Interface display method based on turn-based battle, interface display device, terminal device, and computer program

By sharing map data between the battle and world maps and associating virtual skill effects with environmental elements, the interface display method addresses the discontinuity issue in turn-based battle modes, improving the gaming experience and reducing resource consumption.

JP2025516235AActive Publication Date: 2025-05-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024563690
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-08-19
Filing Date
2023-06-09
Publication Date
2025-05-27
Estimated Expiration
2043-06-09

AI Technical Summary

Technical Problem

Existing turn-based battle modes in open-world games create a sense of discontinuity between the world scene and the battle scene due to independent map data and clear boundaries.

Method used

An interface display method where the battle map and world map share the same map data, synchronizing map data during scene transitions, and associating skill intensity, effect, and visual effect of virtual skills with environmental elements of the battle map.

Benefits of technology

This solution eliminates the sense of discontinuity between the world and battle scenes, reduces resource consumption by maintaining a single piece of map data, and enhances the strategic nature of the game by influencing skill effects based on environmental factors.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses an interface display method, device, equipment, and medium based on turn-based battle, belonging to the field of virtual environment. The method includes a step (420) of displaying a scene screen corresponding to a master virtual character located in a world map, a step (440) of displaying a scene screen corresponding to a pet virtual character located in a battle map in response to a trigger event of the turn-based battle, the pet virtual character being a virtual character released by the master virtual character, and the battle map being a partial map in the world map, and a step (460) of controlling the pet virtual character to release a virtual skill in the battle map, in which at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map. The above solution eliminates the sense of discontinuity between the world scene and the battle scene.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of virtual environments, and in particular to an interface display method, apparatus, device, and medium based on turn-based battles.

[0002] This application claims the priority of a Chinese patent application filed on August 19, 2022, with an application number of 202211001670.6 and an invention title of "Interface Display Method, Apparatus, Device, and Medium Based on Turn-Based Battles", and all of its contents are incorporated herein by reference.

Background Art

[0003] An open-world game is a game that supports players to explore more highly within the game world, and the map range of an open-world game is often relatively large. When a player character explores the game world, various battles often occur. Different from the real-time battle mode, the turn-based battle mode focuses on the order of turns in the battle process, and only when it is the player character's turn, the player character can actively start an attack.

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

[0005] However, in related technologies, the battle space and the open world of the turn-based battle mode are independent of each other, and the battle space and the open world have a clear boundary. How to eliminate the sense of boundary caused by the turn-based battle mode has become a technical problem that needs to be solved urgently.

Summary of the Invention

Problems to be Solved by the Invention

[0006] This application provides an interface display method, apparatus, device, and medium based on turn-based battles, which eliminates the sense of discontinuity between the world scene and the battle scene. The above technical solution is as follows.

Means for Solving the Problem

[0007] Based on one aspect of this application, an interface display method based on turn-based battles is provided. The method is executed by a terminal device, and the method includes: displaying a scene screen corresponding to a master virtual character located on the world map; responding to a trigger event of a turn-based battle and displaying a scene screen corresponding to a pet virtual character located on the battle map, where the pet virtual character is a virtual character released by the master virtual character, and the battle map is a partial map in the world map; controlling the pet virtual character to release a virtual skill on the battle map, where at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map.

[0008] Based on another aspect of this application, an interface display apparatus based on turn-based battles is provided. The apparatus includes a display module and a control module. The display module is used to display a scene screen corresponding to a master virtual character located on the world map. The display module is further used to respond to a trigger event of a turn-based battle and display a scene screen corresponding to a pet virtual character located on the battle map, where the pet virtual character is a virtual character released by the master virtual character, and the battle map is a partial map in the world map. The control module is used to control the virtual pet character to release virtual skills in the combat map, and at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the combat map.

[0009] Based on one aspect of the present application, a terminal device is provided. The terminal device includes a processor and a memory. A computer program is stored in the memory. When the computer program is loaded and executed by the processor, the interface display method based on the above-mentioned turn-based battle is realized.

[0010] Based on one aspect of the present application, a computer-readable storage medium is provided. A computer program is stored in the storage medium. When the computer program is loaded and executed by a processor, the interface display method based on the above-mentioned turn-based battle is realized.

[0011] Based on one aspect of the present application, a computer program product is provided. The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. When a processor of a computer device reads the computer instructions from the computer-readable storage medium and the processor executes the computer instructions, the computer device executes the interface display method based on the turn-based battle provided by the above aspect.

Advantages of the Invention

[0012] The beneficial effects brought by the technical solutions provided by the embodiments of the present application include at least the following.

[0013] By setting the battle map and the world map used in turn-based battles to share the same map data, when switching from the world scene to the battle scene, the battle map can synchronize the map data of the world map, realizing the unification of the world map and the battle map and eliminating the sense of discontinuity between the two. By such a method, the server or the terminal device only needs to maintain one piece of map data, contributing to saving the resources consumed by the server or the terminal device for storing and processing the map data.

[0014] And in this solution, by associating at least one of the skill intensity, skill effect, and visual effect of the virtual skill with environmental elements, the release effect of the virtual skill can gain or weaken a buff under the influence of environmental elements, prompting the player to consider a way of releasing the virtual skill with greater benefits and strengthening the strategic nature of the game. Furthermore, it contributes to increasing the dimension of the pre-battle location selection, enabling the player to select a battlefield advantageous to their own side (and / or disadvantageous to the opponent's side) before entering the turn-based battle, and the pet virtual character can release skills with greater power and more beautiful visual effects in the selected battlefield.

[0015] To more clearly explain the technical solutions in the embodiments of the present application, the drawings necessary for describing the embodiments are briefly introduced below.

Brief Description of the Drawings

[0016]

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DETAILED DESCRIPTION OF THE INVENTION

[0017] As should be understood, as used herein, "several" refers to one or more, and "a plurality" refers to two or more. "And / or" describes the relevant relationship of the relevant objects and indicates that three relationships can exist. For example, A and / or B can indicate three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally indicates that the relevant objects before and after are in an "or" relationship.

[0018] First, the nouns involved in the embodiments of the present application will be briefly introduced.

[0019] Open-world game: An open-world game refers to a game that supports players to explore more highly within the game world, and the map range of an open-world game is often relatively large. In the present application, the map in an open-world game is, that is, a world map.

[0020] Turn-based battle: A turn-based battle refers to a battle mode in which both sides of the battle take turns to attack, defend, or enhance attributes based on the order of turns. The difference from the real-time battle mode is that the turn-based battle focuses on the order in the battle process. In a turn-based battle, a complete turn may refer to the completion of the execution of active operations of attack, defense, or attribute enhancement by all camps in the battle in turn, or a complete turn may refer to the completion of the execution of active operations of attack, defense, or attribute enhancement by Camp A. In the present application, the map in a turn-based battle is, that is, a battle map.

[0021] World Map: The world map consists of multiple blocks. Each block is a polygonal block, which can be any one of a square, a rectangle, and a hexagon. For example, each block is a 50 cm × 50 cm square. Each block has its own surface form, which includes grass, stones, water, etc. Also, the multiple blocks included in the world map may use the same type of blocks, or a combination of multiple different types of blocks.

[0022] Optionally, the time of the open-world game is controlled by a TOD (Time of Day, 24-hour system). Under the control of the TOD system, in the world map, there are elements related to time such as weather, day and night, seasons, and holidays.

[0023] Combat Map: The combat map is a partial map in the world map. As can be understood, when entering turn-based combat, the combat map in the combat scene and the world map in the world scene use the same map data. When not in turn-based combat, the world server loads the map data of the world map, and when entering turn-based combat, the combat server loads the data of the partial map of the world map, so that the combat map and the partial map share the same map data.

[0024] As shown in FIGS. 1 and 2, in the virtual environment 10, when the pet virtual character 12 encounters a wild virtual character 14 at a certain location in the world map and enters combat, one or more blocks within a certain range centered on the reference position determined by the pet virtual character 12 in the world map are determined as the combat map 16. The reference position is the position where the pet virtual character 12 is located, or the most appropriate combat position closest to the pet virtual character 12. In some embodiments, the combat map 16 includes all blocks within a circular range centered on the reference position with a predetermined length as the radius, and in some embodiments, the combat map 16 includes all blocks within a rectangular range centered on the reference position with a predetermined length and width.

[0025] World scene and battle scene: The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more blocks on the world map can be displayed in the user interface. For example, in the user interface, one or more blocks where the master virtual character or the pet virtual character is currently located on the world map, and several interface elements related to the above-displayed blocks, the master virtual character, and the pet virtual character can be displayed.

[0026] The battle scene refers to the scene corresponding to the battle map. When the battle scene is displayed in the user interface, the battle map can be displayed in the user interface. For example, all or some of the blocks included in the battle map can be displayed. For example, in the user interface, one or more blocks where the master virtual character or the pet virtual character is currently located on the battle map, and several interface elements related to the above-displayed blocks, the master virtual character, and the pet virtual character can be displayed.

[0027] The world scene and the battle scene can be switched. For example, it may be switched from the world scene to the battle scene, or it may be switched from the battle scene to the world scene.

[0028] When displaying the world scene and the battle scene, the virtual video camera may use different shooting viewpoints. For example, when displaying the world scene, the virtual video camera shoots the world scene from the viewpoint of the master virtual character (for example, the first-person viewpoint or the third-person viewpoint of the master virtual character) to obtain a display screen of the world scene. When displaying the battle scene, the virtual video camera shoots the battle scene from an intermediate viewpoint (for example, the virtual video camera is located at an intermediate and diagonally upward position between the two sides of the battle) to obtain a display screen of the battle scene. Optionally, in the world scene and the battle scene, in addition to the different shooting viewpoints, the permitted user operations may also be different. For example, when displaying the world scene, the user is permitted to manually adjust the viewpoint and control the movement of the master virtual character or the pet virtual character. When displaying the battle scene, the user is not permitted to manually adjust the viewpoint and is not permitted to control the movement of the master virtual character or the pet virtual character, etc. By the above method, the user can perceptually distinguish the world scene from the battle scene. However, since the world scene and the battle scene share the same world map, and the battle map used in the battle scene is one or more blocks in the world map, the switching between the world scene and the battle scene does not bring a strong sense of discontinuity and is a very smooth and natural switch.

[0029] Virtual environment: It is a virtual environment displayed (or provided) when an application program operates on a terminal. The virtual environment may be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual world may be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, and the present application is not limited thereto. The following embodiments will be described by taking the virtual world as a three-dimensional virtual world as an example.

[0030] Master virtual character: It refers to an object that can be operated by a player in a virtual world. The master virtual character may be a virtual person, a virtual animal, an animated character, etc., for example, a person and an animal displayed in a three-dimensional virtual world. Optionally, the master virtual character is a three-dimensional solid model created based on skeletal animation technology. Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0031] Pet virtual character: It refers to an object that can be controlled in a virtual world by Artificial Intelligence (AI). The pet virtual character may be a virtual creature, a virtual animal, a virtual monster, a virtual fairy, a virtual pet, etc., for example, an animal displayed in a three-dimensional virtual world or an object that can be operated in other forms. The pet virtual character can perform at least one of interactive operations such as being captured, raised, and upgraded by the master virtual character. The pet virtual character can assist the master virtual character in performing at least one of interactive operations such as collection, combat, and block change.

[0032] Figure 3 shows a structural block diagram of a computer system provided by one exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.

[0033] In the embodiments provided by the present application, the terminal may also be called a terminal device, and the two have the same meaning. For example, the "first terminal" may also be called the "first terminal device".

[0034] An application program that supports a virtual environment is installed and operating on the first terminal 120. The application program may be any one of a 3D map program, a Virtual Reality (VR) application program, an Augmented Reality (AR) program, an open-world game program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is a terminal used by the first user. The first user uses the first terminal 120 to control the activities of the first virtual character located in the virtual environment. The first virtual character serves as the master virtual character, and the activities include, but are not limited to, at least one of adjusting body postures, walking, running, jumping, cycling, driving, aiming, picking up, capturing a pet virtual character, controlling a pet virtual character, raising a pet virtual character, picking by the pet virtual character, fighting by the pet virtual character, using throwing-type items, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual person, for example, a simulation person object or an animated person object. Exemplarily, the first user controls the activities of the first virtual character through the UI control components on the virtual environment screen, and the first user controls the first virtual character to throw a pet virtual character through the UI control components on the virtual environment screen. The first terminal 120 is connected to the server 140 through a wireless network or a wired network.

[0035] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and a memory 142. The memory 142 includes a receiving module 1421, a control module 1422, and a transmitting module 1423. The receiving module 1421 is used to receive requests sent by the client terminal, such as requests to determine the position of an enemy virtual character. The control module 1422 is used to control the rendering of the virtual environment screen. The transmitting module 1423 is used to send a response to the client terminal, for example, to send the position of the enemy virtual character to the client terminal. Server 140 is used to provide background services to an application program that supports a three-dimensional virtual environment. Optionally, server 140 undertakes the main computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake secondary computing work, or server 140 undertakes secondary computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the main computing work, or the four of server 140, the first terminal 120, the second terminal 160, and the third terminal 180 cooperate and compute using a distributed computing architecture.

[0036] An application program that supports the virtual environment is installed and operating on the second terminal 160. The second terminal 160 is a terminal used by the second user. The second user uses the second terminal 160 to control the activities of the second virtual character located in the virtual environment. The second virtual character is also a master virtual character. An application program that supports the virtual environment is installed and operating on the third terminal 180. The third terminal 180 is a terminal used by the third user. The third user uses the third terminal 180 to control the activities of the third virtual character located in the virtual environment. The third virtual character is also a master virtual character.

[0037] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual environment. The first virtual character, the second virtual character, and the third virtual character belong to different camps, or the first virtual character, the second virtual character, and the third virtual character belong to the same camp.

[0038] Optionally, the application programs installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the application programs installed on the three terminals are the same type of application programs in different operating system platforms (Android or IOS). The first terminal 120 may generically refer to one of the plurality of terminals, the second terminal 160 may generically refer to one of the plurality of terminals, and the third terminal 180 may generically refer to one of the plurality of terminals. This embodiment is merely described by taking 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 are the same or different, and the device types include at least one of a smartphone, a smartwatch, a smart TV, a tablet computer, a wearable device, an in-vehicle terminal, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are described by taking the terminal including a smartphone as an example.

[0039] Hereinafter, any master virtual character can be replaced with a first master virtual character controlled by the first user, and any pet virtual character can be replaced with a first pet virtual character corresponding to the first master virtual character.

[0040] FIG. 4 shows a flowchart of an interface display method based on turn-based battles provided by one exemplary embodiment of the present application, and the method will be described by taking as an example the execution by the terminal (or an application program that supports a virtual environment) shown in FIG. 3. The method includes the following steps 420 to 460.

[0041] Step 420: Display a scene screen corresponding to the master virtual character located on the world map.

[0042] World map: Refers to a map used to carry out the activities of the master virtual character. In one embodiment, the world map includes fortresses, markets, shopping streets, parks, forests, mountainsides, volcanoes, ports, beaches, and the like. The world map is a map network obtained by expanding a plurality of scenic spots as important nodes. Optionally, since the world map has relatively many map resources that can be explored by players, it is also called the "big world".

[0043] Master virtual character: Refers to an object that can be actively played by a player in the virtual world. Pet virtual character: Refers to an object that can be actively controlled in the virtual world by artificial intelligence. Optionally, the master virtual character has at least one pet virtual character, and the master virtual character releases the pet virtual character by throwing a ball-shaped virtual prop.

[0044] Optionally, the pet virtual character can perform interactive actions with the master virtual character in the virtual world. Exemplarily, the interactive actions include that when the master virtual character feeds the pet virtual character, the pet virtual character jumps around the master virtual character to ask for more food; the pet virtual character picks fruits in the virtual environment and passes the fruits to the master virtual character; the pet virtual character spouts flames when the master virtual character tries to barbecue; the pet virtual character competes with the master virtual character; and the pet virtual character further assists or replaces the master virtual character to fight.

[0045] In the above example, the pet virtual character adventures with the master virtual character as the master virtual character's partner. Optionally, the pet virtual character and the master virtual character have a growth mechanism, and the level of the pet virtual character is affected by the level of the master virtual character. For example, the level of the pet virtual character should not be higher than the level of the master virtual character.

[0046] Step 440: In response to the trigger event of the turn-based battle, display the scene screen corresponding to the pet virtual character located on the battle map.

[0047] The trigger event for turn-based battles is used to initiate turn-based battles between pet virtual characters. Optionally, the trigger event for turn-based battles includes, but is not limited to, the following implementation methods: 1. When the master virtual character is active on the world map and either the master virtual character or a pet virtual character enters the territory of a wild virtual character in the wild, a turn-based battle between the master virtual character and the wild virtual character is triggered. 2. When the master virtual character is active on the world map and the terminal responds to the master virtual character actively throwing a ball-shaped virtual item in which the pet virtual character is stored at a wild virtual character, the pet virtual character is released. If the pet virtual character discovers that there are wild virtual characters around it, the master virtual character actively initiates a turn-based battle with the wild virtual character. 3. When the first master virtual character encounters the second master virtual character on the world map, the first master virtual character engages in a conversation with the second master virtual character. The terminal responds to an operation where both parties agree to engage in a turn-based battle at the end of the conversation and activates the turn-based battle. Here, the first master virtual character is the master virtual character controlled by the first player, the second master virtual character is the master virtual character controlled by the second player, or a NPC (Non-Player Character) set in the game. 4. When the first master virtual character encounters the second master virtual character on the world map and the second master virtual character initiates a surprise attack on the first master virtual character, the first master virtual character has no choice but to enter a turn-based battle.

[0048] Optionally, the terminal responds to the trigger event for turn-based battles, confirms that a turn-based battle will be conducted, and the user interface is switched from the scene screen displaying the world map to the scene screen displaying the battle map.

[0049] In one embodiment, the terminal performs a smooth transition between two types of scene screens by playing an animation. Optionally, the content of the animation includes a master virtual character throwing a ball-shaped virtual prop and releasing a pet virtual character from the ball-shaped virtual prop. Optionally, the content of the animation includes a provoking screen of an enemy virtual character.

[0050] In one embodiment, before entering a turn-based battle, if the master virtual character has already released the pet virtual character and the pet virtual character and the master virtual character are located on the world map, after entering the turn-based battle, the master virtual character does not need to release the pet virtual character anymore. In another embodiment, before entering a turn-based battle, if the pet virtual character is not on the world map, after entering the turn-based battle, the master virtual character releases the pet virtual character.

[0051] After entering the turn-based battle, the terminal displays a scene screen corresponding to the pet virtual character located on the battle map, where the battle map is a partial map in the world map. As shown in conjunction with FIG. 2, the upper half of FIG. 2 is a partial map in the world map, and the lower half of FIG. 2 is the battle map. In one embodiment, the world map includes a plurality of blocks, and the number of blocks included in the partial map and the battle map in the world map is the same. The blocks included in the partial map and the battle map correspond to each other and the environmental elements are consistent.

[0052] Optionally, the pet virtual character and the enemy virtual character are included in the scene screen of the battle map. The enemy virtual character may be a second master virtual character controlled by a second player or a second pet virtual character.

[0053] Step 460: Control the pet virtual character to release a virtual skill in the combat map, and at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the combat map.

[0054] In some embodiments, the virtual skill refers to a skill that the pet virtual character has, and the pet virtual character can release the virtual skill in the combat map. Optionally, the pet virtual character has at least one virtual skill, and the terminal responds to an operation on the skill control component corresponding to the first virtual skill, and controls the pet virtual character to release the first virtual skill in the combat map.

[0055] Optionally, the skill intensity of the virtual skill refers to the intensity of the action of the virtual skill. For example, a certain virtual skill is used to reduce one point of the life value of an adversarial virtual character, and another virtual skill is used to reduce three points of the life value of an adversarial virtual character.

[0056] Optionally, the skill effect of the virtual skill refers to the influence exerted on at least one virtual character in the virtual environment after the virtual skill is released. For example, a certain virtual skill is used to reduce the life value of an adversarial virtual character, and another virtual skill is used to improve the life value of the pet virtual character.

[0057] Optionally, the visual effect of the virtual skill refers to the display style of the release process of the virtual skill.

[0058] In this solution, the release effect of the virtual skill is not fixed and is related to the environmental elements of the combat map where the pet virtual character is located. In other words, the release effect of the virtual skill is affected by the environmental elements of the combat map. That is, when the same pet virtual character releases the same virtual skill in combat maps with different environmental elements, the release effects of the virtual skill are different. Optionally, the release effect of the virtual skill includes at least one of the skill intensity, skill effect, and visual effect of the virtual skill. For example, the release effect of the virtual skill includes the skill intensity and the skill effect.

[0059] In some embodiments, a skill control component is displayed on the scene screen of the combat map. In response to the skill control component receiving a trigger operation, the pet virtual character is controlled to release a virtual skill in the combat map. At least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the combat map.

[0060] In one embodiment, the combat map corresponds to at least two environmental elements, and the at least two environmental elements refer to two types of environmental elements determined by dividing the combat map from different dimensions. Optionally, the environmental elements include weather conditions, day and night conditions, surface morphology, temperature conditions, and the like.

[0061] Optionally, due to the environmental elements, the release effect of the virtual skill can obtain a buff. For example, when the virtual skill is a fire-based skill and the combat map is a forest environment (the surface morphology is a forest), the skill intensity (power), skill effect (smoke effect), and visual effect (size of the flame) of the fire-based skill in the forest environment are significantly enhanced.

[0062] Optionally, after the turn-based battle ends, the user interface can be switched from the scene screen that displays the battle map to the scene screen that displays the world map. In one embodiment, the terminal performs a smooth transition of the screen by playing an animation. Optionally, the content of the animation includes at least one of a screen where the loser is frustrated and a bonus screen for the winner.

[0063] After returning to the scene screen of the world map, the battle traces from the previously ended turn-based battle are displayed on the partial map of the world map. Typically, if the grassland on the battle map catches fire due to the intense battle between both sides in the turn-based battle, then after returning to the world map, the grassland on the world map will also catch fire. If the fire is extinguished on the battle map, then the traces after combustion are displayed on the world map.

[0064] By displaying the battle traces on the world map, it enables the world map and the battle map to share the same map data, contributes to the realization that the partial map in the battle map and the world map match, and thereby reduces the image processing load of the terminal device during the switching process between the battle map and the world map.

[0065] Optionally, the method shown in FIG. 4 further includes the step of the terminal synchronously changing the environmental elements of the battle map in a situation where, during the process of the turn-based battle, there are circumstances where the environmental elements of the partial map have changed due to reasons other than the above turn-based battle. That is, during the battle process, the environmental elements of the battle map change according to the changes in the environmental elements of the world map. Optionally, the reasons other than the turn-based battle refer to reasons not related to the turn-based battle, that is, events that change the environmental elements occurring on the world map.

[0066] Synchronizing the changes in the environmental elements of the partial map with the environmental elements of the battle map contributes to the improvement of the reality during the turn-based battle process and contributes to reducing the sense of discontinuity between the world map and the battle map.

[0067] Optionally, when the i-th environmental element of the partial map changes, the terminal changes the j-th environmental element of the battle map, where the i-th environmental element is any one of weather conditions, day-night conditions, and terrain, and the j-th environmental element is any one of weather conditions, day-night conditions, and terrain, and both i and j are positive integers.

[0068] Typically, the pet virtual character and the enemy virtual character are engaged in a turn-based battle, and the master virtual character is holding a bonfire party on the world map. If a fire unfortunately breaks out on the world map during the battle process in the battle map and the grassland in the partial map catches fire, the combustion effect is synchronized to the battle map and changes the environmental elements of the blocks within the battle map.

[0069] Typically, the pet virtual character and the enemy virtual character are engaged in a turn-based battle. During the battle process, if the world map changes from the original sunny day to a rainy day, the weather condition of the battle map also changes from sunny to rainy.

[0070] Typically, the pet virtual character and the enemy virtual character are engaged in a turn-based battle. During the battle process, if the world map changes from the original sunny day to a rainy day and the block in the battle map was originally in a burning state, the fire in the battle map is extinguished and changes from the original "burning" terrain to grassland.

[0071] In one embodiment, the method shown in FIG. 4 further includes the step of synchronously changing the environmental elements of the partial map when there is a situation where the environmental elements of the battle map change due to the reasons within the above-mentioned turn-based battle during the turn-based battle process. That is, during the battle process, the environmental elements of the world map change according to the change of the environmental elements of the battle map.

[0072] Optionally, the cause within the turn-based battle refers to the cause related to the turn-based battle, that is, an event that changes the environmental elements occurring on the battle map. For example, the cause within the turn-based battle includes the change of environmental elements on the battle map when the pet virtual character releases a virtual skill.

[0073] Optionally, under the situation where the m-th environmental element of the partial map has changed, the n-th environmental element of the battle map is changed, where the m-th environmental element is any one of the weather condition, day-night condition, and surface form, and the n-th environmental element is any one of the weather condition, day-night condition, and surface form, and m and n are both positive integers.

[0074] Typically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. Due to the fire-based skill released by the pet virtual character, the grassland on the battle map catches fire, and this fire effect is synchronized with the world map, changing the environmental elements of the blocks within the world map.

[0075] Typically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. Due to the ice-based skill released by the pet virtual character, the water flow on the battle map freezes. By being synchronized with the world map, the blocks (where the surface form is water flow) on the world map also freeze, and the surface form is changed to ice.

[0076] Typically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle. During the battle process, when the pet virtual character on the battle map releases a water-based skill and the water-based skill extinguishes the fire on the battle map, the surface form of the "burning" blocks on the world map changes to grassland.

[0077] As described above, by setting the battle map used in turn-based battles and the world map to share the same map data, when switching from the world scene to the battle scene, the battle map can synchronize the map data of the world map, realizing the unification of the world map and the battle map and eliminating the sense of discontinuity between the two. By such a method, the server or the terminal only needs to maintain one piece of map data, contributing to saving the resources consumed by the server or the terminal device in the process of storing and processing the map data.

[0078] And in this solution, by associating at least one of the skill intensity, skill effect, and visual effect of the virtual skill with the environmental factor, the release effect of the virtual skill can obtain a buff or be weakened under the influence of the environmental factor, prompting the player to consider a method of releasing the virtual skill with greater benefits and strengthening the strategic nature of the game. Furthermore, it increases the dimension of the battlefield selection before the battle, enabling the player to select a battlefield advantageous to their own side (and / or disadvantageous to the opponent's side) before entering the turn-based battle. The pet virtual character can release skills with stronger power and more beautiful visual effects on the selected battlefield.

[0079] And during the turn-based battle process, the world map and the battle map maintain the synchronization of environmental factors, further eliminating the sense of discontinuity between the world scene and the battle scene.

[0080] Based on the selectable embodiments shown in FIG. 4, regarding step 460, the statement that "at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the combat map" can be further refined to mean that the skill intensity and / or skill effect of the virtual skill are associated with the emotional state of the pet virtual character towards the combat map. This corresponds to the pet virtual character having an emotion management system in this solution, and the emotion management system is used to manage the emotional state of the pet virtual character. Optionally, the environmental elements of the combat map can affect the emotional state of the pet virtual character, and the emotional state of the pet virtual character can affect the release effect of the virtual skills of the pet virtual character.

[0081] For example, if the combat map is a grass-type environment and the pet virtual character likes grasslands, the skill power of the skills released by the pet virtual character in the grass-type environment will be enhanced, and an additional binding effect will be added to the virtual skills. Further, for example, if it is raining in the weather conditions of the combat map and the pet virtual character dislikes rainy days, the skill power of the virtual skills released by the pet virtual character in the grass-type environment will decrease.

[0082] In one embodiment, the terminal further displays an emotion effect in the user interface based on the emotional state of the pet virtual character towards the combat map. Optionally, the terminal responds to receiving a trigger operation for the emotion effect and further displays in the user interface the influence of the emotional state of the pet virtual character on the virtual skills. Schematically, the smiling face in FIG. 5 indicates that the pet virtual character 501 likes the combat map. In response to receiving the trigger operation for the "smiling face" effect, it is displayed that "the affinity is'strong', the fairy likes the surrounding environment very much, and the damage increases by 50%", that is, it is displayed that the "affinity state" improves the skill intensity by 50%.

[0083] By associating environmental factors with the emotional state of the pet virtual character, it helps the player understand the impact of environmental factors on the release effect of virtual skills, and contributes to helping the player adapt to the gameplay of the game more quickly.

[0084] In one embodiment, at least two environmental factors correspond to the battle map, and the environmental factors include weather conditions, day and night conditions, surface topography, temperature conditions, etc.

[0085] In S1, in a situation where among at least two environmental factors, the environmental factors preferred by the pet virtual character are more than the environmental factors it dislikes, an affinity effect used to represent that the pet virtual character is in an affinity state is further displayed on the scene screen corresponding to the battle map.

[0086] In some embodiments, the affinity state is used to represent that the pet virtual character can adapt to environmental factors and the release effect of virtual skills gets a buff under the influence of environmental factors. Optionally, the terminal determines whether the pet virtual character is in an affinity state based on the difference between the number of environmental factors preferred by the pet virtual character and the number of environmental factors disliked by the pet virtual character in the battle map of the current turn-based battle.

[0087] Exemplarily, if the weather of the battle map is sunny, the surface topography of the battle map is tiles, the pet virtual character likes sunny days, the pet virtual character does not like tiles and is not disgusted with them, it is determined that the number of environmental factors preferred by the pet virtual character (1) among the two environmental factors is more than the number of environmental factors it dislikes (0).

[0088] In one embodiment, a first environmental factor and a second environmental factor correspond to the battle map. S1 can be further subdivided into the following S1-1 and S1-2.

[0089] In S1-1, in a situation where the pet virtual character likes both the first environmental element and the second environmental element, on the scene screen corresponding to the battle map, a first affinity effect used to indicate that the pet virtual character is in the first affinity state is further displayed.

[0090] Exemplarily, when the weather of the battle map is sunny, the surface form of the battle map is grassland, and the pet virtual character likes both sunny weather and grassland, the pet virtual character is in the first affinity state, and the user interface displays the first affinity effect. Schematically, the smiling face shown in FIG. 6 is the first affinity effect, and the pet virtual character 601 shown in FIG. 6 is in the first affinity state.

[0091] Optionally, the first environmental element is the weather condition or the day-night condition, the second environmental element is the surface form, or the first environmental element is the surface form, and the second environmental element is the weather condition or the day-night condition.

[0092] In one embodiment, when the pet virtual character likes the weather condition, the first environmental element is the day-night condition, the second environmental element is the surface form; when the pet virtual character dislikes the weather condition, the first environmental element is the weather condition, and the second environmental element is the surface form.

[0093] Schematically, when the environmental elements of the battle map are sunny, daytime, and grassland, and the pet virtual character likes sunny weather and further decides that the pet virtual character likes daytime, it is determined that the pet virtual character likes both the first environmental element and the second environmental element.

[0094] In S1-2, in a situation where the pet virtual character likes the first environmental element and does not dislike the second environmental element, on the scene screen corresponding to the battle map, a second affinity effect used to indicate that the pet virtual character is in the second affinity state is further displayed.

[0095] Exemplarily, when the weather of the battle map is sunny, the surface form of the battle map is tiles, and the pet virtual character likes sunny weather but does not dislike tiles, the pet virtual character is in the second affinity state, and the user interface displays the second affinity effect. Schematically, the smiling face shown in FIG. 7 is the second affinity effect, and the pet virtual character 701 shown in FIG. 7 is in the second affinity state. Comparing FIG. 6 and FIG. 7, it can be seen that the smiling face in FIG. 6 is more vivid than the smiling face in FIG. 7, that is, the degree of affinity in the first affinity state is greater than the degree of affinity in the second affinity state.

[0096] Optionally, the first affinity state is superior to the second affinity state, that is, the release effect of the virtual skill when the pet virtual character is in the first affinity state is superior to the release effect of the same virtual skill when the pet virtual character is in the second affinity state.

[0097] Optionally, the first environmental element is the weather condition or the day-night condition, the second environmental element is the surface form, or the first environmental element is the surface form, and the second environmental element is the weather condition or the day-night condition.

[0098] In one embodiment, when the pet virtual character likes the weather condition, the first environmental element is the day-night condition, the second environmental element is the surface form, and when the pet virtual character dislikes the weather condition, the first environmental element is the weather condition, and the second environmental element is the surface form.

[0099] Schematically, the environmental elements of the battle map are sunny, night, and grassland. When the terminal first determines that the pet virtual character likes sunny weather and then determines that the pet virtual character does not dislike night, it is determined that the pet virtual character likes the first environmental element and does not dislike the second environmental element (or the pet virtual character does not dislike the first environmental element and likes the second environmental element).

[0100] By setting at least two affinity states, it is possible to subdivide the influence of environmental elements on the release effect of virtual skills, enrich the usage methods of virtual skills, and contribute to improving the fun of the game without causing a large computing overhead.

[0101] In S2, in a situation where among at least two environmental elements, the environmental element preferred by the pet virtual character is less than the environmental element it dislikes, on the scene screen corresponding to the battle map, a resistance effect used to indicate that the pet virtual character is in a resistance state is further displayed.

[0102] Exemplarily, when the weather of the battle map is rainy, the surface form of the battle map is tiles, the pet virtual character dislikes rain, and does not dislike tiles, it is determined that the number of environmental elements preferred (0) by the pet virtual character among the two environmental elements is less than the number of environmental elements it dislikes (one).

[0103] In one embodiment, a first environmental element and a second environmental element correspond to the battle map. S2 can be further subdivided into the following S2-1 and S2-2.

[0104] In S2-1, in a situation where the pet virtual character dislikes both the first environmental element and the second environmental element, on the scene screen corresponding to the battle map, a first resistance effect used to indicate that the pet virtual character is in a first resistance state is further displayed.

[0105] Optionally, when the pet virtual character is in the first resistance state, the skill intensity and skill effect of the virtual skill change. For example, the skill intensity of the virtual skill is weaker than the initial skill intensity of the virtual skill, and the initial skill intensity refers to the skill intensity when the virtual skill is not affected by environmental elements.

[0106] Exemplarily, when the weather of the battle map is rainy, the surface form of the battle map is sandy, and the pet virtual character dislikes rainy days and sandy areas at the same time, the pet virtual character is in the first resistance state, and the user interface displays the first resistance effect. Schematically, the crying face shown in FIG. 8 is the first resistance effect, and the pet virtual character 801 shown in FIG. 8 is in the first resistance state.

[0107] Optionally, the first environmental element is the weather condition or the day-night condition, the second environmental element is the surface form, or the first environmental element is the surface form, and the second environmental element is the weather condition or the day-night condition.

[0108] In one embodiment, when the pet virtual character likes the weather condition, the first environmental element is the day-night condition, the second environmental element is the surface form, and when the pet virtual character dislikes the weather condition, the first environmental element is the weather condition, and the second environmental element is the surface form.

[0109] Schematically, when the environmental elements of the battle map are rainy days, daytime, and sandy areas, and the pet virtual character dislikes rainy days and further decides that the pet virtual character dislikes sandy areas, it is determined that the pet virtual character dislikes the first environmental element and the second environmental element at the same time.

[0110] In S2-2, when the pet virtual character dislikes the first environmental element and does not like the second environmental element, the second resistance effect used to indicate that the pet virtual character is in the second resistance state is further displayed on the scene screen corresponding to the battle map.

[0111] Optionally, the weakening ability with respect to the release effect of the virtual skill in the second resistance state is lower than the weakening ability with respect to the release effect of the virtual skill in the first resistance state. For example, if the initial skill intensity of a certain virtual skill is 10, when the pet virtual character is in the first resistance state, the skill intensity of the virtual skill is 5, and when the pet virtual character is in the second resistance state, the skill intensity of the virtual skill is 7.5. Exemplarily, when the weather of the combat map is rainy, the surface form of the combat map is tiles, the pet virtual character dislikes rain, and the pet virtual character does not like tiles, the pet virtual character is in the second resistance state, and the user interface displays the second resistance effect. Schematically, the crying face shown in FIG. 9 is the second resistance effect, the pet virtual character 901 shown in FIG. 9 is in the second resistance state, and by comparing FIG. 8 and FIG. 9, it can be seen that the crying face in FIG. 8 is more intense than the crying face in FIG. 9, that is, the degree of resistance in the first resistance state is greater than the degree of resistance in the second resistance state.

[0112] Optionally, the first environmental element is a weather condition or a day-night condition, the second environmental element is a surface form, or the first environmental element is a surface form, and the second environmental element is a weather condition or a day-night condition.

[0113] In one embodiment, when the pet virtual character likes the weather condition, the first environmental element is the day-night condition, the second environmental element is the surface form, and when the pet virtual character dislikes the weather condition, the first environmental element is the weather condition, and the second environmental element is the surface form.

[0114] Schematically, when the environmental elements of the combat map are daytime, nighttime, and sandy land, the pet virtual character likes daytime, further decides that the pet virtual character does not like nighttime, and dislikes sandy land, it is determined that the pet virtual character dislikes the first environmental element and does not like the second environmental element (or the pet virtual character does not like the first environmental element and dislikes the second environmental element).

[0115] As described above, by setting it so as to associate the skill intensity and / or skill effect of the virtual skill with the emotional state of the pet virtual character with respect to the battle map, considering the emotional state of the pet virtual character with respect to the battle map, when the pet virtual character is affinity for the battle map, it gives greater power to the virtual skill it has released.

[0116] And the above method further divides the world map and the battle map into a plurality of blocks. The blocks of the partial map (in the world map) correspond one-to-one with the blocks of the battle map, and the environmental elements in the blocks also correspond one-to-one. The blocks of different environmental elements have different effects on the skill. Therefore, the above method further enriches the connection between the world map and the battle map, and the connection between the world map and the turn-based battle. Affecting the skill power from the dimension of the environmental elements of the block can be subdivided into affecting the skill power based on the block where the pet virtual character is located and the block where the enemy virtual character is located, further improving the strategic nature of the game.

[0117] Based on the selectable embodiment shown in FIG. 4, the fact that "at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the battle map" related to step 460 can be further subdivided into the visual effect of the virtual skill being obtained based on the fusion of the environmental elements of the battle map and the basic virtual skill attributes of the pet virtual character. That is, the terminal overlaps the environmental elements of the battle map with the basic virtual skill attributes of the pet virtual character to determine the visual effect of the virtual skill.

[0118] In some embodiments, the basic virtual skill refers to the virtual skill when it is not affected by environmental elements. The attributes of the basic virtual skill are used to represent the release effect of the initial virtual skill.

[0119] For example, when the battle map is a fire-based environment (the surface form is fire) and the basic virtual skill of the pet virtual character is a wind-based skill, in the fire-based environment, the pet virtual character releases a virtual skill "Flame Tornado" that fuses the wind attribute and the fire attribute. For example, when the battle map is a water-based environment (the surface form is water flow) and the basic virtual skill of the pet virtual character is a light-based skill, in the water-based environment, the pet virtual character releases the virtual skill after fusing the light attribute and the water attribute, and the virtual skill after fusion has a visual effect of "waves shining brightly".

[0120] In one embodiment, the battle map includes at least two blocks. The visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the pet virtual character is located and the attributes of the virtual skill that the pet virtual character has, and / or the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the enemy virtual character is located and the attributes of the virtual skill that the pet virtual character has, and the enemy virtual character is the target virtual character of the virtual skill.

[0121] For example, when the block where the pet virtual character is located is a fire-based block (the surface form is fire) and the basic virtual skill of the pet virtual character is a wind-based skill, the skill released by the pet virtual character is expressed as "Flame Tornado".

[0122] Furthermore, for example, when it is raining in the block where the pet virtual character is located (the weather condition is rainy) and the basic virtual skill of the pet virtual character is a water-based skill, the skill released by the pet virtual character is expressed as "Water Tornado".

[0123] In one embodiment, the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the enemy virtual character is located and the attributes of the virtual skill that the pet virtual character has.

[0124] For example, when the block where the enemy virtual character is located is a water system block (the surface form is water flow) and the basic virtual skill that the pet virtual character has is a light system skill, the skill released by the pet virtual character expresses a visual effect of "waves shining brightly".

[0125] Furthermore, for example, when there is wind blowing in the block where the enemy virtual character is located (the weather condition is wind) and the basic virtual skill that the pet virtual character has is a fire system skill, the skill released by the pet virtual character is expressed as a "fire tornado".

[0126] Optionally, whether the visual effect of the virtual skill is related to the environmental elements of the block where the enemy virtual character is located or the environmental elements of the block where the pet virtual character is located is determined by the release destination of the virtual skill. For example, if the release destination of the virtual skill is the block where the pet virtual character is located, the terminal determines that the visual effect of the virtual skill is related to the environmental elements of the block where the pet virtual character is located; if the release destination of the virtual skill is the block where the enemy virtual character is located, the terminal determines that the visual effect of the virtual skill is related to the environmental elements of the block where the enemy virtual character is located.

[0127] In terms of the mode, FIG. 10 shows the basic virtual skills (light-based skills) possessed by the pet virtual character 1001. FIG. 11 shows the basic virtual skills (light-based skills) possessed by the pet virtual character 1101. The block where the enemy virtual character is located is a water-based block, and a visual effect of "waves shining brightly" is displayed on the user interface. FIG. 12 shows the basic virtual skills (light-based skills) possessed by the pet virtual character 1201. The block where the enemy virtual character is located is a fire-based block, and a visual effect of "flames spreading in all directions" is displayed on the user interface. FIG. 13 shows the basic virtual skills (light-based skills) possessed by the pet virtual character 1301. The block where the enemy virtual character is located is a grass-based block (the surface form is grass), and a visual effect of "plants growing" is displayed on the user interface.

[0128] In one embodiment, the skill intensity of the fused virtual skill is greater than the skill intensity of the basic virtual skill, and / or the skill effect of the fused virtual skill is superior to the skill effect of the basic virtual skill.

[0129] For example, the skill intensity of the skill "flaming tornado" is greater than the skill intensity of the wind-based skills possessed by the pet virtual character. The skill "flaming tornado" is further endowed with an additional burning effect compared to the wind-based skills possessed by the pet virtual character.

[0130] Furthermore, for example, the skill intensity of the virtual skill "waves shining brightly" is greater than the skill intensity of the light-based skills possessed by the pet virtual character. The virtual skill "waves shining brightly" is further endowed with an additional stalling effect compared to the light-based skills possessed by the pet virtual character.

[0131] As described above, by setting the visual effect of the virtual skill to be obtained based on the fusion of the environmental elements of the battle map and the attributes of the basic virtual skills possessed by the pet virtual character, the attributes of the virtual skill and the environmental elements of the battle map are considered. When both support the fusion, a virtual skill with a more beautiful visual effect is obtained, and the power of the skill is improved.

[0132] And considering that the battle map includes multiple blocks, the environmental elements of the blocks where the pet virtual character and the enemy virtual character are located may be different. The visual effect of the virtual skill may be obtained based on the fusion of the environmental elements of the block where the pet virtual character is located and the attributes of the basic virtual skills, or may be obtained based on the fusion of the environmental elements of the block where the enemy virtual character is located and the attributes of the basic virtual skills. When the player selects the virtual skill to be released, the blocks where the friendly side is located and the blocks where the enemy side is located can be considered, further enhancing the strategic nature of the game.

[0133] In the embodiment shown based on FIG. 4, the battle map includes at least two blocks. Hereinafter, the method of the pet virtual character releasing the virtual skill in two different turns in the turn-based battle will be introduced. FIG. 14 shows the flowchart of the turn-based battle process exemplarily provided by the present application. Step 460 in FIG. 4 can be replaced with step 462 in FIG. 14. Before step 462, steps 461-1, 461-2, and 461-3 are further included. After step 462, steps 463-1, 463-2, 463-3, and 464 are further included.

[0134] Step 461-1: Obtain the environmental elements of the first block and the third block. The first block refers to the block where the pet virtual character is located in the first turn, and the third block refers to the block where the enemy virtual character is located in the first turn.

[0135] In the turn-based battle process provided by this application, the pet virtual character may be in different blocks in different turns (here referring to different spatial positions), and the enemy virtual character may also be in different blocks in different turns.

[0136] Explained by the pet virtual character, the reasons include at least one of the following.

[0137] · The pet virtual character is affected by the skills of the enemy virtual character and has to move to different blocks. Typically, in the turn of the enemy virtual character, the enemy virtual character releases a skill on the pet virtual character, and the pet virtual character is affected by the forced displacement effects such as being blown away and repelled by the skill, and the pet virtual character moves from the current block to another block.

[0138] · The pet virtual character is affected by the game settings and actively moves to different blocks. Typically, according to the game settings, every time the pet virtual character releases a virtual skill, the pet virtual character moves from the current block to another block.

[0139] · Before releasing the skill each time, the pet virtual character searches for an appropriate block. Typically, in the first turn, before releasing the virtual skill, the pet virtual character detects whether the current block is suitable for releasing the skill. If not, the pet virtual character actively moves to an appropriate block. For example, in the previous turn, the pet virtual character was forcibly moved by the enemy virtual character to a block where the surface form is fire, and before releasing the skill in the first turn, the pet virtual character actively moves to the block with the closest distance and a grassland surface form.

[0140] In one embodiment, the environmental elements of the first block include, but are not limited to, the weather conditions, day-night conditions, temperature conditions, and surface topography of the first block. The environmental elements of the third block include, but are not limited to, the weather conditions, day-night conditions, temperature conditions, and surface topography of the third block. Optionally, the types of the environmental elements of the first block and the third block are the same. For example, if the environmental elements of the third block include weather conditions and surface topography, the environmental elements of the first block also include weather conditions and surface topography.

[0141] Step 461-2: Display a first emotional effect used to represent the emotional state of the pet virtual character towards the first block.

[0142] Based on the obtained environmental elements of the first block, the terminal displays a first emotional effect of the emotional state of the pet virtual character towards the first block in the user interface. For the detailed content of the emotional effect, refer to the introductions related to FIGS. 5 to 9 above, and it will not be elaborated again here.

[0143] Optionally, the emotional effect is used to affect the skill intensity and / or skill effect of the virtual skill. If the emotional effect is amicable, the skill intensity of the virtual skill is enhanced and the skill effect is optimized. If the emotional effect is resistant, the skill intensity of the virtual skill decreases and the skill effect is weakened.

[0144] It should be noted that before the pet virtual character releases the virtual skill each time, the pet virtual character always acquires the environmental elements of the block where it is located again and displays the emotional effect based on the environmental elements. Therefore, in the process of turn-based battles, the skills released by the pet virtual character for each turn are closely related to the block where the pet virtual character is located.

[0145] Step 461-3: Obtain the first virtual skill based on the fusion of the environmental elements of the first block and the attributes of the basic virtual skills possessed by the pet virtual character, and / or obtain the first virtual skill based on the fusion of the environmental elements of the third block and the attributes of the basic virtual skills possessed by the pet virtual character.

[0146] The first virtual skill refers to the virtual skill that the pet virtual character releases in the first turn.

[0147] For example, the terminal fuses based on the obtained environmental elements of the third block and the attributes of the basic virtual skills possessed by the pet virtual character to obtain the first virtual skill. For example, if the surface form of the third block is grassland and the pet virtual character has a basic virtual skill of fire attribute, the first virtual skill obtained by fusion can be expressed as "a blazing fire". For the detailed content of skill fusion, refer to the introductions related to FIGS. 10 to 13 above, and it will not be explained in detail here again.

[0148] Optionally, the fused virtual skill has a visual effect different from that of the basic virtual skill. The skill intensity of the fused virtual skill is greater than that of the basic virtual skill, and / or the skill effect of the fused virtual skill is superior to that of the basic virtual skill.

[0149] It should be noted that before the pet virtual character releases a virtual skill each time, the pet virtual character must obtain the environmental elements of the block where it is located again and determine whether it is necessary to fuse the skills. If it is determined to fuse the skills according to the pre-arrangement, the visual effect after fusion will be displayed on the user interface. Therefore, in the process of turn-based battles, the skills released by the pet virtual character for each turn are closely related to the block where the pet virtual character is located.

[0150] Step 462: Control the pet virtual character to release the first virtual skill in the first turn.

[0151] Combined with the emotional state and skill fusion of the pet virtual character, at least one of the skill intensity, skill effect, and visual effect of the first virtual skill is affected. The pet virtual character is controlled to release the first virtual skill in the first turn.

[0152] Step 463-1: Obtain the environmental elements of the second block and the fourth block.

[0153] The second block refers to the block where the pet virtual character is located in the second turn, and the fourth block refers to the block where the enemy virtual character is located in the second turn. In this application, the first turn and the second turn refer to different turns, and the first block and the second block are different blocks. Different blocks mean that the geographical positions of the first block and the second block are different, or the environmental elements of the first block and the second block are different.

[0154] In one embodiment, the environmental elements of the second block include, but are not limited to, the weather conditions, day-night conditions, temperature conditions, and surface morphology of the second block. The environmental elements of the fourth block include, but are not limited to, the weather conditions, day-night conditions, temperature conditions, and surface morphology of the fourth block.

[0155] In the turn-based battle process provided by this application, the pet virtual character may be in different blocks in different turns (which means that the environmental elements are different), and the enemy virtual character may also be in different blocks in different turns.

[0156] Taking the pet virtual character as an example, the reasons include at least one of the following.

[0157] · In the battle map, it is affected by the skills of the virtual characters of the friendly camp and / or the virtual characters of the opponent's camp, and the environmental elements of the block are changed.

[0158] For example, when the enemy virtual character releases an ice-based skill on the subordinate virtual character, and the ice-based skill freezes the water-based block (the surface form is water flow) where the subordinate virtual character is located, the water-based block changes to an ice-based block (the surface form is ice), and the surface form of the block is maintained in the subsequent turn-based battle. That is, the environmental elements of the battle map are associated with the battle situation in the process of the turn-based battle.

[0159] · When the environmental elements of the block change on the world map, the corresponding environmental elements of the block on the battle map also change accordingly.

[0160] For example, when the weather condition changes from the original sunny day to a rainy day on the world map, the weather condition on the battle map also changes from sunny to rainy. That is, the environmental elements of the battle map are associated with the environmental elements of the world map.

[0161] By associating the environmental elements with the battle situation in the process of the turn-based battle, in the process of the turn-based battle, the environmental elements change along with the virtual skills released by the pet virtual character, contributing to improving the richness of the gameplay of the turn-based battle. And by adjusting the environmental elements according to the battle situation of the turn-based battle, it is not necessary for the server to actively adjust the environmental elements, contributing to reducing the processing load of the server.

[0162] Step 463-2: Display the second emotion effect used to represent the emotional state of the pet virtual character towards the second block.

[0163] Based on the obtained environmental elements of the second block, the terminal displays the second emotion effect of the emotional state of the pet virtual character towards the second block in the user interface. For the detailed content of the emotion effect, refer to the introductions related to FIGS. 5 to 9 above, and it will not be explained in detail here again.

[0164] Optionally, the emotional effect is used to affect the skill intensity and / or skill effect of the virtual skill. If the emotional effect is friendly, the skill intensity of the virtual skill is enhanced and the skill effect is optimized. If the emotional effect is resistant, the skill intensity of the virtual skill is decreased and the skill effect is weakened.

[0165] By displaying the emotional effect corresponding to the emotional state, the emotional state of the pet virtual character is visualized, making the expression of the emotional state more intuitive.

[0166] It should be noted that before the pet virtual character releases the virtual skill each time, the pet virtual character always reacquires the environmental elements of the block where it is located and displays the emotional effect based on the environmental elements. Therefore, in the process of turn-based battles, the skills released by the pet virtual character every turn are closely related to the block where the pet virtual character is located.

[0167] Step 463-3: Obtain the second virtual skill based on the fusion of the environmental elements of the second block and the attributes of the virtual skills possessed by the pet virtual character, and / or obtain the second virtual skill based on the fusion of the environmental elements of the fourth block and the attributes of the virtual skills possessed by the pet virtual character.

[0168] The second virtual skill refers to the virtual skill released by the pet virtual character in the second turn.

[0169] For example, the terminal fuses based on the acquired environmental elements of the fourth block and the attributes of the basic virtual skills possessed by the pet virtual character to obtain the second virtual skill. For the detailed content of skill fusion, refer to the introductions related to FIGS. 10 to 13 above, and it will not be elaborated again here.

[0170] Optionally, the virtual skill after fusion has a visual effect different from that of the basic virtual skill. The skill intensity of the virtual skill after fusion is greater than that of the basic virtual skill, and / or the skill effect of the virtual skill after fusion is superior to that of the basic virtual skill.

[0171] It should be noted that before the pet virtual character releases a virtual skill each time, the pet virtual character must acquire the environmental elements of the block where it is located again and determine whether it is necessary to fuse the skills. If it is determined to fuse the skills according to the pre-arrangement, the visual effect after fusion will be displayed in the user interface. Therefore, in the process of turn-based combat, the skills released by the pet virtual character every turn are closely related to the block where the pet virtual character is located.

[0172] Step 464: Control the pet virtual character to release the second virtual skill in the second turn.

[0173] Combining the emotional state of the pet virtual character and skill fusion, at least one of the skill intensity, skill effect, and visual effect of the second virtual skill is affected. Control the pet virtual character to release the second virtual skill in the second turn.

[0174] As described above, by setting the blocks on the world map to correspond one-to-one with the blocks on the battle map, the environmental elements of the blocks in the battle map can change with the changes in the environmental elements of the blocks on the world map. The environmental elements of the blocks in the battle map can change with the battle situation of turn-based combat. The influence of the changed blocks on the skills of the pet virtual character (skill intensity / skill effect / visual effect) also changes, further improving the strategic nature of the game.

[0175] Figure 15 shows a flowchart of an interface display method based on turn-based battles provided by one exemplary embodiment of the present application. Taking as an example the method being executed by the terminal (or application program supporting the virtual environment) shown in Figure 3, the method includes the following steps.

[0176] Step 1501: Enter the battle.

[0177] After starting the battle, the terminal may select a battlefield at an appropriate position closest to the starting position. Optionally, the battlefield is a circular area with a radius equal to 10. Optionally, the battlefield includes a plurality of blocks, and the blocks are rectangular blocks of 0.5 * 0.5. After the selection of the battlefield is completed, the terminal detects the surface form, weather conditions, day and night conditions, etc. of the battlefield and records them as battlefield information.

[0178] Step 1502: Obtain the environmental elements of the blocks within the battlefield.

[0179] The environmental elements include two parts. The first part is the block material. Obtain the block material of the blocks corresponding to the coordinate ranges where both virtual characters are located. Based on this material, match the corresponding environmental enumeration in the planned placement table. For example, in the planned placement table, there are arranged flame materials, water flow materials, ice materials, grassland materials, and tile materials, etc. After matching, it is obtained that the pet virtual character is on the grassland material and the enemy virtual character is on the water flow material.

[0180] The second part is the TOD environment. Obtain the combination of the weather conditions and day and night conditions of the blocks corresponding to the coordinate ranges where both virtual characters are located. Match the corresponding environmental enumeration in the planned placement table. For example, in the planned placement table, there are arranged sunny days during the day, sunny nights, rainy days during the day, rainy nights, windy days during the day, and windy nights, etc. After matching, it is obtained that both virtual characters are on a sunny day during the day.

[0181] Step 1503: Start the battle.

[0182] Determine that the battle between the pet virtual character and the enemy virtual character starts.

[0183] Step 1504: Judge the emotional state of the pet virtual character with respect to two environmental elements.

[0184] In step 1502 above, two environmental elements (the combination of block material + weather conditions and day / night conditions) have already been obtained, and execute the step of judging the emotional state of the pet virtual character with respect to the two environmental elements.

[0185] Step 1505-1: Determine that the pet virtual character dislikes both of the two environmental elements.

[0186] Under the situation where the pet virtual character dislikes both of the two environmental elements of the block where it is located, execute step 1505-2.

[0187] Step 1505-2: Determine that the pet virtual character generates strong resistance to the block where it is located (skill power -50%).

[0188] Determine that the pet virtual character generates strong resistance to the block where it is located and weakens the skill power of the pet virtual character's skill by 50%.

[0189] Step 1506-1: Determine that the pet virtual character dislikes one environmental element, neither likes nor dislikes the other environmental element.

[0190] Under the situation where the pet virtual character dislikes one environmental element of the block where it is located, neither likes nor dislikes the other environmental element, execute step 1506-2.

[0191] Step 1506-2: Determine that it causes relatively weak resistance to the block where the pet virtual character is located (skill power -25%).

[0192] Determine that it causes relatively weak resistance to the block where the pet virtual character is located and weakens the skill power of the pet virtual character's skill by 25%.

[0193] Step 1507-1: Determine that the pet virtual character dislikes one environment and prefers another environment.

[0194] Under the situation where the pet virtual character dislikes one environment and prefers another environment of the block where it is located, execute Step 1507-2.

[0195] Step 1507-2: Determine that there is no effect.

[0196] Determine that the pet virtual character has no feeling towards the block where it is located and the skill power of the pet virtual character's skill does not change.

[0197] Step 1508-1: Determine that the pet virtual character likes one environment, does not prefer the other environment, and does not dislike it.

[0198] Under the situation where the pet virtual character likes one environment, does not prefer the other environment, and does not dislike it, execute Step 1508-2.

[0199] Step 1508-2: Determine that it causes relatively weak affinity to the block where the pet virtual character is located (skill power +25%).

[0200] Determine that it causes relatively weak affinity to the block where the pet virtual character is located and strengthens the skill power of the virtual character's skill by 25%.

[0201] Step 1509-1: Determine that the pet virtual character likes both of the two environmental elements.

[0202] Under the situation where the pet virtual character likes both of the two environmental elements, execute Step 1509-2.

[0203] Step 1509-2: Determine that a strong affinity is generated for the block where the pet virtual character is located (skill power +50%).

[0204] Determine that a relatively strong affinity is generated for the block where the pet virtual character is located, and the skill power of the virtual character's skill is enhanced by 50%.

[0205] Step 1510: Determine to release the skill.

[0206] Determine that the pet virtual character releases the virtual skill.

[0207] Step 1511: Determine whether there are environmental elements that can be fused.

[0208] The terminal determines whether there are environmental elements that can be fused in the block where the pet virtual character is located and the block where the enemy virtual character is located. If so, execute Step 1512. If not, execute Step 1513.

[0209] Step 1512: Determine to release the skill after its form has changed.

[0210] Based on the determined environmental elements that can be fused, the terminal determines to fuse the skill together with the normal skill of the pet virtual character and release the skill after its form has changed.

[0211] Step 1513: Determine to release the normal skill.

[0212] When the terminal determines that there are no mergeable environmental elements, it decides that the pet virtual character will release its normal skills.

[0213] Step 1514: Release the final skill.

[0214] Control the pet virtual character to release the final skill.

[0215] As described above, by setting the battle map used in turn-based battles and the world map to share the same map data, the discontinuity between the two is eliminated when switching from the world scene to the battle scene.

[0216] And at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with environmental elements, strengthening the strategic nature of the game. It increases the dimension of pre-battle location selection, allowing the player to select a battlefield advantageous to their side (and / or disadvantageous to the opponent's side) before entering the turn-based battle. The pet virtual character can release skills that are more powerful and have more beautiful visual effects in the selected battlefield.

[0217] Next, the related content of the technical aspect of the interface display method based on turn-based battles will be introduced.

[0218] FIG. 16 shows a flowchart of an interface display method based on turn-based battles provided by one exemplary embodiment of the present application. The execution subject of the embodiment of the method shown in FIG. 16 may be the terminal shown in FIG. 3 (or an application program that supports the virtual environment), and the method may include the following steps (steps 1601 to 1605).

[0219] Step 1601: In the situation where the battle control process detects that a participant in the turn-based battle starts a battle action, send a battle action start request to the first server.

[0220] In the embodiments of the present application, the battle control process is a process used to process content associated with a battle scene. Exemplarily, the battle control process can implement the rendering of the above battle process. For example, in the battle process, it can render the actions of pet virtual characters and enemy units.

[0221] The participants in the turn-based battle may refer to the above pet virtual characters, or may refer to the enemy units of the pet virtual characters. The battle action may refer to the battle actions that the participant attempts to execute in response to the player's battle control operations. For example, actions such as skill release, normal attack, escape, use of virtual items, and defense. The battle action may also refer to the battle actions that the artificial intelligence attempts to execute by controlling the participant. The embodiments of the present application do not limit this.

[0222] The first server is the background server of the application program, and it corresponds to the battle control process. By executing the battle processing logic, the first server can process the control signals generated by the player in the battle scene, thereby realizing the advancement of the above battle process. The first server can also be used to process the start request of the battle action. Exemplarily, by executing the battle action processing logic, the first server can perform logic processing on the battle action and generate battle rendering information, thereby performing the rendering display of the battle action. The first server is the same as the introduction in the above embodiments and will not be described in detail here again.

[0223] The start request of the battle action is used to request the start of the rendering of the battle action and to obtain the information required for the rendering of the battle action, that is, the battle rendering information. The identifier information of the battle action may be included in the start request. For example, it is the identifier information of the skill and the identifier information of the virtual item, etc.

[0224] Optionally, when the master virtual character encounters an enemy unit, the player can choose to initiate a turn-based battle. In one example, during the process of initiating a turn-based battle, the process of displaying the turn-based battle screen may be as follows.

[0225] 1. Under the condition of entering a turn-based battle, the scene control process obtains the basic information corresponding to the participants in the turn-based battle and the environmental information corresponding to the battle scene, and sends the basic information and environmental information to the second server.

[0226] In the embodiments of the present application, the scene control process is a process used to process content associated with the world scene. Exemplarily, the scene control process can realize the rendering of the activities of the master virtual character in the world scene. Here, the scene control process and the battle control process are two different processes that are independent of each other.

[0227] The above basic information may refer to the character information required in the battle. For example, it is information such as the life value, level, attributes, skills of the participants, the attributes of the enemy units, and skills. Exemplarily, the above basic information may include the level and life value of the master virtual character, the attributes and skills of the pet virtual character used by the master virtual character, and the attributes and skills of the enemy units.

[0228] The environmental information corresponding to the battle scene may refer to the environmental information corresponding to the battle map. For example, it is block information, time information, weather information, etc. Optionally, in the first turn of the battle, by determining the environmental affinity between the pet virtual character and the battle scene based on the environmental information, the final buff or debuff effect of the skills of the pet virtual character can be determined in the first turn of the battle.

[0229] The second server is the background server of the target application program, which corresponds to the scene control process. By executing the scene processing logic, the second server can process the control signals generated by the player in the world scene, so as to realize the promotion of the activities of the master virtual character in the world scene and rendering. The second server is the same as the introduction of the above embodiment and will not be described in detail here again.

[0230] After receiving the basic information and environmental information, the second server sends the basic information and environmental information to the first server.

[0231] 2. The battle control process receives the battle screen of the turn-based battle from the first server. Here, the battle screen of the turn-based battle is generated by the first server based on the basic information and environmental information sent from the second server.

[0232] The battle screen may refer to the screen where the pet virtual character and the enemy unit fight in the battle scene. By executing the battle action processing logic, the first server can generate the battle screen (or the rendering information of the battle screen) based on the basic information and environmental information from the second server and distribute it to the battle control process.

[0233] 3. The battle control process displays the battle screen of the turn-based battle.

[0234] Optionally, the battle control process may directly display the battle screen on the user interface, or render the battle screen based on the rendering information of the battle screen. The embodiments of the present application do not limit this.

[0235] Step 1602: The battle control process receives the battle rendering information from the first server. Here, the battle rendering information is used to render the battle action.

[0236] The battle rendering information may refer to a series of action control parameters related to battle actions in the time dimension. Based on these action control parameters, the pet virtual character can be controlled to complete a set of actions or performances. Exemplarily, in a situation where the battle action is for skill release, the battle control process controls the pet virtual character to complete a set of skill release actions based on the battle rendering information, thereby completing the rendering of the skill release.

[0237] Step 1603: The scene control process receives the aura rendering information from the second server. Here, the aura rendering information is generated by the second server based on the aura information transmitted from the first server. The aura information is used to indicate the aura triggered by the battle action, and the aura affects the elements in the battle scene of the turn-based battle.

[0238] The aura rendering information may refer to a series of element control parameters related to the aura in the time dimension. Based on these element control parameters, some elements (such as the fire element) can be controlled to complete the influence on the environment (such as blocks). Exemplarily, in a situation where the aura is a flame aura, based on the corresponding aura rendering information, the conversion process in which the fire element converts the block from the grass attribute to the fire attribute can be obtained by rendering.

[0239] Optionally, the aura processing logic operates on the second server. By performing logic processing on the aura indicated by the aura information (for example, the identifier information of the aura), the corresponding aura rendering information can be obtained. After generating the aura rendering information, the second server transmits the aura rendering information to the scene control process.

[0240] In one example, when the first server determines that the combat action triggers the halo, it sends halo information to the second server. When it is determined that the combat action cannot trigger the halo, only logic processing is performed on the combat action, for example, by determining information such as the damage given, the added Buff, and the displacement generated, to generate combat rendering information.

[0241] Optionally, the first server can further maintain a corresponding relationship form between the combat action and the halo, and by querying the relationship form, it can determine whether the combat action can trigger the halo. In the situation where the halo is triggered, the halo information of the halo can be further determined based on the relationship form.

[0242] Step 1604: The scene control process sends halo rendering information to the combat control process.

[0243] After receiving the halo rendering information, the scene control process first caches the halo rendering information. After caching the halo rendering information, it can further send the halo rendering information to the combat control process. By doing so, the combat control process can first obtain the combat rendering information and then obtain the halo rendering information, thereby realizing the combat action and the rendering of the halo in sequence (avoiding rendering the halo first without warning), making the connection between the combat action and the halo more natural and smooth.

[0244] Step 1605: In the process of rendering the combat action based on the combat rendering information, the combat control process renders the halo based on the halo rendering information.

[0245] In a situation where combat rendering information and aura rendering information are received, during the process of rendering combat actions based on the combat rendering information, the combat control process renders the aura based on the aura rendering information. In a situation where only the aura rendering information is received, the combat control process stops rendering the aura.

[0246] In one example, the combat control process and the scene control process share one aura port. In turn-based combat (i.e., combat scene), the combat control process calls the aura rendering port and renders the aura based on the aura rendering information. After the turn-based combat ends, the scene control process replaces the combat control process and calls the aura rendering port to complete the rendering of the connection of the aura.

[0247] Exemplarily, the scene control process renders the aura based on the cached aura rendering information. For example, after the turn-based combat ends, the scene control process calls the aura rendering port and renders and displays the remaining auras corresponding to the turn-based combat based on the cached aura rendering information. The remaining auras refer to the auras obtained by integrating all the aura rendering information and that need to be further displayed in the virtual world (for example, in turn-based combat, the rendering of a certain aura is cancelled).

[0248] Or, during the process of the combat control process rendering the aura, the scene control process simultaneously performs statistics on the aura based on the cached aura rendering information and dynamically updates the remaining auras corresponding to the turn-based combat, so that after the turn-based combat ends, the remaining auras corresponding to the turn-based combat are seamlessly rendered and displayed.

[0249] Optionally, after the turn-based battle ends, the battle control side can synchronize the settlement data of the turn-based battle to the scene control side in a batch. Exemplarily, after the turn-based battle ends, the first server can synchronize the settlement data such as the consumption status of the health value, the acquisition status of the experience value, and the consumption status of the virtual resources in the turn-based battle to the second server in a batch.

[0250] In one example, the display timing and the display position of the halo can be indicated by the battle rendering label corresponding to the battle action. The battle rendering label may include the identifier information of the turn-based battle, the identifier information of the battle action, the identifier information of the halo, the position corresponding to the halo (for example, the block, the affected character, etc.), and the rendering details of the battle action, etc. The process may specifically include the following contents.

[0251] 1. The scene control process receives the battle rendering label from the second server, where the battle rendering label is generated by the first server based on the battle action under the condition that the battle action satisfies the trigger of the halo.

[0252] When the first server determines that the battle action triggers the halo, the first server generates the battle rendering label of the battle action, then generates a call request based on the battle rendering information and the halo information, and sends the call request to the second server by means of RPC (Remote Procedure Call), and the second server further sends the battle rendering label to the scene control process.

[0253] 2. The scene control process sends the battle rendering label to the battle control process.

[0254] After receiving the battle rendering label and the halo rendering information from the second server, the scene control process sends the battle rendering label to the battle control process together with the halo rendering information.

[0255] 3. In the process of rendering combat actions based on combat rendering information according to the display timing and display position indicated by the combat rendering label, the combat control process renders the aura based on the aura rendering information.

[0256] Exemplarily, in the process of determining the display timing and display position of the aura and rendering and displaying the combat actions based on the rendering details of the combat actions in the combat rendering label and the position corresponding to the aura, when the display timing is reached, the aura is rendered and displayed at the display position (for example, the target block). For example, after the rendering of the release process of the skill that triggers the aura is completed, the rendering of the aura is performed to realize the natural connection between the two renderings.

[0257] Exemplarily, it is assumed that the aura affects the blocks in the virtual world.

[0258] In the situation where the initial type of the block is the grass type, it is converted to the fire type under the influence of the aura of the fire type, that is, a screen showing that the grass in the block is burning is rendered and displayed, or in the situation where the initial type of the block is the water type, it is converted to the ice type under the influence of the aura of the ice type, that is, a screen showing that the water in the block is frozen is rendered and displayed, or in the situation where the initial type of the block is the earth type, it is converted to the grass type under the influence of the aura of the grass type, that is, a screen showing that the grass in the block is growing is rendered and displayed. The embodiments of the present application are not limited thereto.

[0259] In the embodiments of the present application, when the pet virtual character acts as an attacker, there may be an active displacement. When the pet virtual character acts as the attacked side, there may be a passive displacement, and when receiving the attack of a skill, there may be a displacement process of being knocked back. As the position of the pet virtual character changes, the environment where it is located (including the environment of the blocks where it is located and the weather environment) may also change, thereby affecting the subsequent turn of combat of the pet virtual character. Therefore, in each turn of the battle, it is necessary to re-determine the environmental affinity (abbreviated as affinity, that is, the above-mentioned affinity effect) between the pet virtual character and the virtual world, which may specifically include the following content.

[0260] 1. The combat control process sends a rendering end notification of the combat action to the first server.

[0261] Optionally, after completing the rendering of the combat action and the light ring, the combat control process sends a rendering end notification of the combat action to the first server. The rendering end notification is used to notify the first server that the rendering of the combat action and the light ring is completed.

[0262] After receiving the rendering end notification, the first server generates a request for obtaining updated environmental information and sends the request to the second server to obtain the updated environmental information. After obtaining the updated environmental information, the first server determines the affinity between the participant and the updated environmental information based on the updated environmental information, and the affinity affects the skill strength of the participant. Here, the acquisition request is used to request the acquisition of updated environmental information, and the acquisition request may include identifier information corresponding to the combat action, block information affected by the light ring, etc. The updated environmental information refers to the environmental information after the combat scene is affected by the light ring, for example, the attributes of the blocks after being affected by the light ring. The first server can obtain the updated environmental information corresponding to the light ring based on the light ring information.

[0263] 2. The battle control process receives the affinity rendering animation from the first server, where the affinity rendering animation is generated by the first server based on the updated environment information transmitted from the second server. The updated environment information refers to the environment information after the battle scene is affected by the aura. The affinity rendering animation is used to indicate the affinity between the participant and the updated environment information, and the affinity affects the skill strength of the participant.

[0264] In the embodiments of the present application, the environment information may include weather information, block information, and time information. The first server can determine the affinity between the participant and the environment by combining the environment information and the attributes of the participant. Exemplarily, first, obtain the weather potential and block potential corresponding to the participant, and then, based on the weather potential and block potential, combine the attribute information of the participant to determine the affinity between the participant and the environment. Here, the weather potential may be determined based on the weather information and time information. For example, a clear night sky may be given a "ghost" potential, while a clear morning sky may be given a "light" potential. The block potential is determined by the type of block where the participant is located. For example, a block of the grass attribute has a "grass" potential.

[0265] Optionally, the degree of dislike and preference of the participant for the environment includes several different levels: strong affinity, weak affinity, indifference, weak resistance, and strong resistance.

[0266] If the attributes of the participant match both the weather potential and the block potential (i.e., the participant likes both the block and the weather), a strong affinity effect is obtained, and the affinity is incremented by 2. If the attributes of the participant match only one of the weather potential and the block potential and do not resist the other (i.e., the participant likes only one and does not dislike the other), a relatively weak affinity effect is obtained, and the affinity is incremented by 1. If the attributes of the participant match only one of the weather potential and the block potential and resist the other (i.e., the participant likes only one and dislikes the other), no effect is obtained, and the affinity is incremented by 0. If the attributes of the participant resist one of the weather potential and the block potential and do not match the other (i.e., the participant dislikes only one and does not like the other), a relatively weak resistance effect is obtained, and the affinity is decremented by 1. If the attributes of the participant resist both the weather potential and the block potential (i.e., the participant dislikes both the block and the weather), a strong resistance effect is obtained, and the affinity is decremented by 2.

[0267] If the affinity corresponding to the participant is positive, it is regarded as triggering the environmental affinity of the participant, and a buff is applied to the combat behavior of the participant, for example, increasing the range of skills, the attack power of skills, and the attack effect of skills, etc. If the affinity corresponding to the participant is negative, it is regarded as the participant resisting the environment, and a debuff is applied to the combat behavior of the participant, for example, decreasing the range of skills, the attack power of skills, and the attack effect of skills, etc. If the affinity corresponding to the participant is 0, the ability to affect the combat behavior of the participant is not adjusted.

[0268] Using the same method as above, the first server can obtain the affinity between the participants and the updated environment information, and further generate an affinity rendering animation based on the affinity. Optionally, different affinities correspond to different affinity rendering animations. For example, the affinity rendering animation corresponding to a strong affinity is a laughing face, the affinity rendering animation corresponding to a weak affinity is a smiling face, and the affinity rendering animation corresponding to a strong resistance is an angry face. The affinity rendering animation may be an icon, a dynamic icon, an animation, etc., and the embodiments of the present application do not limit this.

[0269] The first server distributes the generated affinity rendering animation to the battle control process.

[0270] 3. The battle control process displays the affinity rendering animation.

[0271] After receiving the affinity rendering animation, the battle control process can display the affinity rendering animation at a position near the participant.

[0272] As described above, the technical solution provided by the embodiments of the present application is that the battle control process and the first server support the realization of the processing logic of the battle action to obtain the battle rendering information, and the scene control process and the second server support the realization of the processing logic of the aura to obtain the aura rendering information. There is no need to maintain one processing logic for the battle action and one processing logic for the aura on both the battle control side and the scene control side, and only one scene information needs to be maintained on the scene control side. Thereby, the operation logic of the turn-based battle and the redundancy in data maintenance are reduced, and the maintenance overhead is further reduced.

[0273] In addition, by supporting different processes to execute the processing logic of the aura and the processing logic of the battle actions, the decoupling between the processing logic of the aura and the processing logic of the battle actions can be achieved, thereby improving the independence of the operation logic and further reducing the difficulty of maintaining and expanding the turn-based battle. At the same time, since the base code originally belonging to the first server or the second server does not need to be compatible with the first server or the second server, the difficulty of code development is reduced.

[0274] In addition, in the turn-based battle, by supporting the first server to call the aura rendering information from the second server and the scene control process to provide the aura rendering information to the battle control process, the information interaction between the battle control side and the scene control side can be realized, so that the expressions on the battle control side and the scene control side can be made to match, and the degree of integration between the battle control side and the scene control side can be improved.

[0275] In addition, by the battle rendering label indicating the display position and display timing of the aura, not only can the data transmission volume be reduced, but also the rendering of the battle actions and the rendering of the aura can be natural and a smooth connection can be realized, thereby reducing the data transmission volume in each interaction process, improving the rendering effect of the battle, and the synchronization of the aura rendering between the battle control side and the scene control side further improves the fusion between the world scene and the battle scene.

[0276] FIG. 17 shows a structural block diagram of an interface display device based on a turn-based battle provided by an exemplary embodiment of the present application. The device includes a display module 1701 and a control module 1702. The display module 1701 is used to display a scene screen corresponding to a master virtual character located on the world map. The display module 1701 is further used to respond to the trigger event of the turn-based battle and display a scene screen corresponding to the pet virtual character located on the battle map. The pet virtual character is a virtual character released by the master virtual character, and the battle map is a partial map in the world map. The control module 1702 is used to control the pet virtual character to release virtual skills on the battle map. At least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the battle map.

[0277] In one selectable embodiment, at least one of the skill intensity and skill effect of the virtual skill is associated with the emotional state of the pet virtual character towards the battle map.

[0278] In one selectable embodiment, at least two environmental elements correspond to the battle map. The types of the at least two environmental elements are different. When the number of environmental elements that the pet virtual character likes is more than the number of environmental elements that the pet virtual character dislikes among the at least two environmental elements, an affinity effect used to represent that the pet virtual character is in an affinity state is further displayed on the scene screen corresponding to the battle map. When the number of environmental elements that the pet virtual character likes is less than the number of environmental elements that the pet virtual character dislikes among the at least two environmental elements, a resistance effect used to represent that the pet virtual character is in a resistance state is further displayed on the scene screen corresponding to the battle map. Here, the skill intensity corresponding to the affinity state is higher than the skill intensity corresponding to the resistance state, and the skill effect corresponding to the affinity state is better than the skill effect corresponding to the resistance state.

[0279] In one selectable embodiment, at least two environmental elements include a first environmental element and a second environmental element. In a situation where the pet virtual character likes both the first environmental element and the second environmental element, on the scene screen corresponding to the battle map, a first affinity effect used to represent that the pet virtual character is in a first affinity state is further displayed. In a situation where the pet virtual character likes the first environmental element and does not dislike the second environmental element, on the scene screen corresponding to the battle map, a second affinity effect used to represent that the pet virtual character is in a second affinity state is further displayed. Here, the degree of affinity in the first affinity state is greater than the degree of affinity in the second affinity state, the skill intensity corresponding to the first affinity state is higher than the skill intensity corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is superior to the skill effect corresponding to the second affinity state.

[0280] In one selectable embodiment, at least two environmental elements include a first environmental element and a second environmental element. In a situation where the pet virtual character dislikes both the first environmental element and the second environmental element, on the scene screen corresponding to the battle map, a first resistance effect used to represent that the pet virtual character is in a first resistance state is further displayed. In a situation where the pet virtual character dislikes the first environmental element and does not like the second environmental element, on the scene screen corresponding to the battle map, a second resistance effect used to represent that the pet virtual character is in a second resistance state is further displayed. Here, the degree of resistance in the first resistance state is greater than the degree of resistance in the second resistance state, the skill intensity corresponding to the first resistance state is lower than the skill intensity corresponding to the second resistance state, and the skill effect corresponding to the first resistance state is weaker than the skill effect corresponding to the second resistance state.

[0281] In one selectable embodiment, the first environmental element is a weather condition or a day-night condition, and the second environmental element is a surface form, or the first environmental element is a surface form and the second environmental element is a weather condition or a day-night condition.

[0282] In one selectable embodiment, in a situation where the pet virtual character prefers the weather conditions, the first environmental element is the day-night situation, the second environmental element is the surface form, and in a situation where the pet virtual character dislikes the weather conditions, the first environmental element is the weather conditions and the second environmental element is the surface form.

[0283] In one selectable embodiment, in a situation where the pet virtual character prefers the weather conditions, the first environmental element is the surface form, the second environmental element is the day-night situation, and in a situation where the pet virtual character dislikes the weather conditions, the first environmental element is the surface form and the second environmental element is the weather conditions.

[0284] In one selectable embodiment, the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the battle map and the attributes of the basic virtual skills possessed by the pet virtual character.

[0285] In one selectable embodiment, the battle map includes at least two blocks, and the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the pet virtual character is located and the attributes of the virtual skills possessed by the pet virtual character, and / or the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the enemy virtual character is located and the attributes of the virtual skills possessed by the pet virtual character, and the enemy virtual character is the target virtual character of the virtual skill.

[0286] In one selectable embodiment, the skill intensity of the fused virtual skill is greater than the skill intensity of the basic virtual skill, and / or the skill effect of the fused virtual skill is superior to the skill effect of the basic virtual skill.

[0287] In one selectable embodiment, the battle map includes at least two blocks, and the control module 1702 is further configured to control the pet virtual character to release a first virtual skill in the first turn, where the pet virtual character is in the first block in the first turn, and to control the pet virtual character to release a second virtual skill in the second turn, where the pet virtual character is in the second block in the second turn, where the first turn and the second turn are different turns, and the first block and the second block are different blocks.

[0288] In one selectable embodiment, the display module 1701 is further configured to display a first emotion effect used to represent the emotional state of the pet virtual character with respect to the block where the pet virtual character is located, and to display a second emotion effect used to represent the emotional state of the pet virtual character with respect to the block where the pet virtual character is located.

[0289] In one selectable embodiment, the control module 1702 is further configured to obtain the environmental elements of the first block, and obtain the first virtual skill based on the fusion of the environmental elements of the first block and the attributes of the basic virtual skills of the pet virtual character, and to obtain the environmental elements of the second block, and obtain the second virtual skill based on the fusion of the environmental elements of the second block and the attributes of the basic virtual skills of the pet virtual character.

[0290] In one selectable embodiment, the control module 1702 is further configured to obtain the environmental elements of the third block, and obtain the first virtual skill based on the fusion of the environmental elements of the first block and the attributes of the basic virtual skills of the pet virtual character, where the third block is the block where the enemy virtual character is located in the first turn, and obtain the environmental elements of the fourth block, and obtain the second virtual skill based on the fusion of the environmental elements of the second block and the attributes of the basic virtual skills of the pet virtual character, where the fourth block is the block where the enemy virtual character is located in the second turn, and is used for this purpose.

[0291] In one selectable embodiment, the environmental elements of the battle map are associated with the battle situation in the process of turn-based combat.

[0292] In one selectable embodiment, the display module 1701 is further used to display the battle traces on the partial map of the world map after the turn-based combat ends.

[0293] In one selectable embodiment, the display module 1701 is further used to change the environmental elements of the battle map when the environmental elements of the partial map change during the turn-based combat.

[0294] In one selectable embodiment, the display module 1701 is further used to change the j-th environmental element of the battle map when the i-th environmental element of the partial map changes, where the i-th environmental element is any one of the weather condition, day-night condition, and surface form, the j-th environmental element is any one of the weather condition, day-night condition, and surface form, and both i and j are positive integers.

[0295] In one selectable embodiment, the display module 1701 is further used to change the environmental elements of the partial map when the environmental elements of the battle map change during the turn-based combat.

[0296] In one selectable embodiment, the display module 1701 is further used to change the nth environmental element of the combat map in the situation where the mth environmental element of the partial map has changed, where the mth environmental element is any one of weather conditions, day-night conditions, and surface topography, the nth environmental element is any one of weather conditions, day-night conditions, and surface topography, and m and n are both positive integers.

[0297] FIG. 18 shows a structural block diagram of a terminal device 1800 provided by an exemplary embodiment of the present application. The terminal device 1800 may be a portable mobile terminal, for example, a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer, etc. The terminal device 1800 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, and desktop terminal.

[0298] Generally, the terminal device 1800 includes a processor 1801 and a memory 1802.

[0299] Processor 1801 may include one or more processing cores, such as, for example, a 4-core processor, an 8-core processor, etc. Processor 1801 can be implemented using at least one of the hardware forms of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor used to process data in the standby state. In some embodiments, a GPU (Graphics Processing Unit) may be integrated into Processor 1801. The GPU is used to perform rendering and drawing of the content that needs to be displayed on the display screen. In some embodiments, Processor 1801 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.

[0300] Memory 1802 may include one or more computer-readable storage media, which may be non-transitory. Memory 1802 may further include high-speed random access memory and non-volatile memory, such as, for example, one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in Memory 1802 is used to store at least one instruction, and the at least one instruction is used, when executed by Processor 1801, to implement the interface display method based on turn-based battles provided by the embodiments of the method of the present application.

[0301] As can be understood by those skilled in the art, the structure shown in FIG. 18 does not constitute a limitation to terminal device 1800, and may include more or fewer components than those shown, or some components may be combined, or different component arrangements may be used.

[0302] The present application further provides a computer-readable storage medium, in which at least one program is stored, and the at least one program is loaded and executed by a processor to implement the interface display method based on turn-based battles provided by the embodiments of the above method.

[0303] The present application provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. When the processor of a computer device reads the computer instructions from the computer-readable storage medium and the processor executes the computer instructions, the computer device implements the interface display method based on turn-based battles provided by the embodiments of the above method.

[0304] The numbers of the embodiments of the present application above are only for description purposes and do not mean the superiority or inferiority of the embodiments.

[0305] As can be understood by those skilled in the art, the realization of all or some of the steps in the above embodiments may be completed by hardware, or may be completed by issuing instructions to the related hardware by a program. The above program may be stored in a computer-readable storage medium, and the storage medium mentioned above may be a read-only memory, a magnetic disk, an optical disk, or the like.

[0306] The above are only selectable embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, and improvements made within the spirit and principle of the present application should all be included within the protection scope of the present application.

Description of Reference Numerals

[0307] 10 Virtual environment 12 Pet virtual character 14 Virtual character 16 Battle map 100 Computer system 120 First terminal 140 Server 142 Memory 144 Processor 160 Second terminal 180 Third terminal 501 Pet virtual character 601 Pet virtual character 701 Pet virtual character 801 Pet virtual character 901 Pet virtual character 1001 Pet virtual character 1101 Pet virtual character 1201 Pet virtual character 1301 Pet virtual character 1421 Receiving module 1422 Control module 1423 Transmitting module 1701 Display module 1702 Control Module 1800 Terminal Device 1801 Processor 1802 Memory

Claims

1. An interface display method based on turn-based battles, the method being executed by a terminal device, the method comprising: displaying a scene screen corresponding to a master virtual character located on a world map; responding to a trigger event of the turn-based battle and displaying a scene screen corresponding to a pet virtual character located on a battle map, wherein the pet virtual character is a virtual character released by the master virtual character, and the battle map is a partial map in the world map; controlling the pet virtual character to release a virtual skill on the battle map, wherein at least one of a skill intensity, a skill effect, and a visual effect of the virtual skill is associated with an environmental element of the battle map. An interface display method based on turn-based battles.

2. The method according to claim 1, wherein at least one of the skill intensity and the skill effect of the virtual skill is associated with an emotional state of the pet virtual character with respect to the battle map.

3. At least two environmental elements correspond to the battle map, and the types of the at least two environmental elements are different. Among the at least two environmental elements, in a situation where an environmental element preferred by the pet virtual character is more than an environmental element disliked by the pet virtual character, an affinity effect used to represent that the pet virtual character is in an affinity state is further displayed on the scene screen corresponding to the battle map. Among the at least two environmental elements, in a situation where an environmental element preferred by the pet virtual character is less than an environmental element disliked by the pet virtual character, a resistance effect used to represent that the pet virtual character is in a resistance state is further displayed on the scene screen corresponding to the battle map. Here, the skill intensity corresponding to the affinity state is higher than the skill intensity corresponding to the resistance state, and the skill effect corresponding to the affinity state is superior to the skill effect corresponding to the resistance state. The method according to claim 2.

4. The at least two environmental elements include a first environmental element and a second environmental element. In a situation where the pet virtual character likes both the first environmental element and the second environmental element, on the scene screen corresponding to the battle map, a first affinity effect used to represent that the pet virtual character is in a first affinity state is displayed. In a situation where the pet virtual character likes the first environmental element and does not dislike the second environmental element, on the scene screen corresponding to the battle map, a second affinity effect used to represent that the pet virtual character is in a second affinity state is displayed. Here, the degree of affinity in the first affinity state is greater than the degree of affinity in the second affinity state, the skill intensity corresponding to the first affinity state is higher than the skill intensity corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is superior to the skill effect corresponding to the second affinity state. The method according to claim 3.

5. The at least two environmental elements include a first environmental element and a second environmental element. In a situation where the pet virtual character dislikes both the first environmental element and the second environmental element, on the scene screen corresponding to the battle map, a first resistance effect used to represent that the pet virtual character is in a first resistance state is further displayed. In a situation where the pet virtual character dislikes the first environmental element and does not like the second environmental element, on the scene screen corresponding to the battle map, a second resistance effect used to represent that the pet virtual character is in a second resistance state is further displayed. Here, the degree of resistance in the first resistance state is greater than the degree of resistance in the second resistance state, the skill intensity corresponding to the first resistance state is lower than the skill intensity corresponding to the second resistance state, and the skill effect corresponding to the first resistance state is weaker than the skill effect corresponding to the second resistance state. The method according to claim 3.

6. The first environmental element is a weather condition or a day-night condition, and the second environmental element is a surface form. Or, The first environmental element is a surface form, and the second environmental element is a weather condition or a day-night condition. The method according to claim 4 or 5.

7. That the first environmental element is a weather condition or a day-night condition and the second environmental element is a surface form means that In a situation where the pet virtual character prefers the weather situation, the first environmental element is the day-night situation, and the second environmental element is the surface form, In a situation where the pet virtual character dislikes the weather situation, the first environmental element is the weather situation, and the second environmental element is the surface form, which is included in the method according to claim 6.

8. The fact that the first environmental element is the surface form and the second environmental element is the weather situation or the day-night situation is In a situation where the pet virtual character prefers the weather situation, the first environmental element is the surface form, and the second environmental element is the day-night situation, In a situation where the pet virtual character dislikes the weather situation, the first environmental element is the surface form, and the second environmental element is the weather situation, which is included in the method according to claim 6.

9. The visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the battle map and the attributes of the basic virtual skills possessed by the pet virtual character, according to any one of claims 1 to 5.

10. The battle map includes at least two blocks, The visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the pet virtual character is located and the attributes of the virtual skills possessed by the pet virtual character, and / or The visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the enemy virtual character is located and the attributes of the virtual skills possessed by the pet virtual character, and the enemy virtual character is the target virtual character of the virtual skill, according to the method described in claim 9.

11. The skill intensity of the virtual skill after fusion is greater than the skill intensity of the basic virtual skill, and / or The skill effect of the virtual skill after fusion is superior to the skill effect of the basic virtual skill, according to the method described in claim 9.

12. The battle map includes at least two blocks, The step of controlling the pet virtual character to release a virtual skill in the battle map is The step of controlling the pet virtual character to release a first virtual skill in the first turn, and the pet virtual character is in the first block in the first turn, which includes the step. The method further includes a step of controlling the pet virtual character to release a second virtual skill in a second turn, where the pet virtual character is in a second block in the second turn. Here, the first turn and the second turn are different turns, and the first block and the second block are different blocks. The method according to any one of claims 1 to 5. **Claim 13** Before the step of controlling the pet virtual character to release a first virtual skill in a first turn, The method further includes a step of displaying a first emotion effect used to represent the emotional state of the pet virtual character with respect to the first block. Before the step of controlling the pet virtual character to release a second virtual skill in a second turn, The method according to claim 12, further including a step of displaying a second emotion effect used to represent the emotional state of the pet virtual character with respect to the second block. **Claim 14** Before the step of controlling the pet virtual character to release a first virtual skill in a first turn, The method further includes a step of obtaining environmental elements of the first block, and obtaining the first virtual skill based on the integration of the environmental elements of the first block and the attributes of the basic virtual skills of the pet virtual character. Before the step of controlling the pet virtual character to release a second virtual skill in a second turn, The method according to claim 12, further including a step of obtaining environmental elements of the second block, and obtaining the second virtual skill based on the integration of the environmental elements of the second block and the attributes of the basic virtual skills of the pet virtual character. **Claim 15** Before the step of controlling the pet virtual character to release a first virtual skill in a first turn, The method further includes a step of obtaining environmental elements of a third block, and obtaining the first virtual skill based on the integration of the environmental elements of the third block and the attributes of the basic virtual skills of the pet virtual character, where the third block is the block where the enemy virtual character is located in the first turn. Before the step of controlling the pet virtual character to release a second virtual skill in a second turn, A step of obtaining the environmental elements of the fourth block and obtaining the second virtual skill based on the fusion of the environmental elements of the fourth block and the attributes of the basic virtual skills possessed by the pet virtual character, wherein the fourth block is the block where the enemy virtual character is located in the second turn, and the method according to claim 12 further includes this step.

16. The method according to any one of claims 1 to 5, wherein the environmental elements of the battle map are associated with the battle situation in the battle process of the turn-based battle.

17. The method The method according to any one of claims 1 to 5 further includes a step of displaying the battle traces on the partial map of the world map after the turn-based battle ends.

18. The method The method according to any one of claims 1 to 5 further includes a step of synchronously changing the environmental elements of the battle map in a situation where, during the turn-based battle, the environmental elements of the partial map have changed due to reasons other than the turn-based battle.

19. In the situation where the environmental elements of the partial map have changed, the step of changing the environmental elements of the battle map includes a step of changing the j-th environmental element of the battle map in the situation where the i-th environmental element of the partial map has changed, where the i-th environmental element is any one of weather conditions, day-night conditions, and surface topography, the j-th environmental element is any one of weather conditions, day-night conditions, and surface topography, and both i and j are positive integers. The method according to claim 18.

20. The method The method according to any one of claims 1 to 5 further includes a step of synchronously changing the environmental elements of the partial map in a situation where, during the turn-based battle, the environmental elements of the battle map have changed due to reasons within the turn-based battle.

21. In the situation where the environmental elements of the battle map have changed, the step of changing the environmental elements of the partial map includes a step of changing the n-th environmental element of the battle map in the situation where the m-th environmental element of the partial map has changed, where the m-th environmental element is any one of weather conditions, day-night conditions, and surface topography, the n-th environmental element is any one of weather conditions, day-night conditions, and surface topography, and both m and n are positive integers. The method according to claim 20.

22. An interface display device based on turn-based battles, the device including a display module and a control module, The display module is used to display a scene screen corresponding to a master virtual character located on a world map, The display module is further used to display a scene screen corresponding to a pet virtual character located on a battle map in response to a trigger event of the turn-based battle. The pet virtual character is a virtual character released by the master virtual character, and the battle map is a partial map in the world map. The control module is used to control the pet virtual character to release a virtual skill on the battle map. At least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map. An interface display device based on turn-based battles.

23. A terminal device, the terminal device including a processor and a memory, a computer program being stored in the memory, and the computer program being loaded and executed by the processor to implement the interface display method based on turn-based battles according to any one of Claims 1 to 21. A terminal device.

24. A computer-readable storage medium, a computer program being stored in the computer-readable storage medium, and the computer program being loaded and executed by a processor to implement the interface display method based on turn-based battles according to any one of Claims 1 to 21. A computer-readable storage medium.

25. A computer program product, a computer program being stored in the computer program product, and the computer program being loaded and executed by a processor to implement the interface display method based on turn-based battles according to any one of Claims 1 to 21. A computer program product.

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