Interface display method and apparatus based on turn-based battle, terminal device, and storage medium
By integrating battle and world maps with shared data and environmental factor-influenced skills, the method addresses the discontinuity issue in turn-based combat, enhancing strategic gameplay and resource efficiency.
Patent Information
- Application Number
- JP2025175773
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-08-19
- Filing Date
- 2025-10-17
- Publication Date
- 2026-02-03
AI Technical Summary
Existing turn-based combat modes in open world games create a sense of discontinuity between the battle space and the open world due to their independent nature, leading to a clear boundary between the two.
Implementing a method where the battle map and world map share the same map data, with virtual skills' strength, effect, and visual effect associated with environmental elements, allowing seamless transitions and strategic gameplay enhancements.
This approach eliminates the sense of discontinuity between the world scene and battle scene, reduces resource consumption, and enhances strategic gameplay by associating skill effects with environmental factors, enabling players to select advantageous battlefields.
Smart Images

Figure 2026016496000001_ABST
Abstract
Description
[Technical Field]
[0001] TECHNICAL FIELD The present application relates to the field of virtual environments, and more particularly to a method, apparatus, device, and medium for displaying an interface based on turn-based combat.
[0002] This application claims priority to a Chinese patent application filed on August 19, 2022, bearing application number 202211001670.6 and entitled "Turn-based battle-based interface display method, device, equipment, and medium," the entire contents of which are incorporated herein by reference. [Background technology]
[0003] Open world games are games that allow players to explore the game world in greater depth, and the map area of open world games is often relatively large. As the player character explores the game world, various battles often occur. Unlike instantaneous battle modes, turn-based battle modes emphasize the order of turns in the battle process, and only when it is the player character's turn can the player character actively launch an attack.
[0004] In the related art, before a turn-based battle between a player character and an enemy character takes place, an independent battle space is opened and the internal environment of the battle space is preset, and both characters fight within the battle space, and then return to the open world after the battle ends.
[0005] However, in related technologies, the battle space of the turn-based combat mode and the open world are independent of each other, and there is a clear boundary between the battle space and the open world. How to eliminate the sense of boundary caused by the turn-based combat mode is a technical issue that must be resolved as soon as possible. Summary of the Invention [Problem to be solved by the invention]
[0006] The present application provides a method, device, equipment, and medium for displaying an interface based on turn-based battles, eliminating the sense of discontinuity between the world scene and the battle scene. [Means for solving the problem]
[0007] According to one aspect of the present application, there is provided an interface display method based on turn-based battle, the method being executed by a terminal device, the method comprising: displaying a scene screen corresponding to a master virtual character located on a world map; a step of displaying a scene screen corresponding to a pet virtual character located on a battle map in response to a trigger event of the turn-based battle, the pet virtual character being a virtual character released by the master virtual character, and the battle map being a partial map of a world map; The method includes controlling the pet virtual character to unleash a virtual skill in the battle map, wherein at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map.
[0008] According to another aspect of the present application, there is provided a turn-based combat-based interface display device, the device including: a display module; and a control module; the display module is used for displaying a scene screen corresponding to the master virtual character located on the world map; The display module is further used for responding to a trigger event of the turn-based battle to display a scene screen corresponding to a pet virtual character located on a battle map, the pet virtual character being a virtual character released by the master virtual character, and the battle map being a partial map of a world map; The control module is used to control the pet virtual character to release a virtual skill in the battle map, and at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map.
[0009] According to one aspect of the present application, a terminal device is provided, the terminal 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 interface display method based on turn-based battles.
[0010] According to one aspect of the present application, a computer-readable storage medium is provided, in which a computer program is stored, and the computer program is loaded and executed by a processor to realize the above-described interface display method based on turn-based battles.
[0011] According to one 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 an interface based on turn-based battles 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] By setting the battle map and world map used in turn-based battles to share the same map data, the battle map can synchronize with the map data of the world map when switching from the world scene to the battle scene, realizing unification of the world map and the battle map and eliminating the sense of discontinuity between the two. In this way, the server or terminal device only needs to maintain one map data, contributing to saving resources consumed by the server or terminal device for storing and processing map data.
[0014] In this solution, by associating at least one of the skill strength, skill effect, and visual effect of a virtual skill with environmental factors, the release effect of the virtual skill can acquire or weaken buffs under the influence of environmental factors, encouraging players to consider how to release profitable virtual skills and enhancing the strategic nature of the game.Furthermore, this contributes to increasing the dimension of pre-battle location selection, allowing players to select a battlefield advantageous for their ally (and / or a battlefield disadvantageous to the opponent) before entering a turn-based battle, and the pet virtual character can release skills with stronger power and more beautiful visual effects in the selected battlefield.
[0015] In order to more clearly describe the technical solutions in the embodiments of the present application, the following briefly introduces the drawings that need to be used in the description of the embodiments. [Brief explanation of the drawings]
[0016] [Figure 1] 1 shows a schematic diagram of a world map scene screen provided by one exemplary embodiment. [Figure 2] 1 illustrates a schematic diagram of switching from a submap to a battle map in a world map 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 illustrates a flowchart of an interface display method based on turn-based combat provided by one exemplary embodiment. [Figure 5] 1 shows a schematic diagram of emotional effects provided by one exemplary embodiment. [Figure 6] 1 shows a schematic diagram of a first affinity effect provided by one exemplary embodiment. [Figure 7] 10 shows a schematic diagram of a second affinity effect provided by another exemplary embodiment; [Figure 8] 1 shows a schematic diagram of a first resistance effect provided by one exemplary embodiment. [Figure 9] 1 shows a schematic diagram of a second resistance effect provided by one exemplary embodiment. [Figure 10] 1 illustrates a schematic diagram of the visual effects of basic virtual skills possessed by a pet virtual character provided by one exemplary embodiment. [Figure 11] 10 illustrates a schematic diagram of the visual effect of a fused virtual skill provided by one exemplary embodiment; [Figure 12] FIG. 10 illustrates a schematic diagram of the visual effect of a fused virtual skill provided by another exemplary embodiment; [Figure 13] FIG. 10 illustrates a schematic diagram of the visual effect of a fused virtual skill provided by another exemplary embodiment; [Figure 14] 1 illustrates a flowchart of a turn-based battle process provided by one exemplary embodiment. [Figure 15] 1 illustrates a flowchart of a method for displaying an interface based on turn-based combat provided by another exemplary embodiment. [Figure 16] 1 illustrates a flowchart of a method for displaying an interface based on turn-based combat provided by another exemplary embodiment. [Figure 17] 1 illustrates a structural block diagram of a turn-based battle-based interface display provided by one exemplary embodiment. [Figure 18] 1 illustrates a structural block diagram of a terminal device provided by one exemplary embodiment; DETAILED DESCRIPTION OF THE INVENTION
[0017] As should be understood, "some" as referred to herein refers to one or more, and "plurality" refers to two or more. "And / or" describes a relation between related objects and indicates that three relations can exist, for example, A and / or B can indicate three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship.
[0018] First, the nouns involved in the embodiments of the present application will be briefly introduced.
[0019] Open World Game: An open world game refers to a game that allows players to explore the game world to a greater extent, and the map area of an open world game is often relatively large. In this application, the map in an open world game is the world map.
[0020] Turn-based battle: Turn-based battle refers to a battle mode in which both sides take turns attacking, defending, or enhancing attributes based on the order of turns. Different from the instantaneous battle mode, turn-based battle emphasizes the order in the battle process. In turn-based battle, one complete turn may refer to all sides in the battle completing the active execution of attacking, defending, or enhancing attributes in turn, and one complete turn may refer to side A completing the active execution of attacking, defending, or enhancing attributes. In this application, the map in turn-based battle is the battle map.
[0021] World Map: The world map includes multiple blocks. Each block is a polygonal block. The polygonal block can be any one of a square, a rectangle, and a hexagon. For example, each block is a 50 cm x 50 cm square. Each block has its own surface type. Surface types include grass, stone, water, etc. Furthermore, the multiple blocks included in the world map may be the same type of block, or a combination of multiple different types of blocks.
[0022] Optionally, time in an open world game is controlled by a Time of Day (TOD) system, which controls the world map and time-related elements such as weather, day and night, seasons, and holidays.
[0023] Battle Map: A battle map is a submap of the world map. As can be understood, when entering a turn-based battle, the battle map in the battle scene and the world map in the world scene use the same map data. When not entering a turn-based battle, the world server loads the map data of the world map, and when entering a turn-based battle, the battle server loads the data of the submap of the world map, so that the battle map and the submap share the same map data.
[0024] 1 and 2 , in the virtual environment 10, when the pet virtual character 12 encounters a wild virtual character 14 at a certain point on the world map and engages in combat, one or more blocks within a certain range centered on the reference position determined by the pet virtual character 12 on the world map are determined as a battle map 16. The reference position is the location of the pet virtual character 12 or the closest suitable battle position to the 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.
[0025] World scene and battle scene: A world scene refers to a scene corresponding to a world map. 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 the master virtual character or the pet virtual character is currently located on the world map, as well as several interface elements associated with the displayed blocks, the master virtual character, the pet virtual character, etc.
[0026] 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 associated with the displayed blocks, the master virtual character, the pet virtual character, etc.
[0027] The world scene and the battle scene can be switched between, for example, from the world scene to the battle scene, or from the battle scene to the world scene.
[0028] The virtual video camera may use different shooting viewpoints when displaying a world scene and a battle scene. 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 characters and diagonally above) to obtain a display screen of the battle scene. In addition to the different shooting viewpoints between the world scene and the battle scene, the permitted user operations may also be selectable. For example, when displaying a world scene, the user may be allowed to manually adjust the viewpoint and be allowed to control the movement of the master virtual character or the pet virtual character, and when displaying a battle scene, the user may not be allowed to manually adjust the viewpoint and be allowed to 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 battle scenes is one or more blocks on the world map, the transition between the world scene and the battle scene does not bring about a strong sense of discontinuity, but is a very smooth and natural transition.
[0029] Virtual environment: A virtual environment displayed (or provided) when an application program runs on a terminal. The virtual environment may be a simulated 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. In the following embodiment, the virtual world is described as a 3D virtual world.
[0030] 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 3D virtual world. Optionally, the master virtual character is a 3D solid model created based on skeletal animation technology. Each master virtual character has its own shape and volume in the 3D virtual world and occupies a certain space in the 3D virtual world.
[0031] 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 form of 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 by 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.
[0032] 3 shows a structural block diagram of a computer system 100 provided by an exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0033] In the embodiments provided herein, a terminal may also be referred to as a terminal device, and both terms have the same meaning. For example, a "first terminal" may also be referred to as a "first terminal device."
[0034] An application program supporting a virtual environment 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, an open-world game program, an RPG program, a turn-based game program, and a turn-based RPG 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 a virtual environment, the first virtual character being 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, picking with a pet virtual character, fighting with a 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 move using the UI control components in the virtual environment screen, and the first user controls the first virtual character to throw the pet virtual character using the UI control components in the virtual environment screen. The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0035] 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 transmitting module 1423. The receiving module 1421 may receive a request from a client terminal, such as a request to determine the position of an enemy virtual character. The control module 1422 may control the rendering of the virtual environment screen. The transmitting module 1423 may transmit a response to the client terminal, such as the position of an enemy virtual character, to the client terminal. The server 140 may provide background services to application programs supporting the 3D virtual environment. Alternatively, the server 140 may perform primary computing tasks, and the first terminal 120, the second terminal 160, and the third terminal 180 may perform secondary computing tasks, or the server 140 may perform secondary computing tasks, and the first terminal 120, the second terminal 160, and the third terminal 180 may perform primary computing tasks, or the four parties, the server 140, the first terminal 120, the second terminal 160, and the third terminal 180, may collaborate in computing using a distributed computing architecture.
[0036] An application program supporting a virtual environment is installed and running on the second terminal 160. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control the actions of a second virtual character located in the virtual environment, which is also designated as a master virtual character. The third terminal 180 is a terminal used by a third user, and the third user uses the third terminal 180 to control the actions of a third virtual character located in the virtual environment, which is also designated as a master virtual character.
[0037] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual environment, the first virtual character, the second virtual character, and the third virtual character belong to different camps, or the first virtual character, the second virtual character, and the third virtual character belong to the same camp.
[0038] 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 generically refer to one of a plurality of terminals, the second terminal 160 may generically refer to one of a plurality of terminals, and the third terminal 180 may generically refer to one of a plurality of terminals. This embodiment will be described using the first terminal 120, the second terminal 160, and the third terminal 180 as examples. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and the device types may include at least one of a smartphone, a smart watch, a smart TV, a tablet PC, a wearable device, an in-vehicle terminal, an e-book reader, an MP3 player, an MP4 player, a laptop, and a desktop computer. In the following embodiment, the terminal includes a smartphone.
[0039] In the following, any master virtual character may be replaced with a first master virtual character controlled by a first user, and any pet virtual character may be replaced with a first pet virtual character corresponding to the first master virtual character.
[0040] FIG. 4 shows a flowchart of an interface display method based on turn-based battles provided by one exemplary embodiment of the present application, which is explained by taking the example that the method is executed by the terminal (or an application program supporting a virtual environment) shown in FIG. 3, and the method includes the following steps 420 to 460.
[0041] Step 420: Display a scene screen corresponding to the master virtual character located on the world map.
[0042] World map: refers to a map used to display the activities of the master virtual character. In one embodiment, the world map includes castle walls, markets, shopping streets, parks, forests, mountainsides, volcanoes, ports, and beaches. The world map is a map network obtained by expanding multiple scenic spots as important nodes. Optionally, the world map is also called the "big world" because it has a relatively large number of map resources for players to explore.
[0043] Master virtual character: refers to an active object that a player plays in the virtual world. Pet virtual character: refers to an active object that is controlled in the virtual world by artificial intelligence. Optionally, the master virtual character has at least one pet virtual character, and the master virtual character releases the pet virtual character by throwing a ball-shaped virtual tool.
[0044] Optionally, the pet virtual character can perform interactive actions with the master virtual character in the virtual world. Exemplary interactive actions include the pet virtual character jumping around the master virtual character to ask the master virtual character for more food while the master virtual character is feeding the pet virtual character; the pet virtual character picking fruit in the virtual environment and handing the fruit to the master virtual character; the pet virtual character breathing flames when the master virtual character is trying to barbecue; the pet virtual character racing the master virtual character; and the pet virtual character assisting or substituting the master virtual character in combat.
[0045] In the above example, the pet virtual character adventures with the master virtual character as the master virtual character's partner. Optionally, the pet virtual character and the master virtual character have a growth mechanism, and the level of the pet virtual character is affected by the level of the master virtual character. For example, the level of the pet virtual character must not be higher than the level of the master virtual character.
[0046] Step 440: In response to a trigger event of the turn-based battle, a scene screen corresponding to the pet virtual character located on the battle map is displayed.
[0047] The trigger event of the turn-based battle is used to develop a turn-based battle between pet virtual characters. Optionally, the trigger event of the turn-based battle may include, but is not limited to, the following: 1. When the master virtual character operates on the world map, if the master virtual character or the pet virtual character enters the territory of a wild virtual character outdoors, a turn-based battle between the master virtual character and the wild virtual character is triggered. 2. When the master virtual character operates on the world map, the terminal responds by actively throwing a ball-shaped virtual tool stored with the pet virtual character at the virtual character outdoors, releasing the pet virtual character. If the pet virtual character finds that there is a wild virtual character nearby, the master virtual character actively starts a turn-based battle with the virtual character outdoors. 3. The first master virtual character encounters a second master virtual character on the world map, and the first master virtual character engages in a dialogue with the second master virtual character. At the end of the dialogue, the terminal responds to an operation by which both parties agree to engage in a turn-based battle, launching the turn-based battle. Here, the first master virtual character is the master virtual character controlled by the first player, and the second master virtual character is the master virtual character controlled by the second player, or an NPC (Non-Player Character) set in the game. 4. The first master virtual character encounters the second master virtual character on the world map, and the second master virtual character launches a surprise attack on the first master virtual character, forcing the first master virtual character to enter into a turn-based battle.
[0048] Selectably, the terminal responds to a trigger event for turn-based battle, confirms that turn-based battle will be performed, and the user interface is switched from a scene screen displaying a world map to a scene screen displaying a battle map.
[0049] In one embodiment, the terminal performs a smooth transition between two scene screens by playing animations. Optionally, the animation content includes a master virtual character throwing a ball-shaped virtual tool to free a pet virtual character from the ball-shaped virtual tool. Optionally, the animation content includes a provocation screen of an enemy virtual character.
[0050] In one embodiment, if the master virtual character has already released the pet virtual character before entering the turn-based battle and the pet virtual character and the master virtual character are located on the world map, the master virtual character does not need to release the pet virtual character again after entering the turn-based battle. In another embodiment, if the pet virtual character is not located on the world map before entering the turn-based battle, the master virtual character releases the pet virtual character after entering the turn-based battle.
[0051] After entering the turn-based battle, the terminal displays a scene screen corresponding to the pet virtual character located on a battle map, where the battle map is a submap of the world map. Referring to FIG. 2, the upper half of FIG. 2 is a submap of the world map, and the lower half of FIG. 2 is the battle map. In one embodiment, the world map includes multiple blocks, and the submap of the world map and the battle map include the same number of blocks. The blocks included in the submap and the battle map correspond to each other, and the environmental elements are consistent.
[0052] The battle map scene screen includes selectable pet virtual characters and enemy virtual characters, which may be a second master virtual character controlled by a second player or a second pet virtual character.
[0053] Step 460: Control the pet virtual character to release a virtual skill in the battle map, and at least one of the skill intensity, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map.
[0054] In some embodiments, the virtual skill refers to a skill possessed by a pet virtual character, and the pet virtual character can release the virtual skill on the battle map. Optionally, the pet virtual character has at least one virtual skill, and the terminal responds to an operation on a skill control component corresponding to a first virtual skill to control the pet virtual character to release the first virtual skill on the battle map.
[0055] Optionally, the skill strength of a virtual skill refers to the effect strength of the virtual skill, for example, one virtual skill is used to reduce the life value of a hostile virtual character by 1 point, and another virtual skill is used to reduce the life value of a hostile virtual character by 3 points.
[0056] Optionally, the skill effect of a virtual skill refers to the effect given to at least one virtual character in the virtual environment after releasing the virtual skill, for example, one virtual skill is used to reduce the life value of a hostile virtual character, and another virtual skill is used to increase the life value of a pet virtual character.
[0057] Optionally, the visual effect of the virtual skill refers to the display style of the virtual skill release process.
[0058] In this solution, the virtual skill release effect is not fixed but is related to the environmental elements of the battle map where the virtual pet character is located. In other words, the virtual skill release effect is affected by the environmental elements of the battle map, i.e., when the same virtual pet character releases the same virtual skill in battle maps with different environmental elements, the virtual skill release effect will be different. Optionally, the virtual skill release effect includes at least one of the skill strength, skill effect, and visual effect of the virtual skill. For example, the virtual skill release effect includes the skill strength and skill effect.
[0059] In some embodiments, a skill control component is displayed on a scene screen of the battle map, and in response to receiving a trigger operation, the skill control component controls the pet virtual character to release a virtual skill on the battle map, and at least one of a skill strength, a skill effect, and a visual effect of the virtual skill is associated with an environmental element of the battle map.
[0060] In one embodiment, the battle map corresponds to at least two environmental elements, which refer to two types of environmental elements determined by dividing the battle map from different dimensions. Optionally, the environmental elements include weather conditions, day / night conditions, terrain topography, and temperature conditions.
[0061] Optionally, the release effect of the virtual skill can be buffed by environmental factors. For example, if the virtual skill is a fire-based skill and the battle map is a forest environment (the terrain is forest), the skill strength (power), skill effect (smoke effect), and visual effect (size of flame) of the fire-based skill in the forest environment will be significantly enhanced.
[0062] Optionally, after the turn-based battle is completed, the user interface further switches from a scene screen displaying the battle map to a scene screen displaying a world map. In one embodiment, the terminal performs a smooth transition between screens by playing animations. Optionally, the animations include at least one of a screen showing the loser feeling frustrated and a bonus screen for the winner.
[0063] After returning to the world map scene screen, the traces of the battle from the turn-based battle that just ended are displayed on a partial map of the world map. Schematically, if the grass on the battle map catches fire due to the fierce fighting between the two sides in the turn-based battle, the grass on the world map will also catch fire after returning to the world map. If the fire is extinguished on the battle map, the traces of the fire will be displayed on the world map.
[0064] Displaying battle sites on the world map makes it possible for the world map and operational map to share the same map data, contributing to the realization of consistency between the operational map and the partial map on the world map, thereby reducing the image processing load on the terminal device when switching between the operational map and the world map.
[0065] Optionally, the method shown in FIG. 4 further includes a step in which, during the turn-based battle, the terminal synchronizes and changes the environmental elements of the battle map when there is a change in the environmental elements of the partial map due to a cause other than the turn-based battle. That is, during the battle, the environmental elements of the battle map change according to the change in the environmental elements of the world map. Optionally, the cause other than the turn-based battle refers to a cause unrelated to the turn-based battle, i.e., an event that changes the environmental elements occurring on the world map.
[0066] By synchronizing changes in the environmental elements of the partial map with the environmental elements of the battle map, it contributes to improving the realism of the turn-based battle process and reduces the sense of discontinuity between the world map and the battle map.
[0067] Optionally, when the ith environmental element of the partial map changes, the terminal changes the jth environmental element of the battle map, where the ith environmental element is any one of weather conditions, day / night conditions, and terrain shape, and the jth environmental element is any one of weather conditions, day / night conditions, and terrain shape, and i and j are both positive integers.
[0068] Schematically, a pet virtual character and an enemy virtual character are engaged in a turn-based battle, and the master virtual character is holding a bonfire party on the world map. If a fire unfortunately breaks out on the world map during the battle on the battle map, causing the grass on the partial map to catch fire, the burning effect will be synchronized with the battle map and change the environmental elements of the blocks on the battle map.
[0069] Schematically, a turn-based battle is played between a pet virtual character and an enemy virtual character, and if the weather on the world map changes from sunny to rainy during the battle, the weather on the battle map also changes from sunny to rainy.
[0070] Schematically, a turn-based battle is played between a pet virtual character and an enemy virtual character, and during the battle, if the world map changes from sunny to rainy weather and a block on the battle map is originally in a burning state, the fire on the battle map is extinguished and the original "burning fire" surface state is changed to grass.
[0071] In one embodiment, the method shown in Figure 4 further includes, during the turn-based battle, synchronously changing the environmental elements of the partial map when the environmental elements of the battle map change due to a cause within the turn-based battle, i.e., during the battle, the environmental elements of the world map change according to the change in the environmental elements of the battle map.
[0072] Optionally, the cause within the turn-based battle refers to a cause related to the turn-based battle, i.e., an event that occurs on the battle map and changes environmental elements. For example, the cause within the turn-based battle includes a change in environmental elements on the battle map due to a pet virtual character unleashing a virtual skill.
[0073] Optionally, when the mth environmental element of the partial map changes, the nth environmental element of the battle map is changed, where the mth environmental element is any one of weather conditions, day / night conditions, and terrain shape, and the nth environmental element is any one of weather conditions, day / night conditions, and terrain shape, and m and n are both positive integers.
[0074] Schematically, a turn-based battle is waged between a pet virtual character and an enemy virtual character, and the pet virtual character releases a fire-based skill that ignites grass on the battle map, and the ignition effect is synchronized with the world map, changing the environmental elements of blocks on the world map.
[0075] Schematically, a pet virtual character and an enemy virtual character engage in a turn-based battle, and the ice-related skills released by the pet virtual character cause water currents on the battle map to freeze, and the freezing effect is synchronized with the world map, causing blocks on the world map (whose surface form is water currents) to also freeze, changing their surface form to ice.
[0076] Schematically, a turn-based battle is being played between a pet virtual character and an enemy virtual character, and during the battle, if the pet virtual character on the battle map unleashes a water-based skill and the water-based skill extinguishes a fire on the battle map, the surface form of the "burning fire" block on the world map will change to grass.
[0077] As described above, by setting the battle map and world map used in turn-based battles to share the same map data, the battle map can synchronize with the map data of the world map when switching from the world scene to the battle scene, realizing unification of the world map and the battle map and eliminating the sense of discontinuity between the two. In this way, the server or terminal only needs to maintain one map data, contributing to saving resources consumed by the server or terminal device in the process of storing and processing map data.
[0078] In this solution, by associating at least one of the skill strength, skill effect, and visual effect of a virtual skill with an environmental factor, the release effect of the virtual skill can acquire or weaken a buff under the influence of the environmental factor, encouraging the player to consider how to release a virtual skill that will be most beneficial, thereby enhancing the strategic nature of the game.Furthermore, the dimension of pre-battle location selection is increased, allowing the player to select a battlefield that is advantageous for their ally (and / or a battlefield that is disadvantageous for the opponent) before entering a turn-based battle, and the pet virtual character can release a skill with stronger power and more beautiful visual effects in the selected battlefield.
[0079] Furthermore, during the turn-based battle process, the world map and the battle map maintain synchronization of environmental elements, further eliminating the sense of discontinuity between the world scene and the battle scene.
[0080] 4, the phrase "at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the battle map" in step 460 can be further subdivided into "the skill strength and / or skill effect of the virtual skill is associated with the emotional state of the pet virtual character with respect to the battle map." This corresponds to the pet virtual character having an emotion management system in this solution, and the emotion management system is used to manage the emotional state of the pet virtual character. Optionally, the environmental elements of the battle map can affect the emotional state of the pet virtual character, and the emotional state of the pet virtual character can affect the release effect of the virtual skill of the pet virtual character.
[0081] For example, if the battle map is a grassy environment and the pet virtual character likes grass, the skill power of the skill that the pet virtual character releases in the grassy environment will be strengthened and an additional binding effect will be added to the virtual skill.Furthermore, if the weather condition on the battle map is raining and the pet virtual character dislikes rainy weather, the skill power of the virtual skill that the pet virtual character releases in the grassy environment will be weakened.
[0082] In one embodiment, the terminal further displays an emotional effect in the user interface based on the pet virtual character's emotional state regarding the battle map. Optionally, in response to receiving a trigger operation for the emotional effect, the terminal further displays the effect of the pet virtual character's emotional state on the user interface on the virtual skill. Schematically, the smiling face in FIG. 5 indicates that the pet virtual character 501 likes the battle map. In response to receiving a trigger operation, the "smile" effect displays that "affinity is 'strong', the fairy likes the surrounding environment very much, and damage is increased by 50%," i.e., the "affinity state" increases skill strength by 50%.
[0083] By associating environmental elements with the emotional state of the pet virtual character, it helps the player understand the influence of environmental elements on the release effect of virtual skills, and contributes to helping the player adapt to the way of playing the game more quickly.
[0084] In one embodiment, the battle map corresponds to at least two environmental factors, and the environmental factors include weather conditions, day / night conditions, terrain topography, and temperature conditions.
[0085] In S1, when the number of environmental elements that the pet virtual character likes out of at least two environmental elements is greater than the number of environmental elements that the pet virtual character dislikes, an affinity effect is further displayed on the scene screen corresponding to the battle map to indicate that the pet virtual character is in an affinity state.
[0086] In some embodiments, the affinity state is used to indicate that the pet virtual character can adapt to environmental elements and that the release effect of a virtual skill is buffed under the influence of environmental elements. Optionally, the terminal determines whether the pet virtual character is in an affinity state based on the difference between the number of environmental elements that the pet virtual character likes and the number of environmental elements that the pet virtual character dislikes in the battle map of the current turn-based battle.
[0087] For example, if the weather on the battle map is sunny, the surface form of the battle map is tiles, and the pet virtual character likes sunny weather, and the pet virtual character neither likes nor dislikes tiles, it is determined that the pet virtual character's preferred environmental element (1) of the two environmental elements is greater than the disliked environmental element (0).
[0088] In one embodiment, the battle map corresponds to a first environmental element and a second environmental element. S1 can be further subdivided into S1-1 and S1-2 as follows.
[0089] In S1-1, when the pet virtual character likes the first environmental element and the second environmental element at the same time, the scene screen corresponding to the battle map further displays a first affinity effect used to indicate that the pet virtual character is in the first affinity state.
[0090] For example, if the weather on the battle map is sunny, the terrain type of the battle map is grass, and the pet virtual character likes sunny weather and grass at the same time, the pet virtual character is in the first affinity state, and the user interface displays the first affinity effect. Schematically, the smiling face shown in FIG. 6 is the first affinity effect, and the pet virtual character 601 shown in FIG. 6 is in the first affinity state.
[0091] Selectably, the first environmental element is weather conditions or day / night conditions, and the second environmental element is terrain features, or the first environmental element is terrain features and the second environmental element is weather conditions or day / night conditions.
[0092] In one embodiment, in a situation where the pet virtual character likes weather conditions, the first environmental element is the day and night conditions and the second environmental element is the terrain shape, and in a situation where the pet virtual character dislikes weather conditions, the first environmental element is the weather conditions and the second environmental element is the terrain shape.
[0093] Schematically, if the environmental elements of the battle map are clear skies, daytime, and grass, and it is determined that the pet virtual character prefers clear skies and also prefers daytime, it is determined that the pet virtual character prefers the first environmental element and the second environmental element simultaneously.
[0094] In S1-2, when the pet virtual character likes the first environmental element and does not dislike the second environmental element, the scene screen corresponding to the battle map further displays a second affinity effect used to indicate that the pet virtual character is in a second affinity state.
[0095] For example, if the weather on the battle map is sunny, the terrain of the battle map is tiled, and the pet virtual character likes sunny weather but does not dislike tiles, the pet virtual character is in the second affinity state, and the user interface displays the second affinity effect. Schematically, the smile shown in Figure 7 is the second affinity effect, and the pet virtual character 701 shown in Figure 7 is in the second affinity state. Comparing Figures 6 and 7, it can be seen that the smile in Figure 6 is more vivid than the smile in Figure 7, that is, the affinity level in the first affinity state is greater than the affinity level in the second affinity state.
[0096] Optionally, the first affinity state is superior to the second affinity state, i.e., the effect of unlocking a virtual skill when the pet virtual character is in the first affinity state is superior to the effect of unlocking the same virtual skill when the pet virtual character is in the second affinity state.
[0097] Selectably, the first environmental element is weather conditions or day / night conditions, and the second environmental element is terrain features, or the first environmental element is terrain features and the second environmental element is weather conditions or day / night conditions.
[0098] In one embodiment, in a situation where the pet virtual character likes weather conditions, the first environmental element is the day and night conditions and the second environmental element is the terrain shape, and in a situation where the pet virtual character dislikes weather conditions, the first environmental element is the weather conditions and the second environmental element is the terrain shape.
[0099] Schematically, the environmental elements of the battle map are clear skies, nighttime, and grassland, and if the terminal first determines that the pet virtual character prefers clear skies and then determines that the pet virtual character does not dislike nighttime, then it determines that the pet virtual character prefers the first environmental element and does not dislike the second environmental element (or that the pet virtual character does not dislike the first environmental element and prefers the second environmental element).
[0100] By setting at least two affinity states, the influence of environmental factors on the release effect of virtual skills can be subdivided, enriching the ways in which virtual skills can be used without causing large computing overhead, and contributing to improving the fun of the game.
[0101] In S2, when the environmental element preferred by the pet virtual character is less than the environmental element disliked by the pet virtual character among at least two environmental elements, a resistance effect is further displayed on the scene screen corresponding to the battle map to indicate that the pet virtual character is in a resistance state.
[0102] For example, if the weather on the battle map is rainy, the surface form of the battle map is tiles, and the pet virtual character dislikes rainy weather but does not dislike tiles, it is determined that the pet virtual character's preferred environmental element (0) of the two environmental elements is less than the disliked environmental element (1).
[0103] In one embodiment, the battle map corresponds to a first environmental element and a second environmental element. S2 can be further subdivided into S2-1 and S2-2 as follows.
[0104] In S2-1, in a situation where the pet virtual character dislikes both the first environmental element and the second environmental element at the same time, the scene screen corresponding to the battle map further displays a first resistance effect used to indicate that the pet virtual character is in a first resistance state.
[0105] Optionally, when the pet virtual character is in the first resistance state, the skill strength and skill effect of the virtual skill change, for example, the skill strength of the virtual skill is weaker than the initial skill strength of the virtual skill, where the initial skill strength refers to the skill strength when the virtual skill is not affected by environmental factors.
[0106] For example, if the weather on the battle map is rainy, the surface of the battle map is sandy, and the pet virtual character dislikes both rain and sand, the pet virtual character will be in a first resistance state and the user interface will display a first resistance effect. Schematically, the crying face shown in FIG. 8 is the first resistance effect, and the pet virtual character 801 shown in FIG. 8 is in the first resistance state.
[0107] Selectably, the first environmental element is weather conditions or day / night conditions, and the second environmental element is terrain features, or the first environmental element is terrain features and the second environmental element is weather conditions or day / night conditions.
[0108] In one embodiment, in a situation where the pet virtual character likes weather conditions, the first environmental element is the day and night conditions and the second environmental element is the terrain shape, and in a situation where the pet virtual character dislikes weather conditions, the first environmental element is the weather conditions and the second environmental element is the terrain shape.
[0109] Schematically, if the environmental elements of the battle map are rainy weather, daytime, and sandy ground, and it is determined that the pet virtual character dislikes rainy weather and also dislikes sandy ground, it is determined that the pet virtual character dislikes the first environmental element and the second environmental element at the same time.
[0110] In S2-2, when the pet virtual character dislikes the first environmental element and dislikes the second environmental element, the scene screen corresponding to the battle map further displays a second resistance effect, which is used to indicate that the pet virtual character is in a second resistance state.
[0111] Optionally, the weakening effect of the virtual skill's release effect due to the second resistance state is lower than the weakening effect due to the first resistance state. For example, if the initial skill strength of a virtual skill is 10 and the pet virtual character is in the first resistance state, the skill strength of the virtual skill is 5, and the pet virtual character is in the second resistance state, the skill strength of the virtual skill is 7.5. For example, if the weather on the battle map is rainy, the battle map's surface form is tiles, and the pet virtual character dislikes rainy weather and dislikes tiles, the pet virtual character is in the second resistance state, and the user interface displays the second resistance effect. Schematically, the crying face shown in FIG. 9 is the second resistance effect, and the pet virtual character 901 shown in FIG. 9 is in the second resistance state. Comparing FIG. 8 and FIG. 9, it can be seen that the crying face in FIG. 8 is more intense than the crying face in FIG. 9, i.e., the resistance level in the first resistance state is greater than the resistance level in the second resistance state.
[0112] Selectably, the first environmental element is weather conditions or day / night conditions, and the second environmental element is terrain features, or the first environmental element is terrain features and the second environmental element is weather conditions or day / night conditions.
[0113] In one embodiment, in a situation where the pet virtual character likes weather conditions, the first environmental element is the day and night conditions and the second environmental element is the terrain shape, and in a situation where the pet virtual character dislikes weather conditions, the first environmental element is the weather conditions and the second environmental element is the terrain shape.
[0114] Schematically, if the environmental elements of the battle map are daytime, nighttime, and sandy, and it is determined that the pet virtual character prefers daytime, dislikes nighttime, and dislikes sandy, then it is determined that the pet virtual character dislikes the first environmental element and dislikes the second environmental element (or that the pet virtual character dislikes the first environmental element and dislikes the second environmental element).
[0115] As described above, by associating the skill strength and / or skill effect of a virtual skill with the emotional state of the pet virtual character regarding the battle map, the emotional state of the pet virtual character regarding the battle map is taken into consideration, and when the pet virtual character has an affinity with the battle map, the virtual skill it releases has greater power.
[0116] The method further divides the world map and the battle map into multiple blocks, with the blocks of the partial map (in the world map) corresponding one-to-one to the blocks of the battle map, and the environmental elements in the blocks also corresponding one-to-one, with blocks with different environmental elements having different effects on skills. Therefore, the method further enriches the connection between the world map and the battle map, and the connection between the world map and the turn-based battle. The influence on skill power based on the environmental elements of the blocks can be further subdivided into the influence on skill power based on the block where the pet virtual character is located and the block where the enemy virtual character is located, further improving the strategic nature of the game.
[0117] 4, the phrase "at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with the environmental elements of the battle map" in step 460 can be further subdivided into that the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the battle map with the attributes of the basic virtual skill possessed by the pet virtual character. That is, the terminal superimposes the environmental elements of the battle map with the attributes of the basic virtual skill possessed by the pet virtual character to determine the visual effect of the virtual skill.
[0118] In some embodiments, a basic virtual skill refers to a virtual skill when not affected by environmental factors, and attributes of the basic virtual skill are used to represent the initial virtual skill release effect.
[0119] For example, if the battle map is a fire-based environment (the surface form is flame) and the basic virtual skill possessed by the pet virtual character is a wind-based skill, the pet virtual character will release a virtual skill "Fire Tornado" that combines the wind attribute and the fire attribute in the fire-based environment. For example, if the battle map is a water-based environment (the surface form is current) and the basic virtual skill possessed by the pet virtual character is a light-based skill, the pet virtual character will release a virtual skill that combines the light attribute and the water attribute in the water-based environment, and the combined virtual skill will have the visual effect of "sparkling waves."
[0120] In one embodiment, the battle map includes at least two blocks, and the visual effect of the virtual skill is obtained based on a combination of the environmental elements of the block where the pet virtual character is located and the attributes of the virtual skill possessed by the pet virtual character, and / or the visual effect of the virtual skill is obtained based on a combination of the environmental elements of the block where the enemy virtual character is located and the attributes of the virtual skill possessed by the pet virtual character, and the enemy virtual character is the target virtual character of the virtual skill.
[0121] For example, if the block where the virtual pet character is located is a fire-type block (the surface form is flame) and the basic virtual skill possessed by the virtual pet character is a wind-type skill, the skill released by the virtual pet character is expressed as "fire tornado."
[0122] Furthermore, for example, if it is raining in the block where the pet virtual character is located (the weather conditions are rainy) and the basic virtual skill possessed by the pet virtual character is a water-related skill, the skill released by the pet virtual character is represented as a "water tornado."
[0123] In one embodiment, the visual effect of the virtual skill is obtained based on the combination of the environmental elements of the block in which the enemy virtual character is located and the attributes of the virtual skill possessed by the pet virtual character.
[0124] For example, if the block where the enemy virtual character is located is a water-based block (the surface form is a water current) and the basic virtual skill possessed by the pet virtual character is a light-based skill, the skill released by the pet virtual character will express the visual effect of "sparkling waves."
[0125] Furthermore, for example, if wind is blowing in the block where the enemy virtual character is located (the weather conditions are windy) and the basic virtual skill possessed by the pet virtual character is a fire-based skill, the skill released by the pet virtual character is represented as a "fire tornado."
[0126] Optionally, whether the visual effect of the virtual skill is related to the environmental elements of the block where the enemy virtual character is located or the environmental elements of the block where the pet virtual character is located is determined depending on the release destination of the virtual skill. For example, if the release destination of the virtual skill is the block where the pet virtual character is located, the terminal determines that the visual effect of the virtual skill is related to the environmental elements of the block where the pet virtual character is located, and if the release destination of the virtual skill is the block where the enemy virtual character is located, the terminal determines that the visual effect of the virtual skill is related to the environmental elements of the block where the enemy virtual character is located.
[0127] Schematically, FIG. 10 shows the basic virtual skills (light-based skills) possessed by a pet virtual character 1001. FIG. 11 shows the basic virtual skills (light-based skills) possessed by a pet virtual character 1101. The block where the enemy virtual character is located is a water-based block, and the visual effect of "glittering waves" is displayed on the user interface. FIG. 12 shows the basic virtual skills (light-based skills) possessed by a pet virtual character 1201. The block where the enemy virtual character is located is a fire-based block, and the visual effect of "fire light spreading in all directions" is displayed on the user interface. FIG. 13 shows the basic virtual skills (light-based skills) possessed by a pet virtual character 1301. The block where the enemy virtual character is located is a grass-based block (the ground surface is grass), and the visual effect of "plants growing" is displayed on the user interface.
[0128] In one embodiment, the skill strength of the fused virtual skill is greater than the skill strength of the basic virtual skill, and / or the skill effect of the fused virtual skill is better than the skill effect of the basic virtual skill.
[0129] For example, the skill strength of "Fire Tornado" is greater than the skill strength of the wind-based skills possessed by the virtual pet character. "Fire Tornado" imparts an even greater scorching effect than the wind-based skills possessed by the virtual pet character.
[0130] Furthermore, for example, the skill strength of the virtual skill "The waves are sparkling" is greater than the skill strength of the light-based skill possessed by the virtual pet character. The virtual skill "The waves are sparkling" is further imparted with a delay effect compared to the light-based skill possessed by the virtual pet character.
[0131] As described above, by setting the visual effects of virtual skills to be obtained based on the fusion of the environmental elements of the battle map and the attributes of the basic virtual skills possessed by the pet virtual character, when the attributes of the virtual skill and the environmental elements of the battle map are taken into consideration and both support the fusion, a virtual skill with more beautiful visual effects can be obtained, and the power of the skill can be improved.
[0132] Considering that the battle map includes multiple blocks, the environmental elements of the blocks where the pet virtual character and the enemy virtual character are located may be different. The visual effects of the virtual skills may be obtained based on the combination of the environmental elements of the block where the pet virtual character is located and the attributes of the basic virtual skill, or may be obtained based on the combination of the environmental elements of the block where the enemy virtual character is located and the attributes of the basic virtual skill. This allows the player to consider the blocks where the ally and the enemy are located when selecting a virtual skill to release, further enhancing the strategic nature of the game.
[0133] In the embodiment shown in Fig. 4, the battle map includes at least two blocks, and the following describes how the pet virtual character releases virtual skills in two different turns in the turn-based battle. Fig. 14 shows a flowchart of the turn-based battle process provided by the present application, in which step 460 in Fig. 4 can be replaced with step 462 in Fig. 14, and further includes steps 461-1, 461-2, and 461-3 before step 462, and further includes steps 463-1, 463-2, 463-3, and 464 after step 462.
[0134] Step 461-1: Obtain environmental elements of the first block and the third block. The first block refers to the block where the pet virtual character is located in the first turn, and the third block refers to the block where the enemy virtual character is located in the first turn.
[0135] In the turn-based battle process provided by the present application, the pet virtual character may be in a different block in a different turn (referring to a different spatial position), and the enemy virtual character may be in a different block in a different turn.
[0136] This is explained with a pet virtual character, and the causes include at least one of the following:
[0137] The pet virtual character is affected by the skill of the enemy virtual character and is forced to move to a different block. Schematically, during the enemy virtual character's turn, the enemy virtual character uses a skill on the pet virtual character, and the pet virtual character is subjected to the forced displacement effects of the skill, such as being blown away or repelled, and moves from the block where it is currently located to another block.
[0138] The virtual pet character is affected by the game settings and actively moves to different blocks. Schematically, the virtual pet character moves from the block where it is currently located to another block every time the virtual pet character releases a virtual skill according to the game settings.
[0139] The virtual pet character searches for an appropriate block before each skill release. Schematically, in the first turn, the virtual pet character checks whether the block it is currently on is suitable for releasing the skill before releasing the virtual skill. If it is not suitable, the virtual pet character actively moves to an appropriate block. For example, in the previous turn, the virtual pet character was forced to move to a block with a fire surface by the enemy virtual character. In the first turn, the virtual pet character actively moves to the nearest block with a grass surface before releasing the skill.
[0140] In one embodiment, the environmental elements of the first block include, but are not limited to, the weather conditions, day / night conditions, temperature conditions, and terrain type of the first block. The environmental elements of the third block include, but are not limited to, the weather conditions, day / night conditions, temperature conditions, and terrain type of the third block. Optionally, the types of the environmental elements of the first block and the environmental elements of the third block are the same, for example, if the environmental elements of the third block include weather conditions and terrain type, the environmental elements of the first block also include weather conditions and terrain type.
[0141] Step 461-2: Display a first emotion effect used to express the emotion state of the pet virtual character with respect to the first block.
[0142] The terminal displays a first emotional effect of the emotional state of the pet virtual character for the first block on the user interface based on the acquired environmental elements of the first block. For details of the emotional effect, please refer to the introduction related to Figures 5 to 9 above, and will not be described in detail again here.
[0143] Optionally, the emotional effect is used to affect the skill strength and / or skill effect of the virtual skill; if the emotional effect is affinity, the skill strength of the virtual skill is enhanced and the skill effect is optimized; if the emotional effect is resistance, the skill strength of the virtual skill is reduced and the skill effect is weakened.
[0144] It is important to note that before each virtual skill release, the pet virtual character must obtain the environmental elements of the block where the pet virtual character is located and display the emotion effect based on the environmental elements. Therefore, in the turn-based battle process, the skills released by the pet virtual character in each turn are closely related to the block where the pet virtual character is located.
[0145] Step 461-3: Obtain a first virtual skill based on the fusion of the environmental elements of the first block with the attributes of the basic virtual skill possessed by the pet virtual character, and / or obtain a first virtual skill based on the fusion of the environmental elements of the third block with the attributes of the basic virtual skill possessed by the pet virtual character.
[0146] The first virtual skill refers to the virtual skill that the pet virtual character releases in the first turn.
[0147] For example, the device obtains a first virtual skill by fusing the acquired environmental elements of the third block and the attributes of the basic virtual skill possessed by the virtual pet character. For example, if the surface form of the third block is grass and the virtual pet character has a basic virtual skill of fire attribute, the first virtual skill obtained by the fusion is expressed as "fiery, blazing fire." For details of skill fusion, please refer to the introduction related to Figures 10 to 13 above, and will not be described in detail again here.
[0148] Optionally, the fused virtual skill has a different visual effect than the basic virtual skill, the skill strength of the fused virtual skill is greater than the skill strength of the basic virtual skill, and / or the skill effect of the fused virtual skill is superior to the skill effect of the basic virtual skill.
[0149] It is important to note that before the virtual pet character releases a virtual skill, it must first obtain the environmental elements of the block where the virtual pet character is located and determine whether or not the skill needs to be fused. If it is determined that the skill needs to be fused according to the pre-arrangement, the visual effect of the fusion will be displayed on the user interface. Therefore, in the turn-based battle process, the skills released by the virtual pet character each turn are closely related to the block where the virtual pet character is located.
[0150] Step 462: The pet virtual character is controlled to use the first virtual skill in the first turn.
[0151] At least one of the skill strength, skill effect, and visual effect of the first virtual skill is affected by the emotional state of the pet virtual character in combination with the skill fusion, and the pet virtual character is controlled to release the first virtual skill in the first turn.
[0152] Step 463-1: Obtain the environmental elements of the second block and the fourth block.
[0153] The second block refers to the block where the pet virtual character is located in the second turn, and the fourth block refers to the block where the enemy virtual character is located in the second turn. In this application, the first turn and the second turn refer to different turns, and the first block and the second block are different blocks. Different blocks refer to different geographical locations of the first block and the second block, or different environmental elements of the first block and the second block.
[0154] In one embodiment, the environmental factors of the second block include, but are not limited to, weather conditions, day / night conditions, temperature conditions, and terrain types of the second block, and the environmental factors of the fourth block include, but are not limited to, weather conditions, day / night conditions, temperature conditions, and terrain types of the fourth block.
[0155] In the turn-based battle process provided by the present application, the pet virtual character may be in different blocks in different turns (referring to different environmental elements), and the enemy virtual character may be in different blocks in different turns.
[0156] Taking a pet virtual character as an example, the causes include at least one of the following:
[0157] On the battle map, the environmental elements of the blocks change depending on the skills of the virtual characters of the friendly camp and / or the virtual characters of the opposing camp.
[0158] For example, if an enemy virtual character uses an ice skill on a subordinate virtual character and the ice skill freezes a water block (with a water surface) where the subordinate virtual character is located, the water block will change to an ice block (with an ice surface) and maintain that surface form in the subsequent turn-based battle. That is, the environmental elements of the battle map are associated with the battle situation during the turn-based battle.
[0159] When the environmental elements of a block on the world map change, the environmental elements of the corresponding block on the battle map will also change accordingly.
[0160] For example, if the weather condition on the world map changes from clear to rainy, the weather condition on the battle map also changes from clear to rainy. That is, the environmental elements of the battle map are related to the environmental elements of the world map.
[0161] By associating environmental elements with the battle situation in the turn-based battle, the environmental elements change according to the virtual skills unlocked by the virtual pet character during the turn-based battle, contributing to improving the richness of the turn-based battle experience. Furthermore, by adjusting the environmental elements according to the battle situation in the turn-based battle, the server does not need to actively adjust the environmental elements, contributing to reducing the processing load on the server.
[0162] Step 463-2: Display a second emotion effect used to express the emotion state of the pet virtual character with respect to the second block.
[0163] The terminal displays the second emotion effect of the emotion state of the pet virtual character for the second block on the user interface based on the acquired environmental elements of the second block. For details of the emotion effect, please refer to the introduction related to Figures 5 to 9 above, and will not be described in detail again here.
[0164] Optionally, the emotional effect is used to affect the skill strength and / or skill effect of the virtual skill; if the emotional effect is affinity, the skill strength of the virtual skill is enhanced and the skill effect is optimized; if the emotional effect is resistance, the skill strength of the virtual skill is reduced and the skill effect is weakened.
[0165] By displaying an emotional effect corresponding to the emotional state, the emotional state of the virtual pet character is visualized, making the expression of the emotional state more intuitive.
[0166] It is important to note that before each virtual skill release, the pet virtual character must obtain the environmental elements of the block where the pet virtual character is located and display the emotion effect based on the environmental elements. Therefore, in the turn-based battle process, the skills released by the pet virtual character in each turn are closely related to the block where the pet virtual character is located.
[0167] Step 463-3: Obtain a second virtual skill based on the fusion of the environmental elements of the second block with the attributes of the virtual skill possessed by the pet virtual character, and / or obtain a second virtual skill based on the fusion of the environmental elements of the fourth block with the attributes of the virtual skill possessed by the pet virtual character.
[0168] The second virtual skill refers to the virtual skill that the pet virtual character releases in the second turn.
[0169] For example, the terminal may combine the acquired fourth block of environmental elements and the attributes of the basic virtual skills of the virtual pet character to obtain a second virtual skill. For details of the skill combination, please refer to the introductions related to Figures 10 to 13 above, and will not be described in detail again here.
[0170] Optionally, the fused virtual skill has a different visual effect than the basic virtual skill, the skill strength of the fused virtual skill is greater than the skill strength of the basic virtual skill, and / or the skill effect of the fused virtual skill is superior to the skill effect of the basic virtual skill.
[0171] It is important to note that before the virtual pet character releases a virtual skill, it must first obtain the environmental elements of the block where the virtual pet character is located and determine whether or not the skill needs to be fused. If it is determined that the skill needs to be fused according to the pre-arrangement, the visual effect of the fusion will be displayed on the user interface. Therefore, in the turn-based battle process, the skills released by the virtual pet character each turn are closely related to the block where the virtual pet character is located.
[0172] Step 464: The pet virtual character is controlled to release the second virtual skill in the second turn.
[0173] At least one of the skill strength, skill effect, and visual effect of the second virtual skill is affected by the emotional state of the pet virtual character in combination with the skill fusion, and the pet virtual character is controlled to release the second virtual skill in the second turn.
[0174] As described above, by setting the blocks on the world map to correspond one-to-one to the blocks on the battle map, the environmental elements of the blocks on the battle map can change in accordance with changes in the environmental elements of the blocks on the world map. The environmental elements of the blocks on the battle map can change in accordance with the battle situation in the turn-based battle. The effect of the changed blocks on the skills of the virtual pet character (skill strength / skill effect / visual effect) also changes, further improving the strategic nature of the game.
[0175] FIG. 15 shows a flowchart of an interface display method based on turn-based battles provided by one exemplary embodiment of the present application, which is explained by taking the example that the method is executed by the terminal (or an application program supporting a virtual environment) shown in FIG. 3, and the method includes the following steps:
[0176] Step 1501: Enter battle.
[0177] After starting the battle, the terminal can select a battlefield in an appropriate location closest to the starting location. Optionally, the battlefield is a circular area with a radius equal to 10. Optionally, the battlefield includes multiple blocks, and each block is a 0.5*0.5 rectangular block. After the battlefield selection is completed, the terminal detects the surface shape, weather conditions, day / night conditions, etc. of the battlefield and records them as battlefield information.
[0178] Step 1502: The environmental elements of the blocks in the battlefield are obtained.
[0179] The environmental element includes two parts: the first part is the block material, which is used to obtain the block material of the block corresponding to the coordinate range where both virtual characters are located, and then match this material with the corresponding environment list in the planned placement table. For example, if the planned placement table includes fire material, flowing water material, ice material, grass material, and tile material, matching will determine that the pet virtual character is located in the grass material and the enemy virtual character is located in the flowing water material.
[0180] The second part is the TOD environment, in which the combination of weather conditions and day / night conditions of the blocks corresponding to the coordinate ranges where both virtual characters are located is obtained, and the corresponding environment enumeration is matched in the planned layout table. For example, the planned layout table is arranged with layouts such as sunny daytime, sunny night, rainy daytime, rainy night, windy daytime, and windy night, and the matching results in both virtual characters being in sunny daytime.
[0181] Step 1503: The battle begins.
[0182] It is determined that the pet virtual character and the enemy virtual character will start a battle.
[0183] Step 1504: Determine the emotional state of the pet virtual character with respect to the two environmental elements.
[0184] In the above step 1502, two environmental elements (a combination of block material, weather conditions, and day / night conditions) have already been acquired, and a step of determining the emotional state of the pet virtual character with respect to the two environmental elements is executed.
[0185] Step 1505-1: It is determined that the pet virtual character dislikes both of the two environmental elements.
[0186] Step 1505-2 is executed in a situation where the pet virtual character dislikes both of the two environmental elements of the block in which the pet virtual character is located.
[0187] Step 1505-2: It is determined that the virtual pet character will have strong resistance to the block where it is located (skill power -50%).
[0188] It is determined that the virtual pet character will create strong resistance against the block where it is located, and that the skill power of the virtual pet character's skill will be weakened by 50%.
[0189] Step 1506-1: Determine that the pet virtual character dislikes one environmental element and neither likes nor dislikes another environmental element.
[0190] Step 1506-2 is executed under the condition that the pet virtual character dislikes one environmental element of the block in which the pet virtual character is located and dislikes but does not dislike the other environmental element.
[0191] Step 1506-2: It is determined that the pet virtual character will have relatively weak resistance to the block where it is located (skill power -25%).
[0192] It is determined that the pet virtual character will have a relatively weak resistance to the block where it is located, and that the skill power of the pet virtual character's skill will be weakened by 25%.
[0193] Step 1507-1: Determine that the pet virtual character dislikes one environment and prefers the other environment.
[0194] Step 1507-2 is executed under the condition that the pet virtual character dislikes one environment of the block in which it is located and prefers the other environment.
[0195] Step 1507-2: Determine that there is no effect.
[0196] It is determined that the pet virtual character has no sense of the block where it is located, and the skill power of the pet virtual character's skill does not change.
[0197] Step 1508-1: Determine that the pet virtual character likes one environment and neither likes nor dislikes the other environment.
[0198] Step 1508-2 is executed under the condition that the pet virtual character likes one environment and does not like or dislike the other environment.
[0199] Step 1508-2: It is determined that the pet virtual character will have a relatively weak affinity with the block in which it is located (skill power +25%).
[0200] It is determined that the pet virtual character will have a relatively weak affinity with the block where it is located, and that the skill power of the virtual character's skills will be increased by 25%.
[0201] Step 1509-1: Determine that the pet virtual character likes both of the two environmental elements.
[0202] In a situation where the pet virtual character likes both of the two environmental elements, step 1509-2 is executed.
[0203] Step 1509-2: Determine that the pet virtual character will have a strong affinity with the block in which it is located (skill power +50%).
[0204] It is determined that the pet virtual character will have a relatively strong affinity with the block where it is located, and that the skill power of the virtual character's skills will be increased by 50%.
[0205] Step 1510: Decide to release the skill.
[0206] The pet virtual character decides to release a virtual skill.
[0207] Step 1511: It is determined whether there are any environmental elements that can be merged.
[0208] The terminal determines whether there are any environmental elements that can be integrated into the block where the pet virtual character is located and the block where the enemy virtual character is located, and if there are, executes step 1512; if there are no environmental elements, executes step 1513.
[0209] Step 1512: It is determined to release the skill after the skill form has changed.
[0210] The terminal determines to fuse the skill together with the pet virtual character's normal skill based on the determined fusionable environmental element, and releases the skill after the skill form has changed.
[0211] Step 1513: Decide to release a normal skill.
[0212] If the terminal determines that there is no environmental element that can be fused, it determines that the pet virtual character will release a normal skill.
[0213] Step 1514: Unleash the final skill.
[0214] Control your pet virtual character to unlock ultimate skills.
[0215] As described above, by setting the battle map and the world map used in turn-based battles to share the same map data, the sense of discontinuity between the two is eliminated when switching from the world scene to the battle scene.
[0216] At least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with an environmental element, enhancing the strategic nature of the game. The dimension of pre-battle location selection is increased, allowing the player to select a battlefield advantageous for their ally (and / or a battlefield disadvantageous for the opponent) before entering a turn-based battle, and the pet virtual character can unleash skills with stronger power and more beautiful visual effects in the selected battlefield.
[0217] Next, we will introduce the technical aspects of the interface display method based on turn-based battles.
[0218] FIG. 16 shows a flowchart of an interface display method based on turn-based battles provided by one exemplary embodiment of the present application. The execution entity of the embodiment of the method shown in FIG. 16 may be the terminal shown in FIG. 3 (or an application program supporting the virtual environment), and the method may include the following several steps (steps 1601 to 1605).
[0219] Step 1601: The battle control process transmits a request to start a battle action to the first server when it detects that a participant in the turn-based battle has started a battle action.
[0220] In the embodiment of the present application, the battle control process is a process used to process content associated with a battle scene. Illustratively, the battle control process can realize the rendering of the battle process, for example, rendering the actions of the pet virtual character and the enemy unit during the battle.
[0221] A participant in a turn-based battle may refer to the virtual pet character or the enemy unit of the virtual pet character. A battle action may refer to a battle action that a participant attempts to perform in response to a player's battle control operation, such as skill release, normal attack, escape, use of virtual tools, and defense. A battle action may also refer to a battle action that an artificial intelligence attempts to control a participant to perform, but the embodiments of the present application are not limited thereto.
[0222] The first server is a background server of the application program, which corresponds to the battle control process. The first server executes the battle processing logic to process control signals generated by players in the battle scene, thereby realizing the progression of the battle process. The first server can also be used to process a request to start a battle action. Illustratively, the first server executes the battle action processing logic to perform logic processing on the battle action, and generates battle rendering information to render and display the battle action. The first server is the same as that introduced in the above embodiment, and will not be described in detail again here.
[0223] The battle action start request is used to request the start of battle action rendering and to obtain information necessary for the rendering of the battle action, i.e., battle rendering information. The start request may include battle action identifier information, such as skill identifier information and virtual tool identifier information.
[0224] Optionally, when the master virtual character encounters an enemy unit, the player can choose to launch a turn-based battle. In one example, during the process of launching the turn-based battle, the display process of the battle screen for the turn-based battle may be as follows:
[0225] 1. When entering a turn-based battle, the scene control process obtains basic information corresponding to the participants in the turn-based battle and environmental information corresponding to the battle scene, and sends the basic information and environmental information to the second server.
[0226] In an embodiment of the present application, the scene control process is a process used to process content associated with a world scene. For example, the scene control process may implement the rendering of a master virtual character's activities in the world scene. Here, the scene control process and the battle control process are two separate processes that are independent of each other.
[0227] The basic information may refer to character information required for a battle, such as information about the life points, levels, attributes, and skills of participants, the attributes and skills of enemy units, etc. For example, the basic information may include information about the level and life points of a master virtual character, the attributes and skills of a pet virtual character used by the master virtual character, and the attributes and skills of enemy units.
[0228] The environmental information corresponding to the battle scene may refer to environmental information corresponding to the battle map, such as block information, time information, weather information, etc. Optionally, in the first turn of the battle, the environmental affinity between the pet virtual character and the battle scene is determined based on the environmental information, thereby determining the final buff or debuff effect of the pet virtual character's skill in the first turn of the battle.
[0229] The second server is a background server of the target application program, which corresponds to the scene control process. The second server executes the scene processing logic to process the control signals generated by the player in the world scene, thereby realizing the promotion and rendering of the master virtual character's activities in the world scene. The second server is the same as that introduced in the above embodiment, and will not be described in detail again here.
[0230] After receiving the basic information and the environmental information, the second server transmits the basic information and the environmental information to the first server.
[0231] 2. The battle control process receives a turn-based battle screen from the first server, where the turn-based battle screen is generated by the first server based on the basic information and environmental information sent from the second server.
[0232] The battle screen may refer to a screen in which a pet virtual character and an enemy unit fight in a battle scene. The first server executes the battle action processing logic to generate a battle screen (or rendering information of the battle screen) based on basic information and environmental information from the second server, and distributes it to the battle control process.
[0233] 3. The battle control process displays the battle screen for turn-based battles.
[0234] Alternatively, the match control process may directly display the match screen in the user interface, or may render the match screen based on the match screen rendering information, and the embodiment of the present application is not limited thereto.
[0235] Step 1602: The match control process receives match rendering information from the first server, where the match rendering information is used to render match actions.
[0236] The battle rendering information may refer to a set of behavior control parameters associated with battle behavior in the time dimension, and the pet virtual character can be controlled to complete a set of actions or performances based on these behavior control parameters. Illustratively, in a situation where the battle behavior is for skill release, the battle control process controls the pet virtual character to complete a set of skill release actions based on the battle rendering information, thereby completing the rendering of the skill release.
[0237] Step 1603: The scene control process receives halo rendering information from the second server, where the halo rendering information is generated by the second server based on the halo information sent from the first server, and the halo information is used to indicate halos triggered by combat actions, and the halos affect elements in the turn-based combat scene.
[0238] The halo rendering information may refer to a set of element control parameters associated with a halo in the time dimension, and based on these element control parameters, some elements (e.g., fire elements) can be controlled to complete their effects on the environment (e.g., blocks). For example, in a situation where the halo is a fire halo, the corresponding halo rendering information can be used to render a transformation process in which the fire elements transform blocks from grass attribute to fire attribute.
[0239] Optionally, halo processing logic is running in the second server, and performs logic processing on the halo indicated in the halo information (e.g., the halo identifier information) to obtain halo rendering information corresponding to the halo. After generating the halo rendering information, the second server sends the halo rendering information to the scene control process.
[0240] In one example, the first server sends halo information to the second server when it determines that a combat action triggers a halo, and when it determines that a combat action cannot trigger a halo, it generates combat rendering information by performing logic processing on the combat action to determine information such as damage dealt, buffs applied, and displacements incurred.
[0241] Optionally, the first server can also maintain a relationship form between a battle action and a halo, and determine whether a battle action can trigger a halo by querying the relationship form. Under the circumstances of triggering a halo, the first server can also determine halo information of the halo based on the relationship form.
[0242] Step 1604: The scene control process sends halo rendering information to the match control process.
[0243] After receiving the halo rendering information, the scene control process can first cache the halo rendering information, and then send the halo rendering information to the battle control process after caching it. In this way, the battle control process can first obtain the battle rendering information, and then obtain the halo rendering information, thereby sequentially realizing the battle action and the rendering of the halo (avoiding rendering the halo first without warning), making the connection between the battle action and the halo more natural and smooth.
[0244] Step 1605: The battle control process renders a halo based on the halo rendering information in the process of rendering battle actions based on the battle rendering information.
[0245] When the battle rendering information and the halo rendering information are received, the battle control process renders a halo based on the halo rendering information in the process of rendering battle actions based on the battle rendering information. When only the halo rendering information is received, the battle control process does not render a halo.
[0246] In one example, the battle control process and the scene control process share a halo port. During turn-based battles (i.e., battle scenes), the battle control process calls the halo rendering port to render halos based on the halo rendering information. After the turn-based battle ends, the scene control process replaces the battle control process and calls the halo rendering port to complete the halo connection rendering.
[0247] Illustratively, the scene control process renders halos based on the cached halo rendering information. For example, after the turn-based battle ends, the scene control process calls the halo rendering port to render and display the remaining halos corresponding to the turn-based battle based on the cached halo rendering information. The remaining halos refer to halos that still need to be displayed in the virtual world, obtained by integrating all halo rendering information (for example, in the turn-based battle, the rendering of a halo is canceled).
[0248] Alternatively, during the process in which the battle control process renders the halos, the scene control process simultaneously performs halo statistics based on the cached halo rendering information and dynamically updates the remaining halos corresponding to the turn-based battle, so that after the turn-based battle ends, the remaining halos corresponding to the turn-based battle are seamlessly rendered and displayed.
[0249] Optionally, after the turn-based battle is over, the battle control side can synchronize the settlement data of the turn-based battle with the scene control side in bulk. For example, after the turn-based battle is over, the first server can synchronize the settlement data of the turn-based battle, such as the consumption status of life points, the acquisition status of experience points, and the consumption status of virtual resources, in bulk with the second server.
[0250] In one example, a battle rendering label corresponding to a battle action can indicate the timing and location of displaying a halo. The battle rendering label may include identifier information for a turn-based battle, identifier information for the battle action, identifier information for the halo, the location corresponding to the halo (e.g., the block and the affected character), and rendering details for the battle action. This process may specifically include the following content:
[0251] 1. The scene control process receives a battle rendering label from the second server, where the battle rendering label is generated by the first server based on the battle behavior under the circumstance where the battle behavior satisfies the halo trigger.
[0252] When the first server determines that a battle action triggers a halo, it generates a battle rendering label for the battle action, then generates a call request based on the battle rendering information and the halo information, and sends the call request to the second server via RPC (Remote Procedure Call), and the second server further sends the battle rendering label to the scene control process.
[0253] 2. The scene control process sends the match rendering label to the match control process.
[0254] After receiving the battle rendering label and the halo rendering information from the second server, the scene control process sends the battle rendering label together with the halo rendering information to the battle control process.
[0255] 3. The battle control process renders a halo based on the halo rendering information in the process of rendering battle actions based on the battle rendering information according to the display timing and display position indicated in the battle rendering label.
[0256] For example, the battle control process determines the timing and display position of the halo based on the rendering details of the battle action in the battle rendering label and the position corresponding to the halo, and in the process of rendering and displaying the battle action, renders and displays the halo at the display position (e.g., the target block) when the display timing is reached. For example, by rendering the halo after the rendering of the release process of the skill that triggers the halo is completed, a natural connection is achieved between the rendering of the two.
[0257] Illustratively, a halo affects blocks in a virtual world.
[0258] In a situation where the initial type of a block is grass type, the block may be transformed into fire type under the influence of a halo of fire type, i.e., a screen showing the burning grass on the block may be rendered and displayed; or in a situation where the initial type of a block is water type, the block may be transformed into ice type under the influence of a halo of ice type, i.e., a screen showing the frozen water on the block may be rendered and displayed; or in a situation where the initial type of a block is earth type, the block may be transformed into grass type under the influence of a halo of grass type, i.e., a screen showing the growing grass on the block may be rendered and displayed; however, the embodiments of the present application are not limited thereto.
[0259] In the embodiment of the present application, when the virtual pet character is the attacker, active displacement may occur. When the virtual pet character is the one receiving the attack, passive displacement may occur, and when the virtual pet character is attacked by a skill, a displacement process of being repelled may occur. As the position of the virtual pet character 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 battle of the virtual pet character in the following turn. Therefore, in each battle turn, the environmental affinity (abbreviated as affinity, i.e., the above-mentioned affinity effect) between the virtual pet character and the virtual world must be determined anew, which may specifically include the following:
[0260] 1. The battle control process sends a battle action rendering completion notification to the first server.
[0261] Optionally, after completing the rendering of the battle action and the halo, the battle control process sends a battle action rendering completion notification to the first server, which is used to inform the first server that the rendering of the battle action and the halo is completed.
[0262] After receiving the rendering completion notification, the first server generates a request for updated environmental information and sends the request to the second server to acquire the updated environmental information. After acquiring the updated environmental information, the first server determines an affinity between the participant and the updated environmental information based on the updated environmental information, and the affinity affects the skill strength of the participant. Here, the request is used to request acquisition of the updated environmental information, and the request may include identifier information corresponding to the battle action and information about blocks affected by the halo, etc. The updated environmental information refers to environmental information after the battle scene is affected by the halo, for example, the attributes of the blocks affected by the halo. The first server can acquire the updated environmental information corresponding to the halo based on the halo information.
[0263] 2. The battle control process receives affinity rendering animation from the first server, where the affinity rendering animation is generated by the first server based on the updated environment information sent from the second server, where the updated environment information refers to the environment information after the battle scene is affected by the halo, and the affinity rendering animation is used to indicate the affinity between the participants and the updated environment information, where the affinity affects the skill strength of the participants.
[0264] In an embodiment of the present application, the environmental information may include weather information, block information, and time information. The first server may determine the affinity between the participant and the environment by combining the environmental information with the participant's attributes. For example, the first server may first obtain the weather potential and block potential corresponding to the participant, and then determine the affinity between the participant and the environment based on the weather potential and block potential, combined with the participant's attribute information. Here, the weather potential may be determined based on the weather information and time information. For example, a clear sky at night may be assigned a "ghost" potential, while a clear sky in the morning may be assigned a "light" potential. The block potential is determined by the type of block in which the participant is located. For example, a grass-attribute block has a "grass" potential.
[0265] Optionally, the participant's dislike and liking for the environment includes several different levels: strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.
[0266] If the participant's attributes match both the weather potential and the block potential (i.e., the participant likes both the block and the weather), they will gain a strong affinity effect and their affinity will increase by 2; if the participant's attributes match only one of the weather potential and the block potential and they don't resist the other (i.e., the participant likes only one and doesn't dislike the other), they will gain a relatively weak affinity effect and their affinity will increase by 1; if the participant's attributes match only one of the weather potential and the block potential and they don't resist the other, their affinity will increase by 1; If the participant's attributes are resistant to one of the weather potential and the blocking potential and incompatible with the other (i.e., the participant dislikes only one and does not like the other), then no effect is gained and affinity is added by 0; if the participant's attributes are resistant to one of the weather potential and the blocking potential and incompatible with the other (i.e., the participant dislikes only one and does not like the other), then a relatively weak resistance effect is gained and affinity is subtracted by 1; if the participant's attributes are resistant to both the weather potential and the blocking potential (i.e., the participant dislikes both blocking and weather), then a strong resistance effect is gained and affinity is subtracted by 2.
[0267] If the affinity corresponding to a participant is positive, it is considered to trigger the participant's environmental affinity, and a buff is applied to the participant's combat behavior, for example, increasing the skill range, skill attack power, and skill attack effect. If the affinity corresponding to a participant is negative, it is considered to resist the environment, and a debuff is applied to the participant's combat behavior, for example, decreasing the skill range, skill attack power, and skill attack effect. If the affinity corresponding to a participant is 0, it does not adjust the participant's ability to influence combat behavior.
[0268] The first server can use the same method as above to obtain the affinity between the participant and the updated environment information, and further generate affinity rendering animations based on the affinity. Selectably, different affinity rendering animations correspond to different affinity rendering animations. For example, the affinity rendering animation corresponding to strong affinity is a laughing face, the affinity rendering animation corresponding to weak affinity is a smiling face, and the affinity rendering animation corresponding to strong resistance is an angry face. The affinity rendering animations may be icons, dynamic icons, animations, etc., and the embodiments of the present application are not limited thereto.
[0269] The first server distributes the generated affinity rendering animation to the match control process.
[0270] 3. The match control process displays affinity rendering animation.
[0271] After receiving the affinity rendering animation, the match control process can display the affinity rendering animation at a location near the participant.
[0272] As described above, the technical solution provided by the embodiments of the present application is that the battle control process and the first server support the realization of the battle action processing logic to obtain the battle rendering information, and the scene control process and the second server support the realization of the halo processing logic to obtain the halo rendering information, so that neither the battle control side nor the scene control side needs to maintain a single battle action processing logic or halo processing logic, and only the scene control side needs to maintain a single scene information, thereby reducing the redundancy in the turn-based battle operation logic and data maintenance and further reducing the maintenance overhead.
[0273] In addition, by supporting separate processes to execute the halo processing logic and the battle action processing logic, the halo processing logic and the battle action processing logic can be decoupled, improving the independence of the operation logic and further reducing the difficulty of maintaining and expanding the turn-based battle system. At the same time, the underlying code originally belonging to the first or second server does not need to be compatible with the first or second server, reducing the difficulty of code development.
[0274] In addition, in turn-based battles, the first server can call halo rendering information from the second server, and the scene control process can provide the halo rendering information to the battle control process, thereby realizing information interaction between the battle control side and the scene control side, allowing the battle control side and the scene control side to be expressed in a consistent manner, improving the degree of integration between the battle control side and the scene control side.
[0275] In addition, the battle rendering label indicates the display position and timing of the halo, which not only reduces the amount of data transmission, but also enables the rendering of battle actions and the rendering of the halo to be connected naturally and smoothly, thereby reducing the amount of data transmission during each interaction process and improving the battle rendering effect. The synchronization of the halo rendering between the battle control side and the scene control side further improves the integration between the world scene and the battle scene.
[0276] FIG. 17 shows a structural block diagram of a turn-based battle-based interface display device provided by one exemplary embodiment of the present application, the device including: a display module 1701; and a control module 1702; The display module 1701 is used to display a scene screen corresponding to the master virtual character located on the world map; The display module 1701 is further used to respond to a trigger event of the turn-based battle and display a scene screen corresponding to a pet virtual character located on a battle map, the pet virtual character being a virtual character released by the master virtual character, and the battle map being a partial map of a world map; The control module 1702 is used to control the pet virtual character to release virtual skills in the battle map, and at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with an environmental element of the battle map.
[0277] In one alternative embodiment, at least one of the skill strength and skill effect of the virtual skill is associated with the emotional state of the pet virtual character relative to the battle map.
[0278] In one alternative embodiment, the battle map corresponds to at least two environmental elements, and the at least two environmental elements are different types. When the number of environmental elements preferred by the pet virtual character is greater than the number of environmental elements disliked by the pet virtual character among the at least two environmental elements, the scene screen corresponding to the battle map further displays an affinity effect used to indicate that the pet virtual character is in an affinity state; when the number of environmental elements preferred by the pet virtual character is less than the number of environmental elements disliked by the pet virtual character among the at least two environmental elements, the scene screen corresponding to the battle map further displays a resistance effect used to indicate that the pet virtual character is in a resistance state, and the skill strength corresponding to the affinity state is higher than the skill strength corresponding to the resistance state, and the skill effect corresponding to the affinity state is better than the skill effect corresponding to the resistance state.
[0279] In one alternative embodiment, the at least two environmental elements include a first environmental element and a second environmental element, and when the pet virtual character likes the first environmental element and the second environmental element simultaneously, a first affinity effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the pet virtual character is in a first affinity state; when the pet virtual character likes the first environmental element and does not dislike the second environmental element, a second affinity effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the pet virtual character is in a second affinity state, wherein the affinity degree of the first affinity state is greater than the affinity degree of the second affinity state, the skill strength corresponding to the first affinity state is higher than the skill strength corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is superior to the skill effect corresponding to the second affinity state.
[0280] In one alternative embodiment, the at least two environmental elements include a first environmental element and a second environmental element, and when the pet virtual character dislikes the first environmental element and the second environmental element at the same time, a first resistance effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the pet virtual character is in a first resistance state; when the pet virtual character dislikes the first environmental element and does not like the second environmental element, a second resistance effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the pet virtual character is in a second resistance state, wherein the resistance degree of the first resistance state is greater than the resistance degree of the second resistance state, the skill strength corresponding to the first resistance state is lower than the skill strength corresponding to the second resistance state, and the skill effect corresponding to the first resistance state is weaker than the skill effect corresponding to the second resistance state.
[0281] In one alternative embodiment, the first environmental element is weather conditions or day / night conditions, and the second environmental element is terrain features, or the first environmental element is terrain features and the second environmental element is weather conditions or day / night conditions.
[0282] In one alternative embodiment, in a situation where the pet virtual character likes weather conditions, the first environmental element is the day and night conditions and the second environmental element is the terrain form, and in a situation where the pet virtual character dislikes weather conditions, the first environmental element is the weather conditions and the second environmental element is the terrain form.
[0283] In one alternative embodiment, in a situation where the pet virtual character likes weather conditions, the first environmental element is the terrain form and the second environmental element is the day and night conditions, and in a situation where the pet virtual character dislikes weather conditions, the first environmental element is the terrain form and the second environmental element is the weather conditions.
[0284] In one alternative embodiment, the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the battle map and the attributes of the basic virtual skill possessed by the pet virtual character.
[0285] In one alternative embodiment, the battle map includes at least two blocks, and the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the pet virtual character is located and the attributes of the virtual skill possessed by the pet virtual character, and / or the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the block where the enemy virtual character is located and the attributes of the virtual skill possessed by the pet virtual character, and the enemy virtual character is the target virtual character of the virtual skill.
[0286] In one alternative embodiment, the skill strength of the fused virtual skill is greater than the skill strength of the basic virtual skill, and / or the skill effect of the fused virtual skill is better than the skill effect of the basic virtual skill.
[0287] In one alternative embodiment, the battle map includes at least two blocks, and the control module 1702 is further used to control the pet virtual character to release a first virtual skill in a first turn, where the pet virtual character is in the first block in the first turn, and to control the pet virtual character to release a second virtual skill in a second turn, where the pet virtual character is in the second block in the second turn, where the first turn and the second turn are different turns, and the first block and the second block are different blocks.
[0288] In one alternative embodiment, the display module 1701 is further used to display a first emotion effect used to represent an emotion state for the block where the pet virtual character is located, and a second emotion effect used to represent an emotion state for the block where the pet virtual character is located.
[0289] In one alternative embodiment, the control module 1702 is further used to acquire environmental elements of a first block and obtain a first virtual skill based on the fusion of the environmental elements of the first block with the attributes of a basic virtual skill possessed by the pet virtual character, and to acquire environmental elements of a second block and obtain a second virtual skill based on the fusion of the environmental elements of the second block with the attributes of a basic virtual skill possessed by the pet virtual character.
[0290] In one alternative embodiment, the control module 1702 is further used to obtain environmental elements of a third block, and obtain a first virtual skill based on the fusion of the environmental elements of the first block and the attributes of the basic virtual skill possessed by the pet virtual character, where the third block is the block where the enemy virtual character is located in the first turn; and obtain environmental elements of a fourth block, and obtain a second virtual skill based on the fusion of the environmental elements of the second block and the attributes of the basic virtual skill possessed by the pet virtual character, where the fourth block is the block where the enemy virtual character is located in the second turn.
[0291] In one alternative embodiment, the environmental elements of the battle map are associated with combat situations during the course of a turn-based battle.
[0292] In one alternative embodiment, the display module 1701 is further used to display battle sites in a submap of the world map after the turn-based battle is completed.
[0293] In one alternative embodiment, the display module 1701 is further used to change the environmental elements of the battle map when the environmental elements of the submap change during the course of the turn-based battle.
[0294] In one alternative embodiment, the display module 1701 is further used to change the jth environmental element of the battle map when the ith environmental element of the partial map changes, where the ith environmental element is any one of weather conditions, day / night conditions, and terrain shape, and the jth environmental element is any one of weather conditions, day / night conditions, and terrain shape, and i and j are both positive integers.
[0295] In one alternative embodiment, the display module 1701 is further used to change the environmental elements of the submap when the environmental elements of the battle map change during the course of the turn-based battle.
[0296] In one alternative embodiment, the display module 1701 is further used to change the nth environmental element of the battle map when the mth environmental element of the partial map changes, where the mth environmental element is any one of weather conditions, day / night conditions, and terrain shape, and the nth environmental element is any one of weather conditions, day / night conditions, and terrain shape, and m and n are both positive integers.
[0297] 18 shows a structural block diagram of a terminal device 1800 provided by one exemplary embodiment of the present application. The terminal device 1800 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The terminal device 1800 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal, or the like.
[0298] Typically, the terminal device 1800 includes a processor 1801 and a memory 1802 .
[0299] The processor 1801 may include one or more processing cores, such as a 4-core processor and an 8-core processor. The processor 1801 may be implemented using at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a 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 called 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.
[0300] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The 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 the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the turn-based battle-based interface display method provided by the method embodiments of the present application.
[0301] As will be appreciated by those skilled in the art, the structure shown in FIG. 18 does not constitute a limitation on terminal device 1800, which may include more or fewer components than those shown, may combine certain components, or may use a different arrangement of components.
[0302] The present application further provides a computer-readable storage medium, in which at least one program is stored, and the at least one program is loaded and executed by a processor to realize the interface display method based on turn-based battles provided by the embodiment of the method.
[0303] The present application provides 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 interface display method based on turn-based battles provided by the above method embodiment.
[0304] 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.
[0305] 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 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.
[0306] The above are merely optional embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, and improvements made within the spirit and principles of the present application should be included within the scope of protection of the present application. [Explanation of symbols]
[0307] 10 Virtual Environments 12 Pet Virtual Characters 14 Virtual Characters 16 Battle Map 100 Computer Systems 120 Terminal 1 140 servers 142 memory 144 processors 160 Terminal 2 180 Terminal 3 501 Pet Virtual Characters 601 Pet Virtual Characters 701 Pet Virtual Characters 801 Pet Virtual Characters 901 Pet Virtual Characters 1001 Pet Virtual Characters 1101 Pet Virtual Character 1201 Pet Virtual Character 1301 Pet Virtual Character 1421 Receiver Module 1422 Control Module 1423 Transmit Module 1701 Display Module 1702 Control Module 1800 Terminal Equipment 1801 processor 1802 memory
Claims
1. An interface display method based on turn-based battle, the method being executed by a terminal device, the method comprising: displaying a scene screen corresponding to a master virtual character located on a world map; a step of displaying a scene screen corresponding to a pet virtual character located on a battle map in response to a trigger event of the turn-based battle, the pet virtual character being a virtual character released by the master virtual character, and the battle map being a partial map of the world map; and a step of controlling the pet virtual character to release a virtual skill in the battle map, wherein at least one of a skill strength, a skill effect, and a visual effect of the virtual skill is associated with an environmental element of the battle map.
2. The method of claim 1 , wherein at least one of a skill strength and a skill effect of the virtual skill is associated with an emotional state of the pet virtual character relative to the battle map.
3. At least two environmental elements correspond to the battle map, and the at least two environmental elements are of different types; When the number of environmental elements preferred by the virtual pet character out of the at least two environmental elements is greater than the number of environmental elements disliked by the virtual pet character, an affinity effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the virtual pet character is in an affinity state; When the number of environmental elements preferred by the virtual pet character among the at least two environmental elements is less than the number of environmental elements disliked by the virtual pet character, a resistance effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the virtual pet character is in a resistance state; 3. The method of claim 2, wherein a skill strength corresponding to the affinity state is higher than a skill strength corresponding to the resistance state, and a skill effect corresponding to the affinity state is superior to a skill effect corresponding to the resistance state.
4. the at least two environmental elements include a first environmental element and a second environmental element; When the virtual pet character likes the first environmental element and the second environmental element at the same time, a first affinity effect is displayed on the scene screen corresponding to the battle map, the first affinity effect being used to indicate that the virtual pet character is in a first affinity state; a second affinity effect is displayed on the scene screen corresponding to the battle map when the virtual pet character likes the first environmental element and does not dislike the second environmental element, the second affinity effect being used to indicate that the virtual pet character is in a second affinity state; 4. The method of claim 3, wherein the affinity degree of the first affinity state is greater than the affinity degree of the second affinity state, the skill strength corresponding to the first affinity state is higher than the skill strength corresponding to the second affinity state, and the skill effect corresponding to the first affinity state is better than the skill effect corresponding to the second affinity state.
5. the at least two environmental elements include a first environmental element and a second environmental element; In a situation where the virtual pet character hates the first environmental element and the second environmental element at the same time, a first resistance effect is further displayed on the scene screen corresponding to the battle map, which is used to represent that the virtual pet character is in a first resistance state; When the virtual pet character dislikes the first environmental element and dislikes the second environmental element, a second resistance effect is further displayed on the scene screen corresponding to the battle map, which is used to indicate that the virtual pet character is in a second resistance state; 4. The method of claim 3, wherein the resistance level of the first resistance state is greater than the resistance level of the second resistance state, the skill strength corresponding to the first resistance state is lower than the skill strength corresponding to the second resistance state, and the skill effect corresponding to the first resistance state is weaker than the skill effect corresponding to the second resistance state.
6. The first environmental factor is weather conditions or day and night conditions, and the second environmental factor is terrain shape; Or, The method according to claim 4 or 5, wherein the first environmental factor is a terrain morphology, and the second environmental factor is a weather condition or a day / night condition.
7. The first environmental element is weather conditions or day and night conditions, and the second environmental element is ground surface shape, In a situation where the pet virtual character prefers weather conditions, the first environmental element is a day and night situation, and the second environmental element is a terrain type; The method of claim 6 , wherein the first environmental element is a weather condition and the second environmental element is a terrain form under the condition that the pet virtual character dislikes the weather condition.
8. The first environmental element is a terrain shape, and the second environmental element is a weather condition or a day / night condition, In a situation where the pet virtual character prefers weather conditions, the first environmental element is a terrain shape, and the second environmental element is a day and night situation; The method of claim 6 , wherein the first environmental element is a terrain feature and the second environmental element is a weather condition, under the condition that the pet virtual character dislikes the weather condition.
9. The method according to any one of claims 1 to 5, wherein the visual effect of the virtual skill is obtained based on the fusion of the environmental elements of the battle map with the attributes of the basic virtual skill possessed by the pet virtual character.
10. the battle map includes at least two blocks; the visual effect of the virtual skill is obtained based on a combination of an environmental element of a block where the virtual pet character is located and an attribute of the virtual skill possessed by the virtual pet character; and / or The method according to claim 9, wherein the visual effect of the virtual skill is obtained based on a combination of environmental elements of a block in which an enemy virtual character is located and attributes of the virtual skill possessed by the pet virtual character, and the enemy virtual character is a target virtual character of the virtual skill.
11. The skill strength of the fused virtual skill is greater than the skill strength of the basic virtual skill; and / or The method of claim 9 , wherein the skill effect of the fused virtual skill is superior to the skill effect of the basic virtual skill.
12. the battle map includes at least two blocks; The step of controlling the pet virtual character to release a virtual skill in the battle map includes: a step of controlling the pet virtual character to release a first virtual skill in a first turn, the pet virtual character being in a first block in the first turn; The method further includes a step of controlling the pet virtual character to release a second virtual skill in a second turn, the pet virtual character being in a second block in the second turn; The method according to any one of claims 1 to 5, wherein the first turn and the second turn are different turns, and the first block and the second block are different blocks.
13. Before the step of controlling the pet virtual character to release a first virtual skill in a first turn, The method further includes displaying a first emotion effect used to express an emotion state of the pet virtual character with respect to the first block; Before the step of controlling the pet virtual character to release a second virtual skill in a second turn, The method of claim 12 , further comprising displaying a second emotional effect used to represent an emotional state of the pet virtual character toward the second block.
14. Before the step of controlling the pet virtual character to release a first virtual skill in a first turn, The method further includes the step of obtaining the environmental elements of the first block, and obtaining the first virtual skill based on the fusion of the environmental elements of the first block and the attributes of the basic virtual skill that the pet virtual character has; Before the step of controlling the pet virtual character to release a second virtual skill in a second turn, The method of claim 12 , further comprising: obtaining an environmental element of the second block; and obtaining the second virtual skill based on a fusion of the environmental element of the second block with an attribute of a basic virtual skill possessed by the pet virtual character.
15. Before the step of controlling the pet virtual character to release a first virtual skill in a first turn, The method further includes a step of acquiring an environmental element of a third block, and obtaining the first virtual skill based on a combination of the environmental element of the third block and an attribute of a basic virtual skill that the pet virtual character has, the third block being a block where an enemy virtual character is located in the first turn; Before the step of controlling the pet virtual character to release a second virtual skill in a second turn, 13. The method of claim 12, further comprising the steps of: acquiring an environmental element of the fourth block; and obtaining the second virtual skill based on a combination of the environmental element of the fourth block and an attribute of a basic virtual skill possessed by the pet virtual character, wherein the fourth block is a block where the enemy virtual character is located in the second turn.
16. The method according to any one of claims 1 to 5, wherein the environmental elements of the battle map are associated with combat situations in the course of the turn-based combat.
17. The method comprises: The method according to any one of claims 1 to 5, further comprising the step of displaying battle sites in the partial map of the world map after the turn-based battle has ended.
18. The method comprises: The method according to any one of claims 1 to 5, further comprising a step of synchronously changing environmental elements of the battle map in a situation where, during the turn-based battle, environmental elements of the partial map have changed due to a cause other than the turn-based battle.
19. The step of changing the environmental elements of the battle map under the circumstances where the environmental elements of the partial map have changed includes: changing the j-th environmental element of the battle map under the condition that the i-th environmental element of the partial map has changed; 19. The method of claim 18, wherein the i-th environmental element is any one of weather conditions, day / night conditions, and terrain type, and the j-th environmental element is any one of weather conditions, day / night conditions, and terrain type, and both i and j are positive integers.
20. The method comprises: The method according to any one of claims 1 to 5, further comprising a step of synchronously changing the environmental elements of the partial maps in the course of the turn-based battle under the condition that the environmental elements of the battle map have changed due to a cause within the turn-based battle.
21. The step of changing the environmental elements of the partial map under the circumstances where the environmental elements of the battle map have changed, changing the n-th environmental element of the battle map under the condition that the m-th environmental element of the partial map has changed; 21. The method of claim 20, wherein the m environmental element is any one of weather conditions, day / night conditions, and terrain type, the n environmental element is any one of weather conditions, day / night conditions, and terrain type, and m and n are both positive integers.
22. A turn-based combat-based interface display device, the device including: a display module; and a control module; the display module is used to display a scene screen corresponding to a master virtual character located on a world map; the display module is further adapted to display a scene screen corresponding to a pet virtual character located on a battle map in response to a trigger event of the turn-based battle, the pet virtual character being a virtual character released by the master virtual character, and the battle map being a partial map of the world map; The control module is used to control the pet virtual character to release virtual skills in the battle map, and at least one of the skill strength, skill effect, and visual effect of the virtual skill is associated with environmental elements of the battle map, in a turn-based battle-based interface display device.
23. A terminal device including 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 an interface display method based on turn-based battles as described in any one of claims 1 to 21.
24. A computer-readable storage medium having a computer program stored therein, the computer program being loaded and executed by a processor to realize the interface display method based on turn-based battles described in any one of claims 1 to 21.
25. A computer program product having a computer program stored therein, the computer program product realizing the interface display method based on turn-based battles described in any one of claims 1 to 21 when the computer program is loaded and executed by a processor.