiments, the computer device 2400 may further optionally include: a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 2404, a touch display screen 2405, a camera 2406, an audio circuit 2407, and a power supply 2408.
[0805] The peripheral device interface 2403 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0806] The radio frequency circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2404 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2404 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 2404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2404 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, 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 2404 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0807] The touch display screen 2405 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 2405 also has the ability to collect touch signals on or above the surface of the touch display screen 2405. The touch signals can be input as control signals to the processor 2401 for processing. The touch display screen 2405 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 2405, which is provided on the front panel of the computer device 2400; in other embodiments, there may be at least two touch display screens 2405, which are respectively provided on different surfaces of the computer device 2400 or are in a foldable design; in some embodiments, the touch display screen 2405 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 2400. Even more, the touch display screen 2405 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 2405 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0808] The camera 2406 is used to collect images or videos. Optionally, the camera 2406 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, and a wide-angle camera, to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and to implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera 2406 may also include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. The two-color temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0809] The audio circuit 2407 is used to provide an audio interface between the user and the computer device 2400. The audio circuit 2407 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 2401 for processing, or input to the radio frequency circuit 2404 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 2400. 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 2401 or the radio frequency circuit 2404 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 2407 may further include a headphone jack.
[0810] The power supply 2408 is used to supply power to each component in the computer device 2400. The power supply 2408 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 2408 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.
[0811] In some embodiments, the computer device 2400 further includes one or more sensors 2409. The one or more sensors 2409 include but are not limited to: an acceleration sensor 2410, a gyroscope sensor 2411, a pressure sensor 2412, an optical sensor 2413, and a proximity sensor 2414.
[0812] The acceleration sensor 2410 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 2400. For example, the acceleration sensor 2410 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 2401 can control the touch display screen 2405 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 2410. The acceleration sensor 2410 can also be used for collecting game or user motion data.
[0813] The gyroscope sensor 2411 can detect the body orientation and rotation angle of the computer device 2400. The gyroscope sensor 2411 can cooperate with the acceleration sensor 2410 to collect the 3D actions of the user on the computer device 2400. Based on the data collected by the gyroscope sensor 2411, the processor 2401 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.
[0814] The pressure sensor 2412 can be disposed on the side frame of the computer device 2400 and / or the lower layer of the touch display screen 2405. When the pressure sensor 2412 is disposed on the side frame of the computer device 2400, it can detect the holding signal of the user on the computer device 2400, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 2412 is disposed on the lower layer of the touch display screen 2405, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 2405. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0815] The optical sensor 2413 is used to collect the ambient light intensity. In one embodiment, the processor 2401 can control the display brightness of the touch display screen 2405 according to the ambient light intensity collected by the optical sensor 2413. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2405 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2405 is decreased. In another embodiment, the processor 2401 can also dynamically adjust the shooting parameters of the camera module 1406 according to the ambient light intensity collected by the optical sensor 2413.
[0816] The proximity sensor 2414, also known as the distance sensor, is usually disposed on the front of the computer device 2400. The proximity sensor 2414 is used to collect the distance between the user and the front of the computer device 2400. In one embodiment, when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually decreasing, the processor 2401 controls the touch display screen 2405 to switch from the lit state to the off state; when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually increasing, the processor 2401 controls the touch display screen 2405 to switch from the off state to the lit state.
[0817] Those skilled in the art can understand that Figure 24 the structure shown in
[0818] An embodiment of the present application further provides a computer device, which includes: a processor and a memory. At least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the virtual scene switching method provided in each of the above method embodiments.
[0819] An embodiment of the present application further provides a computer storage medium. At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the virtual scene switching method provided in each of the above method embodiments.
[0820] An embodiment of the present application further provides a computer program product. The computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium; the computer program is read and executed by the processor of the computer device from the computer-readable storage medium, so that the computer device executes the virtual scene switching method provided in each of the above method embodiments.
[0821] It should be understood that "a plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0822] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing related 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 disk, an optical disc, etc.
[0823] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent switches, improvements, 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 switching virtual scenarios, characterized in that, The method includes: Displaying a scene image of a master virtual character located in a world scene, where the master virtual character has at least one subordinate first combat character; Controlling the master virtual character to move to a target area in the world scene, where the target area includes a second combat character; In response to meeting the scene switching condition, displaying a scene image of the first combat character and the second combat character located in a turn-based combat scene; Determining the combat ability of the second combat character during combat in the turn-based combat scene based on the environmental behavior pattern of the second combat character in the world scene; Wherein, the environmental behavior pattern is the behavior pattern of the second combat character after perceiving a perception event triggered by environmental factors in the world scene.
2. The method according to claim 1, wherein The determining the combat ability of the second combat character during combat in the turn-based combat scene based on the environmental behavior pattern of the second combat character in the world scene includes at least one of the following: In the case where the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, determining the combat ability of the second combat character during combat in the turn-based combat scene according to the first environmental behavior pattern; In the case where the environmental behavior pattern is a second environmental behavior pattern triggered by a weather type, determining the combat ability of the second combat character during combat in the turn-based combat scene according to the second environmental behavior pattern; In the case where the environmental behavior pattern is a third environmental behavior pattern triggered by a terrain attribute, determining the combat ability of the second combat character during combat in the turn-based combat scene according to the third environmental behavior pattern.
3. The method according to claim 2, characterized in that, The determining the combat ability of the second combat character during combat in the turn-based combat scene according to the first environmental behavior pattern in the case where the environmental behavior pattern is a first environmental behavior pattern triggered by a time period includes: In the case where the first environmental behavior pattern is a stealth behavior pattern triggered by a first time period and the combat time belongs to the first time period, determining the combat ability of the second combat character during combat in the turn-based combat scene according to the stealth behavior pattern; The method further includes: In the case where the first environmental behavior pattern is a stealth behavior pattern triggered by the first time period and the combat time does not belong to the first time period, determining the combat ability of the second combat character during combat in the turn-based combat scene according to the daily behavior pattern or the environmental behavior pattern corresponding to the combat time; Wherein, the combat time changes following the system time in the world scene.
4. The method according to claim 2, wherein The determining the combat ability of the second combat character during combat in the turn-based combat scene according to the second environmental behavior pattern in the case where the environmental behavior pattern is a second environmental behavior pattern triggered by a weather type includes: When the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, determine the combat ability of the second combat character during combat in the turn-based combat scenario according to the stealth behavior mode; The method further includes: When the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, determine the combat ability of the second combat character during combat in the turn-based combat scenario according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type; Wherein, the current weather type changes following the system time in the world scenario, or the current weather type is changed by the skills of the second combat character.
5. The method according to claim 2, characterized in that, When the environmental behavior mode is a third environmental behavior mode triggered by a terrain attribute, determining the combat ability of the second combat character during combat in the turn-based combat scenario according to the third environmental behavior mode includes: When the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position where the second combat character is located belongs to the first terrain attribute, determine the combat ability of the second combat character during combat in the turn-based combat scenario according to the stealth behavior mode; The method further includes: When the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the position where the second combat character is located does not belong to the first terrain attribute, determine the combat ability of the second combat character during combat in the turn-based combat scenario according to the daily behavior mode or the environmental behavior mode corresponding to the terrain attribute of the position where the second combat character is located; Wherein, the position where the second combat character is located changes dynamically during the combat process in the turn-based combat scenario.
6. The method according to any one of claims 1 to 5, characterized in that Determining the combat ability of the second combat character during combat in the turn-based combat scenario includes at least one of the following: Adding a positive or negative buff state corresponding to the environmental behavior mode to the second combat character; Changing the combat logic of the second combat character to the combat logic corresponding to the environmental behavior mode; Controlling the second combat character to use an exclusive skill corresponding to the environmental behavior mode during the combat process.
7. According to the method as claimed in any one of claims 1 to 6, characterized in that The environmental behavior mode includes at least one of the following behavior modes: Stealth behavior mode; Disguise behavior mode; Sleep behavior mode; Escape behavior mode; Crazy combat mode; Alert behavior mode.
8. The method according to claim 7, characterized in that, When the environmental behavior mode includes the stealth behavior mode, the method further includes one or more of the following: When the time period belongs to the first time period, trigger the second combat character to enter the stealth behavior mode, and the type of the second combat character is related to the first time period; When the weather type belongs to the first weather type, trigger the second combat character to enter the stealth behavior mode, and the type of the second combat character is related to the first weather type; When the terrain attribute belongs to the first terrain attribute, trigger the second combat character to enter the stealth behavior mode, where the type of the second combat character is related to the first terrain attribute in which the second combat character is located; Among them, the first time period is a subset of all times in the world scene, the first weather type is a subset of all weather types in the world scene, and the first terrain attribute is a subset of all terrain attributes in the world scene.
9. The method according to any one of claims 1 to 8, characterized in that The method further includes: When the perception event occurs within the perception range centered on the second combat character, control the second combat character to perceive the perception event with a target probability; Among them, the perception range includes at least one of an auditory perception range and a visual perception range, and the target probability is related to the angle and / or distance of the perception event relative to the second combat character.
10. A switching device for virtual scenarios, characterized in that, The device includes: A first display module for displaying a scene picture of the master virtual character located in the world scene, where the master virtual character has at least one first combat character; A first control module for controlling the master virtual character to move to a target area in the world scene, where the target area includes a second combat character; A first display module for displaying a scene picture of the first combat character and the second combat character located in the turn-based combat scene in response to meeting the scene switching condition; A first determination sub-module for determining the combat ability of the second combat character during combat in the turn-based combat scene based on the environmental behavior mode of the second combat character in the world scene; Among them, the environmental behavior mode is the behavior mode of the second combat character after perceiving a perception event triggered by environmental factors in the world scene.
11. A computer device, characterized in that, The computer device includes a processor and a memory, and a computer program is stored in the memory. The computer program is loaded and executed by the processor to implement the virtual scene switching method according to any one of claims 1 to 9.
12. A computer-readable storage medium storing a computer program therein, characterized in that, When the computer program is executed by the processor, it implements the virtual scene switching method according to any one of claims 1 to 9.
13. A computer program product, characterized in that, The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual scene switching method according to any one of claims 1 to 9.