Method and apparatus for displaying capture information based on virtual world, device, and storage medium

By displaying captureable states in virtual worlds, the method addresses the ambiguity in pet capturing, enhancing success rates and player interaction in role-playing games.

JP2026001055APending Publication Date: 2026-01-06TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025156525
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-08-19
Filing Date
2025-09-19
Publication Date
2026-01-06

AI Technical Summary

Technical Problem

In existing role-playing games, capturing pets relies heavily on the player's guesswork due to the ambiguity of the pet's energy value, leading to inefficient and repetitive attempts, which disrupts the player-pet relationship.

Method used

A method and device for displaying capture information in a virtual world that indicates a pet's captureable state, using capture presentation information to accurately show when the capture success rate reaches a target probability, allowing players to successfully capture pets without reducing their energy value.

Benefits of technology

This approach visualizes the capture process, eliminating guesswork and improving the success rate of capturing pets, enhancing the player-pet relationship and human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided are a method and apparatus for displaying capture information based on a virtual world, a device, and a medium.SOLUTION: Displaying a pet virtual character in a virtual world, displaying catching prompt information of the pet virtual character, the catching prompt information being used for prompting state information related to catching of the pet virtual character, and when the catching prompt information prompts that the pet virtual character is in a catching available state, responding to a catching operation performed by a master virtual character on the pet virtual character, displaying that the pet virtual character is successfully caught, the catching available state being used for indicating that a catching success rate of the pet virtual character reaches a target probability or a target probability range.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

[0001] This application claims priority to a Chinese patent application filed on August 19, 2022, bearing application number 202211001669.3 and entitled "Method, device, equipment, and medium for displaying captured information based on a virtual world," the entire contents of which are incorporated herein by reference.

[0002] TECHNICAL FIELD Embodiments of the present application relate to the field of virtual worlds, and more particularly to a method, apparatus, device, and medium for displaying captured information based on a virtual world. [Background technology]

[0003] A role-playing game (RPG) is a type of game in which a player plays a character and acts in a realistic or fictional world.

[0004] In one RPG in the related art, a player plays a pet trainer. The player captures various pets in an open world and interacts with them by raising them, using them to gather food, and using them in battle. When capturing a pet, the pet's energy value may be displayed in a user interface. When the energy value is extremely high, the probability of successfully capturing the pet is almost zero. Only when the energy value is relatively low, the success rate of capturing the pet is relatively high.

[0005] The actual capture process is not solely related to the pet's energy value. However, since the player can only see the pet's energy value on the user interface, the player can only use the pet's energy value as the basis for capturing the pet. However, a pet's low energy state does not equate to being able to capture the pet. Therefore, the related art method must rely on the player's guesswork and repeated attempts, making the pet capture process very ambiguous. Summary of the Invention [Means for solving the problem]

[0006] The present application provides a method, device, equipment and medium for displaying captured information based on a virtual world.

[0007] According to one aspect of the present application, there is provided a method for displaying capture information based on a virtual world, the method being executed by a computer device, the method comprising: displaying a pet virtual character located in the virtual world; a step of displaying capture presentation information of the virtual pet character, the capture presentation information being used to present status information relating to the capture of the virtual pet character; and when the capture presentation information indicates that the pet virtual character is in a captureable state, responding to a capture operation of the master virtual character on the pet virtual character, displaying that the pet virtual character has been successfully captured; Here, the catchable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

[0008] According to another aspect of the present application, there is provided a virtual world based display device for capture information, the device comprising: a display module used to display a pet virtual character located in the virtual world; the display module is used to display capture presentation information of the virtual pet character, and the capture presentation information is used to display status information related to the capture of the virtual pet character; the display module is used to display, when the capture presentation information indicates that the pet virtual character is in a captureable state, that the pet virtual character has been successfully captured in response to a capture operation by the master virtual character on the pet virtual character; Here, the catchable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

[0009] According to one aspect of the present application, a computer device is provided, the computer device including a processor and a memory, a computer program stored in the memory, and the computer program is loaded and executed by the processor to realize the above-mentioned method for displaying capture information based on a virtual world.

[0010] According to another aspect of the present application, a computer-readable storage medium is provided, having a computer program stored therein, the computer program being loaded and executed by a processor to realize the above-described method for displaying capture information based on a virtual world.

[0011] According to another aspect of the present application, there is provided a computer program product, the computer program product including computer instructions stored in a computer-readable storage medium, wherein a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, thereby causing the computer device to perform the method for displaying captured information based on a virtual world provided in the above aspect. [Effects of the Invention]

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

[0013] The computer device displays the pet virtual character located in the virtual world and its capture prompting information, thereby visualizing information related to capturing the pet virtual character based on the capture prompting information and accurately indicating whether the pet virtual character is in a captureable state. This makes the captureable state of the pet virtual character a definitive result, eliminating the need for players to rely on guesswork and repeated attempts. Furthermore, players can reduce the energy value of the pet virtual character during the capture process, thereby avoiding the situation where one player attacks the pet virtual character until it reaches a low energy value and then captures it. This makes the relationship between the player and the pet virtual character more consistent with the partnership game setting. When the capture prompting information indicates that the pet virtual character is in a captureable state, the player can capture the pet virtual character, improving the success rate of capturing the pet virtual character and the efficiency of human-computer interaction. [Brief explanation of the drawings]

[0014] [Figure 1] 1 shows a schematic diagram of a virtual world provided by one exemplary embodiment; [Figure 2] 1 shows a schematic diagram of a virtual world provided by one exemplary embodiment; [Figure 3] 1 shows a structural block diagram of a computer system provided by one exemplary embodiment. [Figure 4] 1 shows a schematic diagram of capturing a pet virtual character according to one exemplary embodiment of the related art; [Figure 5] 1 shows a schematic diagram of capturing a pet virtual character according to one exemplary embodiment of the related art; [Figure 6] 1 shows a schematic diagram of capturing a pet virtual character according to one exemplary embodiment of the related art; [Figure 7]1 shows a schematic diagram of capturing a pet virtual character according to one exemplary embodiment of the related art; [Figure 8] 1 illustrates a flowchart of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 9] 1 illustrates a flowchart of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 10] 1 shows a schematic diagram of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 11] 1 shows a schematic diagram of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 12] 1 shows a schematic diagram of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 13] 1 illustrates a flowchart of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 14] 1 shows a schematic diagram of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 15] 1 shows a schematic diagram of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 16] 1 illustrates a flowchart of a virtual world-based capture information display method provided by one exemplary embodiment. [Figure 17] 1 illustrates a structural block diagram of a virtual world-based capture information display device provided by one exemplary embodiment. [Figure 18] 1 illustrates a structural block diagram of a computer device provided by one exemplary embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0015] First, the nouns involved in the embodiments of the present application will be briefly introduced.

[0016] Virtual world: A virtual world that is displayed (or provided) when an application program runs on a terminal. The virtual world may be a simulation environment of the real world, a semi-simulated, semi-fictional environment, or even a purely fictional environment. The virtual world may be any one of a 2D virtual world, a 2.5D virtual world, and a 3D virtual world, and the present application is not limited thereto. The following embodiment will be described taking an example in which the virtual world is a 3D virtual world.

[0017] Master virtual character: Refers to an actionable object that a player plays in a virtual world. The master virtual character may be a virtual person, a virtual animal, an animated person, etc., such as a person or 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 certain space in the three-dimensional virtual world.

[0018] Pet virtual character: refers to an actionable object controlled in a virtual world by artificial intelligence (AI). A pet virtual character may be a virtual creature, virtual animal, virtual monster, virtual fairy, virtual pet, etc., and is, for example, an animal or other actionable object displayed in a three-dimensional virtual world. A pet virtual character can perform at least one of interactive operations such as capturing, raising, and upgrading with a master virtual character. A pet virtual character can assist a master virtual character in performing at least one of interactive operations such as collecting, fighting, and changing blocks.

[0019] In a turn-based role-playing game (RPG) in the related art, a player plays a virtual character in a realistic or virtual world. The turn-based RPG provides two types of maps: a world map and a battle map. In non-battle scenes, the virtual character acts on the world map, for example, playing, capturing pet virtual characters, collecting treasure chests, and collecting virtual tools. In battle scenes, the virtual character controls a captured pet virtual character on the battle map and engages in turn-based combat with enemy units (e.g., NPCs (Non-Player Characters) in the game, monsters controlled by AI, or pet virtual characters captured by other characters).

[0020] In related art, because the world map and the battle map are two completely different maps, when switching between the world scene (also called the non-battle scene) and the battle scene, the user interface displays map content with relatively large differences, which may cause the player to notice a significant difference between the two maps, creating a strong sense of discontinuity. In related art, to alleviate this sense of discontinuity, a transition animation may often be displayed when switching, but the effect is still not good.

[0021] In an embodiment of the present application, an innovative turn-based RPG mechanism is provided. The turn-based RPG combines a traditional world map and a battle map. The battle map is a sub-map dynamically determined from the world map for each battle. In this way, when switching between the world scene (also called the non-battle scene) and the battle scene, there is no significant difference in the map content displayed in the user interface, thereby avoiding the sense of discontinuity present in related technologies. The turn-based RPG also allows the environment (weather, time, blocks, etc.) in the virtual world to affect the master virtual character, the pet virtual character, and the battle process, and conversely, the master virtual character, the pet virtual character, and the battle process also affect the environment in the virtual world, thereby organically integrating the turn-based battle process into the virtual world, forming a whole rather than two separate parts.

[0022] The game process of the turn-based RPG includes a capture process and a battle process.

[0023] Capture process: 1. The pet virtual character is found in the virtual scene. The master virtual character approaches the pet virtual character within a certain range, and a capture scene in which the master virtual character faces the pet virtual character is displayed on the virtual scene screen. At this time, the pet virtual character may be motionless, constantly moving, or may threaten and attack the master virtual character.

[0024] 2. Prepare a spherical container tool, for example, select a spherical container tool.

[0025] 3. The spherical container tool is used to aim at the pet virtual character, and capture-related information, such as the difficulty of capture (represented by color, for example, difficulty represented by green < difficulty represented by orange < difficulty represented by red), is displayed on the body of the pet virtual character, and the attributes of the pet virtual character (including name, gender, level, and integrated attribute value) are displayed on the virtual scene screen. An aiming ring is also displayed on the virtual scene screen, and the aiming ring cycles through a process of shrinking and expanding over time. If the spherical container tool is thrown at the pet virtual character when the aiming ring is shrinking, the probability of successful capture is higher.

[0026] 4. The virtual pet character can be caught by throwing a spherical container tool at it, and the throwing effect can be realized by the touch control component on the touch panel.

[0027] If the throwing position and / or throwing timing are not accurate, the capture fails and a message indicating that the capture was unsuccessful is displayed; if the throwing position and throwing timing are both accurate but the master virtual character's level or ability is insufficient, the capture fails and a message indicating that the capture was unsuccessful is displayed; if the throwing position and throwing timing are both accurate and the master virtual character's level or ability is sufficient, the capture is successful and a message indicating that the capture was successful, rewards for successful capture (e.g., experience points and newly acquired skills, etc.), and attributes of the captured pet virtual character (e.g., name, gender, height, weight, number, skills, rarity, and unique characteristics, etc.) are displayed.

[0028] Battle process: It can be a single battle, a double battle, or a team battle.

[0029] 1. Select the pet virtual character you want to participate in.

[0030] 2. Display the battle scene and select the skill you want your pet virtual character to use.

[0031] 3. Control the touch control components on the touch panel and unlock skills.

[0032] 4. Display skill animation effects.

[0033] In the embodiment of the present application, the turn-based RPG has an innovative design in at least the following areas:

[0034] World Map

[0035] The world map includes a plurality of blocks. Each block is a polygonal block. The polygonal block may be any one of a square, a rectangle, and a hexagon. For example, each block may be a 50 cm x 50 cm square. Each block has its own surface attribute. Surface attributes include grass, rock, water, and the like. The blocks included in the world map may be of the same type or a combination of different types.

[0036] Battle Map

[0037] 1 and 2, in the virtual world 10, when a first pet virtual character 12 encounters a second pet virtual character 14 at a location on the world map and engages in combat, one or more blocks within a certain range centered on a reference position determined by the first pet virtual character 12 on the world map are determined as a battle map 16. The reference position is the location of the first pet virtual character 12 or the closest suitable battle position to the first pet virtual character 12. In some embodiments, the battle map 16 includes all blocks within a circular range centered on the reference position and having a radius of a predetermined length, and in some embodiments, the battle map 16 includes all blocks within a rectangular range centered on the reference position and having a predetermined length and width.

[0038] World scenes and battle scenes

[0039] The world scene refers to a scene corresponding to a world map, and when the world scene is displayed in the user interface, one or more blocks in the world map can be displayed in the user interface. For example, the user interface may display one or more blocks in which a master virtual character or a pet virtual character is currently located in the world map, as well as several interface elements related to the display blocks, the master virtual character, the pet virtual character, etc.

[0040] A battle scene refers to a scene corresponding to a battle map. When a battle scene is displayed in the user interface, the battle map can be displayed in the user interface, for example, by displaying all or some of the blocks included in the battle map. For example, the user interface displays one or more blocks in which the master virtual character or the pet virtual character is currently located on the battle map, as well as several interface elements related to the displayed blocks, the master virtual character, the pet virtual character, etc.

[0041] The world scene and the battle scene can be switched, for example, from the world scene to the battle scene and vice versa.

[0042] When displaying a world scene and a battle scene, the virtual video camera can adopt different shooting viewpoints. For example, when displaying a world scene, the virtual video camera shoots the world scene from the viewpoint of the master virtual character (e.g., the first-person viewpoint or third-person viewpoint of the master virtual character) to obtain a display screen of the world scene. When displaying a battle scene, the virtual video camera shoots the battle scene from an intermediate viewpoint (e.g., the virtual video camera is positioned midway between the two battle scenes and diagonally above) to obtain a display screen of the battle scene. Optionally, in addition to the different shooting viewpoints between the world scene and the battle scene, the permitted user operations may also be different. For example, when displaying a world scene, the user may be allowed to manually adjust the viewpoint and control the movement of the master virtual character or the pet virtual character, while when displaying a battle scene, the user may not be allowed to manually adjust the viewpoint and control the movement of the master virtual character or the pet virtual character. The above method allows users to perceptually distinguish between world scenes and battle scenes, but because the world scenes and battle scenes share the same world map and the battle map used for the battle scenes is one or more blocks on the world map, the transition between the world scenes and battle scenes does not bring about a strong sense of discontinuity, but is a very smooth and natural transition.

[0043] potential

[0044] The potential ability is an element, attribute, or identifier that affects combat in the virtual world. The potential ability includes at least one of grass, fire, water, rock, ice, electricity, poison, light, ghost, demon, normal, martial arts, cute, fantasy, insect, feather, dragon, and mechanical.

[0045] halo

[0046] A halo is an abstract element that has the ability to affect at least one visible element within a certain range in the virtual world, including blocks, a master virtual character, and a pet virtual character. A halo is an abstract element that appears continuously, randomly, following a master virtual character, following a pet virtual character, or triggered by a skill or tool in the virtual world. A halo can be invisible or visible in the virtual world, and examples of such halos include a flame halo, a light-based halo, a power recovery halo, and a buff halo.

[0047] Capturing a pet virtual character

[0048] The master virtual character has at least one spherical container tool, which is used to capture, store, raise, or release a pet virtual character. The master virtual character captures a pet virtual character by throwing an empty spherical container tool, or releases a pet virtual character by throwing a spherical container tool containing a pet virtual character. Illustratively, the spherical container tool is called a Poké Ball, a Baby Ball, or a Gollum Ball.

[0049] When capturing a pet virtual character, the pet virtual character is in a "captureable state" when the capture threshold is greater than the pet virtual character's energy value. A user interface displays information indicating that the pet virtual character is in a "captureable state," thereby assisting the player in capturing the pet virtual character. The capture threshold is affected by factors such as the player's operations, weather, environment, and the number of previous captures. For example, the player can change the capture threshold in the game depending on conditions such as weather and time by feeding fruit, using special skills, and attacking. At the same time, the information is used to encourage the player to capture the pet virtual character by friendly means such as feeding food and changing the environment, rather than by using combat methods, thereby embodying the design idea that the pet virtual character is a friend of the master virtual character.

[0050] The released pet virtual character can stay in the virtual scene and interact with the master virtual character, perform collecting actions, and compete against other pet virtual characters. The released pet virtual character can also interact with the environment in the virtual world, such as activating potential switches to change the potential of the surrounding environment, obtaining virtual items in attribute-locked treasure chests, and affecting block attributes in the virtual world, such as lighting grass on fire or freezing a lake.

[0051] The spherical container tool also simulates the physical properties of a real spherical object, being able to bounce when it hits an obstacle and being able to skim across the water surface.

[0052] The battle process changes the world environment

[0053] When a turn-based battle is conducted between pet virtual characters, the skills released by the pet virtual characters may affect the environment of the virtual world, and this may be synchronized from the battle scene to the world scene. For example, when pet virtual characters fight in a battle scene, the pet virtual characters may release a fire skill, causing a grass block in the battle scene to be ignited. The ignited grass block may be synchronized to the world scene. Furthermore, after the block environment changes, it may affect the pet virtual characters.

[0054] The world environment changes the course of battle

[0055] When a turn-based battle is performed between pet virtual characters, the environment in the virtual world may affect the pet virtual character. For example, it may affect the skill damage of the pet virtual character or the skill display effect of the pet virtual character. Illustratively, the environment in the virtual world may include a block environment and a weather environment, and these two aspects may collectively affect the pet virtual character's dislike or preference for the environment. Illustratively, the pet virtual character's dislike or preference for the environment may include several different levels, such as strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.

[0056] If the pet virtual character likes both of the two environments (blocks + weather), it will gain a strong affinity effect; if the pet virtual character likes only one environment and does not dislike the other, it will gain a weak affinity effect; if the pet virtual character likes one environment and dislikes the other, it will gain no effect; if the pet virtual character dislikes only one environment and does not like the other, it will gain a weak resistance effect; and if the pet virtual character dislikes both of the two environments, it will gain a strong resistance effect.

[0057] During the battle process, the server or the client terminal needs to periodically (for example, each turn) acquire the environment and determine the effect of the environment on the pet virtual character.

[0058] Positional changes in turn-based combat

[0059] In conventional turn-based battles, the positions of the friendly and enemy virtual pet characters on the battle map are fixed and do not change, i.e., they remain standing. In the embodiment of the present application, when a battle is fought between virtual pet characters, neither the attacker nor the attacked character remains standing, i.e., displacement may occur.

[0060] When the pet virtual character is an attacker, active displacement may occur. If the first position where the pet virtual character is currently located satisfies the skill release condition, the pet virtual character can release the skill at the first position. If the first position does not satisfy the skill release condition, the pet virtual character is controlled to actively move from the first position to a second position that satisfies the skill release condition before releasing the skill, and the pet virtual character releases the skill at the second position. The second position may be referred to as a legitimate battle point and refers to a position that satisfies the skill release condition of the pet virtual character. Optionally, after the skill release is complete, the pet virtual character moves to a third position, which may be the same as or different from the first position. The third position may be referred to as a legitimate standing position and refers to the position where the pet virtual character is located after completing the skill release. The skill release condition may also be related to elements such as the pet virtual character, the skill, and the environment.

[0061] When the pet virtual character is attacked, passive displacement may occur. When the pet virtual character is attacked with a skill, a displacement process of being repelled may occur. For example, if the pet virtual character is currently at a first position and receives a skill attack at the first position, the pet virtual character may move from the first position to a fourth position. The fourth position may be determined based on elements such as the pet virtual character receiving the attack, the pet virtual character attacking, the received skill, and the environment.

[0062] Additionally, as the pet virtual character's position changes, the environment in which it is located (including the environment of the block in which it is located and the weather environment) may also change, thereby affecting the pet virtual character's subsequent combat turns.

[0063] 3 shows a structural block diagram of a computer system provided by one exemplary embodiment of the present application. The computer system 100 includes computer devices, which may be a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.

[0064] An application program supporting a virtual world is installed and running 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, a role-playing game program, and a turn-based role-playing game program. The first terminal 120 is used by a first user. The first user uses the first terminal 120 to control the activities of a first virtual character located in the virtual world. The first virtual character may be a master virtual character. The activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing a pet virtual character, controlling a pet virtual character, raising a pet virtual character, gathering with the pet virtual character, fighting with the pet virtual character, using a throwing tool, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual person, such as a simulated or animated person. For example, the first user controls the first virtual character to act using a UI control component on the virtual world screen, and the first user controls the first virtual character to throw a pet virtual character using a UI control component on the virtual world screen.

[0065] An application program supporting a virtual world is installed and running on the second terminal 160. The application program may be any one of a 3D map program, a virtual reality application program, an augmented reality program, a role-playing game program, a turn-based game program, and a turn-based role-playing game program. The second terminal 160 is used by a second user. The second user uses the second terminal 160 to control the activities of a second virtual character located in the virtual world, which may also be a master virtual character. The activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing a virtual pet character, controlling a virtual pet character, raising a virtual pet character, gathering with a virtual pet character, fighting with a virtual pet character, using a throwing tool, and attacking other virtual characters. Exemplarily, the second virtual character is a second virtual person, such as a simulated or animated person. For example, the second user controls the second virtual character to act using a UI control component on the virtual world screen, and the second user controls the second virtual character to throw a pet virtual character using a UI control component on the virtual world screen.

[0066] An application program supporting a virtual world is installed and running on the third terminal 180. The application program may be any one of a 3D map program, a virtual reality application program, an augmented reality program, a role-playing game program, a turn-based game program, and a turn-based role-playing game program. The third terminal 180 is used by a third user, and the third user uses the third terminal 180 to control the activities of a third virtual character located in the virtual world. The third virtual character may also be a master virtual character. The activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing a pet virtual character, controlling a pet virtual character, raising a pet virtual character, gathering with the pet virtual character, fighting with the pet virtual character, using throwing tools, and attacking other virtual characters. Exemplarily, the third virtual character is a third virtual person, such as a simulated or animated person. For example, the third user controls the third virtual character to act using a UI control component on the virtual world screen, and the third user controls the third virtual character to throw a pet virtual character using a UI control component on the virtual world screen.

[0067] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual world. The first virtual character and the second virtual character may belong to different camps, and the second virtual character and the third virtual character may belong to the same camp.

[0068] Alternatively, the application programs installed on the first terminal 120, the second terminal 160, and the third terminal 180 may be the same, or the application programs installed on the three terminals may be the same type of application program on different operating system platforms (Android or IOS). The first terminal 120 may refer to one of a plurality of terminals, the second terminal 160 may refer to one of a plurality of terminals, and the third terminal 180 may refer to one of a plurality of terminals. This embodiment will be described using only the first terminal 120, the second terminal 160, and the third terminal 180 as an example. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and may include at least one of a smartphone, a smart watch, a smart TV, a tablet PC, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiment will be described using a smartphone as an example.

[0069] The first terminal 120, the second terminal 160, and the third terminal 180 are each connected to the server 140 via a wireless network or a wired network.

[0070] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, the server 140 may include a processor 144 and a memory 142. The memory 142 may include a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 may receive a request from a client terminal, such as a request to confirm the position of an enemy virtual character. The control module 1422 may control the rendering of the virtual world screen. The sending module 1423 may send a response to the client terminal, such as a request to transmit the position of a third virtual character to the client terminal. The server 140 may provide background services to application programs supporting the 3D virtual world. Alternatively, the server 140 may perform the main computing tasks, and the first terminal 120, the second terminal 160, and the third terminal 180 may perform the secondary computing tasks, or the server 140 may perform the secondary computing tasks, and the first terminal 120, the second terminal 160, and the third terminal 180 may perform the main computing tasks, or the four parties, the server 140, the first terminal 120, the second terminal 160, and the third terminal 180, may collaborate to perform computing using a distributed computing architecture.

[0071] As can be understood by those skilled in the art, the number of the first terminal 120, the second terminal 160, and the third terminal 180 may be more or less. For example, there may be only one each of the first terminal 120, the second terminal 160, and the third terminal 180, or there may be tens, hundreds, or more of the first terminal 120, the second terminal 160, and the third terminal 180. The embodiment of the present application does not limit the number and types of the first terminal 120, the second terminal 160, and the third terminal 180.

[0072] In the related art, FIGS. 4, 5, 6, and 7 respectively show schematic diagrams of capturing a pet virtual character in the related art provided by one exemplary embodiment of the present application.

[0073] As shown in FIG. 4 , the master virtual character 200 in the player's virtual world is a pet trainer, and the player releases the pet virtual character 202 he or she has already captured to battle the pet virtual character 300 he or she is trying to capture. At this time, a status bar 201 for the pet virtual character 202 is displayed in the user interface, displaying the nickname, gender, level, and energy value of the pet virtual character 202, with the initial energy value being at its maximum. A status bar 301 for the pet virtual character 300 is also displayed in the user interface, displaying the nickname, gender, level, and energy value of the pet virtual character 300, with the initial energy value being at its maximum. As can be seen, the energy value of the pet virtual character 300 is extremely high, making the capture highly unlikely. As shown in FIG. 5 , after the player attempts to capture the pet virtual character 300, the user interface displays "Sorry! You're almost there!", indicating that the capture has failed.

[0074] As shown in FIG. 6 , the master virtual character releases the captured pet virtual character 202 to engage in combat with the target pet virtual character 300. At this time, a status bar 201 for the pet virtual character 202 is displayed in the user interface, displaying the nickname, gender, level, and energy value of the pet virtual character 202, with the initial energy value being at its maximum. A status bar 301 for the pet virtual character 300 is also displayed in the user interface, displaying the nickname, gender, level, and energy value of the pet virtual character 300, with the initial energy value being at its maximum. The player releases skills to reduce the energy value of the pet virtual character 300, and at this time, the probability of successful capture is relatively high. As shown in FIG. 7 , the master virtual character captures the pet virtual character 300 by throwing an empty spherical container tool. If the capture is successful, the pet virtual character 300 is displayed as a spherical container 302.

[0075] The actual capture process is not only related to the energy value of the pet virtual character 300. However, because players can only see the energy value of the pet virtual character 300 on the user interface, they mistakenly believe that the capture process is to lower the energy value of the pet virtual character 300. As a result, some players attack the pet virtual character 300 to a low energy value before capturing it, which leads to misunderstanding of the information.

[0076] 8 shows a flowchart of a method for displaying capture information based on a virtual world provided by an exemplary embodiment of the present application, and illustrates that the method is executed by a client terminal supporting the virtual world installed on a computer device, which may be the first terminal 120, the second terminal 160, the third terminal 180, and / or the server 140 shown in FIG. 3. The method includes steps 620, 640, and 660.

[0077] Step 620: Display the pet virtual character located in the virtual world.

[0078] Optionally, the computing device may display a pet virtual character located in the virtual world, and in non-combat scenes, display a pet virtual character that is a target for capture, and in combat scenes, display a pet virtual character that has been released by a master virtual character and / or display a pet virtual character that is a target for capture.

[0079] Optionally, the pet virtual character can be displayed in any possible form. The form of the pet virtual character is related to the pet virtual character's level, environment (weather, time, and blocks), tools used, etc. For example, the pet virtual character may be displayed as one of the original form (also called initial form or basic form), evolved form, dressed up form, and transformed form, or as the form of the corresponding environment at this time, or as another form after using a tool.

[0080] Optionally, the computer device displays a pet virtual character located in the virtual world in response to a battle trigger operation, which refers to an operation triggered by a player to capture a pet virtual character by fighting the pet virtual character to be captured.

[0081] Optionally, for a pet virtual character to be captured, the pet virtual character may be located at any possible position in the virtual world. The position where the pet virtual character is located can be associated with the type, attributes, etc. of the pet virtual character. The type of pet virtual character includes at least one of grass, fire, water, and insect. For example, pet virtual characters are grass characters and are often found near grasslands, jungles, etc. in the virtual world. Pet virtual characters are water characters and are often found near lakes, oceans, etc. in the virtual world. The position where the pet virtual character is located may be set randomly. For example, the pet virtual character is located near a road in the virtual world.

[0082] Optionally, the computer device displays the pet virtual character located in the virtual world in response to the master virtual character moving to a location where the pet virtual character is located. Due to limitations on the size of the user interface and the content that can be displayed on the user interface, the pet virtual character can be displayed when the master virtual character moves near the location where the pet virtual character is located.

[0083] Alternatively, the player can control the master virtual character to move to the location of the pet virtual character using peripheral devices such as a steering wheel, mouse, and keyboard, or by using VR (Virtual Reality) glasses, a VR helmet, voice control, and haptic manipulation, but this embodiment is not limited to this.

[0084] Step 640: Display capture presentation information of the pet virtual character, which is used to present status information related to the capture of the pet virtual character.

[0085] Optionally, in a battle scene or a non-battle scene, the computer device can display capture presentation information for the virtual pet character, which is used to present status information related to capturing the virtual pet character. For example, the status information may be status value information for the virtual pet character, and may further be information indicating whether the virtual pet character is in a captureable state. In some other embodiments, the status information may further be information about the emotional state, likes, or dislikes of the virtual pet character.

[0086] Optionally, the capture presentation information can be displayed at any position in the virtual world. For example, the capture presentation information can be displayed at one of the upper right, lower right, upper left, or lower left positions in the virtual world. In some embodiments, the capture presentation information is displayed near the pet virtual character to be captured, and the distance between the display position where the capture presentation information is located and the pet virtual character to be captured is less than a threshold.

[0087] Alternatively, the capture presentation information may be displayed in any possible form, such as a circular icon, a spherical container icon, or a bar graph, and the present embodiment does not limit the display form of the capture presentation information.

[0088] Step 660: When the capture presentation information indicates that the pet virtual character is in a captureable state, in response to a capture operation by the master virtual character on the pet virtual character, a display is displayed indicating that the pet virtual character has been successfully captured, where the captureable state is used to indicate that the success rate of the pet virtual character's capture has reached a target probability or a target probability range.

[0089] Alternatively, when the capture presentation information presents that the pet virtual character is in a captureable state, if the pet virtual character is captured at this time, the capture success rate is relatively high.

[0090] Optionally, the catchable state is used to indicate that the success rate of capturing the pet virtual character reaches a target probability or a target probability range. The target probability and the target probability range can be set based on actual technical needs. For example, the target probability can be set to 95%, and the target probability range can be set to 90% to 95%.

[0091] Alternatively, the capture operation for the pet virtual character may be a throwing operation of a spherical container tool. Illustratively, the spherical container tool may be any type of empty spherical container, such as an empty normal ball, hyper ball, or megaton ball. The master virtual character captures the pet virtual character by throwing the empty spherical container tool.

[0092] Optionally, when the capture presentation information indicates that the pet virtual character is in a captureable state, the computer device responds to the master virtual character's capture operation on the pet virtual character by displaying that the pet virtual character has been successfully captured. For example, the computer device may display the successfully captured pet virtual character as a spherical container icon, and may further display other icons, text, etc. indicating that the capture has been successful.

[0093] As described above, according to the method provided by the embodiment of the present application, a computer device displays a virtual pet character located in a virtual world and its capture prompting information, thereby visualizing information related to capturing the virtual pet character based on the capture prompting information, accurately indicating whether the virtual pet character is available for capture, and preventing the player from misunderstanding the information. As a result, when the capture prompting information indicates that the virtual pet character is available for capture, the player can capture the virtual pet character, improving the success rate of capturing the virtual pet character and improving the efficiency of human-computer interaction.

[0094] The following embodiment provides two methods for displaying the capture information of the virtual pet character in step 640. In actual application scenarios, one of the methods can be arbitrarily selected and implemented, or the two methods can be implemented together.

[0095] (1) First method for displaying capture information of a virtual pet character

[0096] In one possible implementation, Figure 9 shows a flowchart of a method for displaying capture information based on a virtual world provided by one exemplary embodiment of the present application, in which step 640 of displaying capture presentation information of a pet virtual character includes step 641.

[0097] Step 641: Display a first status bar of the pet virtual character, and display a presentation element in the first status bar, where the presentation element is used to indicate a capture threshold of the pet virtual character.

[0098] For example, the status bar is used to represent the status information of the pet virtual character, and the status information of the pet virtual character may be a status value of the pet virtual character, and may further be whether the pet virtual character is in a captureable state. Optionally, the status value includes an energy value or a stamina value.

[0099] Optionally, when the status information of the pet virtual character is a status value, a status bar is used to display the status value of the pet virtual character, and the status bar is also called a first status bar. In an initial state where the pet virtual character has not been captured, the first status bar is full. Optionally, the computer device displays the first status bar of the pet virtual character.

[0100] Illustratively, the capture threshold is an explicit indication of the upper limit of the state value corresponding to when the pet virtual character's capture success rate reaches the target condition or target probability range, i.e., when the actual state value is equal to or less than the capture threshold, the pet virtual character's capture success rate reaches the target condition or target probability range, and when the actual state value is greater than the capture threshold, the pet virtual character's capture success rate does not reach the target condition or target probability range.

[0101] Optionally, when the actual state value is greater than the capture threshold, the difference between the actual state value and the capture threshold has a negative correlation with the capture success rate, and the greater the difference, the lower the capture success rate. As can be seen, with the increase of the difference between the actual state value and the capture threshold, the capture success rate of the pet virtual character gradually approaches the fixed capture success rate, and the fixed capture success rate is greater than 0.

[0102] Illustratively, a capture threshold for a pet virtual character corresponds to the pet virtual character, and the capture threshold may be fixed and unchanging.

[0103] In some embodiments, the capture threshold is a single value that changes dynamically. the pet type and / or pet level of the pet virtual character; the tool type and / or tool level of the sphere tool used in the capture operation; the number of captures made by the master virtual character of the pet virtual character in history; the number of times the master virtual character has captured the same type of pet virtual character in history; Whether the pet virtual character discovers the master virtual character, the distance between the master virtual character and the pet virtual character; The degree of personality matching between the master virtual character and the pet virtual character; The degree of gender agreement between the master virtual character and the pet virtual character; Weather in the virtual world, A block in which a pet virtual character is placed in the virtual world; Interactive operation between the master virtual character and the pet virtual character; Whether the pet virtual character discovers the master virtual character, and the distance between the master virtual character and the pet virtual character.

[0104] For example, if the state value of a pet virtual character is 100 when it is at its maximum limit, the corresponding capture success rate is 30%, and when the actual state value of the pet virtual character is 25, the capture success rate reaches the target probability of 95%, the capture threshold is 25, which is used to indicate that when the capture success rate reaches the target probability of 95%, the corresponding actual state value is 25. If the pet virtual character has a timid personality and is not aggressive, the capture threshold will decrease when the master virtual character attacks the pet virtual character, and for example, when the actual state value of the pet virtual character is 15, the capture success rate may reach the target probability of 95%.

[0105] Furthermore, for example, each pet virtual character has an environment that it likes or dislikes, and when the pet virtual character likes an environment, it can acquire an affinity effect and the corresponding capture threshold can be increased. Conversely, when the pet virtual character dislikes an environment, it can acquire a resistance effect and the corresponding capture threshold can be decreased.

[0106] Optionally, the computer device displays a presentation element in a first status bar, the presentation element being used to indicate a capture threshold of the pet virtual character, i.e., the first status bar can display a status value of the pet virtual character and a capture threshold of the pet virtual character.

[0107] Optionally, the step of the computer device displaying the presentation element in the first status bar includes a step of displaying the presentation element at a position in the first status bar corresponding to the capture threshold, and the display style of the presentation element is at least one of a vertical bar, a pointer, and an icon.

[0108] For example, as shown in FIG. 10, the first status bar is a bar graph. In a battle scene between a pet virtual character 402 released by a master virtual character and a pet virtual character 500 to be captured, a presentation element 502 is displayed in the first status bar 501. The presentation element 502 is used to indicate the capture threshold of the pet virtual character 500, and the display style of the presentation element 502 is a vertical bar.

[0109] In this embodiment, a presentation element is displayed in the first status bar, and the presentation element is used to indicate the capture threshold of the pet virtual character, so that the capture threshold of the pet virtual character can be visualized by the presentation element, and the success rate of capturing the pet virtual character can be improved subsequently.

[0110] In one example, the step of the computing device displaying the presentation element in the first status bar at a position corresponding to the capture threshold includes: When the state value of the pet virtual character is less than the capture threshold, displaying a presentation element having a first display style at a position corresponding to the capture threshold in the first state bar, the first display style being used to indicate a captureable state; The method includes a step of displaying a presentation element having a second display style at a position in the first status bar corresponding to the capture threshold when the status value of the pet virtual character is not smaller than the capture threshold, wherein the second display style is used to indicate that the capture success rate of the pet virtual character and the status value of the pet virtual character exhibit a negative correlation.

[0111] Alternatively, the status value of the virtual pet character may be an energy value or a stamina value. When the status value of the virtual pet character is smaller than the capture threshold, the capture success rate of the virtual pet character reaches a target probability or a target probability range, that is, the virtual pet character is in a captureable state. At this time, a presentation element having a first display style is displayed at a position on the first status bar corresponding to the capture threshold, and the first display style is used to indicate the captureable state.

[0112] Alternatively, when the state value is less than the capture threshold, i.e., the pet virtual character is in a captureable state, the capture success rate may be further directly set to a fixed capture success rate, for example, the fixed capture success rate is set to 95%.

[0113] For example, as shown in FIG. 11, when the status value of the pet virtual character 500 is smaller than the capture threshold, a presentation element 504 having a first display style is displayed at a position corresponding to the capture threshold in the first status bar 501, and the presentation element 504 of the first display style is a spherical container icon and is used to indicate the captureable status.

[0114] It should be noted that in this embodiment, when the virtual pet character has a high status value or a low status value, there may be a situation in which the status value of the virtual pet character is lower than the capture threshold. For example, as shown in FIG. 12 , when the virtual pet character 500 has a high status value, the status value of the virtual pet character 500 is lower than the capture threshold, and a presentation element 504 having a first display style is displayed at a position on the first status bar 501 corresponding to the capture threshold. The presentation element 504 of the first display style is a spherical container icon and is used to indicate a captureable state. In other words, a captureable state exists even when the virtual pet character has a high status value, and there is no need to first attack the virtual pet character to lower its status value.

[0115] Optionally, when the status value of the pet virtual character is not less than (equal to or greater than) the capture threshold, the capture success rate of the pet virtual character has not reached the target probability or the target probability range, i.e., the pet virtual character is not in a captureable state. At this time, the computer device displays a presentation element having a second display style at a position in the first status bar corresponding to the capture threshold, and the first display style and the second display style are different so as to be understandable. Optionally, the presentation element of the second display style is a vertical bar.

[0116] Optionally, the second display style is used to indicate that the capture success rate of the virtual pet character and the state value of the virtual pet character have a negative correlation, i.e., the higher the state value of the virtual pet character, the lower the capture success rate, and the lower the state value of the virtual pet character, the higher the capture success rate.

[0117] Optionally, if the state value of the pet virtual character is not less than the capture threshold, the capture success rate of the pet virtual character gradually approaches the fixed capture success rate as the state value decreases.

[0118] For example, FIG. 13 shows a flowchart of a method for displaying capture information based on a virtual world in one exemplary embodiment of the present application, and the manner of determining whether a pet virtual character is in a captureable state is as follows:

[0119] Step 700: The master virtual character and the pet virtual character interact and enter into combat.

[0120] Step 701: Determine whether the capture threshold of the pet virtual character is greater than the state value of the pet virtual character. If the capture threshold of the pet virtual character is greater than the state value of the pet virtual character, proceed to step 702; if the capture threshold of the pet virtual character is not greater than the state value of the pet virtual character, proceed to step 703.

[0121] Step 702: It is determined that the pet virtual character is in a catchable state, and step 704 is entered.

[0122] Step 703: It is determined that the pet virtual character is not in a catchable state, and step 705 is entered.

[0123] Step 704: Determine whether the master virtual character uses a spherical container tool (for example, a monster ball) to capture the monster. If YES, proceed to step 706; if NO, proceed to step 705.

[0124] Step 705: Wait for further operation of the master virtual character to change the capture threshold and / or state value of the pet virtual character, and then enter step 701 again to determine the magnitude relationship between the capture threshold of the pet virtual character and the state value of the pet virtual character.

[0125] Step 706: Display that the pet virtual character has been successfully captured.

[0126] In this embodiment, whether the pet virtual character is in a captureable state is determined based on the magnitude relationship between the state value of the pet virtual character and the capture threshold value of the pet virtual character, and a presentation element of a display style corresponding to whether the pet virtual character is in a captureable state is displayed, thereby accurately displaying the captureable state of the pet virtual character, and the player does not need to attack the pet virtual character to a low state value and then capture the pet virtual character.

[0127] (2) A second method for displaying capture information for a virtual pet character

[0128] Optionally, in another possible implementation, and still referring to FIG. 9, step 640 of displaying capture presentation information for the pet virtual character includes step 642.

[0129] Step 642: Display a second status bar of the pet virtual character, which is used to indicate the catchable status when the upper limit is reached.

[0130] For example, when the status information of the pet virtual character is whether the pet virtual character is in a catchable state or not, the status bar is used to display whether the pet virtual character is in a catchable state or not, and the status bar is also called a second status bar.

[0131] Optionally, the computer device displays a second status bar of the pet virtual character, which, when full, indicates a captureable state. When the pet virtual character is in a captureable state, the second status bar is full. The second status bar can also be understood to represent satisfaction level, where satisfaction level is consumed when the master virtual character attacks the pet virtual character, and when the satisfaction level is fully accumulated, the pet virtual character is in a captureable state. Optionally, the master virtual character can improve the satisfaction level of the pet virtual character by using friendly tools and friendly operations such as feeding the pet virtual character fruit.

[0132] In this embodiment, the computer device can visualize the capture status of the virtual pet character by displaying a second status bar of the virtual pet character to indicate the capture status. The capture status can be indicated when the virtual pet character has a high status value or a low status value, and the player can capture the virtual pet character based on the capture status to improve the success rate of capturing.

[0133] In one example, the pet virtual character has a corresponding initial capture threshold value. Optionally, the initial capture threshold value is related to a first element, and the first element is: the pet type and / or pet level of the pet virtual character; the tool type and / or tool level of the sphere tool used in the capture operation; the number of captures made by the master virtual character of the pet virtual character in history; the number of times the master virtual character has captured the same type of pet virtual character in history; Whether the pet virtual character discovers the master virtual character, the distance between the master virtual character and the pet virtual character; The degree of personality matching between the master virtual character and the pet virtual character; and the degree of gender agreement between the master virtual character and the pet virtual character.

[0134] Optionally, the pet type of the pet virtual character includes, but is not limited to, birds, insects, large animals, and small animals, and the pet level includes, but is not limited to, beginner, intermediate, and advanced, and the initial capture threshold value of the pet virtual character is related to the pet type and / or pet level of the pet virtual character, and the rarer the pet type and / or the higher the pet level, the more difficult the pet virtual character is to capture and the smaller the corresponding initial capture threshold value.

[0135] Optionally, the tool type of the spherical container tool includes, but is not limited to, a normal tool, an intermediate tool, and an advanced tool, and the tool level includes, but is not limited to, a beginner, intermediate, and advanced tool, and the more advanced the tool type of the spherical container tool used in the capture operation and / or the higher the tool level, the easier it is to capture the pet virtual character and the larger the corresponding initial capture threshold value.

[0136] Alternatively, the initial capture threshold may be related to the number of times the master virtual character has captured the pet virtual character in history, and the number of times the master virtual character has captured the pet virtual character in history and the initial capture threshold may be positively correlated, e.g., the greater the number of times the master virtual character has captured the pet virtual character in history, the greater the likelihood that the pet virtual character will be captured by the master virtual character, and the greater the corresponding initial capture threshold.

[0137] Alternatively, the initial capture threshold may be related to the number of times the master virtual character has captured a pet virtual character of the same type in history, and the number of times the master virtual character has captured a pet virtual character of the same type in history and the initial capture threshold may be positively correlated, e.g., the greater the number of times the master virtual character has captured a pet virtual character of the same type in history, the better the master virtual character is at capturing pet virtual characters of that type, i.e., the greater the initial capture threshold value corresponding to the pet virtual character of that type.

[0138] Optionally, the initial value of the capture threshold is further related to whether the pet virtual character finds the master virtual character. When the pet virtual character does not find the master virtual character, the master virtual character can go into the blind spot of the pet virtual character and capture the pet virtual character directly. At this time, the master virtual character can relatively increase the success rate of capture when no combat is required by simply adopting a certain capture strategy. That is, when the pet virtual character does not find the master virtual character, the corresponding initial value of the capture threshold becomes larger.

[0139] Optionally, the distance between the master virtual character and the pet virtual character can affect the capture threshold, and the distance and the initial capture threshold may have a positive correlation. For example, the closer the distance between the master virtual character and the pet virtual character, the more accurately the master virtual character can release its skills, and the higher the success rate of capturing the pet virtual character, i.e., the larger the corresponding initial capture threshold.

[0140] Optionally, the initial capture threshold value may be further related to the personality match between the master virtual character and the pet virtual character, and the personality match and the initial capture threshold value may exhibit a positive correlation. Based on the personality attributes of the pet virtual character, each pet virtual character may have a personality that it likes or dislikes from the master virtual character. For example, a pet virtual character with a belligerent personality may prefer a master virtual character with a belligerent personality, and the personality match between the two may be relatively high. The higher the personality match between the master virtual character and the pet virtual character, the easier the pet virtual character will be captured, i.e., the larger the initial capture threshold value.

[0141] Optionally, the initial capture threshold value may be further related to the gender match between the master virtual character and the pet virtual character, with the gender match and the initial capture threshold value exhibiting a positive correlation. Based on the pet virtual character's gender attribute, each pet virtual character may have a preferred or disliked gender of the master virtual character. The higher the gender match between the master virtual character and the pet virtual character, the easier the pet virtual character will be to capture, i.e., the higher the initial capture threshold value.

[0142] It is important to note that the numerical values ​​of the capture thresholds mentioned above are relative values, and the specific values ​​need to be determined based on the actual situation. It is also important to note that the initial value of the capture threshold of the pet virtual character is related to the first element, but for a certain determined first element, whether the initial value of the capture threshold of the pet virtual character according to the first element is large or small needs to be set based on the specific virtual pet character.

[0143] For example, if the first element is a spherical container tool type, when one virtual pet character uses a more advanced spherical container tool, the capture success rate will be higher, i.e., the corresponding initial capture threshold value will be higher, and when another virtual pet character uses a more advanced spherical container tool, the capture success rate will be lower, i.e., the corresponding initial capture threshold value will be lower. In other words, whether the initial capture threshold value of the virtual pet character by the first element is higher or lower needs to be set based on more specific virtual pet characters.

[0144] In this embodiment, the capture threshold of the pet virtual character has an initial value, and the initial value of the capture threshold is related to the above-mentioned first element, so that the initial value of the capture threshold of the pet virtual character can be adaptively adjusted in conjunction with information such as the operation or attributes of the master virtual character, which greatly enriches the capture scenes of the pet virtual character. Furthermore, different master virtual characters can adaptively adopt different capture strategies based on the initial value of the capture threshold of the pet virtual character, which can improve the efficiency of human-computer interaction and further enhance the player's game experience.

[0145] In some embodiments, the captured presentation information displayed on the computing device can be modified. Optionally, in one example, with continued reference to FIG. 9, after step 660, the method further includes step 680.

[0146] Step 680: The display of the capture presentation information is changed based on the state of the pet virtual character in the virtual world.

[0147] Optionally, the state of the pet virtual character in the virtual world relates to elements such as the pet virtual character's position, form, level, status value, environment, and weather. The state of the pet virtual character in the virtual world can affect the display of capture presentation information. For example, for the same pet virtual character, when the weather is rainy, the capture presentation information is displayed as a vertical bar, and when the weather is sunny, the capture presentation information is displayed as an icon. Optionally, the computer device changes the display of the capture presentation information based on the pet virtual character's state in the virtual world.

[0148] In this embodiment, the display of the capture presentation information can be changed based on the state of the pet virtual character in the virtual world, thereby merging the capture presentation information with the virtual world, thereby organically integrating the turn-based battle process into the virtual world and forming a whole rather than two discontinuous parts.

[0149] In one possible implementation, the capture presentation information is displayed using a capture threshold. The step 680 of changing the display of the capture presentation information based on the state of the pet virtual character in the virtual world includes: The step of changing the display position of the presentation element in the first status bar when the capture threshold for the second element changes.

[0150] Optionally, under a combat scene or a non-combat scene, the capture threshold of the pet virtual character can be further changed based on a second element, ie, changing the capture threshold for the second element.

[0151] Optionally, the second element is Weather in the virtual world, A block in which a pet virtual character is placed in the virtual world; Interactive operation between the master virtual character and the pet virtual character; Whether the pet virtual character discovers the master virtual character, and the distance between the master virtual character and the pet virtual character.

[0152] Optionally, the second element may be the weather in the virtual world. For example, if a pet virtual character prefers sunny weather but dislikes rainy weather, the capture threshold of the pet virtual character in sunny weather is relatively high. When the weather changes from sunny to rainy, the capture threshold of the pet virtual character is reduced.

[0153] Optionally, the second element may be a block in which the pet virtual character is placed in the virtual world. For example, if the pet virtual character prefers the environment of the block where it is currently located, the current corresponding capture threshold is relatively large, and when the pet virtual character moves to another block, the capture threshold of the pet virtual character is reduced.

[0154] Optionally, the second element may be an interaction between the master virtual character and the pet virtual character. For example, when the pet virtual character likes interaction, the capture threshold of the pet virtual character may be increased. When the pet virtual character dislikes interaction, the capture threshold of the pet virtual character may be decreased.

[0155] Optionally, the second element further includes whether the pet virtual character has found the master virtual character. When the pet virtual character has not found the master virtual character, the pet virtual character is relatively easy to be captured, and the capture threshold is relatively large.

[0156] Optionally, the second element may also be the distance between the master virtual character and the pet virtual character. The closer the distance between the master virtual character and the pet virtual character, the more accurate the master virtual character's skill release is, and the higher the success rate of capturing the pet virtual character is, i.e., the larger the corresponding capture threshold is. As the distance decreases, the capture threshold increases.

[0157] Optionally, the interaction between the master virtual character and the pet virtual character may include: a turn-based battle between a master virtual character and a pet virtual character; the master virtual character feeding the pet virtual character; The master virtual character heals the wounds of the pet virtual character; Modifying the weather in the virtual world using pet virtual characters and / or tools already captured by the master virtual character; The method includes at least one of: changing a block in which the pet virtual character is placed in the virtual world using a pet virtual character that the master virtual character has already captured, and / or a tool.

[0158] Optionally, the interaction between the master virtual character and the pet virtual character includes the master virtual character and the pet virtual character engaging in turn-based combat, and when a portion of the pet virtual character has an aggressive personality and the master virtual character and the pet virtual character engage in turn-based combat, the capture threshold of the portion of the pet virtual character may change.

[0159] Optionally, the interaction between the master virtual character and the pet virtual character includes the master virtual character feeding the pet virtual character. The capture threshold may be increased when the pet virtual character likes the food. Conversely, the capture threshold may be decreased when the pet virtual character dislikes the food.

[0160] Optionally, the interactive operation further includes the master virtual character healing the wounds of the pet virtual character, and when the master virtual character heals the wounds of the pet virtual character, the pet virtual character's favorability towards the master virtual character increases, and the capture success rate increases, i.e., the capture threshold increases.

[0161] Optionally, the interactive manipulation further includes changing the weather in the virtual world using pet virtual characters and / or tools already captured by the master virtual character, and when the pet virtual character likes the changed weather, it becomes more susceptible to capture, and the capture threshold is correspondingly increased.

[0162] Optionally, the interactive operation further includes changing a block in which the pet virtual character is placed in the virtual world using a pet virtual character and / or a tool that the master virtual character has already captured, and when the pet virtual character prefers the environment of the block after the change, it becomes easier to be captured, i.e., the capture threshold is increased.

[0163] Optionally, the pet virtual character's likes or dislikes of the second element are determined based on the second element, and the capture threshold is adjusted based on the likes or dislikes. For example, the capture threshold may be increased when the pet virtual character likes the second element, decreased when the pet virtual character dislikes the element, or the capture threshold may remain unchanged when the pet virtual character is insensitive to the element.

[0164] Optionally, when the capture threshold for the second element changes, the display position of the presentation element in the first status bar is changed. As can be understood, in the process of changing the display position of the presentation element in the first status bar, it is determined whether the presentation element is displayed in the first display style or the second display style in the changing process in conjunction with whether the capture threshold is increased or decreased, and it is determined whether the presentation element is displayed in the first display style or the second display style when the changing of the display position of the presentation element in the first status bar is completed in conjunction with whether the pet virtual character is in a captureable state.

[0165] Optionally, during a process of changing the display position of a presentation element in the first status bar, when the capture threshold increases, it is determined that the presentation element is to be displayed in a first display style during the change process, and when the capture threshold decreases, it is determined that the presentation element is to be displayed in a second display style during the change process.

[0166] Alternatively, if the pet virtual character is in a catchable state when the change of the display position of the presentation element in the first status bar is completed, it is determined that the presentation element is to be displayed in the first display style when the change process is completed, and if the pet virtual character is not in a catchable state when the change process is completed, it is determined that the presentation element is to be displayed in the second display style when the change process is completed.

[0167] 14 and 15, in a battle scene between a pet virtual character 402 released by a master virtual character 400 and a pet virtual character 500 to be captured, if the capture threshold for the pet virtual character 500 is changed due to an interactive operation between the master virtual character 400 and the pet virtual character 500, the capture threshold can be increased by taking the example of the interactive operation using a friendly tool. In this case, the first display style (spherical container icon) of the presentation element 504 in the first status bar 501 moves to the right. After the position of the presentation element 504 in the first status bar has finished moving, if the pet virtual character 500 is not in a captureable state, the presentation element 504 is displayed in the second display style (vertical bar).

[0168] Optionally, when the capture threshold changes due to the second element, a changed capture threshold is determined, and when the changed capture threshold reaches a stage value, the pet virtual character is triggered to release a friendly skill, and when the changed capture threshold does not reach the stage value, the pet virtual character is triggered to adjust the skill strength.

[0169] Optionally, when the changed capture threshold reaches a stage value, the pet virtual character will acquire a different satisfaction level, and the pet virtual character will not attack in the current turn and will release a friendly skill. For example, when the changed capture threshold reaches 80 points or more, the pet virtual character will start singing, and when the changed capture threshold reaches 90 points or more, the pet virtual character will not only start singing but also actively replenish (restore) the status value of the master virtual character or a pet virtual character released by the master virtual character.

[0170] Optionally, when the changed capture threshold does not reach the stage value, the pet virtual character is triggered to produce an emotional reaction. When the capture threshold increases, the nature of the pet virtual character improves, triggering the pet virtual character to reduce skill strength, i.e., release low damage or buff effect skills, and when the capture threshold decreases, the nature of the pet virtual character worsens, triggering the pet virtual character to increase skill strength, i.e., release high damage or debuff effect skills.

[0171] For example, FIG. 16 shows a flowchart of a method for displaying capture information based on a virtual world in one exemplary embodiment of the present application, and the step process when the capture threshold for at least one element is changed is as follows:

[0172] Step 800: A master virtual character interacts with a pet virtual character using tools in combat.

[0173] Step 801: The pet virtual character's likes and dislikes of the tool are determined, and when the pet virtual character likes the tool, the capture threshold of the pet virtual character increases, when the pet virtual character dislikes the tool, the capture threshold of the pet virtual character decreases, and when the pet virtual character is insensitive, the capture threshold of the pet virtual character remains unchanged.

[0174] Step 802: Determine whether the capture threshold of the pet virtual character reaches the stage value; if YES, proceed to step 803; if NO, proceed to step 804.

[0175] Step 803: The pet virtual character is friendly to the master virtual character, triggering the pet virtual character to release a friendly skill, for example, the pet virtual character performing a song or replenishing status values ​​for the master virtual character and / or any pet virtual characters released by the master virtual character.

[0176] Step 804: Trigger the pet virtual character to adjust skill strength, such that when the capture threshold increases, the pet virtual character reduces the skill strength, and when the capture threshold decreases, the pet virtual character increases the skill strength.

[0177] In this embodiment, the capture threshold of the pet virtual character can be changed by the second element, so that the capture threshold of the pet virtual character can be adaptively adjusted in conjunction with information such as the virtual world and the operation of the master virtual character, greatly enriching the capture scene of the pet virtual character. When the capture threshold is changed due to the second element, the display position of the presentation element in the first status bar can be changed to visualize the changed capture threshold. Furthermore, different master virtual characters can further adjust their capture strategies at any time based on the changed capture threshold of the pet virtual character, thereby improving the efficiency of human-computer interaction and further enhancing the player's game experience.

[0178] FIG. 17 shows a structural block diagram of a display device for capture information based on a virtual world provided by one exemplary embodiment of the present application, the device including: The display module 10 is used to display a pet virtual character located in the virtual world.

[0179] The display module 10 is used to display capture presentation information of the virtual pet character, and the capture presentation information is used to display status information related to the capture of the virtual pet character.

[0180] the display module 10 is used to display, when the capture presentation information indicates that the pet virtual character is in a captureable state, that the pet virtual character has been successfully captured in response to a capture operation of the master virtual character on the pet virtual character; Here, the catchable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.

[0181] In one alternative embodiment, the display module 10 is used to display a first status bar of the pet virtual character and display a presentation element in the first status bar, and the presentation element is used to indicate a capture threshold of the pet virtual character.

[0182] In one alternative embodiment, the display module 10 is used to display the presentation element at a position corresponding to the capture threshold in the first status bar, and the display style of the presentation element is at least one of a vertical bar, a pointer, and an icon.

[0183] In one alternative embodiment, the display module 10 is used to display the presentation element having a first display style at a position corresponding to the capture threshold in the first status bar when the status value of the pet virtual character is less than the capture threshold, and the first display style is used to indicate the captureable status; The display module 10 is used to display the presentation element having a second display style at a position corresponding to the capture threshold in the first status bar when the status value of the pet virtual character is not smaller than the capture threshold, and the second display style is used to indicate that the capture success rate of the pet virtual character and the status value of the pet virtual character are negatively correlated.

[0184] In one alternative embodiment, the display module 10 is used to display a second status bar of the pet virtual character, and the second status bar is used to indicate the captureable state when the upper limit is reached.

[0185] In one alternative embodiment, the initial value of the capture threshold is related to a first element, the first element being: The pet type and / or pet level of the pet virtual character; The tool type and / or tool level of the spherical container tool used in the capture operation; the number of captures made by the master virtual character of the pet virtual character; the number of times the master virtual character has captured the same type of pet virtual character in history; whether the pet virtual character discovers the master virtual character; the distance between the master virtual character and the pet virtual character; a personality matching degree between the master virtual character and the pet virtual character; and the degree of gender agreement between the master virtual character and the pet virtual character.

[0186] In one alternative embodiment, the display module 10 is used to change the display of the capture presentation information based on the state of the pet virtual character in the virtual world.

[0187] In one alternative embodiment, the display module 10 is used to change the display position of the presentation element in the first status bar when the capture threshold for the second element changes; Here, the second element is: The weather in the virtual world, a block in which the pet virtual character is placed in the virtual world; Interactive operation of the master virtual character and the pet virtual character; whether the pet virtual character discovers the master virtual character; and the distance between the master virtual character and the pet virtual character.

[0188] In one alternative embodiment, the interaction between the master virtual character and the pet virtual character includes: said master virtual character and said pet virtual character engage in turn-based combat; the master virtual character feeding the pet virtual character; the master virtual character healing the wounds of the pet virtual character; modifying the weather in the virtual world using pet virtual characters and / or tools already captured by the master virtual character; and the master virtual character uses the captured pet virtual character and / or a tool to change a block on which the pet virtual character is placed in the virtual world.

[0189] 18 shows a structural block diagram of a computer device 1800 provided by one exemplary embodiment of the present application. The computer device 1800 may be a portable mobile terminal, such as a smartphone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1800 may also be called a user device, a portable terminal, or other names.

[0190] Typically, the computing device 1800 includes a processor 1801 and a memory 1802 .

[0191] The processor 1801 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1801 may be implemented using at least one hardware form selected from the group consisting of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1801 may include a main processor and a coprocessor. The main processor is a processor used to process data in a wake state and is also referred to as a CPU (Central Processing Unit). The coprocessor is a low-power processor used to process data in a standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1801 may further include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0192] Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1802 may further include high-speed random access memory and non-volatile memory, such as 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 that is executed by processor 1801 to implement the virtual world-based capture information display method provided in the embodiments of the present application.

[0193] In some embodiments, computing device 1800 further optionally includes a peripheral port 1803 and at least one peripheral device, such as at least one of radio frequency circuitry 1804, a touch display screen 1805, a camera 1806, audio circuitry 1807, and a power source 1808.

[0194] In some embodiments, computing device 1800 further includes one or more sensors 1809, including, but not limited to, an acceleration sensor 1810, a gyro sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0195] As will be appreciated by those skilled in the art, the structure shown in FIG. 18 does not constitute a limitation on computing device 1800, which may include more or fewer components than those shown, may combine certain components, or may employ a different arrangement of components.

[0196] The present application further provides a computer-readable storage medium, in which a computer program, at least one instruction, at least one program, code set, or instruction set is stored, and the computer program, the at least one instruction, the at least one program, code set, or instruction set is loaded and executed by a processor to realize the method for displaying captured information based on a virtual world provided by the method embodiment.

[0197] The present application further provides a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions, thereby causing the computer device to perform the method for displaying captured information based on a virtual world provided by the above method embodiment.

[0198] The numbers of the above embodiments of the present application are for descriptive purposes only and do not indicate superiority or inferiority of the embodiments.

[0199] As can be understood by those skilled in the art, the realization of all or part of the steps in the above embodiments may be completed by hardware, or may be completed by issuing instructions to related hardware by a program, and the above program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.

[0200] The above are merely optional embodiments of the present application and are not used to limit the present application, and any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should all be included within the protection scope of the present application. [Explanation of symbols]

[0201] 10 Virtual World 12 First Pet Virtual Character 14 Second pet virtual character 16 Battle Map 95 Target Probability 100 Computer Systems 120 Terminal 1 140 servers 142 memory 144 processors 160 Terminal 2 180 Terminal 3 200 Master Virtual Characters 201 Status Bar 202 Pet Virtual Characters 300 pet virtual characters 301 Status Bar 302 Spherical container 400 Master Virtual Characters 402 Pet Virtual Character 500 pet virtual characters 501 First Status Bar 502 Presentation element 504 Presentation element 1421 Receiver Module 1422 Control Module 1423 Transmit Module 1800 Computer Equipment 1801 processor 1802 memory 1803 Peripheral Port 1804 Radio Frequency Circuits 1805 Touch Display Screen 1806 Camera 1807 Audio Circuit 1808 Power supply 1809 Sensor 1810 Acceleration Sensor 1811 Gyro Sensor 1812 Pressure Sensor 1813 Optical Sensor 1814 Proximity Sensor

Claims

1. 1. A method for displaying capture information based on a virtual world, the method being performed by a computer device, the method comprising: displaying a pet virtual character located in the virtual world; a step of displaying capture presentation information of the virtual pet character, the capture presentation information being used to present status information relating to the capture of the virtual pet character; and when the capture presentation information indicates that the pet virtual character is in a captureable state, responding to a capture operation of the master virtual character on the pet virtual character, displaying that the pet virtual character has been successfully captured; The capture-possible state is used to indicate that the pet virtual character's capture success rate reaches a target probability or a target probability range.

2. The step of displaying capture presentation information of the pet virtual character includes:

2. The method of claim 1, further comprising the steps of: displaying a first status bar of the pet virtual character; and displaying a presentation element in the first status bar, the presentation element being used to indicate a capture threshold of the pet virtual character.

3. The step of displaying presentation elements in the first status bar comprises:

3. The method of claim 2, further comprising: displaying the presentation element at a position in the first status bar corresponding to the capture threshold, wherein the presentation element has a display style of at least one of a vertical bar, a pointer, and an icon.

4. The step of displaying the presentation element in the first status bar at a position corresponding to the capture threshold includes: When the state value of the pet virtual character is less than the capture threshold, displaying the presentation element having a first display style at a position in the first state bar corresponding to the capture threshold, the first display style being used to indicate the captureable state; 4. The method of claim 3, further comprising: a step of displaying the presentation element having a second display style at a position in the first status bar corresponding to the capture threshold when the state value of the pet virtual character is not less than the capture threshold, the second display style being used to indicate that the capture success rate of the pet virtual character and the state value of the pet virtual character exhibit a negative correlation.

5. The step of displaying capture presentation information of the pet virtual character includes:

2. The method of claim 1, further comprising the step of displaying a second status bar of the pet virtual character, the second status bar being used to indicate the captureable state when full.

6. The initial value of the capture threshold is related to a first element, the first element being: The pet type and / or pet level of the pet virtual character; The tool type and / or tool level of the spherical container tool used in the capture operation; the number of captures made by the master virtual character of the pet virtual character; the number of times the master virtual character has captured a pet virtual character of the same type in history; whether the pet virtual character discovers the master virtual character; and the distance between the master virtual character and the pet virtual character; a personality matching degree between the master virtual character and the pet virtual character; and a degree of gender agreement between the master virtual character and the pet virtual character.

7. The method comprises: The method according to any one of claims 1 to 5, further comprising the step of changing the display of the capture presentation information based on the state of the pet virtual character in the virtual world.

8. The capture prompting information is displayed using a capture threshold, and the step of changing the display of the capture prompting information based on the state of the pet virtual character in the virtual world includes: changing a display position of the presentation element in the first status bar when the capture threshold is changed by a second element; The second element is weather in the virtual world; a block in which the pet virtual character is placed in the virtual world; Interactive manipulation of the master virtual character and the pet virtual character; whether the pet virtual character discovers the master virtual character; and and a distance between the master virtual character and the pet virtual character.

9. The interactive operation between the master virtual character and the pet virtual character is said master virtual character and said pet virtual character engage in turn-based combat; the master virtual character feeding the pet virtual character; the master virtual character healing the wounds of the pet virtual character; modifying the weather in the virtual world using pet virtual characters and / or tools already captured by the master virtual character; The method of claim 8 , further comprising at least one of: the master virtual character using the already captured pet virtual character and / or a tool to modify a block on which the pet virtual character is placed in the virtual world.

10. 1. A virtual world based display device for capture information, the device comprising: a display module used to display a pet virtual character located in the virtual world; the display module is used to display capture presentation information of the virtual pet character, and the capture presentation information is used to display status information related to the capture of the virtual pet character; the display module is used to display, when the capture presentation information indicates that the pet virtual character is in a captureable state, that the pet virtual character has been successfully captured in response to a capture operation by the master virtual character on the pet virtual character; The capture status indicates that the pet virtual character's capture success rate reaches a target probability or a target probability range.

11. The device of claim 10, wherein the display module is used to display a first status bar of the pet virtual character and to display a presentation element in the first status bar, the presentation element being used to indicate a capture threshold of the pet virtual character.

12. The device of claim 11, wherein the display module is used to display the presentation element at a position in the first status bar corresponding to the capture threshold, and the display style of the presentation element is at least one of a vertical bar, a pointer, and an icon.

13. The display module includes: When the state value of the pet virtual character is smaller than the capture threshold, displaying the presentation element having a first display style at a position in the first state bar corresponding to the capture threshold, the first display style being used to indicate the captureable state; 13. The device according to claim 12, wherein the device is used for: when the state value of the pet virtual character is not less than the capture threshold, displaying the presentation element having a second display style at a position in the first state bar corresponding to the capture threshold, the second display style being used to indicate that the capture success rate of the pet virtual character and the state value of the pet virtual character exhibit a negative correlation.

14. The device of claim 10, wherein the display module is used to display a second status bar of the pet virtual character, and the second status bar is used to indicate the captureable state when an upper limit is reached.

15. The initial value of the capture threshold is related to a first element, the first element being: The pet type and / or pet level of the pet virtual character; The tool type and / or tool level of the spherical container tool used in the capture operation; the number of captures made by the master virtual character of the pet virtual character; the number of times the master virtual character has captured a pet virtual character of the same type in history; whether the pet virtual character discovers the master virtual character; and the distance between the master virtual character and the pet virtual character; a personality matching degree between the master virtual character and the pet virtual character; and a degree of gender agreement between the master virtual character and the pet virtual character.

16. The device according to any one of claims 10 to 14, wherein the display module is further used to change the display of the capture presentation information based on the state of the pet virtual character in the virtual world.

17. The capture presentation information is represented by using a capture threshold, and the display module is used to change the display position of the presentation element in the first status bar when the capture threshold for a second element changes; Here, the second element is weather in the virtual world; a block in which the pet virtual character is placed in the virtual world; Interactive manipulation of the master virtual character and the pet virtual character; whether the pet virtual character discovers the master virtual character; and and a distance between the master virtual character and the pet virtual character.

18. A computer device, comprising a processor and a memory, wherein a computer program is stored in the memory, and wherein the computer program is loaded and executed by the processor to realize the method for displaying capture information based on a virtual world described in any one of claims 1 to 9.

19. A computer-readable storage medium having a computer program stored therein, the computer program being loaded and executed by a processor to realize the method for displaying capture information based on a virtual world described in any one of claims 1 to 9.

20. A computer program product, wherein the computer program product includes computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor retrieving the computer instructions from the computer-readable storage medium, whereby the processor loads and executes the computer program product to realize the method for displaying capture information based on a virtual world according to any one of claims 1 to 9.