Pet virtual character capturing method, device, equipment, medium and product
By showcasing the struggle and escape effects of virtual pet characters in the virtual world, the problem of monotonous capture performance of virtual pet characters is solved, the uncertainty and realism of the capture process are increased, and the capture success rate is affected.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-13
- Publication Date
- 2026-03-13
AI Technical Summary
Current technologies for capturing virtual pet characters are rather monotonous, lacking challenge and realism.
In the virtual world, by displaying the struggle capture effect or struggle escape effect of the pet virtual character after the main virtual character releases capture items or skills, the uncertainty and challenge of capture are increased, and the struggle performance is linked to the final capture result, affecting the capture success rate.
It increases the uncertainty and challenge of capturing virtual pet characters, provides a more realistic capturing experience, and establishes a link between struggling behavior and capture success rate by actually affecting the capture rate.
Smart Images

Figure CN121648563A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium and product for capturing virtual pet characters. Background Technology
[0002] Role-playing game (RPG) is a genre of games in which players control a main virtual character to explore or move around in a virtual world. Optionally, players control their main virtual character to capture (tam) pet virtual characters in the virtual world.
[0003] In related technologies, a capture mechanism is provided in which, when capturing a virtual pet character, the player controls the main virtual character to attack the virtual pet character. When the attribute value of the virtual pet character decreases, a capture item is thrown at the virtual pet character to capture it.
[0004] However, the capture performance of virtual pet characters in related technologies is rather monotonous. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and product for capturing virtual pet characters, and the technical solution is as follows.
[0006] According to one aspect of this application, a method for capturing a virtual pet character is provided, the method comprising:
[0007] Displays the main virtual character located in the virtual world, as well as pet virtual characters in a wild state;
[0008] In response to the capture operation of the pet virtual character, the main control virtual character is controlled to release capture items or capture skills on the pet virtual character;
[0009] Displays the challenge capture effect for the pet virtual character, the challenge capture effect including the struggle capture effect or the struggle escape effect;
[0010] The struggle capture effect is used to represent that the pet virtual character is successfully captured after struggling, and the struggle escape effect is used to represent that the pet virtual character escapes capture after struggling.
[0011] According to one aspect of this application, a device for capturing virtual pet characters is provided, the device comprising:
[0012] The display module is used to display the main virtual character located in the virtual world, as well as the pet virtual characters in a wild state;
[0013] The control module is used to control the main control virtual character to release capture items or capture skills to the pet virtual character in response to the capture operation of the pet virtual character;
[0014] The display module is used to display the challenge capture effect for the pet virtual character, the challenge capture effect including the struggle capture effect or the struggle escape effect;
[0015] The struggle capture effect is used to represent that the pet virtual character is successfully captured after struggling, and the struggle escape effect is used to represent that the pet virtual character escapes capture after struggling.
[0016] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to implement the method for capturing a pet virtual character as described above.
[0017] According to another aspect of this application, a computer storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the method for capturing a pet virtual character as described above.
[0018] According to another aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the pet virtual character capture method as described above.
[0019] The beneficial effects of the technical solutions provided in this application include at least the following:
[0020] After the main virtual character releases a capture item or capture skill, a challenge capture effect is displayed on the virtual world screen for the pet virtual character. This challenge capture effect includes either a struggle capture effect or a struggle escape effect. On one hand, this capture method for pet virtual characters doesn't directly display success or failure, but rather shows the pet virtual character's struggle behavior under the capture item or capture skill. By showing the pet virtual character successfully captured or escapes after struggling, the uncertainty and challenge of capture are increased. Simulating the pet virtual character's struggle behavior also provides players with a more realistic capture experience. On the other hand, this capture method links the pet virtual character's struggle performance with the final capture result (capture or escape), making the pet virtual character's struggle not only visual feedback but also actually affecting the capture success rate. For example, the more intensely the pet virtual character struggles, the greater the possibility of escape, establishing a link between capture performance and capture result. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 This is a schematic diagram of the architecture of a computer system provided in one embodiment of this application;
[0023] Figure 2 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0024] Figure 3 This is a flowchart of a method for capturing a virtual pet character according to an embodiment of this application;
[0025] Figure 4 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0026] Figure 5 This is a flowchart of a method for capturing a virtual pet character according to an embodiment of this application;
[0027] Figure 6 This is a flowchart of a method for capturing a virtual pet character according to an embodiment of this application;
[0028] Figure 7 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0029] Figure 8This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0030] Figure 9 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0031] Figure 10 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0032] Figure 11 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0033] Figure 12 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0034] Figure 13 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0035] Figure 14 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0036] Figure 15 This is an overall flowchart of a method for capturing a virtual pet character provided in one embodiment of this application;
[0037] Figure 16 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0038] Figure 17 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0039] Figure 18 This is a schematic diagram of a method for capturing a virtual pet character according to an embodiment of this application;
[0040] Figure 19 This is a structural block diagram of a pet virtual character capture device provided in one embodiment of this application;
[0041] Figure 20 This is a schematic diagram of the structure of a computer device provided in one embodiment of this application. Detailed Implementation
[0042] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0043] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0044] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0045] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0046] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0047] First, let me introduce the relevant terms used in this application:
[0048] Virtual world: A virtual world displayed (or provided) by an application when it runs on a terminal. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual world can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual world; this application does not limit it in this regard. Optionally, the virtual world may also be used for virtual environment battles between at least two virtual characters, and the virtual world contains virtual resources available for use by at least two virtual characters.
[0049] The main virtual character refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.
[0050] A virtual pet character refers to a controllable, movable object in a virtual world. Optionally, the virtual pet character may be controlled by artificial intelligence (AI), or by a state machine, or by other players. This application does not limit this. A virtual pet character can be a virtual creature, virtual animal, virtual monster, virtual sprite, virtual pet, etc., such as a movable object displayed in a three-dimensional virtual world in the form of an animal or other form. The virtual pet character can be subjected to at least one of the interactive operations of capturing, raising, and leveling up by the controlling virtual character. The virtual pet character can assist the controlling virtual character in at least one of the interactive operations of gathering, fighting, and changing land plots.
[0051] Figure 1 The present application provides a structural block diagram of a computer system 100 according to an exemplary embodiment. The computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0052] The first terminal 120 is a client application that installs and runs applications supporting the virtual world. This application can be any one of the following: a 3D map application, a Virtual Reality (VR) application, an Augmented Reality (AR) application, an RPG application, a turn-based game application, or a turn-based RPG application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual world. The first virtual character acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up / capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters for gathering, using pet virtual characters for combat, using throwable items, and attacking other virtual characters. For example, the first virtual character is a first virtual persona, such as a realistic character object or an anime character object. For example, the first user controls the first virtual character's activities through UI controls on the virtual world screen, and the first user controls the first virtual character to throw pet virtual characters through UI controls on the virtual world screen.
[0053] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0054] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests from clients, such as requests to view the location of enemy virtual characters. The control module 1422 controls the rendering of the virtual world. The sending module 1423 sends responses to clients, such as sending the location of a third virtual character. Server 140 provides background services for applications supporting a three-dimensional virtual world. Optionally, server 140 undertakes the primary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake secondary computing work; or, server 140 undertakes secondary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake the primary computing work; or, server 140, the first terminal 120, the second terminal 160, and the third terminal 180 collaborate using a distributed computing architecture.
[0055] The second terminal 160 installs and runs a client application that supports the virtual world. The second terminal 160 is used by the second user, who uses it to control a second virtual character located in the virtual world; this second virtual character also acts as the master virtual character. The third terminal 180 installs and runs an application that supports the virtual world. The third terminal 180 is used by the third user, who uses it to control a third virtual character located in the virtual world.
[0056] Optionally, the first, second, and third virtual characters exist in the same virtual world. The first and second virtual characters belong to different factions, while the second and third virtual characters belong to the same faction.
[0057] Optionally, the applications installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 120, the second terminal 160, and the third terminal 180 can all 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. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.
[0058] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0059] For example, Figure 2 A schematic diagram of a method for capturing a virtual pet character provided in an exemplary embodiment of this application is shown. The method is illustrated using an example of it being executed by a client of an application that supports virtual worlds.
[0060] In related technologies, a capture mechanism is provided where, when capturing a virtual pet character, the player controls the main virtual character to attack the virtual pet character. When the virtual pet character's attribute values decrease, a capture item is thrown at it to capture the virtual pet character. However, the capture behavior of virtual pet characters in these technologies is rather monotonous.
[0061] To address the aforementioned issues, this application provides a method for capturing a virtual pet character. This method can be executed by a terminal or a client on the terminal. Optionally, the player controls a main virtual character to release a capture item onto the virtual pet character. The capture items are divided into different levels, each with varying capture power. The difficulty of obtaining the capture item increases sequentially with its level. When the game starts, a capture item control is displayed on the client. Triggering this control displays a crosshair, which is then aimed at the virtual pet character, displaying an aiming circle. Optionally, the aiming circle can be displayed in different colors, allowing the player to determine the difficulty of capturing the virtual pet character and thus the level of the capture item to use. After the capture item hits the virtual pet character, a capture determination process begins. Based on the capture value, the capture type is determined (successful capture, challenge capture, or failed capture), and the corresponding capture effect is displayed on the game interface. Capture effects include at least one of the following: no-struggle capture effect, struggling capture effect, struggling escape effect, and no-struggle failed effect.
[0062] For example, such as Figure 2 As shown in Figure (a), the client displays a virtual world screen where the main virtual character 10 is located in a virtual world. This virtual world screen also includes at least one pet virtual character 20 in a wild state. The pet virtual character 20 refers to an active object in the virtual world. Optionally, the pet virtual character 20 can be subjected to at least one of the interactive operations such as capturing, raising, and upgrading by the main virtual character 10, but is not limited thereto, and this application does not impose any limitations on this. Optionally, the pet virtual character 20 can assist the main virtual character 10 in performing at least one of the interactive operations such as gathering, fighting, and changing land plots, but is not limited thereto, and this application does not impose any limitations on this.
[0063] like Figure 2 As shown in Figure (a), a capture tool control 30 is also displayed on the virtual world screen. This capture tool control is used by the main virtual character 10 to control the capture pet virtual character 20. In response to a touch operation on the capture tool control 30, a crosshair 40 corresponding to the capture tool control 30 is displayed. The crosshair 40 is used to assist the main virtual character 10 in aiming at the virtual target. Optionally, the virtual target can be any object, such as the pet virtual character, terrain, or buildings.
[0064] Optionally, in response to an aiming operation targeting the pet virtual character 20, that is, when the virtual target is the pet virtual character 20 to be captured, the aiming crosshair 40 is aligned with the pet virtual character 20. At this time, an aiming circle 50 is displayed for the pet virtual character 20, and the level of the capture item released by the main virtual character is determined based on the prompt information of the aiming circle 50. The level of the capture item can be divided into different levels according to the difficulty of acquisition. Optionally, capture items of the same parent level include child capture items. For example, the level of capture items can be divided into common level, rare level, and exceptional level according to the difficulty of acquisition. For example, common level capture items can be further subdivided into common sub-level, advanced sub-level, and superior sub-level capture items. Optionally, different levels of capture items correspond to different capture abilities. The above is only an illustrative example and does not constitute a limitation on the classification of capture items.
[0065] In some embodiments, the prompt information displayed by the aiming circle 50 includes at least one of the following: displaying color information based on the aiming circle; displaying style information based on the aiming circle; displaying icon information based on the first circumferential position of the aiming circle; and displaying recommendation information based on the second circumferential position of the aiming circle.
[0066] In some embodiments, the prompt information of the aiming circle 50 includes color information. Optionally, the aiming circle 50 is displayed with different colors, each representing a different capture difficulty. The player judges the difficulty of capturing the pet virtual character 20 based on the color information displayed by the aiming circle 50, and thus determines the level of the capture item 60 to be used. When the color information of the aiming circle 50 is the first color, the main virtual character 10 is guided to select a capture item of the first level, where the first level is the level of the capture item currently being used by the main virtual character 10. When the color information of the aiming circle 50 is the second color, the main virtual character 10 is guided to switch from the second-level capture item to a third-level capture item, where the third level is higher than the second level. When the color information of the aiming circle 50 is the third color, the main virtual character 10 is guided to switch from the fourth-level capture item to a fifth-level capture item, where the fifth level is lower than the fourth level. When the color information of the aiming circle 50 is the fourth color, the main virtual character 10 is guided to select a capture item of a preset level, where the preset level is the level of the specified capture item.
[0067] For example, such as Figure 2As shown in Figure (b), after aiming the crosshair 40 at the pet virtual character 20, an aiming circle 50 is displayed. For example, if the aiming circle 50 is displayed in red, it indicates that the pet virtual character 20 is more difficult to capture, meaning that the main virtual character 10 has a lower probability of successfully capturing it using the capture item 60. Optionally, the player can switch the level of the pre-thrown capture item 60 by controlling the main virtual character 10. For example, if the pre-thrown capture item 60 starts at the common level, the player can choose to switch the level of the pre-thrown capture item 60 from the common level to the rare level to increase the probability of successful capture.
[0068] In one possible implementation, the main virtual character 10 is controlled to release a capture skill to capture the pet virtual character 20. Optionally, a capture skill control is displayed on the virtual world screen, and in response to a trigger operation on the capture skill control, the main virtual character 10 is shown releasing the capture skill onto the pet virtual character 20. Optionally, the capture skill manifests as a capture casting effect; for example, the capture casting effect may manifest as at least one of the following: an attack-type casting effect, a feeding-type casting effect, a healing-type casting effect, a hypnotic-type casting effect, an interaction-type casting effect, and an attribute-countering-type casting effect.
[0069] In some embodiments, after the pre-thrown capture item 60 hits the pet virtual character 20, or after a capture spell effect is cast on the pet virtual character 20, a capture determination is initiated. The capture type is determined based on the capture value, and the corresponding capture effect is displayed on the game interface. Capture effects include at least one of the following: no-struggle capture effect, struggling capture effect, struggling escape effect, and no-struggle failure effect. Specifically, a successful capture effect indicates that the pet virtual character 20 is successfully captured without struggling; a struggling capture effect indicates that the pet virtual character 20 is successfully captured after struggling; a struggling escape effect indicates that the pet virtual character 20 escapes capture after struggling; and a failed capture effect indicates that the pet virtual character 20 fails to capture without struggling.
[0070] Optionally, in response to a throwing operation of a pre-thrown capture item 60, after the pre-thrown capture item 60 hits the pet virtual character 20, or after a capture spell effect is cast on the pet virtual character 20, a capture value for the pet virtual character 20 is calculated. The capture value indicates the capture probability of capturing the pet virtual character 20. A probability range is determined based on the capture probability, and the capture effect for the pet virtual character 20 is displayed within different probability ranges.
[0071] In some embodiments, the probability range is used to indicate the capture type for the pet virtual character 20. When the capture probability of the pet virtual character 20 falls within the target probability range, the challenge capture effect for the pet virtual character 20 is displayed.
[0072] In some embodiments, when the capture probability of the pet virtual character 20 falls within a first probability interval, the capture type for the pet virtual character 20 is determined to be a successful capture type, and the capture effect for the pet virtual character 20 is displayed as a successful capture effect, which indicates that the pet virtual character 20 was successfully captured without struggling. When the capture probability of the pet virtual character 20 falls within a second probability interval, the capture type for the pet virtual character 20 is determined to be a successful capture type, and the capture effect for the pet virtual character 20 is displayed as a struggling capture effect, which indicates that the pet virtual character 20 was successfully captured after struggling. When the capture probability of the pet virtual character 20 falls within a third probability interval, the capture type for the pet virtual character 20 is determined to be a failed capture type, and the capture effect for the pet virtual character 20 is displayed as a failed capture effect, which indicates that the pet virtual character 20 was captured without struggling. Optionally, the minimum value of the first probability interval is greater than the maximum value of the second probability interval, the minimum value of the second probability interval is greater than the maximum value of the target probability interval, and the minimum value of the target probability interval is greater than the maximum value of the third probability interval.
[0073] In some embodiments, as the capture value decreases, the capture probability of the main virtual character 10 capturing the pet virtual character 20 also decreases. Optionally, within the corresponding probability range, the capture effect on the pet virtual character 20 also weakens.
[0074] For example, when the capture probability falls within the first probability range, the capture type for the virtual pet character 20 is a successful capture, meaning the capture item 60 directly and successfully captures the virtual pet character 20 without any struggle. When the capture probability falls within the second probability range, the capture type for the virtual pet character 20 is still a successful capture, but the struggle capture effect means the capture item 60 successfully captures the virtual pet character 20, and the virtual pet character 20 exhibits struggle behavior. When the capture probability falls within the target probability range, the capture type for the virtual pet character 20 is a challenge capture, which includes either a struggle capture effect or a struggle escape effect. A struggle capture effect means the virtual pet character 20 struggles and is successfully captured after struggling; or, a struggle escape effect means the virtual pet character 20 struggles and escapes capture after struggling. Optionally, n random probabilities (or random numbers) are generated at this time. The range of values of the n random probabilities is within the target probability interval. The capture probability is compared with the n random probabilities one by one. Based on the comparison results, the number of times the pet virtual character 20 struggles in the capture prop 60 is determined. If the number of struggles is greater than the number threshold, the capture effect of the pet virtual character 20 is determined to be the struggle escape effect; otherwise, it is the struggle capture effect. For example, if the target probability range is (60%, 40%), and the capture probability is 50%, taking n=4 as an example, the four generated random probabilities are 58%, 55%, 52%, and 43% respectively. The capture probability is compared with each of the four random probabilities. The number of times the capture probability is greater than n random probabilities is 1, meaning the pet virtual character 20 struggles once in the capture item 60. Taking a threshold of 3 as an example, the number of struggles is less than the threshold (1 is less than 3), meaning the capture effect of the pet virtual character 20 is a struggling capture effect. When the capture probability falls within the third probability range, the capture type for the pet virtual character 20 is a failed capture type. The failed capture effect is used to characterize the pet virtual character's failure to struggle, for example, the failed capture effect is that the pet virtual character does not struggle, and the capture item 60 is directly launched away.
[0075] In some embodiments, in response to a throwing operation of a pre-thrown capture item 60, after the pre-thrown capture item 60 hits an illegal unit, a text prompt indicating that the item cannot be captured is displayed on the game interface. Here, an illegal unit refers to a non-pet virtual character, such as a rock, a tree, or grass.
[0076] For example, such as Figure 2As shown in Figure (c), the main virtual character 10 captures the pet virtual character 20 based on the capture item 60. When the capture probability is in the first probability range, the capture type for the pet virtual character 20 is the successful capture type. The successful capture effect is that the pet virtual character 20 does not struggle, the capture item 60 successfully subdues the pet virtual character 20, and the pet virtual character 20 directly turns into starlight and is absorbed by the capture item 60.
[0077] In some embodiments, a base capture value for the pet virtual character 20 is obtained, which indicates the base capture probability of capturing the pet virtual character 20. Optionally, during the process of the main virtual character 10 capturing the pet virtual character 20, there are also some correction types that affect the size of the base capture value, and thus affect the base capture probability. Optionally, the correction type is obtained, and the base capture value is corrected based on the content indicated by the correction type to obtain the corrected base capture probability. The corrected base capture probability is the capture probability, that is, the capture probability is obtained based on the content indicated by the correction type.
[0078] Optionally, the correction type includes at least one of the following: status correction, used to indicate the correction of the pet virtual character 20's status to the base capture value; buff correction, used to indicate the correction of positive and / or negative buff effects to the base capture value; level suppression correction, used to indicate the correction of the base capture value to the level difference between the main virtual character 10 and the pet virtual character 20; consecutive capture compensation correction, used to indicate the correction of the base capture value to the main virtual character 10's continuous capture operations; and capture power correction, used to indicate the correction of the base capture value to the main virtual character 10's capture ability. For example, if the correction type is status correction, when the pet virtual character 20 is in a low health state, the pet virtual character 20's base capture value increases, that is, the capture probability of capturing the pet virtual character 20 increases. As another example, if the correction type is buff correction, when the pet virtual character 20 is a fire-type pet virtual character, when the pet virtual character 20 moves to the lakeside, its attribute value weakens, at which time the main virtual character 10 will receive a positive buff effect, that is, the capture probability of capturing the pet virtual character 20 increases. For example, the correction type is level suppression correction. When the level of the main virtual character 10 is higher than the level of the pet virtual character 20, the capture probability of the pet virtual character 20 increases, and vice versa.
[0079] Figure 3 This is a flowchart illustrating a method for capturing a virtual pet character according to an exemplary embodiment of this application. The method is applied to... Figure 1The method is illustrated using the example of the first terminal 120 and / or the second terminal 160 and / or the third terminal 180, or a virtual world-supporting client installed on the first terminal 120 and / or the second terminal 160 and / or the third terminal 180. The method includes at least the following steps 210, 220 and 230.
[0080] Step 210: Display the main virtual character in the virtual world, and the pet virtual characters in a wild state;
[0081] In some embodiments, a client supporting a virtual environment runs within the terminal device. The client's game interface displays a virtual world scene where the main virtual character is located in the virtual world. The virtual world scene also includes at least one pet virtual character in a wild state.
[0082] In this context, the main virtual character is the virtual character that plays the role of the attacker in the game. Optionally, the main virtual character can be a virtual character controlled by a player, or it can be a virtual character controlled by AI. This application embodiment uses a virtual character controlled by a player as an example for illustration. Optionally, the player manipulates the main virtual character to play the game or interact with the virtual environment.
[0083] In this context, a wild-state pet virtual character refers to an active object in the virtual world. "Wild" refers to a character or creature existing in the virtual world and moving freely according to its own behavioral patterns before being captured and tamed by a player. Optionally, a wild-state pet virtual character can be at least one of an NPC (Non-Player Character), an AI-controlled character, or a pet virtual character awaiting capture. Optionally, a pet virtual character can be displayed in any possible form. For example, the form of a pet virtual character is related to its level, environment (weather, time, terrain), and items used.
[0084] In some embodiments, the pet virtual character can be a pet virtual character to be captured. Optionally, the pet virtual character can be subjected to at least one of the interactive operations such as capturing, raising, and leveling up by the main virtual character, but is not limited thereto, and this application does not limit this. Optionally, the pet virtual character can assist the main virtual character in performing at least one of the interactive operations such as gathering, fighting, and changing land plots, but is not limited thereto, and this application does not limit this.
[0085] Optionally, the virtual pet character to be captured can be located anywhere possible in the virtual world. The location of the virtual pet character can be associated with its type, attributes, etc. For example, a grass-type virtual pet character is often found near grasslands, jungles, etc., in the virtual world. A water-type virtual pet character is often found near lakes, oceans, etc., in the virtual world. The location of the virtual pet character can also be randomly set.
[0086] In one possible implementation, the terminal displays a virtual environment through a virtual environment screen. Optionally, the virtual environment screen is a view of the virtual environment observed from the perspective of the main virtual character. The perspective refers to the angle of observation when observing the virtual environment from a first-person or third-person perspective. Optionally, in the embodiments of this application, the perspective is the angle from which the main virtual character is observed in the virtual environment through a camera model. When using a first-person perspective, the camera model is located near or at the head of the main virtual character; when using a third-person perspective, the camera model can be located behind the main virtual character and bound to it, or it can be located at any position at a preset distance from the main virtual character. The main virtual character in the virtual environment can be observed from different angles through this camera model. Optionally, in addition to first-person and third-person perspectives, perspectives also include other perspectives, such as a top-down perspective; when using a top-down perspective, the camera model can be located above the head of the main virtual character. The top-down perspective is a perspective of observing the virtual environment from an aerial viewpoint. Optionally, the camera model will not be actually displayed in the game screen; that is, the camera model will not be displayed in the virtual environment displayed in the game interface.
[0087] Step 220: In response to the capture operation of the pet virtual character, control the main virtual character to release capture items or capture skills on the pet virtual character;
[0088] The capture operation involves the player controlling the main virtual character to capture a pet virtual character. Optionally, the capture operation includes releasing capture items or capture skills on the pet virtual character.
[0089] Method 1: The main virtual character releases a capture item onto the pet virtual character.
[0090] In some embodiments, in response to a first capture triggering operation, a capture item control is displayed on the game interface. The first capture triggering operation refers to the player-triggered action of engaging in battle with a virtual pet character to be captured, using a capture item to capture the virtual pet character. The capture item control is a control used by the main virtual character to control the capture of the virtual pet character. The capture item control refers to an interactive element in the game interface used to trigger the capture operation. Optionally, the capture item control is typically presented as an icon, button, text, or other form, and this application does not limit this. For example, the capture item control could be a capture item button.
[0091] In some embodiments, in response to a capture operation on a pet virtual character, the main virtual character is controlled to release a capture item to the pet virtual character; that is, in response to a trigger operation on a capture item control, the main virtual character is controlled to release a capture item to the pet virtual character. The capture items can be divided into different levels. Optionally, the levels of capture items are classified based on their acquisition difficulty. The acquisition difficulty of capture items increases sequentially with the level. The levels of capture items include parent-level capture items and child-level capture items. Parent-level capture items include, but are not limited to, at least one of Common, Rare, and Exceptional levels. Common-level child-level items include, but are not limited to, at least one of Common, Advanced, and Superior child-level items. Rare-level child-level items include, but are not limited to, Legendary and Master child-level items. Exceptional-level child-level items include, but are not limited to, Master child-level items. The above are merely illustrative examples and do not constitute a limitation on the classification of capture items.
[0092] In some embodiments, players activate the selection mode by long-pressing (or continuously touching) the capture item control. The game interface then displays multiple candidate capture items of different levels, from which players can select a capture item of a preset level. For example, players can browse the multiple candidate capture items of different levels by swiping, view detailed information or effects of different levels of capture items, and select a capture item by swiping towards the preset level.
[0093] Optionally, different levels of capture items correspond to different visual effects. The prominence of the visual effects of capture items increases sequentially with the level. For example, the visual effects of rare-level capture items are more prominent than those of uncommon-level capture items, and the visual effects of uncommon-level capture items are more prominent than those of common-level capture items. For example, the visual effects of superior-level capture items are more prominent than those of advanced-level capture items, and the visual effects of advanced-level capture items are more prominent than those of common-level capture items. Optionally, the visual effects of capture items include, but are not limited to, at least one of color, style, material, and animation effects.
[0094] In some embodiments, the display form of the capture prop includes, but is not limited to, at least one of the following: capture gourd, capture ball, capture net, capture strap or rope, and magic charm. The above are merely illustrative examples and do not constitute a limitation on the display form of the capture prop.
[0095] For example, such as Figure 4 As shown, capture items are categorized by difficulty of acquisition, and different levels of capture items have different visual effects. Taking the Star Spirit Gourd (a type of capture gourd) as an example, the visual effects of different capture items are explained below. Figure 4 Part (a) of the image represents a common Star Spirit Gourd of the common level. Figure 4 Part (b) of the image represents a high-level Star Spirit Gourd within the normal tier. Figure 4 Part (c) of the image represents a superior-grade Star Spirit Gourd within the normal tier. Figure 4 The image in section (d) belongs to the Legendary Celestial Gourd in the Rare tier. Figure 4 The image in section (e) belongs to the Master Celestial Gourd category of the Rare tier. Figure 4 The image in section (f) belongs to the Master Celestial Gourd in the Rare tier.
[0096] Optionally, different levels of capture items correspond to different capture abilities. The capture ability of a capture item increases sequentially with its level. For example, a rare capture item has a higher capture ability than an uncommon capture item, and an uncommon capture item has a higher capture ability than a common capture item. For example, a superior sub-level capture item has a higher capture ability than a high-level sub-level capture item, and a high-level sub-level capture item has a higher capture ability than a common sub-level capture item.
[0097] In some embodiments, the acquisition of capture items is related to the level of the main virtual character. Optionally, the acquisition of capture items is positively correlated with the level of the main virtual character. As the level of the main virtual character increases, the level of the capture items increases; that is, the higher the level of the main virtual character, the greater the likelihood that the main virtual character will acquire higher-level capture items.
[0098] In some embodiments, the methods of obtaining capture items include, but are not limited to, at least one of the following:
[0099] • Obtain rewards by completing designated tasks based on the main virtual character;
[0100] • Obtain fragments based on the main virtual character;
[0101] • Unlocked based on the main virtual character reaching a preset level;
[0102] • Based on the main virtual character picking up and acquiring items in the virtual world;
[0103] • Obtained through virtual gifts from teammates;
[0104] • Obtained through purchases in the store based on the main virtual character;
[0105] • Based on the interaction between the main virtual character and the pet virtual character;
[0106] • Obtained by defeating pet virtual characters using the main virtual character;
[0107] • The process involves acquiring raw materials based on the main virtual character;
[0108] • Create and acquire virtual characters based on captured pets.
[0109] The above is merely an illustrative description of how to obtain capture items and does not constitute a limitation on the capture items.
[0110] Method 2: The main virtual character releases a capture skill on the pet virtual character.
[0111] In some embodiments, in response to a second capture triggering operation, a capture skill control is displayed on the game interface. The second capture triggering operation refers to an operation initiated by the player to engage in battle with a virtual pet character to be captured, using a capture skill to capture that virtual pet character. The capture skill control is a control used by the main virtual character to release a capture skill and control the capture of the virtual pet character. The capture skill control refers to an interactive element in the game interface used to trigger the capture operation. Optionally, the capture skill control is typically presented as an icon, button, text, or other form, and this application is not limited in this regard. For example, the capture skill control could be a capture skill button.
[0112] In some embodiments, in response to a capture operation on a pet virtual character, the main virtual character is controlled to release a capture skill on the pet virtual character; that is, in response to a trigger operation on the capture skill control, the main virtual character is controlled to release a capture skill on the pet virtual character. Optionally, the capture skill includes, but is not limited to, at least one of attack-type capture skills, feeding-type capture skills, healing-type capture skills, hypnosis-type capture skills, interaction-type capture skills, and attribute-advantage-type capture skills. In one possible implementation, the capture skill manifests as a capture casting effect. Optionally, the capture casting effect includes, but is not limited to, at least one of attack-type casting effects, feeding-type casting effects, healing-type casting effects, hypnosis-type casting effects, interaction-type casting effects, and attribute-advantage-type casting effects. Optionally, different types of capture casting effects have different display forms. Optionally, the display form of the capture casting effect includes, but is not limited to, at least one of light effects, sound effects, animation effects, energy fluctuations, particle effects, magic circles, and light band binding, and this application does not limit it in this regard.
[0113] Optionally, in response to the selection of an attack-type capture skill, the attack-type spellcasting effect released by the main virtual character on the pet virtual character is displayed. Here, the attack-type capture skill is a skill used to inflict damage or negative effects on the pet virtual character, and the attack-type spellcasting effect is used to inflict damage or negative status effects on the pet virtual character, applicable to pet virtual characters that require capture or control through force.
[0114] Optionally, in response to the selection of a feeding-type capture skill, the feeding-type spell effect cast by the main virtual character on the pet virtual character is displayed. The feeding-type capture skill is used to provide buffs to the pet virtual character, and the feeding-type spell effect is used to provide food or other resources to the pet virtual character, solving its hunger problem or increasing its affinity.
[0115] Optionally, in response to the selection of a healing-type capture skill, the healing-type spell effect cast by the main virtual character on the pet virtual character is displayed. Healing-type capture skills are used to heal damage to the pet virtual character or remove negative status effects. Healing-type spell effects are used to restore the pet virtual character's health or alleviate its injured state, and are applicable when the pet virtual character is injured or in a poor state.
[0116] Optionally, in response to the selection of a hypnotic-type capture skill, the hypnotic-type spell effect cast by the main virtual character on the pet virtual character is displayed. Hypnotic-type capture skills are used to put the pet virtual character to sleep or reduce its alertness. Hypnotic-type spell effects are used to put the pet virtual character to sleep, reducing its resistance and mobility, making it easier to capture.
[0117] Optionally, in response to the selection of an interaction-type capture skill, the interaction-type spell effect released by the controlling virtual character on the pet virtual character is displayed. The interaction-type capture skill is used to promote interaction or build a relationship with the target. The interaction-type spell effect is used to directly interact with the pet, increasing the pet virtual character's intimacy or friendliness, and increasing its receptivity to capture, such as through petting, communication, or training.
[0118] Optionally, in response to the selection of a capture skill of type advantage / disadvantage, the elemental advantage / disadvantage type casting effect released by the main virtual character on the pet virtual character is displayed. Elemental advantage / disadvantage type capture skills are used to counter specific attributes or reduce the attribute advantage of the pet virtual character. Elemental advantage / disadvantage type casting effects utilize the attribute advantage / disadvantage relationship between the pet virtual character to cast casting effects with attribute advantage / disadvantage, increasing the probability of successful capture.
[0119] In some embodiments, the controlling virtual character releases a capture skill to the pet virtual character based on the pet virtual character's status information. Optionally, the pet virtual character's status information includes at least one of the pet virtual character's personality, real-time status, and attributes.
[0120] For example, the status information includes the pet's personality. If the pet's personality is aggressive, the controlling virtual character uses an attack-type capture skill on the pet; if the pet's personality is docile, the controlling virtual character uses a feeding-type capture skill on the pet; if the pet's personality is timid, the controlling virtual character uses a hypnotic-type capture skill on the pet.
[0121] For example, the status information includes the real-time status of the pet virtual character. If the pet virtual character is in a hungry state, the capture skill released by the main virtual character on the pet virtual character is a feeding type capture skill; if the pet virtual character's personality is in an alert state, the capture skill released by the main virtual character on the pet virtual character is a hypnotic type capture skill; if the pet virtual character's personality is in an injured state, the capture skill released by the main virtual character on the pet virtual character is a healing type capture skill.
[0122] For example, the status information includes the attributes of the pet virtual character. If the pet virtual character's attribute is fire, the capture skill used by the main virtual character is a water-type capture skill that is effective against the pet virtual character; if the pet virtual character's attribute is water, the capture skill used by the main virtual character is an ice-type capture skill that is effective against the pet virtual character; if the pet virtual character's attribute is dark, the capture skill used by the main virtual character is a light-type capture skill that is effective against the pet virtual character.
[0123] The above is merely an illustrative description of the capture skill and does not constitute a limitation on the capture skill.
[0124] Step 230: Display the challenge capture effect for the pet virtual character. The challenge capture effect includes a struggle capture effect or a struggle escape effect.
[0125] The "challenge capture effect" refers to the capture effect caused by the struggle behavior of the virtual pet character during the capture process. Optionally, the challenge capture effect includes a struggle capture effect or a struggle escape effect.
[0126] In some embodiments, in response to a capture operation targeting a pet virtual character, the main virtual character is controlled to release a capture item to the pet virtual character; or, in response to a capture operation targeting a pet virtual character, the main virtual character is controlled to release a skill to the pet virtual character, thereby capturing the pet virtual character.
[0127] Optionally, after the main virtual character releases a capture item or capture skill, a challenge capture effect is displayed for the pet virtual character. Optionally, the challenge capture effect includes a struggle capture effect or a struggle escape effect. The struggle capture effect indicates that the pet virtual character is successfully captured after struggling. The struggle escape effect indicates that the pet virtual character escapes capture after struggling.
[0128] In some embodiments, different challenge capture effects are displayed depending on the capture conditions. When the preset capture conditions are met, the challenge capture effect displayed for the pet virtual character is either a struggling capture effect or a struggling escape effect.
[0129] In summary, the method provided in this application allows players to select a virtual pet character to capture based on their needs by releasing capture tool controls or capture skills. The player then chooses a suitable capture tool or skill based on the virtual pet character's characteristics or current state. After releasing the capture tool or skill, a challenge capture effect is displayed on the virtual world screen, including a struggle capture effect or a struggle escape effect. On one hand, this capture method for virtual pet characters does not directly display success or failure, but rather shows the virtual pet character's struggle behavior under the capture tool or skill. By displaying whether the virtual pet character is successfully captured or escapes after struggling, the uncertainty and challenge of capture are increased. Simulating the virtual pet character's struggle behavior also provides players with a more realistic capture experience. On the other hand, this capture method links the virtual pet character's struggle performance with the final capture result (capture or escape), making the virtual pet character's struggle not just a visual feedback but actually affecting the capture success rate. For example, the more intensely the virtual pet character struggles, the greater the possibility of escape, establishing a connection between capture performance and capture result.
[0130] Different capture conditions will display different challenge capture effects.
[0131] In some embodiments, different challenge capture effects are displayed depending on the capture conditions. When the preset capture conditions are met, the challenge capture effect displayed for the pet virtual character is either a struggling capture effect or a struggling escape effect.
[0132] Figure 5 This is a flowchart illustrating the capture of a virtual pet character according to an exemplary embodiment of this application. Step 230 above can be replaced by step 231 or step 232.
[0133] Step 231: If the first capture condition is met, display the challenge capture effect for the pet virtual character as a struggle capture effect. The struggle capture effect includes the successful capture of the pet virtual character after the first form of struggle.
[0134] Among them, the struggle capture effect is used to represent the successful capture of the pet virtual character after struggling.
[0135] In some embodiments, the first capture condition is a preset condition or rule that determines whether the pet virtual character will trigger a struggling capture effect during the capture process. Optionally, the first capture condition is a fixed condition, or the first capture condition is a dynamic condition. A fixed condition refers to a specific, fixed condition set during the capture process that does not change with the game state or other factors. Optionally, a fixed condition is the same condition applicable to all pet virtual characters. A dynamic condition refers to a condition that changes dynamically during the capture process based on the game state or other factors. Optionally, a dynamic condition may change dynamically for different pet virtual characters.
[0136] For example, the first capture condition is a fixed condition. When the main virtual character uses a capture tool to capture the pet virtual character, the first capture condition is the number of times the pet virtual character struggles in the capture tool. For example, if the pet virtual character struggles less than three times in the capture tool, the first capture condition is met. When capturing different pet virtual characters, if each pet virtual character struggles less than three times in the capture tool, the first capture condition is considered met, and the challenge capture effect for the pet virtual character is displayed as a struggle capture effect.
[0137] For example, the first capture condition is a dynamic condition. Optionally, the first capture condition is related to at least one of the following factors:
[0138] • The level of the capture item released by the main virtual character;
[0139] • The types of capture items released by the main virtual character;
[0140] • The level of the pet's virtual character when it is captured;
[0141] • The state of a virtual pet character when it is captured;
[0142] • Interaction between the main virtual character and the pet virtual character before capture;
[0143] • The attribute restraint relationship between the main virtual character and the pet virtual character;
[0144] • The number of times the main virtual character captures the pet virtual character.
[0145] The reference factors corresponding to the first capture condition (the level of the capture item, the type of capture item, attribute advantages and disadvantages, the number of capture attempts, etc.) are dynamic conditions that may change with the player's actions and the progress of the game. For example, the level of the capture item may increase as the game progresses, the type of capture item and attribute advantages and disadvantages will also affect the capture effect, and an increase in the number of capture attempts may change the capture success rate.
[0146] When the first capture condition is dynamic, the first capture condition includes, but is not limited to, at least one of the following: the level of the capture item is higher than the first level; the level of the capture item is higher than the level of the pet virtual character; the level of the main virtual character is higher than the level of the pet virtual character. For example, if the pet virtual character is in an injured state when being captured, it is considered that the first capture condition is met, and the challenge capture effect for the pet virtual character is displayed as a struggling capture effect.
[0147] In some embodiments, if a first capture condition is met, the pet virtual character is displayed as successfully captured after a first form of struggle. Here, the first form refers to the behavior or state exhibited by the pet virtual character when captured under the first capture condition.
[0148] Optionally, the first form includes, but is not limited to, at least one of the following: number of struggles, range of motion, duration of struggle, sound effects of struggle, and animation effects. The number of struggles refers to the number of times the virtual pet character exhibits struggling movements during the capture process. The range of motion refers to the range or intensity of the virtual pet character's movements during struggle. The duration of struggle refers to the length of time the virtual pet character continues to struggle during the capture process. Sound effects of struggle refer to the sound effects emitted by the virtual pet character during struggle, used to enhance realism. Animation effects refer to the visual animation effects displayed during the capture process.
[0149] In some embodiments, the first form of struggling is used to simulate the natural reaction of a pet virtual character when captured. Different pet virtual characters behave differently under the first form of struggling. Exemplary examples include, but are not limited to, jumping, twisting, flipping, swaying, and dancing under the first form of struggling. For example, an insect-type pet virtual character jumps back and forth under the first form of struggling. Another example is a winged pet virtual character that flips up and down under the first form of struggling. The above are merely illustrative examples and do not constitute a limitation on the struggling behavior.
[0150] In some embodiments, the virtual pet character alters the virtual environment during a first-form struggle. Optionally, in response to the virtual pet character's first-form struggle, the virtual environment in which the virtual pet character is located is changed. Optionally, at least one of the following in the virtual environment—the state of objects, their positions, terrain, and weather—is changed.
[0151] For example, during the first form of struggle, the pet virtual character might knock over objects in the virtual environment, such as trees; or, during the first form of struggle, the position of objects might change, such as a rock being knocked from position A to position B; or, during the first form of struggle, the surrounding terrain might change, such as the ground becoming unstable, cracking, and gradually turning into mud; or, during the first form of struggle, the weather in the virtual environment might change, such as a thunderstorm being triggered, turning the sky from clear to overcast. These are merely illustrative examples and do not constitute a limitation on altering the virtual environment.
[0152] Step 232: If the second capture condition is met, the challenge capture effect for the pet virtual character is displayed as a struggle escape effect. The struggle capture effect includes the pet virtual character escaping capture after struggling in the second form.
[0153] Among them, the struggle and escape effect is used to represent the virtual pet character escaping capture after struggling.
[0154] In some embodiments, the second capture condition is a preset condition or rule that determines whether the pet virtual character will trigger a struggle to escape effect during the capture process. Optionally, the second capture condition is a fixed condition, or it is a dynamic condition. A fixed condition refers to a specific, fixed condition set during the capture process that does not change with the game state or other factors. Optionally, a fixed condition is the same condition applicable to all pet virtual characters. A dynamic condition refers to a condition that changes dynamically during the capture process based on the game state or other factors. Optionally, a dynamic condition changes dynamically for different pet virtual characters.
[0155] For example, the second capture condition is a fixed condition. When the main virtual character uses a capture tool to capture the pet virtual character, the second capture condition is the number of times the pet virtual character struggles in the capture tool. For example, if the pet virtual character struggles more than three times in the capture tool, the second capture condition is met. When capturing different pet virtual characters, if each pet virtual character struggles more than three times in the capture tool, the second capture condition can be considered met, and the challenge capture effect for the pet virtual character will be displayed as a struggle escape effect.
[0156] For example, the second capture condition is a dynamic condition. Optionally, the second capture condition is related to at least one of the following factors:
[0157] • The level of the capture item released by the main virtual character;
[0158] • The types of capture items released by the main virtual character;
[0159] • The level of the pet's virtual character when it is captured;
[0160] • The state of a virtual pet character when it is captured;
[0161] • Interaction between the main virtual character and the pet virtual character before capture;
[0162] • The attribute restraint relationship between the main virtual character and the pet virtual character;
[0163] • The number of times the main virtual character captures the pet virtual character.
[0164] Among them, the reference factors corresponding to the second capture condition (the level of the capture item, the type of capture item, the attribute advantage / disadvantage relationship, the number of capture attempts, etc.) are dynamic conditions that may change with the player's actions and the progress of the game. For example, the level of the capture item may increase as the game progresses, the type of capture item and the attribute advantage / disadvantage relationship will also affect the capture effect, and the increase in the number of capture attempts may change the capture success rate.
[0165] When the second capture condition is dynamic, the second capture condition includes, but is not limited to, at least one of the following: the level of the capture item is lower than the level of the first capture item; the level of the capture item is lower than the level of the pet virtual character; the level of the main virtual character is lower than the level of the pet virtual character. For example, if the level of the pet virtual character is higher than the level of the main virtual character when it is captured, the second capture condition is considered to be met, and the challenge capture effect for the pet virtual character is displayed as a struggle escape effect.
[0166] Optionally, if the second capture condition is met, the pet virtual character is displayed as escaping capture after struggling in a second form. Here, the second form refers to another behavior or state exhibited by the pet virtual character when captured under the second capture condition.
[0167] Optionally, the second form includes, but is not limited to, at least one of the following: number of struggles, range of motion, duration of struggle, sound effects of struggle, and animation effects. The number of struggles refers to the number of times the virtual pet character exhibits struggling movements during the capture process. The range of motion refers to the range or intensity of the virtual pet character's movements during struggle. The duration of struggle refers to the length of time the virtual pet character continues to struggle during the capture process. Sound effects of struggle refer to the sound effects emitted by the virtual pet character during struggle, used to enhance realism. Animation effects refer to the visual animation effects displayed during the capture process.
[0168] In some embodiments, the pet virtual character will also struggle in the second form of struggle, but the struggle may be different from the first form to distinguish it from the first form of struggle.
[0169] Optionally, the difference between the struggle performance of the pet virtual character in the second form and its struggle performance in the first form includes at least one of the following:
[0170] • The number of times the virtual pet character struggled in the second form was higher than the number of times it struggled in the first form;
[0171] • The range of motion of the virtual pet character in the second form is greater than that in the first form;
[0172] • The virtual pet character struggles for a longer period of time in the second form than in the first form;
[0173] • The sound effects of the pet's virtual character struggling in the second form are higher than those in the first form;
[0174] • The animation effects of the pet virtual character in the second form are richer than those in the first form.
[0175] For example, the number of times the pet character struggles in the second form is higher than the number of times it struggles in the first form. The number of struggles refers to the number of times the pet character exhibits struggling movements during the capture process. For example, the pet character struggles three times in the first form and four times in the second form.
[0176] For example, the range of motion of the pet character in the second form is greater than that in the first form. Range of motion refers to the range or intensity of the pet character's movements when struggling. For instance, the pet character's struggle in the first form might be relatively gentle with a smaller range of motion; the pet character's struggle in the second form might be more vigorous with a larger range of motion.
[0177] For example, the pet character struggles for a longer period in the second form than in the first form. Struggle duration refers to the length of time the pet character continues to struggle during the capture process. For instance, the pet character's struggle duration in the first form is shorter, such as 3 seconds, indicating that the pet character's resistance is not strong; the pet character's struggle duration in the second form is longer, such as 5 seconds, indicating that the pet character is trying to escape.
[0178] For example, the struggling sound effects of the pet virtual character in the second form are higher than those in the first form. Struggling sound effects refer to the sound effects made by the pet virtual character when struggling, used to enhance realism. For example, the struggling sound effects of the pet virtual character in the first form are relatively soft, such as a low grunt or a slight struggling sound; the struggling sound effects of the pet virtual character in the second form are relatively loud, such as a scream or a loud thud.
[0179] For example, the animation effects of a pet virtual character in the second form are richer than those in the first form. Animation effects refer to the visual animation effects displayed during the capture process. For instance, the animation effects of a pet virtual character in the first form are relatively simple, involving fewer movements, such as slight shaking or swaying; the animation effects of a pet virtual character in the second form are more complex, involving more movements, such as jumping, rolling, or moving quickly.
[0180] In some embodiments, the struggling behavior of the pet virtual character affects the stamina of the main virtual character. For example, the struggling behavior of the pet virtual character consumes the stamina of the main virtual character. Optionally, the stamina consumption of the main virtual character can be positively correlated with the intensity of the pet virtual character's struggling behavior. For example, the more times the pet virtual character struggles, the greater the stamina consumption of the main virtual character. Or, the larger the range of motion of the pet virtual character, the faster the stamina consumption of the main virtual character. Or, the longer the pet virtual character struggles, the more stamina consumption of the main virtual character. Or, the louder the sound effects of the pet virtual character's struggling, the faster the stamina consumption of the main virtual character. Optionally, the stamina of the main virtual character is also related to the state of the main virtual character before capturing the pet virtual character. For example, if the main virtual character is in a debuffed state (such as having just experienced a battle) before capturing the pet virtual character, the stamina of the main virtual character will also decrease.
[0181] In some embodiments, the stamina of the main virtual character is correlated with the performance of the capture tool. For example, when the main virtual character's stamina is at a higher level, the capture tool performs better, resulting in a higher capture success rate; as the main virtual character's stamina depletes, the performance of the capture tool declines, leading to a lower capture success rate. Optionally, in response to the main virtual character's stamina dropping to a stamina threshold, a message is displayed indicating that the main virtual character has lost control of the capture tool. The stamina threshold is the minimum stamina level at which the main virtual character can control and use the capture tool. For example, if the main virtual character's stamina is depleted to 20% of its maximum value, a message is displayed indicating that the main virtual character has lost control of the capture tool, such as if the capture tool is damaged or malfunctioning, at which point the likelihood of the pet virtual character struggling to escape increases.
[0182] In some embodiments, the struggle behavior of the virtual pet character can affect the performance of the capture item. This performance includes, but is not limited to, at least one of the following: the durability of the capture item, the capture force of the capture item, and the integrity of the capture item.
[0183] In some embodiments, the example given is that the struggle of the pet character reduces the durability of the capture item. Optionally, the intensity of the pet character's struggle is negatively correlated with the durability of the capture item. For example, an increase in the number of times the pet character struggles reduces the durability of the capture item. Another example is an increase in the range of motion of the pet character, which reduces the durability of the capture item. Yet another example is an increase in the duration of the pet character's struggle, which reduces the durability of the capture item.
[0184] Optionally, different levels of capture items have different durability. First-level capture items have higher durability than second-level capture items, and the first level is higher than the second level. Optionally, when the pet's virtual character's struggle performance is the same (or the intensity of the struggle performance is the same), the amount of durability reduction for different levels of capture items differs. In response to the capture item's durability decreasing to a durability threshold, the capture item loses its ability to capture the pet's virtual character. The durability threshold is the minimum durability threshold at which the capture item can be used normally.
[0185] For example, a level 1 capture item has a durability of 10, a level 2 capture item has a durability of 5, and a durability threshold of 50%. This means that when the durability of a capture item drops to 50% of its maximum (initial) durability, the capture item loses its ability to capture the virtual pet character. For instance, if the virtual pet character struggles 3 times in a level 1 capture item, the durability of the level 1 capture item decreases by 2, meaning its durability drops from 10 to 8. Similarly, if the virtual pet character struggles 3 times in a level 2 capture item, the durability of the level 1 capture item decreases by 3, meaning its durability drops from 5 to 2. At this point, the durability of the level 2 capture item drops to the durability threshold, meaning that when the virtual pet character struggles 3 times in a level 2 capture item, the level 2 capture item loses its ability to capture the virtual pet character.
[0186] In some embodiments, the struggling behavior of the pet virtual character will reduce the capturing power of the capturing item, or the struggling behavior of the pet virtual character will consume the integrity of the capturing item. The implementation principle is similar to the above-mentioned pet virtual character's struggling behavior reducing the durability of the capturing item, which will not be elaborated here.
[0187] In summary, the method provided in this application, by setting a first capture condition and a second capture condition, can display different challenge capture effects when different capture conditions are met. When the first capture condition is met, the pet virtual character is successfully captured, and the player will see a struggling capture effect; when the first capture condition is met, the pet virtual character escapes, and the player will see a struggling escape effect. This design enhances the interactivity and challenge of the game, allowing players to experience a richer gameplay experience.
[0188] The capture condition is the number of times the pet's virtual character struggles in the capture item.
[0189] In some embodiments, the capture conditions are fixed conditions. Fixed conditions refer to specific, fixed conditions set during the capture process that do not change with game status or other factors. Optionally, fixed conditions are the same conditions applicable to all pet virtual characters. For example, a fixed condition is the number of times the pet virtual character struggles in the capture item.
[0190] Figure 6 This is a flowchart illustrating the capture of a virtual pet character according to an exemplary embodiment of this application. Step 231 above can be replaced by step 231a, and step 232 above can be replaced by step 232a.
[0191] Step 231a: In response to the pet virtual character struggling less than or equal to the number of times in the capture item, display the challenge capture effect for the pet virtual character as the struggle capture effect.
[0192] The number of struggles refers to the number of times the virtual pet character struggles during the capture process. The number of struggles threshold indicates the maximum number of times the virtual pet character can struggle before the capture item can be tamed.
[0193] In some embodiments, in response to the pet virtual character struggling a number of times in the capture item being less than or equal to a threshold number, that is, the number of times the pet virtual character exhibits struggling actions in the capture item being less than or equal to the maximum number of struggling actions that can be captured, the challenge capture effect for the pet virtual character is displayed as a struggling capture effect.
[0194] For example, such as Figure 7 As shown in part (a) of the figure, in the virtual world screen 300, a main virtual character 301 is displayed. In response to a capture operation targeting the pet virtual character 302, the main virtual character 301 releases a capture item 303 onto the pet virtual character 302. Figure 7As shown in part (b) of the figure, taking a threshold of 3 as an example, in response to the pet virtual character 302 struggling in the capture item 303 a number of times less than or equal to the threshold, for example, the pet virtual character 302 struggling in the capture item 303 a number of times 2, the challenge capture effect for the pet virtual character 302 is displayed as a struggle capture effect, that is, the pet virtual character 302 is displayed as successfully captured after struggling.
[0195] In one possible implementation, in response to a capture operation targeting a pet virtual character, the main virtual character releases a capture item onto the pet virtual character. Optionally, after the main virtual character releases the capture item, the pet virtual character enters the capture item, and the capture probability is displayed around the capture item. The capture probability indicates the probability that the main virtual character will successfully capture the pet virtual character. Optionally, if the capture probability of the pet virtual character falls within a target probability range, a challenge capture effect is displayed for the pet virtual character. Optionally, the challenge capture effect includes a struggle capture effect and a struggle escape effect. Displaying the challenge capture effect when the capture probability of the pet virtual character is within the target probability range allows the user to experience feedback during the capture process, enhancing the game's dynamic responsiveness.
[0196] In some embodiments, n random numbers are generated within a target probability interval according to preset rules, where n is a positive integer. The preset rules refer to a series of standards or conditions set before generating the random numbers, defining the constraints to be followed during the random number generation process. Optionally, the preset rules include at least one of the following: the range of random numbers, the distribution of random numbers, and the number of random numbers. For example, the preset rules may specify that the random numbers should be generated within a specific numerical range. In some embodiments, the number of times the pet virtual character struggles in the capture tool is determined based on the relationship between the n random numbers and the capture probability. Optionally, the number of times the pet virtual character struggles in the capture tool is determined by the number of times the n random numbers are greater than the capture probability. Alternatively, the number of times the pet virtual character struggles in the capture tool is determined by the number of times the n random numbers are less than the capture probability. By combining random numbers and the capture probability to determine the number of struggles, the capture process becomes fair and variable. The use of random numbers increases uncertainty, ensuring that the result of each capture attempt is unique, thus enriching the strategies for capturing pet virtual characters.
[0197] In some embodiments, the number of times among n random numbers that is greater than the capture probability is determined as the number of times the pet virtual character struggles in the capture item. Optionally, if the number of times the pet virtual character struggles in the capture item is less than or equal to a threshold, the capture effect of the pet virtual character is determined to be a struggle capture effect.
[0198] For example, the server randomly generates n random numbers (or random probabilities), where the values of these n random numbers fall within the target probability range. The capture probability is compared to each of the n random numbers, and the number of times the capture probability is greater than the n random numbers is determined as the number of times the pet's virtual character struggles in the capture item. If the number of struggles is less than or equal to a threshold, the capture effect of the pet's virtual character is determined to be a struggling capture effect. For instance, if the target probability range is (60%, 40%), and the capture probability is 50%, taking n = 4 as an example, the four randomly generated random numbers are 58%, 55%, 48%, and 43%. The capture probability is compared to each of the four random numbers, and the number of times the capture probability is greater than the four random numbers is 2. That is, the number of times the pet's virtual character struggles in the capture item is 2. Taking a threshold of 3 as an example, the number of struggles is less than the threshold (2 is less than 3), and the pet's virtual character's challenge capture effect displayed on the terminal is a struggling capture effect.
[0199] In some embodiments, in response to the pet virtual character starting to struggle for the first time in the capture object, a capture progress bar is displayed around the capture object. Optionally, the capture progress bar rises at a preset rate to a target capture progress (e.g., the target capture progress is 100%). Before the capture progress bar reaches the target capture progress, the number of times the pet virtual character struggles in the capture object is determined. If the number of struggles is less than or equal to a threshold, the challenge capture effect for the pet virtual character is displayed as a struggle capture effect.
[0200] For example, such as Figure 8 As shown, in the virtual world screen 400, a main virtual character 401 is displayed. After the main virtual character 401 hits the pet virtual character with the capture item 402, the pet virtual character enters the capture item 402. If the pet virtual character starts to struggle for the first time in the capture item 402, a capture progress bar 403 is displayed around the capture item 402. For example, the capture progress bar 403 is currently showing 51%. Before the capture progress bar 403 reaches 100%, the number of times the pet virtual character struggles in the capture item is judged. If the number of struggles is less than or equal to the number of times the threshold is reached, the challenge capture effect is displayed as a struggle capture effect, that is, the pet virtual character is successfully captured.
[0201] In this embodiment of the application, by comparing random numbers and capture probabilities, the number of times a virtual character struggles in a capture item can be fairly determined. This method introduces randomness, making the game more dynamic and interesting.
[0202] Step 232a: In response to the pet virtual character struggling more times in the capture item than the number of times it struggles, display the challenge capture effect for the pet virtual character as a struggle escape effect.
[0203] The number of struggles refers to the number of times the virtual pet character struggles during the capture process. The number of struggles threshold indicates the maximum number of times the virtual pet character can struggle before the capture item can be tamed.
[0204] In some embodiments, in response to the pet virtual character struggling more than a threshold number in the capture item, that is, the number of times the pet virtual character struggles in the capture item is greater than the maximum number of struggles that can be captured, the challenge capture effect for the pet virtual character is displayed as a struggle escape effect.
[0205] For example, such as Figure 9 As shown in part (a) of the diagram, in the virtual world screen 500, a main virtual character 501 is displayed. In response to a capture operation targeting the pet virtual character 502, the main virtual character 501 releases a capture item 503 onto the pet virtual character 502. Figure 9 As shown in part (b) of the figure, taking a threshold of 3 times as an example, in response to the pet virtual character 502 struggling more times in the capture item 503 than the threshold, for example, the pet virtual character 502 struggling 4 times in the capture item 503, the challenge capture effect for the pet virtual character 502 is displayed as a struggle capture effect, that is, the pet virtual character 502 is successfully captured after struggling.
[0206] In one possible implementation, in response to a capture operation targeting a pet virtual character, a controlling virtual character releases a capture item onto the pet virtual character. Optionally, after the controlling virtual character releases the capture item, the pet virtual character enters the capture item, and a capture probability is displayed around the capture item. The capture probability indicates the probability that the controlling virtual character will successfully capture the pet virtual character. Optionally, if the capture probability of the pet virtual character falls within a target probability range, a challenge capture effect is displayed for the pet virtual character. Optionally, the challenge capture effect includes a struggling capture effect and a struggling escape effect.
[0207] In some embodiments, within a target probability interval, n random numbers are generated according to a preset rule, where n is a positive integer. Based on the relationship between the n random numbers and the capture probability, the number of times the pet virtual character struggles in the capture item is determined. Optionally, the number of times among the n random numbers that is greater than the capture probability is determined as the number of times the pet virtual character struggles in the capture item. Alternatively, the number of times among the n random numbers that is less than the capture probability is determined as the number of times the pet virtual character struggles in the capture item.
[0208] In some embodiments, the number of times among n random numbers that exceeds the capture probability is determined as the number of times the pet virtual character struggles in the capture item. Optionally, if the number of times the pet virtual character struggles in the capture item exceeds a threshold, the capture effect of the pet virtual character is determined to be a struggle escape effect.
[0209] For example, n random numbers (or random probabilities) are randomly generated, and the values of these n random numbers fall within the target probability range. The capture probability is compared with the n random numbers one by one. The number of times the capture probability is greater than the capture probability among the n random numbers is determined as the number of times the pet virtual character struggles in the capture item. If the number of struggles is greater than a threshold, the capture effect of the pet virtual character is determined to be a struggle escape effect. For example, if the target probability range is (60%, 40%), the capture probability is 50%, and n is 4, the four randomly generated random numbers are 58%, 55%, 53%, and 51%. The capture probability is compared with the four random numbers one by one, and the number of times the capture probability is greater than the capture probability among the four random numbers is 4. That is, the number of times the pet virtual character struggles in the capture item is 4. Taking a threshold of 3 as an example, the number of struggles is greater than the threshold (4 is greater than 3), that is, the challenge capture effect of the pet virtual character is a struggle escape effect.
[0210] In some embodiments, n random numbers are generated based on a random number algorithm. The random number algorithm typically requires a random number seed as input to initialize its state; the value of the random number seed determines the generated random number sequence. In one possible implementation, n types of attribute values of the pet virtual character are used as the random number seed, and the random number algorithm generates n random numbers based on the seed. These n types of attribute values include, but are not limited to, at least one of the pet virtual character's health, mood, magic, attack, and defense values. Each attribute value can generate one random number, and the n types of attribute values can generate n random numbers. Using the n types of attribute values as the random number seed generates n different random numbers, which can be used to determine the capture success rate of the pet virtual character. Optionally, the current state of the n types of attribute values directly affects the random number sequence. For example, if the pet virtual character's attack value is high, the generated random number is more likely to be greater than the capture probability. Conversely, if the pet virtual character's health value is low, the generated random number is more likely to be less than the capture probability.
[0211] In some embodiments, in response to the pet virtual character starting to struggle for the first time in the capture object, a capture progress bar is displayed around the capture object. Optionally, the capture progress bar rises at a preset rate to the target capture progress (e.g., the target capture progress is 100%). Before the capture progress bar reaches the target capture progress, the number of times the pet virtual character struggles in the capture object is determined. If the number of struggles is greater than a threshold, the challenge capture effect for the pet virtual character is displayed as a struggle escape effect.
[0212] In summary, the method provided in this application increases the interactivity and challenge of the game by setting a threshold number of attempts and determining the displayed challenge capture effect based on the number of times the virtual pet character struggles in the capture item. Optionally, depending on the number of times the virtual pet character struggles in the capture item, two different challenge capture effects (struggle capture effect and struggle escape effect) can be displayed. Players can intuitively see the capture progress and experience a more realistic and dynamic capture process, enhancing the immersion and fun of the game.
[0213] Different capture effects are displayed based on the probability range to which the capture probability belongs.
[0214] In some embodiments, when the capture probability of the pet virtual character falls within the target probability range, the challenge capture effect for the pet virtual character is displayed. Optionally, when the capture probability of the pet virtual character falls outside the target probability range, a successful capture effect or a failed capture effect for the pet virtual character is also displayed. The successful capture effect indicates that the pet virtual character was successfully captured without struggling, and the failed capture effect indicates that the pet virtual character was failed to be captured without struggling.
[0215] In some embodiments, when the capture probability of the pet virtual character falls within a first probability interval, the capture type for the pet virtual character is determined to be a successful capture type, and the capture effect for the pet virtual character is displayed as a successful capture effect, which indicates that the pet virtual character was successfully captured without struggling. When the capture probability of the pet virtual character falls within a second probability interval, the capture type for the pet virtual character is determined to be a successful capture type, and the capture effect for the pet virtual character is displayed as a struggling capture effect. When the capture probability of the pet virtual character falls within a target probability interval, the capture type for the pet virtual character is determined to be a challenge capture type, and the challenge capture effect for the pet virtual character (including a struggling capture effect or a struggling escape effect) is displayed. When the capture probability of the pet virtual character falls within a third probability interval, the capture type for the pet virtual character is determined to be a failed capture type, and the capture effect for the pet virtual character is displayed as a failed capture effect, which indicates that the pet virtual character was failed to capture without struggling. The minimum value of the first probability interval is greater than the maximum value of the second probability interval, the minimum value of the second probability interval is greater than the maximum value of the target probability interval, and the minimum value of the target probability interval is greater than the maximum value of the third probability interval.
[0216] In some embodiments, in response to a throwing operation of a capture item, after the capture item hits the pet virtual character, or after the main control virtual character releases a capture skill (capture spell effect) on the pet virtual character, a capture value for the pet virtual character is calculated. The capture value is used to indicate the capture probability of capturing the pet virtual character. The probability range to which the capture belongs is determined based on the capture probability, and the capture effect for the pet virtual character is displayed in different probability ranges.
[0217] Optionally, the capture probability for the pet virtual character is calculated based on the capture value. If the capture value falls within a first range, the capture probability of the pet virtual character falls within the first probability range; if the capture value falls within a second range, the capture probability of the pet virtual character falls within the second probability range; if the capture value falls within a target range, the capture probability of the pet virtual character falls within the target probability range; and if the capture value falls within a third range, the capture probability of the pet virtual character falls within the third probability range. The minimum value of the first range is greater than the maximum value of the second range, the minimum value of the second range is greater than the maximum value of the target range, and the minimum value of the target range is greater than the maximum value of the third range.
[0218] For example, the capture probability for a virtual pet character is calculated based on the capture value. When the capture value falls within a first range, the first range is the range between the maximum capture value and the first capture value, and the first probability range is the probability range between 1 and the first capture probability. For example, if the first range is [max, A], then the first probability range is [1, a%.] When the capture value falls within a second range, the second range is the range between the first capture value and the second capture value, and the second probability range is the probability range between the first capture probability and the second capture probability. For example, if the second range is (A, B), then the second probability range is (a%, b%). When the capture value falls within a target range, the target range is the range between the maximum target capture value (second capture value) and the minimum target capture value (third capture value), and the target probability range is the probability range between the maximum target capture probability (second capture probability) and the minimum target capture probability (third capture probability). For example, if the target range is (... [B, C], where the target probability interval is (b%, c%). When the capture value belongs to the third range interval, the third range interval is the range interval that is less than the third capture value and greater than or equal to the minimum capture value. The third probability interval is the probability interval that is less than the third capture probability and greater than or equal to 0. For example, if the third range interval is (c, 0], then the second probability interval is (c%, 0). Here, the first capture value is greater than the second capture value, and the second capture value is greater than the third capture value, i.e., A is greater than B, and B is greater than C. The first capture probability is greater than the second capture probability, and the second capture probability is greater than the third capture probability. Furthermore, the first capture probability is less than or equal to 1, and the third capture probability is greater than or equal to 0, i.e., 1 ≥ a% > b% > c% ≥ 0.
[0219] In some embodiments, as the capture value decreases, the capture probability of the main virtual character against the pet virtual character also decreases. Optionally, within a corresponding probability range, the capture effect against the pet virtual character also weakens. For example, when the capture probability is in a first probability range (the capture value is in a first range range), the capture type against the pet virtual character is a successful capture type, and the successful capture effect is shown as the capture item directly and successfully taming the pet virtual character without any struggle behavior. When the capture probability is in a second probability range (the capture value is in a second range range), the capture type against the pet virtual character is a successful capture type, and the struggle capture effect is shown as the capture item successfully taming the pet virtual character, and the pet virtual character struggles within the capture item. When the capture probability is in a target probability range (the capture value is in a target range range), the capture type against the pet virtual character is a challenge capture type, which includes a struggle capture effect or a struggle escape effect. The struggle capture effect is shown as the pet virtual character struggling within the capture item and being successfully captured after struggling; or, the struggle escape effect is shown as the pet virtual character struggling within the capture item and escaping capture after struggling. When the capture probability is in the third probability interval (the capture value is in the third range interval), the capture type for the pet virtual character is the failed capture type, and the failed capture effect is that the capture item is directly bounced away.
[0220] In some embodiments, in response to a throwing action targeting a capture item, a text message indicating that the item cannot be captured is displayed on the game interface after the capture item hits an illegal unit. Here, "illegal unit" refers to a non-pet virtual character, such as a rock, a tree, or grass.
[0221] For example, such as Figure 10 As shown, in the virtual world screen 600, the main virtual character 601 is displayed. The main virtual character 601 captures the pet virtual character 602 based on the capture item 603. When the capture value is within the first range, the capture probability is within the first probability range. The capture type for the pet virtual character 602 is the successful capture type. The successful capture effect is shown as the capture item 603 directly and successfully subduing the pet virtual character 602. For example, the pet virtual character 602 directly turns into starlight and is absorbed by the capture item 603. The pet virtual character 602 does not struggle in the capture item 603.
[0222] In summary, the method provided in this application provides a clear capture mechanism by displaying the capture effects on virtual pet characters within different capture probability ranges. By dividing the capture probability into different probability ranges, the corresponding capture effects (successful capture effect, struggling capture effect, struggling escape effect, or failed capture effect) can be more clearly shown to players. Players can adjust their strategies based on the capture type and capture effect, enhancing the game's strategic depth and enjoyment.
[0223] The capture probability for virtual pet characters is calculated based on capture values.
[0224] In some embodiments, the capture probability for a pet virtual character is calculated based on the capture value. Optionally, when calculating the capture probability for a pet virtual character, the capture value for the pet virtual character is first obtained, and then the capture probability for the pet virtual character is calculated based on the capture value.
[0225] In some embodiments, a base capture value for the pet virtual character is obtained, which indicates the base capture probability of capturing the pet virtual character. Optionally, during the process of the main virtual character capturing the pet virtual character, there are also some correction types that affect the size of the base capture value, and thus affect the size of the base capture probability. Optionally, the correction type is obtained, and the base capture value is corrected based on the content indicated by the correction type to obtain the corrected base capture probability. The corrected base capture probability is the capture probability, that is, the capture probability is obtained based on the content indicated by the correction type.
[0226] Optionally, the correction type includes at least one of the following:
[0227] • Status correction, used to indicate the adjustment of the pet's virtual character's status to the base capture value;
[0228] • Gain correction, used to indicate the correction of the base capture value by positive gain effects and / or negative gain effects;
[0229] • Level suppression correction, used to indicate the correction of the base capture value based on the level difference between the main virtual character and the pet virtual character;
[0230] • Continuous capture compensation correction, used to instruct the main virtual character to correct the base capture value during continuous capture operations;
[0231] • Grappling ability correction, used to indicate the correction of the master virtual character's capture ability to the base capture value.
[0232] For example, the correction type includes status correction. Status correction refers to the effect of the pet's current status on the base capture value. Here, status indicates the pet's state at the time of capture. Optionally, a pet in a special state (such as asleep, frozen, poisoned, etc.) will affect the capture probability. A pet in a special state can increase or decrease its base capture value. For example, when a pet is asleep, its base capture value increases, meaning the capture probability increases. As another example, when a pet has high health, its base capture value decreases, meaning the capture probability decreases. As yet another example, when a pet is frozen, its base capture value increases, meaning the capture probability increases.
[0233] For example, correction types include gain corrections. Gain corrections refer to the effect of positive gain effects (such as buffs) or negative gain effects (such as debuffs) on the base capture value. Positive gain effects increase the base capture value, increasing the chance of a successful capture; negative gain effects decrease the base capture value, making capture more difficult. For instance, when the pet character is a fire-type pet, its combat power weakens when it moves to a lake, increasing its base capture value. The controlling character then receives a positive gain effect, increasing the capture probability. Conversely, when the pet character is a rock-type pet, its base capture value decreases when it hides near rocks, resulting in a negative gain effect and decreasing the capture probability.
[0234] For example, one type of correction is level suppression correction. Level suppression correction refers to the impact of the level difference between the master virtual character and the pet virtual character on the base capture value. If the master virtual character's level is significantly higher than the pet virtual character's, the capture difficulty may decrease, and the base capture value may increase, meaning the capture probability for the pet virtual character will increase. Conversely, if the master virtual character's level is lower than the pet virtual character's, the base capture value may decrease, meaning the capture probability for the pet virtual character will decrease. For example, if the master virtual character is level 30 and the captured pet virtual character is level 20, the level difference between the master and pet virtual characters is 10 levels. It can be set that for every level the master virtual character's level exceeds, the capture probability for the pet virtual character increases by 1%.
[0235] For example, the correction type includes consecutive capture compensation correction. Consecutive capture compensation correction is an adjustment for the main virtual character's continuous capture operations to compensate for the impact of consecutive captures on the base capture value. Optionally, consecutive captures by the main virtual character may increase the base capture value due to the increased number of captures, thereby increasing the capture probability of pet virtual characters. As the number of consecutive attempts increases, it provides the player with some positive feedback, increasing the chance of successful capture. Optionally, consecutive captures by the main virtual character may decrease the base capture value due to the increased number of captures, thereby decreasing the capture probability of pet virtual characters and increasing the challenge of the game. Optionally, the consecutive capture compensation rate can be a fixed value, or the consecutive capture compensation rate can be an incremental value. For example, the explanation will focus on the increase in the base capture value due to consecutive captures by the main virtual character. The main virtual character has a 50% capture probability on the first attempt to capture a pet virtual character. If the first capture fails, the main virtual character will immediately try again. The capture probability for the pet virtual character increases by 5% on the second attempt (the consecutive capture compensation rate is 5%), meaning the capture probability on the second attempt is 55%. The capture probability for the pet virtual character increases by 10% on the second attempt (the consecutive capture compensation rate is 10%), meaning the capture probability for the pet virtual character on the third attempt is 65%.
[0236] For example, the correction type includes capture power correction. Capture power correction refers to the impact of the main virtual character's capture ability on the base capture value. The main virtual character's capture power is related to the main virtual character's current level, the level of the capture item used, the capture skill used, and the main virtual character's experience points. Optionally, the stronger the main virtual character's capture power, the higher the base capture value for the pet virtual character may be, meaning the capture probability for the pet virtual character will increase, and the chance of a successful capture is greater. Conversely, the weaker the main virtual character's capture power, the lower the base capture value for the pet virtual character may be, meaning the capture probability for the pet virtual character will decrease, and the chance of a successful capture is smaller. For example, if the main virtual character uses a high-level capture item or improves its capture skill, the capture probability for the pet virtual character will increase.
[0237] In one possible implementation, various correction types are coefficients used to adjust the base capture value to reflect the impact of different conditions and behaviors on the capture probability. Alternatively, the capture formula can be expressed as:
[0238] Capture Value = Base Capture Value * (1 + Capture Correction Rate) * Character Capture Power * Status Correction * Level Suppression Correction * (1 + Capture Guarantee Probability) * (3 * Maximum HP - 2 * Current HP) / Maximum HP
[0239] The base capture value is related to the level of the capture item. Character capture power indicates the main virtual character's ability to capture the pet virtual character. Capture correction rate indicates the correction of the main virtual character's capture power; when there is no correction for character capture power, the capture correction rate is 0. Status correction indicates the correction of the pet virtual character's status to the base capture value. When the pet virtual character has no special status (e.g., sleep, poison, freeze), the default status correction is 1. If the pet virtual character has multiple special statuses, the maximum value among them is used as the coefficient. Level suppression correction indicates the correction of the base capture value based on the level difference between the main virtual character and the pet virtual character. The value of level suppression correction is generally the maximum value of the level difference, max((1 - level suppression decay), 5%), where 5% is a configuration constant. The guaranteed capture probability is used to increase a player's success rate when repeatedly attempting to capture the same pet character. When a player tries to capture a pet character, the server calculates the guaranteed capture probability based on the number of times the player has previously attempted to capture that type of pet character. If it's the player's first attempt to capture a pet character, the guaranteed capture probability starts at 0. From the first failed attempt, the guaranteed capture probability gradually increases, increasing with each failed attempt until successful capture. Once a player successfully captures a pet character, the accumulated number of attempts is reset to zero, and the guaranteed capture probability is recalculated for the next capture. Maximum Health indicates the maximum health a pet character possesses in its optimal state. Current Health refers to the pet character's current actual health. Current Health changes with game progress and the pet character's activities. When the pet character takes damage, its current health decreases; when the pet character uses a health-restoring skill, its current health increases.
[0240] In some embodiments, after the server obtains the capture value of the pet virtual character, it calculates the capture probability of the pet virtual character based on the capture value and returns the calculated capture probability to the terminal for display.
[0241] In one possible implementation, the capture probability is expressed as:
[0242] Capture probability = min[3.78 / B*(capture value)^(1 / 4N)*100%, 99%]
[0243] Where 3.78 / B*(capture value)^(1 / 4N) is greater than 1, it is displayed as 100%, where B is the denominator constant of 60 and N is the exponent constant of 0.8. For example, when the capture value is 5, the capture probability is approximately 69.70%, when the capture value is 10, the capture probability is approximately 86.56%, and when the capture value is 20, the capture probability is approximately 99%.
[0244] In this embodiment of the application, by obtaining the basic capture value and the correction type, the capture probability can be controlled and adjusted, so that the game system can dynamically adjust the capture difficulty according to different conditions and correction types, thereby improving the player's experience.
[0245] In this embodiment, the base capture value is adjusted through various correction types. The server can consider multiple factors (such as the pet's virtual character's status, buffs, level differences, consecutive captures, and the main virtual character's capture ability) to calculate the final capture probability. This multi-dimensional correction mechanism can improve the flexibility and accuracy of capture, increasing the game's strategy and player engagement.
[0246] Based on the aiming circle display prompt information
[0247] In some embodiments, in response to a pre-aiming operation for a pet virtual character, an aiming circle for the pet virtual character is displayed, and a prompt message is displayed based on the aiming circle, the prompt message being used to guide the main virtual character to select a capture item.
[0248] In one possible implementation, pre-aiming of the virtual pet character is achieved using an aiming joystick. Optionally, a capture item control is displayed on the virtual world screen. This capture item control is used by the main virtual character to control the capture of the virtual pet character. In response to a touch operation on the capture item control, the corresponding aiming joystick and aiming reticle are displayed. The aiming joystick controls the aiming position indicated by the aiming reticle, and the aiming reticle assists the virtual character in aligning with the aiming position. For example, taking the capture item as a virtual throwing item, if the main virtual character aims the aiming reticle at position A, then after throwing, the capture item will land at position A, or, the capture item will land near position A.
[0249] Optionally, in response to a touch aiming operation on the aiming joystick, the terminal displays the aiming reticle after the aiming position has been changed. That is, by controlling the aiming joystick to change the aiming position of the aiming reticle, a pre-aiming operation on the virtual pet character can be achieved. The touch aiming operation on the aiming joystick includes at least one of dragging the aiming joystick, tapping the aiming joystick, and double-tapping the aiming joystick, but is not limited to these, and this application does not specifically limit this.
[0250] In this embodiment, the player is guided to select the appropriate capture tool by displaying the aiming circle and corresponding prompts, which improves the accuracy of the operation and the interactivity of the game. This design can help players perform capture operations more easily, thereby enhancing the user experience of the game.
[0251] In some embodiments, in response to an aiming operation targeting the pet virtual character, i.e., when the aiming reticle is aligned with the pet virtual character, an aiming circle is displayed for the pet virtual character, and a prompt message based on the aiming circle determines the level of the capture item released by the main virtual character. Optionally, different levels of capture items correspond to different capture abilities.
[0252] The prompts are used to guide the main virtual character in selecting a capture item. Optionally, the prompts displayed on the aiming circle include at least one of the following:
[0253] • Display color information based on the aiming circle;
[0254] • Display style information based on the aiming circle;
[0255] • Display icon information based on the first circumferential position of the aiming circle;
[0256] • Display recommended information based on the second circumferential position of the aiming circle.
[0257] In some embodiments, the prompt information displayed based on the aiming circle includes color information. Different colors represent different capture difficulties. Players judge the difficulty of capturing the virtual pet character based on the color information displayed on the aiming circle, and thus determine the level of the capture item to use. Optionally, the aiming circle displays first color information, which guides the main virtual character to select a first-level capture item, where the first level is the level of the capture item currently being used by the main virtual character; the aiming circle displays second color information, which guides the main virtual character to switch from a second-level capture item to a third-level capture item, where the third level is higher than the second level; the aiming circle displays third color information, which guides the main virtual character to switch from a fourth-level capture item to a fifth-level capture item, where the fifth level is lower than the fourth level; the aiming circle displays fourth color information, which guides the main virtual character to select a first preset level capture item, where the first preset level is the level of the specified capture item.
[0258] For example, such as Figure 11As shown, in the virtual world screen 700, a main virtual character 701 is displayed. In response to an aiming operation targeting the pet virtual character 702, an aiming circle 704 is displayed for the pet virtual character 702. For example, if the aiming circle 704 is red, it indicates that the pet virtual character 702 is more difficult to capture, meaning the main virtual character 701 has a lower probability of successfully capturing it using the capture item 703. Optionally, the player can switch the level of the capture item 703 by controlling the main virtual character 701. For example, if the capture item 703 starts at the common level, the player can choose to switch the level of the pre-thrown capture item 703 from common to rare, increasing the probability of a successful capture. Optionally, when capturing the pet virtual character 702 using the switched capture item 703, the color information displayed in the aiming circle 704 may turn green, indicating a higher probability of successfully capturing the pet virtual character 702.
[0259] In this embodiment, color information provides clear visual cues. Different colors can clearly guide the player to control the main virtual character to select or switch capture items of a specific level, enabling the player to operate accurately and optimize game strategies and decision-making processes.
[0260] In some embodiments, the prompt information displayed based on the aiming circle includes style information. Different style information represents different capture difficulties. Players judge the difficulty of capturing the virtual pet character based on the style information displayed on the aiming circle, and thus determine the level of the capture item to use. Optionally, a first style information is displayed based on the aiming circle. The first style information is used to guide the main virtual character to select a level 6 capture item, where level 6 is the level of the capture item currently being used by the main virtual character. A second style information is displayed based on the aiming circle. The second style information is used to guide the main virtual character to switch from a level 7 capture item to a level 8 capture item, where level 8 is higher than level 7. A third style information is displayed based on the aiming circle. The third style information is used to guide the main virtual character to switch from a level 9 capture item to a level 10 capture item, where level 10 is lower than level 9. A fourth style information is displayed based on the aiming circle. The fourth color information is used to guide the main virtual character to select a capture item of a second preset level, where the second preset level is the level of the specified capture item.
[0261] For example, such as Figure 12As shown, in the virtual world screen 800, the main virtual character 801 is displayed. In response to the aiming operation for the pet virtual character 802, the aiming circle 804 for the pet virtual character 802 is displayed. For example, the style information of the aiming circle 804 is displayed as a dotted line, which means that the pet virtual character 802 is relatively easy to capture. That is, the main virtual character 801 has a higher probability of successfully capturing it using the capture item 803. The player determines the main virtual character 801 to use the current capture item 803 based on the dotted line information displayed in the aiming circle 804.
[0262] In some embodiments, the prompts displayed based on the aiming circle include icon information. Different icon information represents different capture difficulties. Players judge the difficulty of capturing the virtual pet character based on the icon information displayed on the aiming circle, and thus determine the level of the capture item to use. Optionally, a first icon is displayed based on the aiming circle, which guides the main virtual character to select an eleventh-level capture item, where the eleventh-level is the level of the capture item currently being used by the main virtual character; a second icon is displayed based on the aiming circle, which guides the main virtual character to switch from a twelfth-level capture item to a thirteenth-level capture item, where the thirteenth-level is higher than the twelfth-level; a third icon is displayed based on the aiming circle, which guides the main virtual character to switch from a fourteenth-level capture item to a fifteenth-level capture item, where the fifteenth-level is lower than the fourteenth-level; and a fourth icon is displayed based on the aiming circle, which guides the main virtual character to select a third preset-level capture item, where the third preset-level is the level of the specified capture item.
[0263] For example, such as Figure 13 As shown, in the virtual world screen 900, the main virtual character 901 is displayed. Responding to aiming operations on the pet virtual character 902, an aiming circle 904 is displayed for the pet virtual character 902. Icon information is displayed on the first circumference of the aiming circle 904; for example, star ratings are displayed above the aiming circle 904. The number of stars quickly indicates the difficulty of capture; for example, three stars indicate a higher capture difficulty. The player controls the main virtual character 901 to switch the level of the capture item 903. For example, switching the capture item 903 from normal level to master level.
[0264] In some embodiments, the prompts displayed based on the aiming circle include recommended information. Different recommended information represents different capture difficulties. Players judge the difficulty of capturing the virtual pet character based on the recommended information displayed on the aiming circle, and thus determine the level of the capture item to use. Optionally, the recommended information may be presented as a recommendation of a specific capture item's level.
[0265] For example, such as Figure 14As shown, in the virtual world screen 1000, the main virtual character 1001 is displayed. In response to the aiming operation for the pet virtual character 1002, an aiming circle 1004 for the pet virtual character 1002 is displayed. Icon information is displayed on the second circumference of the aiming circle 1004. For example, recommendation information is displayed above the aiming circle 1004. Optionally, the recommendation information is displayed as a recommendation for the level of a specific capture item. For example, the recommendation information is displayed as "Recommended XX level item". The player can select the level of the capture item 1003 according to the recommendation information. The level of the capture item 1003 is the level of the specified capture item.
[0266] In this embodiment, the visualization and functionality of the aiming circle are enhanced through various forms of prompts (colors, styles, icons, and recommendations). The display of prompts can effectively guide players to select appropriate capture tools, thereby improving the accuracy of game operations and the efficiency of player decision-making.
[0267] Figure 15 This diagram illustrates an overall flowchart of a method for capturing a virtual pet character according to an exemplary embodiment of this application. The entity executing each step of this method may be... Figure 1 The overall steps for the first terminal 120 and / or the second terminal 160 and / or the third terminal 180 in the computer system shown, or for a virtual world-supporting client installed on the first terminal 120 and / or the second terminal 160 and / or the third terminal 180, are as follows:
[0268] Step 1: After discovering the pet avatar, aim at the pet avatar;
[0269] Optionally, in response to pre-aiming operations for the pet virtual character, aiming assistance is enabled during aiming, and ray detection is performed. Ray detection is used to detect whether a straight line (ray) emanating from a point intersects with objects in the virtual world. During capture aiming, a ray is emitted from the aiming position of the main virtual character, and it is detected whether this ray intersects with any captureable pet virtual character. If so, the server calculates the capture value and displays the aiming reticle on the virtual world screen.
[0270] When aiming for an arrest, refer to... Figure 16 To ensure a rational program design and reduce coupling between modules, a layered architecture was adopted, consisting of a logic layer (logic state machine), a data layer (animation state components), and a presentation layer (animation instances). This architecture reduces module coupling and avoids cross-module access. Changes in the logic layer affect data in the data layer, and the presentation layer retrieves data from the data layer to create animations. For example, data is written to the animation state components through the logic state machine; player actions drive changes in the logic state, which in turn drive changes in the data, which in turn drive changes in the animation.
[0271] The logic state machine is a hierarchical finite state machine with network synchronization capabilities, enabling the separation and synchronization of movement and behavior logic states. Optionally, the logic state machine is divided into two layers: a movement state layer and a behavior state layer. Each layer can only have one state node at a time. The logic of the behavior state layer is independent of the movement state layer. For example, the aiming state of a character is a behavior state. For instance, a player may be in an aiming state (a behavior state) while simultaneously possessing the ability to run (a movement state) or ride (a movement state). The logic of the aiming state is independent of the logic of running and riding, and its implementation does not need to consider other related movement states.
[0272] In aiming mode, combined with reference Figure 17 The system uses a character aiming logic state machine to control the behavior and animation of the main virtual character in the aiming state, and a capture item logic state machine to manage the behavior and animation of the capture item held by the main virtual character. The character aiming logic state machine defines the different states the main virtual character can be in (e.g., standing, walking, aiming), and how to transition from one state (e.g., walking) to another (e.g., aiming) based on different events. The capture item logic state machine handles various states of the capture item, such as stationary, moving, and being thrown. It sets the data for the capture item, such as its speed, and displays animation instances based on these settings. Animation instances refer to the specific animation effects of the capture item in the game, such as throwing or spinning. Optionally, the character aiming logic state machine and the capture item logic state machine can be linked for notification. When the main virtual character's state changes, this linking notification ensures that the capture item's state is updated accordingly to maintain synchronization. For example, when the main virtual character is preparing to throw, the capture item's animation will show it as being gripped or ready to be thrown.
[0273] In some embodiments, the capture prop is a projectile created simultaneously by the client and the server. Optionally, after the capture prop is thrown by the main virtual character, there are three synchronization strategies depending on the configuration: one is client-server synchronization, where the server creates the movement trajectory of the capture prop and then synchronizes it to the client; another is dual-end (client and server) creation, where the server and client each create a movement trajectory of the capture prop, which are not related from the network layer and move independently; and a third is creation only on the client and not on the server, which is usually used to display the special effects animation of the capture prop.
[0274] In some embodiments, the capture tool possesses parabolic movement and launch capabilities. Optionally, the capture tool also has the ability to dynamically adjust the collision detection size according to a configuration curve. A configuration curve is a mathematical tool used to define the relationship between one or more variables and time or other parameters. In collision detection, the configuration curve can be used to define how the collision detection size changes with game progress, object state, or other factors. Collision detection is a crucial aspect of games, used to determine whether two or more objects are in contact or pass through each other. For example, collision detection is used to determine whether the capture tool and the pet virtual character are in contact, i.e., whether the capture tool hits the pet virtual character.
[0275] Step 2: After aiming and locking, the aiming circle will appear;
[0276] In some embodiments, in response to a capture operation on a pet virtual character, the main virtual character is controlled to release a capture item or capture skill onto the pet virtual character. Optionally, the main virtual character is controlled to release a capture item onto the pet virtual character. A capture item control is displayed on the virtual world screen. In response to a touch operation on the capture item control, a crosshair corresponding to the capture item control is displayed. When the crosshair is aimed at the pet virtual character, an aiming circle for the pet virtual character is displayed, along with prompt information based on the aiming circle. The prompt information is used to guide the main virtual character to select a capture item.
[0277] Step 3: Hit the virtual pet character and proceed to the capture judgment;
[0278] In some embodiments, after the main virtual character hits the pet virtual character with a capture item, or after the main virtual character releases a capture skill (capture spell effect) on the pet virtual character, the capture determination phase begins. The server calculates the capture value for the pet virtual character based on the hit information and various data reported by the client, according to the capture formula, and uses the capture value to obtain the capture probability of capturing the pet virtual character. Based on the capture probability, the server determines the corresponding capture effect within the probability range and notifies the client to display the capture effect for the pet virtual character within different probability ranges.
[0279] Reference Figure 18The capture master client refers to the behavior and logic seen by Player A on their local client. The capture simulator client refers to the behavior and logic seen by Player A on other players' clients (such as teammate Player B). After Player A initiates a capture request on their local client, the local client sends the capture request to the server. The server processes the player's capture request and encapsulates it into executable commands. Then, the server instructs the client to execute the capture performance, that is, to display the capture effect for the pet virtual character within different probability ranges. Optionally, the server instructs the local client to display the capture effect for the pet virtual character, or the server instructs other players' clients to display the capture effect for the pet virtual character. The server calculates the time required for the capture performance and writes the capture result into the player's inventory data, including information such as whether the pet was successfully captured and the pet's status. After receiving the notification from the server, the player's UI (User Interface) displays the capture performance, and the player can see the animation of the capture process, such as the number of times the capture item shakes and the intensity of the shaking. Optionally, the server sends the capture results to the capture master player (such as Player A) via Reliable RPC (Remote Procedure Call) and performs the performance to ensure accurate data transmission; or it sends the results to the capture simulator player (such as teammate Player B) via Unreliable Multicast and performs the performance to save bandwidth.
[0280] Step 4a: If the capture probability falls within the first probability interval, the capture is determined to be successful.
[0281] In some embodiments, the capture probability for the pet virtual character is calculated based on the capture value. If the capture value falls within a first range, the capture probability of the pet virtual character falls within a first probability range. If the capture probability of the pet virtual character falls within the first probability range, the capture type for the pet virtual character is determined to be a successful capture type, and the capture effect for the pet virtual character is displayed as a successful capture effect, which indicates that the pet virtual character was successfully captured without struggling.
[0282] Step 4b: If the capture probability is within the second probability range, the capture is considered successful, and the capture item shakes three times.
[0283] In some embodiments, when the capture value falls within a second range, the capture probability of the pet virtual character falls within a second probability range. When the capture probability of the pet virtual character falls within the second probability range, the capture type for the pet virtual character is determined to be a successful capture type, and the capture effect for the pet virtual character is displayed as a struggling capture effect. The struggling capture effect is used to characterize that the pet virtual character is successfully captured after struggling, for example, the pet virtual character is successfully captured after shaking three times in the capture item.
[0284] Step 4c: If the capture probability falls within the target probability range, generate four random numbers and compare them with the capture probability.
[0285] In some embodiments, if the capture value falls within the target range, the capture probability of the pet virtual character falls within the target probability range. If the capture probability of the pet virtual character falls within the target probability range, the capture type for the pet virtual character is determined to be a challenge capture type, and the challenge capture effect for the pet virtual character (including struggle capture effect or struggle escape effect) is displayed.
[0286] In some embodiments, within a target probability interval, n random numbers are generated according to a preset rule, where n is a positive integer. Based on the relationship between the n random numbers and the capture probability, the number of times the pet virtual character struggles in the capture item is determined. Optionally, the number of times among the n random numbers that is greater than the capture probability is determined as the number of times the pet virtual character struggles in the capture item. Alternatively, the number of times among the n random numbers that is less than the capture probability is determined as the number of times the pet virtual character struggles in the capture item.
[0287] In some embodiments, the number of times the probability of capture is greater than the number of times the pet virtual character struggles in the capture item is determined. Optionally, if the number of times the pet virtual character struggles in the capture item is less than or equal to a threshold, the capture effect of the pet virtual character is determined to be a struggle escape effect; if the number of times the pet virtual character struggles in the capture item is greater than the threshold, the capture effect of the pet virtual character is determined to be a struggle escape effect.
[0288] Step 4d: If the capture probability is in the third probability range, the capture fails directly and the capture item bounces away;
[0289] In some embodiments, when the capture value falls within a third range, the capture probability of the pet virtual character falls within a third probability range. When the capture probability of the pet virtual character falls within the third probability range, the capture type for the pet virtual character is determined to be a failed capture type, and the capture effect for the pet virtual character is displayed as a failed capture effect. The failed capture effect is used to characterize that the pet virtual character failed to capture without struggling; for example, the failed capture effect is displayed as the capture item bounces away.
[0290] Step 4e: Illegal entity, warning that arrest is not permitted;
[0291] In some embodiments, in response to a throwing action targeting a capture item, a text message indicating that the item cannot be captured is displayed on the game interface after the capture item hits an illegal unit. Here, "illegal unit" refers to a non-pet virtual character, such as a rock, a tree, or grass.
[0292] Step 5: The capture item shakes for the first time, and the capture progress bar is displayed;
[0293] In some embodiments, in response to the pet character beginning its first struggle in the capture object, a capture progress bar is displayed around the capture object.
[0294] Step 6: Once the target capture progress is reached, the number of shakes is less than or equal to the threshold number, and the capture is successful;
[0295] Optionally, the capture progress bar rises at a preset rate to the target capture progress (e.g., the target capture progress is 100%). Before the capture progress bar reaches the target capture progress, the number of times the pet virtual character struggles in the capture item is determined. If the number of struggles is less than or equal to the number of times threshold is reached, the challenge capture effect for the pet virtual character is displayed as a struggle capture effect.
[0296] Step 7: The target capture progress has not been reached, the number of shakes exceeds the threshold, and the capture has failed.
[0297] Optionally, the capture progress bar rises at a preset rate to the target capture progress (e.g., the target capture progress is 100%). Before the capture progress bar reaches the target capture progress, the number of times the pet virtual character struggles in the capture item is determined. If the number of struggles is greater than the number threshold, the challenge capture effect for the pet virtual character is displayed as a struggle escape effect.
[0298] Figure 19 This diagram illustrates a structural block diagram of a pet virtual character capture device according to an embodiment of this application. The device has the functionality to implement the above-described pet virtual character capture method example; this functionality can be implemented by hardware or by hardware executing corresponding software. The device can be the server described above, or it can be located within a server. Figure 19 As shown, the device 1700 includes a display module 1710 and a control module 1720.
[0299] Display module 1710 is used to display the main virtual character in the virtual world, as well as the pet virtual characters in a wild state;
[0300] The control module 1720 is used to control the main control virtual character to release capture items or capture skills to the pet virtual character in response to the capture operation of the pet virtual character;
[0301] The display module 1710 is used to display the challenge capture effect for the pet virtual character, the challenge capture effect including the struggle capture effect or the struggle escape effect;
[0302] The struggle capture effect is used to represent that the pet virtual character is successfully captured after struggling, and the struggle escape effect is used to represent that the pet virtual character escapes capture after struggling.
[0303] In some embodiments, the display module 1710 further includes a display submodule.
[0304] In an optional example, a submodule is displayed for displaying a challenge capture effect for the pet virtual character as a struggle capture effect when a first capture condition is met. The struggle capture effect includes the pet virtual character being successfully captured after a first form of struggle.
[0305] The display submodule is used to display the challenge capture effect for the pet virtual character as a struggle escape effect when the second capture condition is met. The struggle capture effect includes the pet virtual character escaping capture after struggling in the second form.
[0306] In an optional example, a submodule is displayed to display the challenge capture effect for the pet virtual character as a struggle capture effect in response to the pet virtual character struggling a number of times in the capture prop being less than or equal to a number threshold.
[0307] In an optional example, a submodule is displayed to display the challenge capture effect for the pet virtual character as a struggle escape effect in response to the pet virtual character struggling more than the number of times in the capture prop.
[0308] In an optional example, a display submodule is provided to display the challenge capture effect on the pet virtual character when the capture probability of the pet virtual character falls within the target probability range.
[0309] In some embodiments, the apparatus 1700 further includes a generation module and a determination module.
[0310] In an optional example, a generation module is used to generate n random numbers according to a preset rule, where n is a positive integer;
[0311] The determination module is used to determine the number of times the pet virtual character struggles in the capture prop based on the relationship between the n random numbers and the capture probability.
[0312] In an optional example, a determining module is used to determine the number of times among the n random numbers that are greater than the capture probability as the number of times the pet virtual character struggles in the capture item.
[0313] In an optional example, a determining module is configured to, when the capture probability of the pet virtual character falls within a first probability range, determine that the capture type for the pet virtual character is a successful capture type, and display the capture effect for the pet virtual character as a successful capture effect, wherein the successful capture effect is used to characterize that the pet virtual character was successfully captured without struggling.
[0314] The determination module is used to determine the capture type of the pet virtual character as a successful capture type and to display the capture effect of the pet virtual character as a struggling capture effect when the capture probability of the pet virtual character is within the second probability range.
[0315] The determination module is used to determine that the capture type for the pet virtual character is a failed capture type when the capture probability of the pet virtual character belongs to the third probability interval, and to display the capture effect for the pet virtual character as a failed capture effect, wherein the failed capture effect is used to characterize that the pet virtual character failed to capture without struggling.
[0316] Wherein, the minimum value of the first probability interval is greater than the maximum value of the second probability interval, the minimum value of the second probability interval is greater than the maximum value of the target probability interval, and the minimum value of the target probability interval is greater than the maximum value of the third probability interval.
[0317] In some embodiments, the apparatus 1700 further includes an acquisition module.
[0318] In an optional example, a module is used to obtain a base capture value for the pet virtual character, the base capture value being used to indicate the base capture probability of capturing the pet virtual character;
[0319] An acquisition module is used to acquire a correction type and correct the base capture probability based on the content indicated by the correction type to obtain the capture probability.
[0320] In one optional example, the correction type includes at least one of the following:
[0321] Status correction, used to indicate the correction of the pet virtual character's status to the base capture value;
[0322] Gain correction, used to indicate the correction of the base capture value by positive gain effects and / or negative gain effects;
[0323] Level suppression correction is used to indicate the correction of the base capture value based on the level difference between the main virtual character and the pet virtual character;
[0324] Continuous capture compensation correction is used to instruct the main virtual character to correct the base capture value during continuous capture operations;
[0325] Grasp force correction is used to indicate the correction of the master virtual character's capture ability to the base capture value.
[0326] In an optional example, a display submodule is provided to display an aiming circle for the pet virtual character in response to a pre-aiming operation for the pet virtual character, and to display a prompt message based on the aiming circle, the prompt message being used to guide the main virtual character to select the capture item.
[0327] In one optional example, the aiming circle displays at least one of the following prompts:
[0328] Color information is displayed based on the aiming circle;
[0329] Based on the aiming circle display style information;
[0330] Icon information is displayed based on the first circumferential position of the aiming circle;
[0331] Recommended information is displayed based on the second circumferential position of the aiming circle.
[0332] In an optional example, the aiming circle displays prompt information including color information. A display submodule is used to display first color information based on the aiming circle. The first color information is used to guide the main virtual character to select a first-level capture item. The first level is the level of the capture item currently being captured by the main virtual character.
[0333] The display submodule is used to display second color information based on the aiming circle. The second color information is used to guide the main control virtual character to switch the second-level capture item to the third-level capture item, where the third-level item is higher than the second-level item.
[0334] The display submodule is used to display third color information based on the aiming circle. The third color information is used to guide the main control virtual character to switch the fourth-level capture item to the fifth-level capture item. The fifth-level item is lower than the fourth-level item.
[0335] The display submodule is used to display fourth color information based on the aiming circle. The fourth color information is used to guide the main control virtual character to select a capture item of a first preset level. The first preset level is the level of the specified capture item.
[0336] It should be noted that the specific limitations of the embodiments of the pet virtual character capture device provided above can be found in the limitations of the pet virtual character capture method above, and will not be repeated here. Each module of the above device can be implemented entirely or partially by software, hardware, or a combination thereof. Each module can be embedded in the processor of the computer device in hardware form or independent of the processor of the computer device, or it can be stored in the memory of the computer device in software form, so that the processor can call and execute the corresponding operations of each module.
[0337] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0338] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the pet virtual character capture method provided in the above method embodiments.
[0339] Figure 20 This illustration shows a structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application. The computer device 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1800 may also be referred to as a user device, portable terminal, or other names. Typically, the computer device 1800 includes a processor 1801 and a memory 1802.
[0340] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0341] The memory 1802 may include one or more computer-readable storage media, which may be tangible and 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 or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the pet virtual character capture method provided in the embodiments of this application.
[0342] 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, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1804, a touch display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.
[0343] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0344] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF 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 user identity module card, etc. The RF circuit 1804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wi-Fi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0345] The touch display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1801 for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, located on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1800 or in a folded design; in some embodiments, the touch display screen 1805 may be a flexible display screen, located on a curved or folded surface of the computer device 1800. Furthermore, the touch display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1805 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0346] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0347] Audio circuitry 1807 provides an audio interface between the user and computer device 1800. Audio circuitry 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1801 for processing, or input to radio frequency circuitry 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1801 or radio frequency circuitry 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1807 may also include a headphone jack.
[0348] Power supply 1808 is used to supply power to the various components in computer device 1800. Power supply 1808 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0349] 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 accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0350] Accelerometer 1810 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by computer device 1800. For example, accelerometer 1810 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 1801 can control touch screen 1805 to display the user interface in landscape or portrait view based on the gravitational acceleration signal collected by accelerometer 1810. Accelerometer 1810 can also be used for games or to collect user motion data. Gyroscope 1811 can detect the orientation and rotation angle of computer device 1800. Gyroscope 1811 can work in conjunction with accelerometer 1810 to collect 3D movements of the user on computer device 1800. Based on the data collected by gyroscope 1811, processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0351] The pressure sensor 1812 can be disposed on the side bezel of the computer device 1800 and / or on the underside of the touchscreen display 1805. When the pressure sensor 1812 is disposed on the side bezel of the computer device 1800, it can detect the user's grip signal on the computer device 1800 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1812 is disposed on the underside of the touchscreen display 1805, it can control operable controls on the UI interface based on the user's pressure operation on the touchscreen display 1805. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0352] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch screen 1805 based on the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1813.
[0353] The proximity sensor 1814, also known as a distance sensor, is typically located on the front of the computer device 1800. The proximity sensor 1814 is used to detect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from a screen-on state to a screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from a screen-off state to a screen-on state.
[0354] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.
[0355] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the pet virtual character capture method provided in the above-described method embodiments.
[0356] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the pet virtual character capture method provided in the above method embodiments.
[0357] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0358] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0359] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for capturing a virtual pet character, characterized in that, The method includes: Displays the main virtual character located in the virtual world, as well as pet virtual characters in a wild state; In response to the capture operation of the pet virtual character, the main control virtual character is controlled to release capture items or capture skills on the pet virtual character; Displays the challenge capture effect for the pet virtual character, the challenge capture effect including the struggle capture effect or the struggle escape effect; The struggle capture effect is used to represent that the pet virtual character is successfully captured after struggling, and the struggle escape effect is used to represent that the pet virtual character escapes capture after struggling.
2. The method according to claim 1, characterized in that, The display of the challenge capture effect for the virtual pet character includes: If the first capture condition is met, the challenge capture effect for the pet virtual character is displayed as a struggle capture effect, which includes the successful capture of the pet virtual character after a first form of struggle; If the second capture condition is met, the challenge capture effect for the pet virtual character is displayed as a struggle escape effect, which includes the pet virtual character escaping capture after a second form of struggle.
3. The method according to claim 2, characterized in that, When the first capture condition is met, the challenge capture effect for the virtual pet character is displayed as a struggling capture effect, including: In response to the pet virtual character struggling less than or equal to a threshold number of times in the capture item, the challenge capture effect for the pet virtual character is displayed as the struggle capture effect.
4. The method according to claim 2, characterized in that, When the second capture condition is met, the challenge capture effect for the virtual pet character is displayed as a struggle and escape effect, including: In response to the number of times the pet virtual character struggles in the capture prop exceeds the threshold, the challenge capture effect for the pet virtual character is displayed as the struggle escape effect.
5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: If the capture probability of the pet virtual character falls within the target probability range, the challenge capture effect for the pet virtual character is displayed.
6. The method according to any one of claims 3 to 5, characterized in that, The method further includes: Generate n random numbers according to preset rules, where n is a positive integer; Based on the relationship between the n random numbers and the capture probability, the number of times the pet virtual character struggles in the capture item is determined.
7. The method according to claim 6, characterized in that, The determination of the number of times the virtual pet character struggles in the capture item based on the relationship between the n random numbers and the capture probability includes: The number of times among the n random numbers that is greater than the capture probability is determined as the number of times the pet virtual character struggles in the capture item.
8. The method according to any one of claims 5 to 7, characterized in that, The method further includes at least one of the following: When the capture probability of the pet virtual character is within the first probability range, the capture type for the pet virtual character is determined to be a successful capture type, and the capture effect for the pet virtual character is displayed as a successful capture effect. The successful capture effect is used to indicate that the pet virtual character was successfully captured without struggling. If the capture probability of the pet virtual character falls within the second probability range, the capture type for the pet virtual character is determined to be a successful capture type, and the capture effect for the pet virtual character is displayed as a struggling capture effect. If the capture probability of the pet virtual character is in the third probability interval, the capture type for the pet virtual character is determined to be a failed capture type, and the capture effect for the pet virtual character is displayed as a failed capture effect. The failed capture effect is used to characterize that the pet virtual character failed to capture without struggling. Wherein, the minimum value of the first probability interval is greater than the maximum value of the second probability interval, the minimum value of the second probability interval is greater than the maximum value of the target probability interval, and the minimum value of the target probability interval is greater than the maximum value of the third probability interval.
9. The method according to claim 7 or 8, characterized in that, The method further includes: Obtain the base capture value for the pet virtual character, the base capture value being used to indicate the base capture probability of capturing the pet virtual character; Obtain the correction type, and correct the base capture probability based on the content indicated by the correction type to obtain the capture probability.
10. The method according to claim 9, characterized in that, The correction type includes at least one of the following: Status correction, used to indicate the correction of the pet virtual character's status to the base capture value; Gain correction, used to indicate the correction of the base capture value by positive gain effects and / or negative gain effects; Level suppression correction is used to indicate the correction of the base capture value based on the level difference between the main virtual character and the pet virtual character; Continuous capture compensation correction is used to instruct the main virtual character to correct the base capture value during continuous capture operations; Grasp force correction is used to indicate the correction of the master virtual character's capture ability to the base capture value.
11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: In response to a pre-aiming operation for the pet virtual character, an aiming circle for the pet virtual character is displayed, and a prompt message is displayed based on the aiming circle, the prompt message being used to guide the main virtual character to select the capture item.
12. The method according to claim 11, characterized in that, The prompt information displayed by the aiming circle includes at least one of the following: Color information is displayed based on the aiming circle; Based on the aiming circle display style information; Icon information is displayed based on the first circumferential position of the aiming circle; Recommended information is displayed based on the second circumferential position of the aiming circle.
13. The method according to claim 12, characterized in that, The aiming circle displays information including color information, and the method further includes: Based on the first color information displayed by the aiming circle, the first color information is used to guide the main virtual character to select a first-level capture item, where the first level is the level of the capture item currently being captured by the main virtual character; The second color information displayed by the aiming circle is used to guide the main virtual character to switch the second-level capture item to the third-level capture item, which is higher than the second level. Based on the third color information displayed by the aiming circle, the third color information is used to guide the main virtual character to switch the fourth-level capture item to the fifth-level capture item, the fifth level being lower than the fourth level; The fourth color information displayed by the aiming circle is used to guide the main virtual character to select a capture item of a first preset level, where the first preset level is the level of the specified capture item.
14. A device for capturing virtual pet characters, characterized in that, The device includes: The display module is used to display the main virtual character located in the virtual world, as well as the pet virtual characters in a wild state; The control module is used to control the main control virtual character to release capture items or capture skills to the pet virtual character in response to the capture operation of the pet virtual character; The display module is used to display the challenge capture effect for the pet virtual character, the challenge capture effect including the struggle capture effect or the struggle escape effect; The struggle capture effect is used to represent that the pet virtual character is successfully captured after struggling, and the struggle escape effect is used to represent that the pet virtual character escapes capture after struggling.
15. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the method for capturing a pet virtual character as described in any one of claims 1 to 13.
16. A computer storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the method for capturing a pet virtual character as described in any one of claims 1 to 13.
17. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device, causing the computer device to perform the method for capturing a pet virtual character as described in any one of claims 1 to 13.