Interface display method and device based on turn battle, equipment and medium

By sharing map data with world maps in turn-based combat and relating skills to environmental factors, the problem of scene splitting in turn-based combat mode is solved, and the game strategy and experience is enhanced.

CN120346522APending Publication Date: 2025-07-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510518405.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-08-19
Publication Date
2025-07-22

AI Technical Summary

Technical Problem

In the existing technology, the combat space of the turn-based combat mode is independent of the open world, resulting in a strong sense of separation. How to eliminate this sense of boundary has become an urgent problem to be solved.

Method used

By setting up a battle map to share the same map data with the world map, and linking the skill intensity, skill effects and visual effects of virtual skills with environmental factors, enhancing the pre-war point selection dimensions, and selecting favorable battlefields to release stronger and more gorgeous skills.

Benefits of technology

Eliminates the sense of separation between the world scene and the battle scene, enhances the strategy of the game, improves the dimensions chosen by players before the war, and affects the skill effect through environmental factors, improving the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application of the invention is a divisional application of 202211001670.6. The invention discloses an interface display method and device based on turn battle, equipment and a medium, and belongs to the field of virtual environments. The method comprises the following steps: displaying a scene picture corresponding to a master control virtual character in a world map; in response to a trigger event of the turn battle, a scene picture corresponding to a pet virtual character in a battle map is displayed, the pet virtual character is a virtual character released by the master control virtual character, and the battle map is a partial map in the world map; and controlling the pet virtual character to release a virtual skill on the combat map, wherein at least one of skill intensity, skill effect and visual effect of the virtual skill is associated with an environmental factor of the combat map. According to the scheme, the split feeling of a world scene and a combat scene is eliminated.
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Description

[0001] This application is a divisional application. The application number of the parent application is 202211001670.6, the application date is August 19, 2022, and the invention title is "Interface Display Method, Device, Equipment and Medium Based on Turn-based Battle". Technical Field

[0002] Embodiments of this application relate to the field of virtual environments, and particularly to an interface display method, device, equipment and medium based on turn-based battle. Background Art

[0003] An open-world game is a game that supports players to explore to a high degree within the game world, and the map range of an open-world game is often quite large. When a player character explores the game world, various battles often occur. Different from the real-time battle mode, the turn-based battle mode focuses more on the turn order during the battle. Only when it is the turn of the player character, the player character can initiate an attack actively.

[0004] In the related art, before a player character and an enemy character engage in a turn-based battle, an independent battle space will be opened up, and the internal environment of the battle space is preset. The two characters engage in battle within the battle space and return to the open world after the battle ends.

[0005] However, in the related art, the battle space of the turn-based battle mode is independent of the open world, and there is a clear boundary between the battle space and the open world. How to eliminate the sense of boundary caused by the turn-based battle mode has become a technical problem that needs to be solved urgently. Summary of the Invention

[0006] This application provides an interface display method, device, equipment and medium based on turn-based battle, which eliminates the sense of disconnection between the world scene and the battle scene. The technical solutions are as follows:

[0007] According to one aspect of this application, an interface display method based on turn-based battle is provided. The method includes:

[0008] Display the scene picture corresponding to the main control virtual character located in the world map;

[0009] In response to the trigger event of the turn-based battle, display the scene picture corresponding to the pet virtual character located in the battle map. The pet virtual character is a virtual character released by the main control virtual character, and the battle map is a part of the world map;

[0010] Control the pet virtual character to release virtual skills on the battle map, and at least one of the skill intensity, skill effect and visual effect of the virtual skills is associated with the environmental factors of the battle map.

[0011] According to another aspect of the present application, there is provided an interface display device for turn-based battles, the device comprising:

[0012] A display module for displaying a scene picture corresponding to the main controlled virtual character located in the world map;

[0013] The display module is further configured to, in response to a trigger event of a turn-based battle, display a scene picture corresponding to a pet virtual character located in the battle map, where the pet virtual character is a virtual character released by the main controlled virtual character, and the battle map is a partial map in the world map;

[0014] A control module for controlling the pet virtual character to release virtual skills on the battle map, where at least one of the skill intensity, skill effect, and visual effect of the virtual skills is associated with the environmental factors of the battle map.

[0015] According to one aspect of the present application, there is provided a computer device, the computer device comprising: a processor and a memory, the memory storing a computer program, and the computer program being loaded and executed by the processor to implement the above-mentioned interface display method for turn-based battles.

[0016] According to another aspect of the present application, there is provided a computer-readable storage medium, the storage medium storing a computer program, and the computer program being loaded and executed by a processor to implement the above-mentioned interface display method for turn-based battles.

[0017] According to another aspect of the present application, there is provided a computer program product, the computer program product comprising computer instructions, and the computer instructions being stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the interface display method for turn-based battles provided in the above aspects.

[0018] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:

[0019] By setting the battle map for turn-based battles to share the same map data with the world map, when switching from the world scene to the battle scene, the sense of disconnection between the two is eliminated.

[0020] Moreover, at least one of the skill intensity, skill effect, and visual effect of the virtual skills is associated with the environmental factors, enhancing the strategic nature of the game. The dimension of pre-battle point selection is increased. Before entering the turn-based battle, the player can select a battlefield that is beneficial to their own side (and / or unfavorable to the other side), and the pet virtual character can release more powerful skills with more magnificent visual effects in the selected battlefield. Description of the Drawings

[0021] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can also be obtained based on these drawings.

[0022] Figure 1 It shows a schematic diagram of a scene picture of a world map provided by an exemplary embodiment;

[0023] Figure 2 It shows a schematic diagram of part of the world map in a world map provided by an exemplary embodiment being switched to a battle map;

[0024] Figure 3 It shows a block diagram of the structure of a computer system provided by an exemplary embodiment;

[0025] Figure 4 It shows a flowchart of an interface display method based on turn-based battles provided by an exemplary embodiment;

[0026] Figure 5 It shows a schematic diagram of an emotion special effect provided by an exemplary embodiment;

[0027] Figure 6 It shows a schematic diagram of a first affinity special effect provided by an exemplary embodiment;

[0028] Figure 7 It shows a schematic diagram of a second affinity special effect provided by another exemplary embodiment;

[0029] Figure 8 It shows a schematic diagram of a first conflict special effect provided by an exemplary embodiment;

[0030] Figure 9 It shows a schematic diagram of a second conflict special effect provided by an exemplary embodiment;

[0031] Figure 10 It shows a schematic diagram of the visual effect of the basic virtual skills of a pet virtual character provided by an exemplary embodiment;

[0032] Figure 11 It shows a schematic diagram of the visual effect of the fused virtual skills provided by an exemplary embodiment;

[0033] Figure 12 It shows a schematic diagram of the visual effect of the fused virtual skills provided by another exemplary embodiment;

[0034] Figure 13A schematic diagram showing the visual effect of the merged virtual skills provided by another exemplary embodiment;

[0035] Figure 14 A flowchart showing the process of turn-based battles provided by an exemplary embodiment;

[0036] Figure 15 A flowchart showing the interface display method based on turn-based battles provided by another exemplary embodiment;

[0037] Figure 16 A flowchart showing the interface display method based on turn-based battles provided by another exemplary embodiment;

[0038] Figure 17 A block diagram showing the structure of an interface display device based on turn-based battles provided by an exemplary embodiment;

[0039] Figure 18 A block diagram showing the structure of a computer device provided by an exemplary embodiment. Detailed implementation manners

[0040] Here, the exemplary embodiments will be described in detail, and the examples are shown in the drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation manners described in the following exemplary embodiments do not represent all the implementation manners consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0041] It should be understood that the "several" mentioned herein refers to one or more, and "multiple" refers to two or more. "And / or" describes the association relationship of associated objects and indicates that 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.

[0042] First, briefly introduce the nouns involved in the embodiments of the present application:

[0043] Open-world game: Optionally, an open-world game refers to a game that supports players to explore to a relatively high degree within the game world, and the map range of an open-world game is often relatively large. In the present application, the map in the open-world game is the world map.

[0044] Turn-based battle: Optionally, a turn-based battle refers to a battle mode in which both sides of the battle take turns to attack, defend, or enhance attributes according to the turn order. Different from the real-time battle mode, a turn-based battle pays more attention to the order during the battle. In one possible design, a complete turn in a turn-based battle means that all camps in the battle take turns to perform active operations of attacking, defending, or enhancing attributes. In another possible design, a complete turn means that Camp A performs active operations of attacking, defending, or enhancing attributes. In this application, the map in a turn-based battle is the battle map.

[0045] World map: Optionally, 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 form. The surface form includes 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.

[0046] Optionally, the time of the open-world game is controlled by the TOD (Time of Day, 24-hour time) system. Under the control of the TOD system, there will be time-related factors such as weather, day and night, seasons, festivals, etc. on the world map.

[0047] Battle map: Optionally, the battle map is a part of the world map. It can be understood that when entering a turn-based battle, the battle map in the battle scene and the world map in the world scene use the same map data. Optionally, when not entering a turn-based battle, the world server loads the map data of the world map, and when entering a turn-based battle, the battle server loads the data of a part of the world map, so that the battle map and the part of the map share the same map data. Refer to Figure 1 and Figure 2 As shown in Figure 16 . When the pet virtual character 12 encounters a wild virtual character 14 and enters a battle at a certain location on the world map in the virtual environment 10, one or more plots within a certain range centered on the reference position determined by the pet virtual character 12 on the world map are determined as the battle Figure 16 ground. The reference position is the position where the pet virtual character 12 is located, or the nearest suitable battle position to the pet virtual character 12. In some embodiments, the battle Figure 16 ground includes all plots within a circular range centered on the reference position with a predetermined radius; in some embodiments, the battle

[0048] World scene and battle scene: 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 shown in the user interface. For example, in the user interface, one or more plots where the main control virtual character or pet virtual character is currently located in the world map are shown, as well as some interface elements related to the above-displayed plots, the main control virtual character, the pet virtual character, etc.

[0049] The battle scene refers to the scene corresponding to the battle map. When the battle scene is displayed in the user interface, the battle map can be shown in the user interface, such as showing all or part of the plots included in the battle map. For example, in the user interface, one or more plots where the main control virtual character or pet virtual character is currently located in the battle map are shown, as well as some interface elements related to the above-displayed plots, the main control virtual character, the pet virtual character, etc.

[0050] The world scene and the battle scene can be switched. For example, switching from the world scene to the battle scene, or switching from the battle scene to the world scene.

[0051] When the world scene and the battle scene are displayed, the virtual camera can adopt different shooting perspectives. For example, when the world scene is displayed, the virtual camera shoots the world scene from the perspective of the main control virtual character (such as the first-person perspective or third-person perspective of the main control virtual character) to obtain the display screen of the world scene; when the battle scene is displayed, the virtual camera shoots the battle scene from an intermediate perspective (such as the position where the virtual camera is located in the middle and obliquely above the two sides of the battle) to obtain the display screen of the battle scene. Optionally, in the world scene and the battle scene, in addition to the above different shooting perspectives, the allowed user operations can also be different. For example, when the world scene is displayed, the user is allowed to manually adjust the perspective and control the movement of the main control virtual character or pet virtual character; when the battle scene is displayed, the user is not allowed to manually adjust the perspective or control the movement of the main control virtual character or pet virtual character, etc. Through the above method, users can make a distinction between the world scene and the battle scene perceptually. However, since the world scene and the battle scene share the same world map, and the battle map used in the battle scene is one or more plots in the world map, the switching between the world scene and the battle scene will not bring a strong sense of tearing, but a very smooth and natural switch.

[0052] Virtual environment: It is a virtual environment displayed (or provided) when an application runs on a terminal. This virtual environment can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5D virtual world, and a three-dimensional virtual world, which is not limited in this application. The following embodiments take the virtual world as a three-dimensional virtual world as an example for illustration.

[0053] Master virtual character: It refers to an active object played by a player in a virtual world. The master virtual character can be a virtual human, a virtual animal, an anime character, etc., such as: a human or an animal displayed in a three-dimensional virtual world. Optionally, the master virtual character is a three-dimensional solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0054] Pet virtual character: It refers to an active object controlled by artificial intelligence (AI) in a virtual world. The pet virtual character can be a virtual creature, a virtual animal, a virtual monster, a virtual elf, a virtual pet, etc., such as: an active object in the form of an animal or other form displayed in a three-dimensional virtual world. The pet virtual character can be subjected to at least one of the interactive operations of being captured, raised, upgraded, etc. by the master virtual character. The pet virtual character can assist the master virtual character in at least one of the interactive operations of collecting, fighting, changing plots, etc.

[0055] Figure 3 The block diagram of the computer system provided by an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.

[0056] The first terminal 120 installs and runs an application that supports a virtual environment. The application can be any one of a three-dimensional map program, a Virtual Reality (VR) application, an Augmented Reality (AR) program, an open-world game 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 a first virtual character located in the virtual environment to perform activities. The first virtual character 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 a pet virtual character, controlling the pet virtual character, raising the pet virtual character, using the pet virtual character for picking, using the pet virtual character for combat, using throwing items, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual person, such as an emulated human object or an anime character object. Exemplarily, the first user controls the first virtual character to perform activities through UI controls on the virtual environment screen, and the first user controls the first virtual character to throw the pet virtual character through UI controls on the virtual environment screen.

[0057] The first terminal 120 is connected to the server 140 through a wireless network or a wired network.

[0058] 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 obtain the location of an enemy virtual character. The control module 1422 is used to control the rendering of the virtual environment screen. The sending module 1423 is used to send responses to the client, such as sending the location of the enemy virtual character to the client. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 140 undertakes the main computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the main computing work; or, the server 140, the first terminal 120, the second terminal 160, and the third terminal 180 perform collaborative computing using a distributed computing architecture.

[0059] The second terminal 160 installs and runs an application that supports a virtual environment. The second terminal 160 is a terminal used by a second user. The second user uses the second terminal 160 to control a second virtual character located in the virtual environment to perform activities, and the second virtual character also serves as a master virtual character. The third terminal 180 installs and runs an application that supports a virtual environment. The third terminal 180 is a terminal used by a third user. The third user uses the third terminal 180 to control a third virtual character located in the virtual environment to perform activities, and the third virtual character also serves as a master virtual character.

[0060] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual environment. The first virtual character, the second virtual character, and the third virtual character belong to different camps, or the first virtual character, the second virtual character, and the third virtual character belong to the same camp.

[0061] Optionally, the applications installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the applications installed on the three terminals are of the same type on different operating system platforms (Android or iOS). The first terminal 120 can generally refer to one of multiple terminals, the second terminal 160 can generally refer to one of multiple terminals, and the third terminal 180 can generally refer to one of multiple terminals. This embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples for illustration. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 are the same or different, and the device types include at least one of: smart phones, smart watches, smart TVs, tablet computers, wearable devices, vehicle-mounted terminals, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers. The following embodiments use a smart phone as an example for illustration of the terminal.

[0062] 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 a larger number. The embodiments of the present application do not limit the number and device types of the terminals.

[0063] Hereinafter, the master virtual character can be replaced with the first master virtual character controlled by the first user, and the pet virtual character can be replaced with the first pet virtual character corresponding to the first master virtual character.

[0064] Figure 4 The flowchart of an interface display method based on turn-based battles provided by an exemplary embodiment of the present application is shown. Taking this method as being executed by Figure 3 the shown terminal (or an application that supports a virtual environment) for example, the method includes:

[0065] Step 420: Display the scene image corresponding to the main control virtual character located in the world map;

[0066] World map: Refers to the map used to carry out the activities of the main control virtual character. In one embodiment, the world map includes a castle, a market, a commercial street, a park, a forest, a hillside, a volcano, a port, a beach, etc. The world map is a map network extended with multiple scenic spots as key nodes. Optionally, since the world map has a large number of map resources for players to explore, it is also called the "big world".

[0067] Main control virtual character: Refers to the movable object played by the player in the virtual world. Pet virtual character: Refers to the movable object controlled by artificial intelligence in the virtual world. Optionally, the main control virtual character releases the pet virtual character by throwing a spherical virtual prop, and the pet virtual character can interact with the main control virtual character in the virtual world.

[0068] Schematically, during the process of the main control virtual character feeding the pet virtual character food, the pet virtual character jumps up and down around the main control virtual character, asking the main control virtual character for more food; Schematically, the pet virtual character picks fruits in the environment and delivers the fruits to the main control virtual character; Schematically, when the main control virtual character wants to barbecue, the pet virtual character sprays flames; Schematically, the pet virtual character races with the main control virtual character;

[0069] Schematically, the pet virtual character also assists or replaces the main control virtual character in combat.

[0070] In the above example, the pet virtual character will accompany the main control virtual character on adventures as a partner of the main control virtual character. Optionally, the pet virtual character and the main control virtual character have a companion growth mechanism, and the level of the pet virtual character is affected by the level of the main control virtual character. For example, the level of the pet virtual character shall not be higher than the level of the main control virtual character.

[0071] Step 440: In response to the trigger event of turn-based combat, display the scene image corresponding to the pet virtual character located in the combat map;

[0072] The trigger event of turn-based combat is used to initiate the turn-based combat of the pet virtual character.

[0073] In one example, the main control virtual character is active in the world map. In response to the main control virtual character or the pet virtual character intruding into the territory of a wild virtual character in the wild, a turn-based combat between the main control virtual character and the wild virtual character is triggered.

[0074] In another example, the main control virtual character is active in the world map. In response to the main control virtual character actively throwing a spherical virtual prop containing a pet virtual character to a wild virtual character, the pet virtual character will be released. When the pet virtual character finds that there are wild virtual characters around it, it will actively initiate a turn-based battle with the wild virtual character.

[0075] In another example, the first main control virtual character encounters the second main control virtual character in the world map, and the first main control virtual character and the second main control virtual character have a conversation, and at the end of the conversation, both parties agree to start a turn-based battle. The first main control virtual character is the main control virtual character controlled by the first player, and 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.

[0076] In another example, the first master virtual character encounters the second master virtual character in the world map, and the second master virtual character launches a surprise attack on the first master virtual character, and the first master virtual character is forced to enter a turn-based battle.

[0077] In response to confirming to conduct a turn-based battle, the user interface will switch from displaying a scene screen of a world map to displaying a scene screen of a battle map. In one embodiment, the smooth transition of the screen is performed by playing an animation. Optionally, the content of the animation includes the main control virtual character throwing a spherical virtual prop and releasing a pet virtual character from the spherical virtual prop. Optionally, the content of the animation includes a provocative screen of an enemy virtual character.

[0078] In one embodiment, before entering the turn-based battle, the main control virtual character has released the pet virtual character, and the pet virtual character and the main control virtual character are located in the world map, then after entering the turn-based battle, the main control virtual character does not need to release the pet virtual character. In another embodiment, before entering the turn-based battle, the pet virtual character is not located in the world map, then after entering the turn-based battle, the main control virtual character releases the pet virtual character.

[0079] After entering the turn-based battle, the scene corresponding to the pet virtual character located in the battle map is displayed, where the battle map is a part of the world map. Figure 2 , Figure 2 The upper part is part of the world map. Figure 2 The lower half is the battle map. In one embodiment, the world map includes a plurality of plots, the number of plots included in the partial map of the world map and the battle map is the same, the plots included in the partial map and the battle map correspond to each other, and the environmental factors remain consistent.

[0080] Optionally, the scene image of the battle map includes a pet virtual character and an enemy virtual character. The enemy virtual character can be a second master virtual character controlled by a second player, or a second pet virtual character.

[0081] Step 460: Control the pet virtual character to release a virtual skill on the battle map, where at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental factors of the battle map.

[0082] In one embodiment, a skill control is displayed in the scene image of the battle map. In response to the skill control receiving a trigger operation, control the pet virtual character to release a virtual skill on the battle map. At least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental factors of the battle map.

[0083] In one embodiment, the battle map corresponds to at least two environmental factors, and the environmental factors include weather conditions, day and night conditions, surface morphology, temperature conditions, etc.

[0084] For example, if the virtual skill is a fire-based skill and the battle map 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 fire-based skill will be significantly enhanced in the forest environment.

[0085] Optionally, after the turn-based battle ends, the user interface will also switch from displaying the scene image of the battle map to displaying the scene image of the world map. In one embodiment, a smooth transition of the screen is performed by playing an animation. Optionally, the content of the animation includes the frustrated image of the losing side. Optionally, the content of the animation includes the reward image of the winning side.

[0086] After returning to the scene image of the world map, combat traces will be shown on some parts of the world map. Schematically, due to the fierce battle between the two sides in the turn-based battle, the grassland in the battle map is set on fire, then after returning to the world map, the grassland in the world map is also set on fire. If the fire has been extinguished in the battle map, the traces after burning will be shown in the world map.

[0087] In one embodiment, Figure 4 The method shown further includes: during the turn-based battle, in the case where the environmental factors of some maps change due to reasons other than the turn-based battle, synchronously change the environmental factors of the battle map. That is, during the battle, the environmental factors of the battle map will change following the change of the environmental factors of the world map. Optionally, the reasons other than the turn-based battle refer to reasons unrelated to the turn-based battle, that is, events that change the environmental factors in the world map.

[0088] Optionally, when the i-th environmental factor of a partial map changes, the j-th environmental factor of the battle map is changed; 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.

[0089] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. The main control virtual character is holding a bonfire party on the world map. If a fire unfortunately breaks out on the world map during the battle on the battle map, causing the grass on a partial map to catch fire, then this burning effect will be synchronized to the battle map, changing the environmental factors of the land plots in the battle map.

[0090] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. During the battle, if the weather on the world map changes from sunny to rainy, then the weather condition on the battle map will also change from sunny to rainy.

[0091] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. During the battle, if the weather on the world map changes from sunny to rainy, and the land plot in the battle map was originally in a burning state, then the fire in the battle map will be extinguished, changing the surface morphology from the original "flame burning" to grassland.

[0092] In one embodiment, Figure 4 The method shown further includes: during the turn-based battle, when the environmental factors of the battle map change due to reasons within the turn-based battle, synchronously changing the environmental factors of the partial map. That is, during the battle, the environmental factors of the world map will change following the change of the environmental factors of the battle map. Optionally, the reasons within the turn-based battle refer to reasons related to the turn-based battle, that is, events that change the environmental factors in the battle map.

[0093] Optionally, when the m-th environmental factor of a partial map changes, the n-th environmental factor of the battle map is changed; where the m-th environmental factor is any one of weather conditions, day-night conditions, and surface morphology; the n-th environmental factor is any one of weather conditions, day-night conditions, and surface morphology, and both m and n are positive integers.

[0094] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. The fire-based skill released by the pet virtual character causes the grass in the battle map to catch fire, and this ignition effect will be synchronized to the world map, changing the environmental factors of the land plots in the world map.

[0095] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. The ice-type skill released by the pet virtual character freezes the water flow in the battle map, and the freezing effect will be synchronized to the world map, causing the terrain in the world map (with a water flow surface form) to also be frozen, and the surface form is changed to ice.

[0096] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. During the battle, the pet virtual character in the battle map releases a water-type skill, and the water-type skill extinguishes the flames in the battle map, then the surface form of the terrain with "flame burning" in the world map is changed to grassland.

[0097] In summary, by setting the battle map for turn-based battles and the world map to share the same map data, when switching from the world scene to the battle scene, the sense of disconnection between the two is eliminated.

[0098] Moreover, at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with environmental factors, enhancing the strategic nature of the game. The dimension of pre-battle point selection is increased. Before entering the turn-based battle, players can choose a battlefield that is beneficial to their side (and / or unfavorable to the other side), and the pet virtual character can release more powerful skills with more magnificent visual effects in the selected battlefield.

[0099] Furthermore, during the turn-based battle, the world map and the battle map maintain the synchronization of environmental factors, further eliminating the sense of disconnection between the world scene and the battle scene.

[0100] Based on Figure 4 In the optional embodiment shown, "at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental factors of the battle map" involved in step 460 can be further subdivided into: the skill intensity and / or skill effect of the virtual skill is associated with the emotional state of the pet virtual character towards the battle map.

[0101] For example, if the battle map is a grass-type environment and the pet virtual character likes grassland, then the skill power of the skill released by the virtual character in the grass-type environment is enhanced, and the skill will have an additional binding effect. For example, if it is raining in the battle map at this time and the pet virtual character dislikes rainy days, then the skill power of the skill released by the virtual character in the grass-type environment is reduced.

[0102] In one embodiment, based on the emotional state of the pet virtual character towards the battle map, 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 influence of the emotional state of the pet virtual character on the virtual skill. Schematically, Figure 5The smiling face indicates that the pet virtual character 501 likes the battle map. In response to the trigger operation received for the "smiling face" special effect, "Affinity [Strong], the sprite really likes the surrounding environment, damage increased by 50%", that is, it is displayed that the "affinity state" will increase the skill intensity by 50%.

[0103] In one embodiment, the battle map corresponds to at least two environmental factors, and the environmental factors include weather conditions, day and night conditions, surface morphology, temperature conditions, etc.

[0104] S1. When the number of environmental factors that the pet virtual character likes among at least two environmental factors is more than the number of environmental factors that the pet virtual character dislikes, the scene picture corresponding to the battle map also displays an affinity special effect for representing that the pet virtual character is in an affinity state;

[0105] Exemplarily, the weather of the battle map is sunny, and the surface morphology of the battle map is floor tiles; the pet virtual character likes sunny days, and the pet virtual character neither likes nor dislikes floor tiles, then it is determined that the number of environmental factors that the pet virtual character likes (1) among the two environmental factors is more than the number of environmental factors that the pet virtual character dislikes (0).

[0106] In one embodiment, the battle map corresponds to a first environmental factor and a second environmental factor. S1 can be further divided into the following S1-1 and S1-2.

[0107] S1-1. When the pet virtual character likes both the first environmental factor and the second environmental factor, the scene picture corresponding to the battle map also displays a first affinity special effect for representing that the pet virtual character is in a first affinity state;

[0108] Exemplarily, the weather of the battle map is sunny, and the surface morphology of the battle map is grassland. If the pet virtual character likes both sunny days and grassland, then the pet virtual character is in the first affinity state, and the user interface will display the first affinity special effect. Schematically, Figure 6 the smiling face shown is the first affinity special effect, Figure 6 and the pet virtual character 601 shown is in the first affinity state.

[0109] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0110] In one embodiment, when the pet virtual character likes the weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is surface morphology; when the pet virtual character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface morphology.

[0111] Schematically, the environmental factors of the battle map are sunny, daytime, and grassland. If the virtual pet character likes sunny days, then it is further determined that the virtual pet character likes daytime, and then it is determined that the virtual pet character likes the first environmental factor and the second environmental factor at the same time.

[0112] S1-2. When the virtual pet character likes the first environmental factor and does not dislike the second environmental factor, the corresponding scene picture of the battle map also displays a second affinity special effect for representing that the virtual pet character is in the second affinity state.

[0113] Exemplarily, the weather of the battle map is sunny, the surface form of the battle map is floor tiles, the virtual pet character likes sunny days, but does not dislike floor tiles, then the virtual pet character is in the second affinity state, and the user interface will display the second affinity special effect. Schematically, Figure 7 The smiling face shown is the second affinity special effect. Figure 7 The virtual pet character 701 shown is in the second affinity state. Comparing Figure 6 and Figure 7 , it can be seen that Figure 6 the smiling face of Figure 7 is more brilliant than that of

[0114] 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.

[0115] In one embodiment, when the virtual pet character likes the weather conditions, the first environmental factor is day-night conditions, and the second environmental factor is surface form; when the virtual pet character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface form.

[0116] Schematically, the environmental factors of the battle map are sunny, night, and grassland. If the virtual pet character likes sunny days, then it is further determined that the virtual pet character does not dislike night, and then it is determined that the virtual pet character likes the first environmental factor and does not dislike the second environmental factor (or the virtual pet character does not dislike the first environmental factor and likes the second environmental factor).

[0117] S2. When the number of environmental factors liked by the virtual pet character is less than the number of environmental factors disliked among at least two environmental factors, the corresponding scene picture of the battle map also displays a resistance special effect for representing that the virtual pet character is in a resistant state.

[0118] Exemplarily, the weather of the battle map is rainy, and the surface form of the battle map is floor tiles; the pet virtual character dislikes rainy days, and the pet virtual character neither likes nor dislikes floor tiles, then it is determined that the number of environmental factors liked by the pet virtual character among the two environmental factors (0) is less than the number of environmental factors disliked (1).

[0119] In one embodiment, the battle map corresponds to a first environmental factor and a second environmental factor. S2 can be further divided into the following S2-1 and S2-2.

[0120] S2-1, when the pet virtual character dislikes both the first environmental factor and the second environmental factor, the scene screen corresponding to the battle map further displays a first conflict special effect for representing that the pet virtual character is in a first conflict state;

[0121] Exemplarily, the weather of the battle map is rainy, and the surface form of the battle map is sandy land. If the pet virtual character dislikes both rainy days and sandy land, then the pet virtual character is in a first conflict state, and the user interface will display the first conflict special effect. Schematically, Figure 8 The shown crying face is the first conflict special effect, Figure 8 The shown pet virtual character 801 is in a first conflict state.

[0122] 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.

[0123] In one embodiment, when the pet virtual character likes the weather conditions, the first environmental factor is day-night conditions, and the second environmental factor is surface form; when the pet virtual character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface form.

[0124] Schematically, the environmental factors of the battle map are rainy days, daytime, and sandy land. If the pet virtual character dislikes rainy days, and then it is determined that the pet virtual character dislikes sandy land, then it is determined that the pet virtual character dislikes both the first environmental factor and the second environmental factor.

[0125] S2-2, when the pet virtual character dislikes the first environmental factor and does not like the second environmental factor, the scene screen corresponding to the battle map further displays a second conflict special effect for representing that the pet virtual character is in a second conflict state.

[0126] Exemplarily, the weather of the battle map is rainy, and the surface form of the battle map is floor tiles. If the pet virtual character dislikes rainy days and the pet virtual character does not like floor tiles, then the pet virtual character is in a second conflict state, and the user interface will display the second conflict special effect. Schematically, Figure 9 The shown crying face is the second conflict special effect,Figure 9 The shown pet virtual character 901 is in the second conflict state. Comparing Figure 8 and Figure 9 , it can be seen that Figure 8 's crying face is gloomier than Figure 9 's crying face, that is, the degree of conflict in the first conflict state is greater than that in the second conflict state.

[0127] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0128] In one embodiment, when the pet virtual character likes the weather conditions, the first environmental factor is day and night conditions, and the second environmental factor is surface morphology; when the pet virtual character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface morphology.

[0129] Schematically, the environmental factors of the battle map are day, night, and sand. If the pet virtual character likes day, then it is further determined that the pet virtual character does not like night. If the pet virtual character dislikes sand, then it is determined that the pet virtual character dislikes the first environmental factor and does not like the second environmental factor (or the pet virtual character does not like the first environmental factor and dislikes the second environmental factor).

[0130] In summary, by setting the skill intensity and / or skill effect of the virtual skill to be associated with the emotional state of the pet virtual character towards the battle map, considering the emotional state of the pet virtual character towards the battle map, when the pet virtual character is friendly to the battle map, the released skill has greater power.

[0131] Moreover, the above method also divides the world map and the battle map into multiple plots. The plots of some maps (in the world map) correspond one by one to the plots of the battle map, and the environmental factors on the plots also correspond one by one. The plots with different environmental factors will have different effects on the skill. Therefore, the above method further enriches the connection between the world map and the battle map, as well as the connection between the world map and turn-based battles. Affecting the power of the skill from the dimension of the environmental factors of the plot can be further subdivided into affecting the power of the skill according to the plot where the pet virtual character is located and the plot where the enemy virtual character is located, further improving the strategy of the game.

[0132] Based on Figure 4 the optional embodiment shown, the "at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental factors of the battle map" involved in step 460 can be further subdivided into: the visual effect of the virtual skill is obtained by fusing the environmental factors of the battle map with the attributes of the basic virtual skill possessed by the pet virtual character.

[0133] For example, if the battle map is a fire-element environment (the surface form is fire) and the basic virtual skill of the pet virtual character is a wind-element skill, then in the fire-element environment, the pet virtual character will release the virtual skill "Flame Tornado" that combines the wind attribute and the fire attribute. For example, if the battle map is a water-element environment (the surface form is water flow) and the basic virtual skill of the pet virtual character is a light-element skill, then in the water-element environment, the pet virtual character will release the virtual skill after combining the light attribute and the water attribute, and the combined virtual skill has the visual effect of "sparkling waves".

[0134] In one embodiment, the battle map includes at least two plots. The visual effect of the virtual skill is obtained by fusing the environmental factors of the plot where the pet virtual character is located with the attributes of the virtual skill that the pet virtual character has; and / or, the visual effect of the virtual skill is obtained by fusing the environmental factors of the plot where the enemy virtual character is located with the attributes of the virtual skill that the pet virtual character has, and the enemy virtual character is the target virtual character of the virtual skill.

[0135] For example, if the plot where the pet virtual character is located is a fire-element plot (the surface form is fire) and the basic virtual skill of the pet virtual character is a wind-element skill, then the skill released by the pet virtual character is manifested as "Flame Tornado".

[0136] For another example, if it is raining in the plot where the pet virtual character is located (the weather condition is rainy day) and the basic virtual skill of the pet virtual character is a water-element skill, then the skill released by the pet virtual character is manifested as "Water Tornado".

[0137] For another example, if the plot where the enemy virtual character is located is a water-element plot (the surface form is water flow) and the basic virtual skill of the pet virtual character is a light-element skill, then the skill released by the pet virtual character shows the visual effect of "sparkling waves".

[0138] For another example, if it is windy in the plot where the enemy virtual character is located (the weather condition is windy) and the basic virtual skill of the pet virtual character is a fire-element skill, then the skill released by the pet virtual character is manifested as "Flame Tornado".

[0139] Schematically, Figure 10 shows the basic virtual skill (light-element skill) that the pet virtual character 1001 has. Figure 11 shows the basic virtual skill (light-element skill) that the pet virtual character 1101 has. The plot where the enemy virtual character is located is a water-element plot, and the user interface shows the visual effect of "sparkling waves". Figure 12 shows the basic virtual skill (light-element skill) that the pet virtual character 1201 has. The plot where the enemy virtual character is located is a fire-element plot, and the user interface shows the visual effect of "flames shooting in all directions". Figure 13It shows the basic virtual skills (light - type skills) of the pet virtual character 1301. The plot where the enemy virtual character is located is a grass - type plot (the surface form is grass), and the user interface shows the visual effect of "plants growing".

[0140] In one embodiment, the skill intensity of the fused virtual skill is greater than that of the basic virtual skill; and / or, the skill effect of the fused virtual skill is better than that of the basic virtual skill.

[0141] For example, the skill intensity of "flame tornado" is greater than that of the wind - type skills of the pet virtual character. Compared with the wind - type skills of the pet virtual character, "flame tornado" will also have an additional burning effect.

[0142] Another example, the skill intensity of the virtual skill "sparkling" is greater than that of the light - type skills of the pet virtual character. Compared with the light - type skills of the pet virtual character, the virtual skill "sparkling" will also have an additional slowing effect.

[0143] In summary, by setting that the visual effect of the virtual skill is obtained by fusing the environmental factors of the battle map and the attributes of the basic virtual skills of the pet virtual character, considering the attributes of the virtual skill and the environmental factors of the battle map, when the two support fusion, a virtual skill with a more magnificent visual effect will be obtained, and the power of this skill will be improved.

[0144] Moreover, considering that the battle map includes multiple plots, the environmental factors of the plots where the pet virtual character and the enemy virtual character are located may be different. The visual effect of the virtual skill may be obtained by fusing the environmental factors of the plot where the pet virtual character is located and the attributes of the basic virtual skill, or may be obtained by fusing the environmental factors of the plot where the enemy virtual character is located and the attributes of the basic virtual skill. When choosing to release the virtual skill, the player can consider the plot where they are located and the plot where the enemy is located, further enhancing the strategy of the game.

[0145] Based on Figure 4 In the shown embodiment, the battle map includes at least two plots. Below, the way for the pet virtual character to release the virtual skill will be introduced with two different rounds in the turn - based battle. Figure 14 It shows the flow chart of the turn - based battle process provided exemplarily by this application. Figure 4 Step 460 in Figure 14 can be replaced by step 462 in

[0146] Step 461-1, obtaining environmental factors of the first plot and the third plot;

[0147] The first plot refers to the plot where the pet virtual character is located in the first round, and the third plot refers to the plot where the enemy virtual character is located in the first round.

[0148] In the round-based battle process provided in the present application, the pet virtual character may be in different plots (herein, different spatial positions) in different rounds, and the enemy virtual character may also be in different plots in different rounds.

[0149] Taking a pet avatar as an example, the reasons include at least one of the following:

[0150] The pet avatar is affected by the enemy avatar's skills and is forced to move to a different location.

[0151] Illustratively, during the enemy virtual character's turn, the enemy virtual character releases a skill toward the pet virtual character, and the pet virtual character is affected by the forced displacement effects such as knockback and repulsion generated by the skill, and the pet virtual character moves from the current plot to another plot.

[0152] ·The pet avatar is affected by the game settings and moves to different plots on its own initiative;

[0153] Indicatively, the game sets that each time the pet virtual character releases a virtual skill, the pet virtual character will move from the current plot to another plot.

[0154] ·The pet avatar will look for a suitable plot of land before releasing a skill each time;

[0155] Indicatively, in the first round, before the pet virtual character releases a virtual skill, it detects whether the current plot is suitable for releasing the skill. If not, the pet virtual character actively moves to a suitable plot. For example, in the previous round, the pet virtual character was forced to move to a plot with a surface shape of fire by the enemy virtual character. Before the pet virtual character releases the skill in the first round, it actively moves to the nearest plot with a surface shape of grass.

[0156] In one embodiment, the environmental factors of the first plot include but are not limited to weather conditions, day and night conditions, temperature conditions and surface morphology of the first plot. The environmental factors of the third plot include but are not limited to weather conditions, day and night conditions, temperature conditions and surface morphology of the third plot.

[0157] Step 461 - 2 , displaying a first emotional special effect for representing the emotional state of the pet virtual character toward the first plot of land;

[0158] Based on the environmental factors of the first plot obtained, the terminal displays, on the user interface, a first emotion special effect of the pet virtual character's emotional state towards the first plot. For the detailed content of the emotion special effect, please refer to the above-mentioned introduction related to Figures 5 - 9 and will not be elaborated here.

[0159] Optionally, the emotion special effect is used to affect the skill intensity and / or skill effect of the virtual skill. If the emotion special effect is affinity, the skill intensity of the virtual skill is enhanced and the skill effect is optimized; if the emotion special effect is resistance, the skill intensity of the virtual skill is reduced and the skill effect is weakened.

[0160] It should be noted that before each release of the virtual skill by the pet virtual character, the environmental factors of the plot where the pet virtual character is located are re-obtained, and the emotion special effect is displayed based on these environmental factors. Therefore, during the turn-based battle process, the skills released by the pet virtual character in each turn are closely related to the plot where the pet virtual character is located.

[0161] Step 461-3, the first virtual skill is obtained by fusing the environmental factors of the first plot with the attributes of the basic virtual skill possessed by the pet virtual character; and / or, the first virtual skill is obtained by fusing the environmental factors of the third plot with the attributes of the basic virtual skill possessed by the pet virtual character;

[0162] The first virtual skill refers to the virtual skill released by the pet virtual character in the first turn.

[0163] For example, the terminal fuses the environmental factors of the third plot obtained and the attributes of the basic virtual skill possessed by the pet virtual character to obtain the first virtual skill. For example, if the surface form of the third plot is grassland and the pet virtual character has a basic virtual skill with fire attribute, the first virtual skill obtained by fusion is manifested as "a raging fire". For the detailed content of skill fusion, please refer to the above-mentioned introduction related to Figures 10 - 13 and will not be elaborated here.

[0164] Optionally, the fused virtual skill has a visual effect different from that of the basic virtual skill. The skill intensity of the fused virtual skill is greater than that of the basic virtual skill; and / or, the skill effect of the fused virtual skill is better than that of the basic virtual skill.

[0165] It should be noted that before each release of the virtual skill by the pet virtual character, the environmental factors of the plot where the pet virtual character is located are re-obtained, and it is judged whether skill fusion is required. If it is determined to perform skill fusion according to the pre-configuration, the fused visual effect will be displayed on the user interface. Therefore, during the turn-based battle process, the skills released by the pet virtual character in each turn are closely related to the plot where the pet virtual character is located.

[0166] Step 462: Control the virtual pet character to release the first virtual skill in the first round;

[0167] Combined with the emotional state and skill fusion of the above virtual pet character, at least one of the skill intensity, skill effect, and visual effect of the first virtual skill will be affected. Control the virtual pet character to release the first virtual skill in the first round.

[0168] Step 463-1: Obtain the environmental factors of the second plot and the fourth plot;

[0169] The second plot refers to the plot where the virtual pet character is located in the second round, and the fourth plot refers to the plot where the virtual enemy character is located in the second round. In this application, the first round and the second round refer to different rounds, and the first plot and the second plot are different plots. Different plots mean that the first plot and the second plot are different in geographical location, or the environmental factors of the first plot and the second plot are different.

[0170] In one embodiment, the environmental factors of the second plot include but are not limited to the weather condition, day-night situation, temperature condition, and surface morphology of the second plot. The environmental factors of the fourth plot include but are not limited to the weather condition, day-night situation, temperature condition, and surface morphology of the fourth plot.

[0171] In the turn-based battle process provided in this application, the virtual pet character may be in different plots (here referring to different environmental factors) in different rounds, and the virtual enemy character may also be in different plots in different rounds.

[0172] Taking the virtual pet character as an example, the reasons include at least one of the following:

[0173] · In the battle map, affected by the skills of the virtual characters in its own camp and / or the virtual characters in the opponent's camp, the environmental factors of the plot are changed;

[0174] For example, if the virtual enemy character releases an ice skill towards the subordinate virtual character, the ice skill will freeze the water-based plot (the surface morphology is water flow) where the subordinate virtual character is located, then this water-based plot will change to an ice-based plot (the surface morphology is ice), and the surface morphology of this plot will be maintained in the subsequent turn-based battle. That is, the environmental factors of the battle map are associated with the battle situation in the battle process of the turn-based battle.

[0175] · In the world map, if the environmental factors of the plot change, then the environmental factors of the corresponding plot in the battle map will also change accordingly;

[0176] For example, in the world map, if the weather condition changes from sunny to rainy, then the weather condition in the battle map will also change from sunny to rainy. That is, the environmental factors of the battle map are associated with the environmental factors of the world map.

[0177] Step 463-2: Display a second emotion special effect for characterizing the emotional state of the pet virtual character towards the second plot.

[0178] Based on the environmental factors of the second plot obtained, the terminal displays a second emotion special effect of the pet virtual character's emotional state towards the second plot on the user interface. For the detailed content of the emotion special effect, please refer to the above introduction related to Figures 5 - 9 which will not be elaborated here.

[0179] Optionally, the emotion special effect is used to affect the skill intensity and / or skill effect of the virtual skill. If the emotion special effect is affinity, the skill intensity of the virtual skill is enhanced and the skill effect is optimized; if the emotion special effect is resistance, the skill intensity of the virtual skill is reduced and the skill effect is weakened.

[0180] It should be noted that before each release of the virtual skill by the pet virtual character, the environmental factors of the plot where the pet virtual character is located are re-obtained, and the emotion special effect is displayed based on these environmental factors. Therefore, during the turn-based battle process, the skills released by the pet virtual character in each turn are closely related to the plot where the pet virtual character is located.

[0181] Step 463-3: Obtain a second virtual skill by fusing the environmental factors of the second plot with the attributes of the virtual skills possessed by the pet virtual character; and / or, obtain a second virtual skill by fusing the environmental factors of the fourth plot with the attributes of the virtual skills possessed by the pet virtual character.

[0182] The second virtual skill refers to the virtual skill released by the pet virtual character in the second turn.

[0183] For example, the terminal fuses the environmental factors of the fourth plot obtained and the attributes of the basic virtual skills possessed by the pet virtual character to obtain the second virtual skill. For the detailed content of skill fusion, please refer to the above introduction related to Figures 10 - 13 which will not be elaborated here.

[0184] Optionally, the fused virtual skill has a visual effect different from that of the basic virtual skill. The skill intensity of the fused virtual skill is greater than that of the basic virtual skill; and / or, the skill effect of the fused virtual skill is better than that of the basic virtual skill.

[0185] It should be noted that before each release of the virtual skill by the pet virtual character, the environmental factors of the plot where the pet virtual character is located are re-obtained, and it is judged whether skill fusion is required. If it is determined to perform skill fusion according to the pre-configuration, the fused visual effect will be displayed on the user interface. Therefore, during the turn-based battle process, the skills released by the pet virtual character in each turn are closely related to the plot where the pet virtual character is located.

[0186] Step 464, control the virtual pet character to release the second virtual skill in the second round.

[0187] Combined with the emotional state and skill fusion of the virtual pet character above, at least one of the skill intensity, skill effect, and visual effect of the second virtual skill will be affected. Control the virtual pet character to release the second virtual skill in the second round.

[0188] In summary, by setting that the plots of the world map and the combat map are in one-to-one correspondence, the environmental factors of the plots in the combat map will change with the change of the environmental factors of the plots in the world map, and the environmental factors of the plots in the combat map will change with the combat situation of the turn-based battle. The impact (skill intensity / skill effect / visual effect) of the changed plots on the virtual pet character's skills will also change, thereby improving the strategy of the game.

[0189] Figure 15 The flowchart of the interface display method based on turn-based battle provided by an exemplary embodiment of the present application is shown. Taking the method as being executed by Figure 3 the shown terminal (or an application program supporting the virtual environment) as an example, the method includes:

[0190] Step 1501, enter the battle;

[0191] After the battle is initiated, the terminal will select a battlefield at the most suitable position closest to the initiation position. Optionally, the battlefield is a circular area with a radius equal to 10. Optionally, the battlefield includes multiple plots, and the plot is a 0.5*0.5 rectangular block. After selecting the battlefield, the terminal will detect the surface form, weather condition, and day-night situation of the battlefield, etc., and record them as the information of the battlefield.

[0192] Step 1502, obtain the environmental factors of the plots in the battlefield;

[0193] The environmental factors include two parts. The first part is the plot material. Obtain the plot material of the plot corresponding to the coordinate range where the two virtual characters are located. Through this material, in the planning configuration table, match the corresponding environmental enumeration; for example, in the planning configuration table, there are configured flame material, water flow material, ice material, grassland material, floor tile material, etc., and it is matched that the virtual pet character is in the grassland material and the enemy virtual character is in the water flow material.

[0194] The second part is the TOD environment. Obtain the combination of the weather condition and day-night situation of the plot corresponding to the coordinate range where the two virtual characters are located. In the planning configuration table, match the corresponding environmental enumeration; for example, in the planning configuration table, there are configured sunny day during the day, sunny day at night, rainy day during the day, rainy day at night, windy day during the day, windy day at night, etc., and it is matched that both virtual characters are in sunny day during the day.

[0195] Step 1503, start the battle;

[0196] Determine that the virtual pet character starts a battle with the virtual enemy character.

[0197] Step 1504, determine the emotional state of the virtual pet character towards two environmental factors;

[0198] In the above Step 1502, two environmental factors (the combination of plot material + weather conditions and day / night situation) have been obtained, and the step of determining the emotional state of the virtual pet character towards the two environmental factors is executed.

[0199] Step 1505-1, determine that the virtual pet character dislikes both environmental factors;

[0200] In the case where the virtual pet character dislikes both environmental factors of the plot it is in, execute Step 1505-2.

[0201] Step 1505-2, determine that the virtual pet character has a strong resistance to the plot it is in (skill power -50%);

[0202] Determine that the virtual pet character has a strong resistance to the plot it is in, and reduce the skill power of the virtual pet character's skill by 50%.

[0203] Step 1506-1, determine that the virtual pet character dislikes one environmental factor and neither likes nor dislikes the other environmental factor;

[0204] In the case where the virtual pet character dislikes one environmental factor of the plot it is in and neither likes nor dislikes the other environmental factor, execute Step 1506-2.

[0205] Step 1506-2, determine that the virtual pet character has a weak resistance to the plot it is in (skill power -25%);

[0206] Determine that the virtual pet character has a weak resistance to the plot it is in, and reduce the skill power of the virtual pet character's skill by 25%.

[0207] Step 1507-1, determine that the virtual pet character dislikes one environment and likes the other environment;

[0208] In the case where the virtual pet character dislikes one environment of the plot it is in and likes the other environment, execute Step 1507-2.

[0209] Step 1507-2, determine no effect;

[0210] Determine that the virtual pet character has no feeling towards the plot it is in, and the skill power of the virtual pet character's skill will not change.

[0211] Step 1508-1, determine that the virtual pet character likes one environment, is not fond of and not averse to another environment;

[0212] When the virtual pet character likes one environment and is not fond of and not averse to another environment, perform Step 1508-2.

[0213] Step 1508-2, determine that the virtual pet character has a weak affinity for the plot it is in (skill power +25%);

[0214] Determine that the virtual pet character has a weak affinity for the plot it is in and increase the skill power of the virtual character's skill by 25%.

[0215] Step 1509-1, determine that the virtual pet character likes both environmental factors;

[0216] When the virtual pet character likes both environmental factors, perform Step 1509-2.

[0217] Step 1509-2, determine that the virtual pet character has a strong affinity for the plot it is in (skill power +50%);

[0218] Determine that the virtual pet character has a strong affinity for the plot it is in and increase the skill power of the virtual character's skill by 50%.

[0219] Step 1510, determine to release a skill;

[0220] Determine that the virtual pet character will release a virtual skill.

[0221] Step 1511, is there an environmental factor that can be fused?

[0222] The terminal determines whether there is an environmental factor that can be fused between the plot where the virtual pet character is located and the plot where the enemy virtual character is located. If so, perform Step 1512; if not, perform Step 1513.

[0223] Step 1512, determine to release the skill after the skill form changes;

[0224] The terminal performs skill fusion based on the determined environmental factor that can be fused, combined with the regular skill of the virtual pet character, and determines to release the skill after the skill form changes.

[0225] Step 1513, determine to release the regular skill;

[0226] The terminal determines that there is no environmental factor that can be fused, and then determines that the virtual pet character releases the regular skill.

[0227] Step 1514, release the ultimate skill.

[0228] Control the virtual pet character to release the ultimate skill.

[0229] In summary, by setting the battle map for turn-based battles to share the same map data as the world map, when switching from the world scene to the battle scene, the sense of disconnection between the two is eliminated.

[0230] Moreover, at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with environmental factors, enhancing the strategic nature of the game. The dimension of pre-battle point selection is increased. Before entering a turn-based battle, players can choose a battlefield that is beneficial to their side (and / or unfavorable to the opponent's side), and the virtual pet character can release more powerful skills with more magnificent visual effects in the selected battlefield.

[0231] Next, the relevant content on the technical side of the interface display method based on turn-based battles will be introduced.

[0232] Figure 16 The flowchart of the interface display method based on turn-based battles provided by an exemplary embodiment of the present application is shown. Figure 16 The execution subject of the shown method embodiment can be Figure 3 the shown terminal (or an application program supporting a virtual environment), and the method can include the following steps (step 1601 to step 1605):

[0233] Step 1601, when the battle control process detects that a participant in the turn-based battle initiates a battle behavior, send a request for initiating the battle behavior to the first server.

[0234] In the embodiment of the present application, the battle control process is a process for processing content associated with the battle scene. Exemplarily, the battle control process can implement the rendering of the above battle process, such as rendering the behaviors of the virtual pet character and the enemy units during the battle process.

[0235] The participant in the turn-based battle can refer to the above virtual pet character or the enemy unit of the virtual pet character. The battle behavior can refer to the combat behavior that the participant is to execute in response to the player's battle control operation, such as releasing skills, normal attacks, escaping, using virtual items, defending, etc. The battle behavior can also refer to the combat behavior that the artificial intelligence controls the participant to execute. The embodiment of the present application does not limit this.

[0236] The first server is the background server for the application and corresponds to the battle control process. The first server can process the control signals generated by players in the battle scene by executing the battle processing logic to achieve the advancement of the above-mentioned battle process. The first server can also be used to process the initiation requests for battle actions. Exemplarily, the first server can perform logical processing on the battle actions by executing the battle action processing logic, generate battle rendering information, and perform the rendering display of the battle actions. The first server is the same as that introduced in the above embodiments and will not be elaborated here.

[0237] The initiation request for a battle action is used to request the rendering of the battle action and obtain the information required for the battle action rendering, that is, the battle rendering information. The initiation request may include identification information of the battle action, such as identification information of skills, identification information of virtual items, etc.

[0238] Optionally, when the main controlled virtual character encounters an enemy unit, the player can choose to start a turn-based battle. In one example, during the process of starting a turn-based battle, the display process of the turn-based battle screen can be as follows:

[0239] 1. In the case of entering a turn-based battle, the scene control process obtains the basic information corresponding to the participants in the turn-based battle and the environmental information corresponding to the battle scene, and sends the basic information and environmental information to the second server.

[0240] In the embodiments of the present application, the scene control process is a process for processing content associated with the world scene. Exemplarily, the scene control process can implement the rendering of the activities of the main controlled virtual character in the world scene. Among them, the scene control process and the battle control process are two different and independent processes.

[0241] The above basic information may refer to the character information required in the battle, such as information on the health value, level, attributes, skills of the participants, the attributes, skills of the enemy units, etc. Exemplarily, the above basic information may include the level and health value of the main controlled virtual character, the attributes and skills of the pet virtual character used by the main controlled virtual character, the attributes, skills of the enemy units, etc.

[0242] The environmental information corresponding to the battle scene may refer to the environmental information corresponding to the battle map, such as plot information, time information, weather information, etc. Optionally, in the first-round battle, the environmental affinity between the pet virtual character and the battle scene can be determined according to the environmental information to determine the final gain or loss effect of the skills of the pet virtual character in the first-round battle.

[0243] The second server is the background server of the target application and corresponds to the scenario control process. The second server can process the control signals generated by the player in the world scenario by executing the scenario processing logic, so as to realize the advancement and rendering of the activities of the main virtual character in the world scenario. The second server is the same as that introduced in the above embodiments and will not be elaborated here.

[0244] After receiving the basic information and environmental information, the second server sends the basic information and environmental information to the first server.

[0245] 2. The battle control process receives the battle screen of the turn-based battle from the first server; among them, the battle screen of the turn-based battle is generated by the first server according to the basic information and environmental information sent by the second server.

[0246] The battle screen may refer to the screen of the battle between the pet virtual character and the enemy unit in the battle scenario. The first server can generate the battle screen (or battle screen rendering information) based on the basic information and environmental information from the second server by executing the battle behavior processing logic, and send it to the battle control process.

[0247] 3. The battle control process displays the battle screen of the turn-based battle.

[0248] Optionally, the battle control process can directly display the battle screen in the user interface, or render the battle screen according to the battle screen rendering information. The embodiments of the present application do not make any limitations on this.

[0249] Step 1602, the battle control process receives the battle rendering information from the first server; among them, the battle rendering information is used to render the battle behavior.

[0250] The battle rendering information may refer to a series of behavior control parameters related to the battle behavior in the time dimension. According to these behavior control parameters, the pet virtual character can be controlled to complete a set of actions or performances. Exemplarily, in the case of releasing a skill in the battle behavior, the battle control process controls the pet virtual character to complete a set of skill release actions according to the battle rendering information, so as to complete the rendering of the skill release.

[0251] Step 1603, the scenario control process receives the aura rendering information from the second server; among them, the aura rendering information is generated by the second server according to the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the battle behavior, and the aura affects the elements in the battle scenario of the turn-based battle.

[0252] The halo rendering information can refer to a series of element control parameters related to the halo in the time dimension. According to these element control parameters, some elements (such as the fire element) can be controlled to complete the impact on the environment (such as the plot). Exemplarily, in the case where the halo is a flame halo, according to the corresponding halo rendering information, the conversion process of the fire element converting the plot from the grass attribute to the fire attribute can be rendered.

[0253] Optionally, the second server runs a halo processing logic. By performing logical processing on the halo indicated by the halo information (such as the identification information of the halo), the halo rendering information corresponding to the halo can be obtained. After generating the halo rendering information, the second server sends the halo rendering information to the scene control process.

[0254] In one example, when the first server determines that the battle behavior triggers a halo, it sends the halo information to the second server. When it determines that the battle behavior cannot trigger a halo, only logical processing is performed on the battle behavior to determine information such as the damage caused, the added Buff, and the displacement generated, so as to generate battle rendering information.

[0255] Optionally, the first server also correspondingly maintains a relationship table between the battle behavior and the halo. By querying this relationship table, it can be determined whether the battle behavior can trigger a halo. In the case of triggering a halo, the halo information of the halo can also be determined according to this relationship table.

[0256] Step 1604, the scene control process sends the halo rendering information to the battle control process.

[0257] After receiving the halo rendering information, the scene control process can first cache the halo rendering information. After caching the halo rendering information, it then sends the halo rendering information to the battle control process. This can enable the battle control process to first obtain the battle rendering information and then obtain the halo rendering information, so as to sequentially implement the rendering of the battle behavior and the halo (to avoid rendering the halo without warning first), making the connection between the battle behavior and the halo more natural and smooth.

[0258] Step 1605, during the process of rendering the battle behavior according to the battle rendering information, the battle control process renders the halo according to the halo rendering information.

[0259] In the case of receiving both the battle rendering information and the halo rendering information, during the process of rendering the battle behavior according to the battle rendering information, the battle control process renders the halo according to the halo rendering information. In the case of only receiving the halo rendering information, the battle control process no longer performs the rendering of the halo.

[0260] In one example, the battle control process and the scene control process share a halo rendering interface. In a turn-based battle (i.e., the battle scene), the battle control process calls this halo rendering interface and renders the halo according to the halo rendering information. After the turn-based battle ends, the scene control process replaces the battle control process to call this halo rendering interface to complete the seamless rendering of the halo.

[0261] Exemplarily, the scene control process renders the halo according to the cached halo rendering information. For example, after the turn-based battle ends, the scene control process calls the halo rendering interface and renders and displays the remaining halo corresponding to the turn-based battle according to the cached halo rendering information. The remaining halo refers to the halo that still needs to be displayed in the virtual world after integrating all the halo rendering information (for example, in a turn-based battle, some halos are cancelled from rendering).

[0262] Alternatively, during the process of the battle control process rendering the halo, the scene control process simultaneously performs halo statistics according to the cached halo rendering information and dynamically updates the remaining halo corresponding to the turn-based battle, so as to seamlessly render and display the remaining halo corresponding to the turn-based battle after the turn-based battle ends.

[0263] Optionally, after the turn-based battle ends, the battle control side synchronizes the settlement data of the turn-based battle to the scene control side at one time. Exemplarily, after the turn-based battle ends, the first server synchronizes the settlement data such as the health consumption situation, experience value acquisition situation, and virtual resource consumption situation in the turn-based battle to the second server at one time.

[0264] In one example, the display timing and display position of the halo can be indicated by the battle rendering label corresponding to the battle behavior. The battle rendering label can include the identification information of the turn-based battle, the identification information of the battle behavior, the identification information of the halo, the position corresponding to the halo (such as the plot, the affected character, etc.), the rendering details of the battle behavior, etc. This process can specifically include the following contents:

[0265] 1. The scene control process receives the battle rendering label from the second server; wherein, the battle rendering label is generated by the first server according to the battle behavior when the battle behavior meets the condition for triggering the halo.

[0266] When the first server determines that the battle behavior triggers the halo, it generates the battle rendering label of the battle behavior, then generates a call request according to the battle rendering information and the halo information, and sends the call request to the second server through the RPC (Remote Procedure Call) method. The second server then sends the battle rendering label to the scene control process.

[0267] 2. The scene control process sends the battle rendering tag to the battle control process.

[0268] After receiving the battle rendering tag and the aura rendering information from the second server, the scene control process sends the battle rendering tag and the aura rendering information to the battle control process together.

[0269] 3. During the process of rendering the battle behavior according to the battle rendering information, the battle control process renders the aura according to the aura rendering information based on the display timing and display position indicated by the battle rendering tag.

[0270] Exemplarily, the battle control process determines the display timing and display position of the aura according to the rendering details of the battle behavior in the battle rendering tag and the position corresponding to the aura, and during the process of rendering and displaying the battle behavior, when the display timing is reached, the aura is rendered and displayed at the display position (such as the target plot). For example, after the rendering of the release process of the skill that triggers the aura is completed, the rendering of the aura is performed to achieve the natural connection of the two renderings.

[0271] Exemplarily, taking the aura affecting the plots in the virtual world as an example.

[0272] In the case where the initial type of the plot is the grass type, the type of the plot changes to the fire type under the influence of the fire type aura, that is, the picture of the grass burning on the plot is rendered and displayed; or, in the case where the initial type of the plot is the water type, the type of the plot changes to the ice type under the influence of the ice type aura, that is, the picture of the water freezing on the plot is rendered and displayed; or, in the case where the initial type of the plot is the soil type, the type of the plot changes to the grass type under the influence of the grass type aura, that is, the picture of the grass growing on the plot is rendered and displayed. The embodiments of the present application do not limit this.

[0273] In the embodiments of the present application, when the pet virtual character is the attacking party, it may have an active displacement. When the pet virtual character is the attacked party, it may have a passive displacement. When being attacked by a skill, there will be a displacement process of being repelled. As the position of the pet virtual character changes, the environment it is in (including the environment of the plot it is in and the weather environment) may also change, thus affecting the battle of the pet virtual character in the subsequent rounds. Therefore, in each round of battle, it is necessary to re-determine the environmental affinity (referred to as affinity, that is, the above-mentioned affinity effect) between the pet virtual character and the virtual world, which may specifically include the following content.

[0274] 1. The battle control process sends a notification of the end of the rendering of the battle behavior to the first server.

[0275] Optionally, after the rendering of the battle behavior and the aura is completed, the battle control process sends a rendering end notification of the battle behavior to the first server. The rendering end notification is used to inform the first server that the rendering of the battle behavior and the aura is completed.

[0276] After receiving the rendering end notification, the first server generates a request to obtain updated environment information and sends the request to the second server to obtain the updated environment information. After obtaining the updated environment information, the first server determines the affinity between the participating party and the updated environment information according to the updated environment information, and the affinity affects the skill strength of the participating party. Among them, the obtain request is used to request to obtain the updated environment information, and the obtain request may include identification information corresponding to the battle behavior, plot information affected by the aura, etc. The updated environment information refers to the environment information after the battle scene is affected by the aura, such as the attributes of the plot after being affected by the aura. The first server can obtain the updated environment information corresponding to the aura according to the aura information.

[0277] 2. The battle control process receives the affinity rendering animation from the first server; among them, the affinity rendering animation is generated by the first server according to the updated environment information sent by the second server, and the updated environment information refers to the environment information after the battle scene is affected by the aura. The affinity rendering animation is used to indicate the affinity between the participating party and the updated environment information, and the affinity affects the skill strength of the participating party.

[0278] In the embodiments of the present application, the environment information may include weather information, plot information, and time information. The first server can combine the environment information and the attributes of the participating party to determine the affinity between the participating party and the environment. Exemplarily, the weather potential energy and plot potential energy corresponding to the participating party can be obtained, and then according to the weather potential energy and plot potential energy, combined with the attribute information of the participating party, the affinity between the participating party and the environment can be determined. Among them, the weather potential energy can be determined according to the weather information and time information. For example, a clear night will give the "ghost" potential energy, while a clear morning will give the "light" potential energy. The plot potential energy is determined by the type of the plot where the participating party is located. For example, a plot with a grass attribute has the "grass" potential energy.

[0279] Optionally, the degree of dislike and like of the participating party for the environment includes the following different levels: strong affinity, weak affinity, indifferent, weak resistance, strong resistance.

[0280] If the attributes of the participating party are both compatible with the weather potential energy and the plot potential energy (i.e., the participating party likes both the plot and the weather), a strong affinity effect is obtained, and the affinity is increased by 2; if the attributes of the participating party are only compatible with one of the weather potential energy and the plot potential energy and not conflicting with the other (i.e., the participating party only likes one and does not dislike the other), a weak affinity effect is obtained, and the affinity is increased by 1; if the attributes of the participating party are only compatible with one of the weather potential energy and the plot potential energy and conflicting with the other (i.e., the participating party only likes one and dislikes the other), no effect is obtained, and the affinity is increased by 0; if the attributes of the participating party are conflicting with one of the weather potential energy and the plot potential energy and not compatible with the other (i.e., the participating party only dislikes one and does not like the other), a weak conflict effect is obtained, and the affinity is decreased by 1; if the attributes of the participating party are both conflicting with the weather potential energy and the plot potential energy (i.e., the participating party dislikes both the plot and the weather), a strong conflict effect is obtained, and the affinity is decreased by 2.

[0281] If the corresponding affinity of the participating party is positive, it is regarded as triggering the environmental affinity of the participating party, and the battle behavior of the participating party is enhanced, such as increasing the range of skills, the attack power of skills, the attack effect of skills, etc. If the corresponding affinity of the participating party is negative, it is regarded as the participating party conflicting with the environment, and the battle behavior of the participating party is weakened, such as reducing the range of skills, the attack power of skills, the attack effect of skills, etc. If the corresponding affinity of the participating party is 0, the influencing ability of the battle behavior of the participating party is not adjusted.

[0282] The first server can obtain the affinity between the participating party and the updated environmental information by using the same method as above, and then generate an affinity rendering animation according to the affinity. Optionally, different affinities correspond to different affinity rendering animations. For example, the affinity rendering animation corresponding to strong affinity is a big smiling face, the affinity rendering animation corresponding to weak affinity is a smiling face, and the affinity rendering animation corresponding to strong conflict is an angry face. The affinity rendering animation can be an icon, a dynamic icon, an animation, etc., and the embodiments of the present application do not limit this.

[0283] The first server sends the generated affinity rendering animation to the battle control process.

[0284] 3. The battle control process displays the affinity rendering animation.

[0285] After receiving the affinity rendering animation, the battle control process can display the affinity rendering animation at a position near the participating party.

[0286] In summary, the technical solution provided by the embodiments of the present application realizes the battle control process and the first server to support the battle behavior processing logic to obtain the battle rendering information, and realizes the scene control process and the second server to support the aura processing logic to obtain the aura rendering information, without maintaining a copy of the battle behavior processing logic and the aura processing logic on both the battle control side and the scene control side, and only needs to maintain a copy of the scene information on the scene control side, thereby reducing the redundancy of the turn-based battle in business logic and data maintenance, and further reducing the maintenance cost.

[0287] In addition, by supporting different processes to execute the aura processing logic and the battle behavior processing logic, the decoupling between the aura processing logic and the battle behavior processing logic can be achieved, thereby improving the independence of the business logic, and further reducing the maintenance and expansion difficulty of the turn-based battle. At the same time, since the underlying code originally belonging to the first server or the second server does not need to be compatible with the first server or the second server, the code development difficulty is reduced.

[0288] In addition, in the turn-based battle, by supporting the first server to call the aura rendering information from the second server and the scene control process to provide the aura rendering information to the battle control process, the information interaction between the battle control side and the scene control side is realized, so that the battle control side and the scene control side can be consistent, and the integration degree between the battle control side and the scene control side is improved.

[0289] In addition, by indicating the display position and display timing of the aura through the battle rendering tag, not only the data transmission volume can be reduced, but also the rendering of the battle behavior and the rendering of the aura can be smoothly connected naturally, thereby reducing the data transmission volume in each interaction process, improving the rendering effect of the battle, and synchronizing the aura rendering between the battle control side and the scene control side, further improving the integration between the world scene and the battle scene.

[0290] Figure 17 The block diagram of the interface display device based on turn-based battle provided by an exemplary embodiment of the present application is shown. The device includes:

[0291] A display module 1701, configured to display a scene picture corresponding to a main control virtual character located in the world map;

[0292] The display module 1701 is further configured to, in response to a trigger event of a turn-based battle, display a scene picture corresponding to a pet virtual character located in the battle map, where the pet virtual character is a virtual character released by the main control virtual character, and the battle map is a part of the world map;

[0293] A control module 1702, configured to control a virtual pet character to release a virtual skill on a battle map, wherein at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental factors of the battle map.

[0294] In an alternative embodiment, the skill intensity and / or skill effect of the virtual skill is associated with the emotional state of the virtual pet character towards the battle map.

[0295] In an alternative embodiment, there are at least two environmental factors corresponding to the battle map. When the number of environmental factors that the virtual pet character likes among the at least two environmental factors is more than the number of environmental factors that the virtual pet character dislikes, an affinity special effect for representing that the virtual pet character is in an affinity state is further displayed on the scene picture corresponding to the battle map; when the number of environmental factors that the virtual pet character likes among the at least two environmental factors is less than the number of environmental factors that the virtual pet character dislikes, a resistance special effect for representing that the virtual pet character is in a resistance state is displayed; wherein, the skill intensity corresponding to the affinity state is higher than the skill intensity corresponding to the resistance state, and the skill effect corresponding to the affinity state is better than the skill effect corresponding to the resistance state.

[0296] In an alternative embodiment, the at least two environmental factors include a first environmental factor and a second environmental factor; when the virtual pet character likes both the first environmental factor and the second environmental factor, a first affinity special effect for representing that the virtual pet character is in a first affinity state is further displayed on the scene picture corresponding to the battle map; when the virtual pet character likes the first environmental factor and does not dislike the second environmental factor, a second affinity special effect for representing that the virtual pet character is in a second affinity state is displayed; wherein, the degree of affinity of the first affinity state is greater than the degree of affinity of the second affinity state, the skill intensity corresponding to the first affinity state is higher than the skill intensity corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is better than the skill effect corresponding to the second affinity state.

[0297] In an alternative embodiment, the at least two environmental factors include a first environmental factor and a second environmental factor; when the virtual pet character dislikes both the first environmental factor and the second environmental factor, a first resistance special effect for representing that the virtual pet character is in a first resistance state is further displayed on the scene picture corresponding to the battle map; when the virtual pet character dislikes the first environmental factor and does not like the second environmental factor, a second resistance special effect for representing that the virtual pet character is in a second resistance state is displayed; wherein, the degree of resistance of the first resistance state is greater than the degree of resistance of the second resistance state, the skill intensity corresponding to the first resistance state is lower than the skill intensity corresponding to the second resistance state; the skill effect corresponding to the first resistance state is weaker than the skill effect corresponding to the second resistance state.

[0298] In an alternative embodiment, 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.

[0299] In an alternative embodiment, when the virtual pet character likes the weather conditions, the first environmental factor is day-night conditions, and the second environmental factor is surface topography; when the virtual pet character dislikes the weather conditions, the first environmental factor is weather conditions, and the second environmental factor is surface topography.

[0300] In an alternative embodiment, when the virtual pet character likes the weather conditions, the first environmental factor is surface topography, and the second environmental factor is day-night conditions; when the virtual pet character dislikes the weather conditions, the first environmental factor is surface topography, and the second environmental factor is weather conditions.

[0301] In an alternative embodiment, the visual effect of the virtual skill is obtained by fusing the environmental factors of the combat map with the attributes of the basic virtual skill possessed by the virtual pet character.

[0302] In an alternative embodiment, the combat map includes at least two plots; the visual effect of the virtual skill is obtained by fusing the environmental factors of the plot where the virtual pet character is located with the attributes of the virtual skill possessed by the virtual pet character; and / or, the visual effect of the virtual skill is obtained by fusing the environmental factors of the plot where the enemy virtual character is located with the attributes of the virtual skill possessed by the virtual pet character, and the enemy virtual character is the target virtual character of the virtual skill.

[0303] In an alternative embodiment, the skill intensity of the fused virtual skill is greater than that of the basic virtual skill; and / or, the skill effect of the fused virtual skill is better than that of the basic virtual skill.

[0304] In an alternative embodiment, the combat map includes at least two plots; the control module 1702 is further configured to control the virtual pet character to release a first virtual skill in the first round, and the virtual pet character is in the first plot in the first round; control the virtual pet character to release a second virtual skill in the second round, and the virtual pet character is in the second plot in the second round; wherein, the first round and the second round are different rounds, and the first plot and the second plot are different plots.

[0305] In an alternative embodiment, the display module 1701 is further configured to display a first emotion special effect for characterizing the emotional state of the virtual pet character towards the plot where it is located; display a second emotion special effect for characterizing the emotional state of the virtual pet character towards the plot where it is located.

[0306] In an alternative embodiment, the control module 1702 is further configured to obtain the environmental factors of the first plot; fuse the environmental factors of the first plot with the attributes of the basic virtual skills of the pet virtual character to obtain the first virtual skill; obtain the environmental factors of the second plot; fuse the environmental factors of the second plot with the attributes of the basic virtual skills of the pet virtual character to obtain the second virtual skill.

[0307] In an alternative embodiment, the control module 1702 is further configured to obtain the environmental factors of the third plot; fuse the environmental factors of the first plot with the attributes of the basic virtual skills of the pet virtual character to obtain the first virtual skill; the third plot is the plot where the enemy virtual character is located in the first round; obtain the environmental factors of the fourth plot; fuse the environmental factors of the second plot with the attributes of the basic virtual skills of the pet virtual character to obtain the second virtual skill; the fourth plot is the plot where the enemy virtual character is located in the second round.

[0308] In an alternative embodiment, the environmental factors of the battle map are associated with the battle situation during the turn-based battle.

[0309] In an alternative embodiment, the display module 1701 is further configured to display combat traces on a part of the world map after the turn-based battle ends.

[0310] In an alternative embodiment, the display module 1701 is further configured to change the environmental factors of the battle map when the environmental factors of a part of the map change during the turn-based battle.

[0311] In an alternative embodiment, the display module 1701 is further configured to change the j-th environmental factor of the battle map when the i-th environmental factor of a part of the map changes; wherein, 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.

[0312] In an alternative embodiment, the display module 1701 is further configured to change the environmental factors of a part of the map when the environmental factors of the battle map change during the turn-based battle.

[0313] In an alternative embodiment, the display module 1701 is further configured to change the n-th environmental factor of the battle map when the m-th environmental factor of a part of the map changes; wherein, the m-th environmental factor is any one of weather conditions, day-night conditions, and surface morphology; the n-th environmental factor is any one of weather conditions, day-night conditions, and surface morphology, and both m and n are positive integers.

[0314] In summary, by setting the battle map for turn-based battles to share the same map data as the world map, the sense of disconnection between the two is eliminated when switching from the world scene to the battle scene.

[0315] Moreover, at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with environmental factors, enhancing the strategic nature of the game. The dimension of pre-battle point selection is increased. Before entering a turn-based battle, players can choose a battlefield that is beneficial to their own side (and / or unfavorable to the opponent's side), and the pet virtual character can release more powerful skills with more magnificent visual effects in the selected battlefield.

[0316] Figure 18 FIG. shows a structural block diagram of a computer device 1800 provided by an exemplary embodiment of the present application. The computer device 1800 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer, or a desktop computer. The computer device 1800 may also be referred to by other names such as a user device, a portable terminal, a laptop terminal, a desktop terminal, etc.

[0317] Generally, the computer device 1800 includes: a processor 1801 and a memory 1802.

[0318] The processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may further include an AI (Artificial Intelligence) processor, and this AI processor is used to process computational operations related to machine learning.

[0319] The memory 1802 may include one or more computer-readable storage media, and these computer-readable storage media may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, and this at least one instruction is used to be executed by the processor 1801 to implement the interface display method based on turn-based battles provided in the method embodiments of the present application.

[0320] In some embodiments, the computer device 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, the memory 1802, and the peripheral device interface 1803 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1803 through a bus, signal lines, or a circuit board. Exemplarily, the peripheral device may include at least one of a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0321] The peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0322] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so on. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1804 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.

[0323] The display screen 1805 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1805 is a touch display screen, the display screen 1805 also has the ability to collect touch signals on or above the surface of the display screen 1805. The touch signals can be input as control signals to the processor 1801 for processing. At this time, the display screen 1805 can also be 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 display screen 1805, which is provided on the front panel of the computer device 1800; in other embodiments, there may be at least two display screens 1805, which are respectively provided on different surfaces of the computer device 1800 or are in a folding design; in other embodiments, the display screen 1805 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 1800. Even further, the display screen 1805 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1805 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0324] The camera module 1806 is used to capture images or videos. Optionally, the camera module 1806 includes a front camera and a rear camera. Generally, the front camera is provided on the front panel of the terminal, and the rear camera is provided on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera respectively, to achieve functions such as background blurring by fusing the main camera and the depth-of-field camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting function or other fused shooting functions. In some embodiments, the camera module 1806 may also include a flash. The flash can be a single-color-temperature flash or a two-color-temperature flash. A two-color-temperature flash refers to a combination of a warm-light flash and a cold-light flash, which can be used for light compensation under different color temperatures.

[0325] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1801 for processing, or input to the radio frequency circuit 1804 to enable voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1807 may also include a headphone jack.

[0326] The power supply 1808 is used to supply power to each component in the computer device 1800. The power supply 1808 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0327] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0328] The acceleration sensor 1810 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1801 can control the display screen 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used for collecting game or user's motion data.

[0329] The gyroscope sensor 1811 can detect the body direction and rotation angle of the computer device 1800. The gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the 3D actions of the user on the computer device 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0330] The pressure sensor 1812 can be disposed on the side frame of the computer device 1800 and / or the lower layer of the display screen 1805. When the pressure sensor 1812 is disposed on the side frame of the computer device 1800, it can detect the holding signal of the user on the computer device 1800, and the processor 1801 can perform left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1812. When the pressure sensor 1812 is disposed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface according to the pressure operation of the user on the display screen 1805. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0331] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. For example, when the ambient light intensity is high, the display brightness of the display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera module 1806 according to the ambient light intensity collected by the optical sensor 1813.

[0332] The proximity sensor 1814, also known as a distance sensor, is usually disposed on the front panel of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the display screen 1805 to switch from the lit state to the off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the display screen 1805 to switch from the off state to the lit state.

[0333] Those skilled in the art can understand that Figure 18 the structure shown in does not limit the computer device 1800, and it may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.

[0334] This application also provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the interface display method based on turn-based battles provided in the above method embodiments.

[0335] The present application provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the interface display method based on turn-based battles provided in the foregoing method embodiments.

[0336] The serial numbers of the foregoing embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.

[0337] Those of ordinary skill in the art can understand that all or part of the steps for implementing the foregoing embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the storage medium mentioned above can be a read-only memory, a magnetic disk, an optical disc, or the like.

[0338] The foregoing are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for interface display based on turn-based battles, characterized in that, The method includes: displaying a scene picture corresponding to a main control virtual character located in a world map; in response to a triggering event of the turn-based battle, displaying a scene picture corresponding to a pet virtual character located in a battle map, where the pet virtual character is a virtual character released by the main control virtual character, and the battle map is a part of the world map; controlling the pet virtual character to release a virtual skill on the battle map, and a visual effect of the virtual skill is obtained by fusing environmental factors of the battle map and attributes of a basic virtual skill possessed by the pet virtual character.

2. The method according to claim 1, wherein The battle map includes at least two plots; the visual effect of the virtual skill is obtained by fusing environmental factors of the plot where the pet virtual character is located and attributes of a basic virtual skill possessed by the pet virtual character; and / or the visual effect of the virtual skill is obtained by fusing environmental factors of the plot where an enemy virtual character is located and attributes of a basic virtual skill possessed by the pet virtual character, where the enemy virtual character is a target virtual character of the virtual skill.

3. The method according to claim 2, wherein the skill intensity of the fused virtual skill is greater than the skill intensity of the basic virtual skill; and / or the skill effect of the fused virtual skill is better than the skill effect of the basic virtual skill.

4. The method according to any one of claims 1 to 3, characterized in that The battle map includes at least two plots; the controlling the pet virtual character to release a virtual skill on the battle map includes: obtaining environmental factors of a first plot; obtaining a first virtual skill by fusing the environmental factors of the first plot and attributes of a basic virtual skill possessed by the pet virtual character; controlling the pet virtual character to release the first virtual skill in a first round, where the pet virtual character is located in the first plot in the first round; obtaining environmental factors of a second plot; obtaining a second virtual skill by fusing the environmental factors of the second plot and attributes of a basic virtual skill possessed by the pet virtual character; controlling the pet virtual character to release the second virtual skill in a second round, where the pet virtual character is located in the second plot in the second round.

5. The method according to any one of claims 1 to 3, characterized in that, The battle map includes at least two plots; the controlling the pet virtual character to release a virtual skill on the battle map includes: obtaining environmental factors of a third plot; obtaining a first virtual skill by fusing the environmental factors of the third plot and attributes of a basic virtual skill possessed by the pet virtual character; the third plot is the plot where the enemy virtual character is located in the first round; controlling the pet virtual character to release the first virtual skill in the first round; obtaining environmental factors of a fourth plot; obtaining a second virtual skill by fusing the environmental factors of the fourth plot and attributes of a basic virtual skill possessed by the pet virtual character; the fourth plot is the plot where the enemy virtual character is located in the second round; controlling the pet virtual character to release the second virtual skill in the second round.

6. The method according to any one of claims 1 to 5, characterized in that The environmental factors include at least one of weather conditions, day and night conditions, temperature conditions, and surface conditions.

7. The method according to claim 4, wherein The first plot is selected by the pet virtual character and is adapted to the first virtual skill; The second plot is selected by the pet virtual character and is adapted to the second virtual skill.

8. An interface display device based on turn-based battles, characterized in that, The device includes: A display module, configured to display a scene picture corresponding to the master virtual character located in the world map; The display module is further configured to, in response to a trigger event of the turn-based battle, display a scene picture corresponding to the pet virtual character located in the battle map, where the pet virtual character is a virtual character released by the master virtual character, and the battle map is a partial map of the world map; A control module, configured to control the pet virtual character to release a virtual skill on the battle map, and a visual effect of the virtual skill is obtained by fusing environmental factors of the battle map with attributes of a basic virtual skill possessed by the pet virtual character.

9. A computer device, characterized in that, The computer device includes: a processor and a memory, where the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the turn-based battle-based interface display method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the turn-based battle-based interface display method according to any one of claims 1 to 7.

11. A computer program product, characterized in that, The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the turn-based battle-based interface display method according to any one of claims 1 to 7.