Methods, devices, computer equipment, and computer programs for switching between virtual scenes

JP2026534231APending Publication Date: 2026-10-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2026517798
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-01
Filing Date
2024-09-12
Publication Date
2026-10-14

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Abstract

The present invention provides a method, apparatus, device, medium, and product for switching virtual scenes, belonging to the field of human-machine interaction. The method includes the steps of: (210) indicating that a master virtual character is located in a world scene, the master virtual character owning at least one first combat character; (220) controlling the master virtual character to move to a first area in the world scene, the first area including a second combat character; (230) indicating that the combat character is located in a turn-based combat scene if a scene switching condition is met; and (240) determining the combat elements of the combat character in the turn-based combat scene based on influencing factors in the world scene. By determining the combat elements of the combat character in the turn-based combat scene based on influencing factors in the world scene, the scene data of the world scene can be extended and applied to the turn-based combat scene, thereby improving the utilization rate of the scene data of the world scene.
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Description

Technical Field

[0001] This application claims priority based on the Chinese patent application filed with the China National Intellectual Property Administration on December 1, 2023, with application number 202311653138.7 and titled "Virtual Scene Switching Method, Apparatus, Device, Medium and Product", the entire content of which is incorporated into the present invention by reference.

[0002] Embodiments of the present invention relate to the field of human-computer interaction, and in particular to a virtual scene switching method, apparatus, device, medium and product.

Background Art

[0003] Related art provides turn-based role-playing games. In the non-combat scenes of the turn-based role-playing game, the main virtual character explores the open world. In the combat scene, the main virtual character engages in turn-based combat with enemy units (monsters or combat characters belonging to other characters) on the combat map. The non-combat scene is also called a world scene ("field scene", "field", "global scene"), and the combat scene is also called a turn-based combat scene.

[0004] In the related art, the world scene is an independent scene displayed by the world map, and combat characters perform daily actions in the world scene. The turn-based combat scene is an independent scene displayed by the combat map, and combat characters perform turn-based combat actions in the combat scene.

[0005] When switching from the world scene to the turn-based combat scene, or switching from the turn-based combat scene to the world scene, since the switching is between two independent scenes, the scene data between the two scenes are independent of each other.

Summary of the Invention

[0006] Embodiments of the present invention provide a method, apparatus, device, medium, and product for switching virtual scenes. The technical means are as follows:

[0007] One aspect of the present invention provides a method for switching virtual scenes, performed by a terminal device, comprising: a step of indicating that a master virtual character is located in a world scene, wherein the master virtual character owns at least one subordinate first combat character; a step of controlling the master virtual character to move to a first area in the world scene, wherein the first area includes a second combat character; a step of indicating that, if a scene switching condition is met, a combat character is located in a turn-based combat scene, wherein the combat character includes at least one of the first combat character and the second combat character; and a step of determining the combat capabilities of the combat character in the turn-based combat scene based on the combat character's action mode in the world scene.

[0008] One aspect of the present invention provides a method for switching virtual scenes, performed by a terminal device, comprising the steps of: indicating that a combat character is located in a turn-based combat scene, wherein the combat character includes a first combat character and a second combat character, the first combat character being a combat character owned by a master virtual character; controlling the first combat character and the second combat character to fight in the turn-based combat scene; indicating that the combat character is located in a world scene when the battle in the turn-based combat scene has ended; and determining the actions of the combat character in the world scene based on the results of the battle in the turn-based combat scene.

[0009] One aspect of the present invention provides a method for switching virtual scenes, performed by a terminal device, comprising: a step of indicating that a master virtual character is located in a world scene, wherein the master virtual character owns at least one first combat character; a step of controlling the master virtual character to move to a first region in the world scene, wherein the first region includes a second combat character; a step of indicating that a combat character is located in a turn-based combat scene, provided that a scene switching condition is met, wherein the combat character includes at least one of the first combat character and the second combat character; and a step of determining the combat elements of the combat character in the turn-based combat scene based on influencing factors in the world scene.

[0010] One aspect of the present invention provides a method for switching virtual scenes, performed by a terminal device, comprising the steps of: indicating that a combat character is located in a turn-based combat scene, wherein the combat character includes a first combat character and a second combat character, the first combat character being a combat character owned by a master virtual character; controlling the first combat character and the second combat character to fight in the turn-based combat scene; indicating that the combat character is located in a world scene when the battle in the turn-based combat scene has ended; and determining at least one world element of the combat character in the world scene based on influencing factors in the turn-based combat scene.

[0011] In one aspect of the present invention, a virtual scene switching device is provided, comprising a first display module, a first control module, and a first determination module, wherein the first display module displays that a master virtual character is located in a world scene, the master virtual character owns at least one first combat character, the first control module controls the master virtual character to move to a first region in the world scene, the first region includes a second combat character, the first display module displays that a combat character is located in a turn-based combat scene if a scene switching condition is met, the combat character includes at least one of the first combat character and the second combat character, and the first determination module determines the combat elements of the combat character in the turn-based combat scene based on influencing factors in the world scene.

[0012] In one aspect of the present invention, a virtual scene switching device is provided, comprising a first display module, a first control module, and a first determination submodule, wherein the first display module displays that a master virtual character is located in a world scene, the master virtual character owns at least one first combat character, the first control module controls the master virtual character to move to a first area in the world scene, the first area includes a second combat character, the first display module displays that a combat character is located in a turn-based combat scene if a scene switching condition is met, the combat character includes at least one of the first combat character and the second combat character, and the first determination submodule determines the combat capabilities of the combat character in the turn-based combat scene based on the combat character's action mode in the world scene.

[0013] In one aspect of the present invention, a virtual scene switching device is provided, comprising a second display module, a second control module, and a second determination module, wherein the second display module displays that a combat character is located in a turn-based combat scene, the combat character includes a first combat character and a second combat character, the first combat character being a combat character owned by a master virtual character, the second control module controls the first combat character and the second combat character to fight in the turn-based combat scene, the second display module displays that the combat character is located in a world scene when the battle in the turn-based combat scene has ended, and the second determination module determines at least one world element of the combat character in the world scene based on influencing factors in the turn-based combat scene.

[0014] In one aspect of the present invention, a virtual scene switching device is provided, comprising a second display module, a second control module, and a second determination submodule, wherein the second display module displays that a combat character is located in a turn-based combat scene, the combat character includes a first combat character and a second combat character, the first combat character being a combat character owned by a master virtual character, the second control module controls the first combat character and the second combat character to fight in the turn-based combat scene, the second display module displays that the combat character is located in a world scene when the battle in the turn-based combat scene is completed, and the second determination submodule determines the actions of the combat character in the world scene based on the results of the battle in the turn-based combat scene.

[0015] In another aspect of the present invention, a computer device is provided, comprising a processor and memory storing a computer program, wherein the computer program is loaded and executed by the processor to implement the virtual scene switching method described above.

[0016] In another aspect of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, the computer program, when executed by a processor, implements the above-described method of switching virtual scenes.

[0017] In another aspect of the present invention, a computer program product is provided which includes computer instructions stored in a computer-readable storage medium, wherein the processor reads and executes the computer instructions from the computer-readable storage medium to implement the method of switching virtual scenes described above.

[0018] The technical means according to the embodiments of the present invention provide at least the following advantageous effects.

[0019] The system displays that the master virtual character is located in the world scene, that the master virtual character has at least one first combat character, controls the master virtual character to move to a first area in the world scene, that the first area includes a second combat character, and if the scene switching conditions are met, displays that the combat character is located in the turn-based combat scene. By determining the combat elements of the combat character in the turn-based combat scene based on influencing factors in the world scene (preferably including the action mode of the combat character in the world scene), the scene data of the world scene can be extended and applied to the turn-based combat scene, thereby improving the utilization rate of the scene data of the world scene. Furthermore, the distinction between the world scene and the turn-based combat scene can be reduced, the mutual influence between the world scene and the turn-based combat scene can be increased, the consistency between the world scene and the turn-based combat scene can be improved, and the unnaturalness that the player feels during the scene switching process can be reduced or avoided.

[0020] The system displays that combat characters are positioned in a turn-based combat scene, and the combat characters include a first combat character and a second combat character. The system controls the first and second combat characters to fight in the turn-based combat scene, and when the battle in the turn-based combat scene ends, it determines at least one world element of the combat characters in the world scene based on the influencing factors in the turn-based combat scene (preferably including the battle results of the turn-based battle). This allows the scene data from the turn-based combat scene to be extended and applied to the world scene, improving the utilization rate of the scene data from the turn-based combat scene. Furthermore, it allows for a smooth transition from the turn-based combat scene to the world scene, introducing the effects of the battle results into the world scene, and reducing or avoiding the unnaturalness that the player might feel during the scene transition process. [Brief explanation of the drawing]

[0021] [Figure 1] This is a schematic diagram of a battle map according to one exemplary embodiment of the present invention. [Figure 2] is a schematic diagram of a battle map according to one exemplary embodiment of the present invention. [Figure 3] is a schematic diagram of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 4] is a block diagram of the configuration of a computer system according to one exemplary embodiment of the present invention. [Figure 5] is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 6] is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 7] is a schematic diagram of a battle character entering an environmental action mode according to one exemplary embodiment of the present invention. [Figure 8] is a schematic diagram of a battle character entering a perception action mode according to one exemplary embodiment of the present invention. [Figure 9] is a schematic diagram of the stress response of a battle character according to one exemplary embodiment of the present invention. [Figure 10] is a schematic diagram of a battle character entering a perception action mode according to one exemplary embodiment of the present invention. [Figure 11] is a schematic diagram of a battle character entering a perception action mode according to one exemplary embodiment of the present invention. [Figure 12] is a schematic diagram of a battle character entering a perception action mode according to one exemplary embodiment of the present invention. [Figure 13] is a schematic diagram of a battle character entering a perception action mode according to one exemplary embodiment of the present invention. [Figure 14] is a schematic diagram of the buff / debuff state of a battle character according to one exemplary embodiment of the present invention. [Figure 15] is a schematic diagram of action mode switching according to one exemplary embodiment of the present invention. [Figure 16] is a schematic diagram of the perception mechanism of a battle character according to one exemplary embodiment of the present invention. [Figure 17] This is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 18] This is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 19] This is a schematic diagram of the visual effects of in-battle skills of a combat character according to one exemplary embodiment of the present invention. [Figure 20] This is a schematic diagram of the visual effects of in-battle skills of a combat character according to one exemplary embodiment of the present invention. [Figure 21] This is a schematic diagram of the visual effect of a combat character's skills according to one exemplary embodiment of the present invention. [Figure 22] This is a schematic diagram of the emotional special effects of a combat character according to one exemplary embodiment of the present invention. [Figure 23] This is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 24] This is a schematic diagram illustrating the transition from a world scene to a turn-based combat scene according to one exemplary embodiment of the present invention. [Figure 25] This is a schematic diagram of a first transition animation according to one exemplary embodiment of the present invention. [Figure 26] This is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. [Figure 27] This flowchart shows a method for switching virtual scenes according to one exemplary embodiment of the present invention. [Figure 28] This flowchart shows a method for switching virtual scenes according to one exemplary embodiment of the present invention. [Figure 29] This is a schematic diagram of a halo in a turn-based combat scene according to one exemplary embodiment of the present invention. [Figure 30] This is a schematic diagram of a halo in a world scene according to one exemplary embodiment of the present invention. [Figure 31]This is a schematic diagram illustrating the transition from a turn-based combat scene to a world scene according to one exemplary embodiment of the present invention. [Figure 32] This flowchart shows a method for switching virtual scenes according to one exemplary embodiment of the present invention. [Figure 33] This is a block diagram of a virtual scene switching device according to one exemplary embodiment of the present invention. [Figure 34] This is a block diagram of a virtual scene switching device according to one exemplary embodiment of the present invention. [Figure 35] This is a schematic diagram of the configuration of a computer device according to one exemplary embodiment of the present invention. [Modes for carrying out the invention]

[0022] First, let's briefly explain the terminology used in the embodiments of this invention.

[0023] Virtual World: A virtual world displayed (or provided) when an application runs on a terminal. The virtual world may be a simulation environment of the real world, a semi-simulation / semi-fictional environment, or a purely fictional environment. The virtual world may be a 2D virtual world, a 2.5D virtual world, or a 3D virtual world, and is not limited to these in this invention. The following describes an embodiment using a 3D virtual world as an example.

[0024] Master Virtual Character: This refers to a movable object that the player controls in the virtual world. The master virtual character may be a virtual person, virtual animal, anime character, etc., for example, a character or animal displayed in a 3D virtual world. Preferably, the master virtual character is a 3D solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space of the 3D virtual world.

[0025] Combat Characters: These are movable objects controlled in a virtual world by artificial intelligence (AI). Combat characters may also be virtual creatures, virtual animals, virtual monsters, virtual spirits, virtual pets, etc. For example, they are movable objects that take the form of animals or other things displayed in a 3D virtual world. Combat characters can perform at least one interaction operation such as capture, raising, or upgrading by a master virtual character. Combat characters can assist the master virtual character in performing at least one interaction operation such as gathering, fighting, or changing areas.

[0026] Potential Energy: An element, attribute, or marker within the virtual world that affects combat. Potential Energy includes at least one of the following: grass, fire, water, stone, ice, electricity, poison, light, ghost, demon, normal, warrior, moe, illusion, insect, wing, dragon, and machine.

[0027] Halo: Within the virtual world, there exists an abstract element that influences the abilities of at least one visible element within a certain range, such as a section, a master virtual character, or a combat character. This abstract element is distinct from the elements according to embodiments of the present invention and can be used specifically to describe the halo in order to embody and visualize it. The halo is an abstract element that appears continuously within the virtual world, appears randomly, appears according to the master virtual character, appears according to a combat character, appears triggered by a skill, or appears triggered by an item. The halo can be invisible or visible within the virtual world, such as a flame halo, a light-based halo, or a bloodlust-increasing halo.

[0028] In turn-based role-playing games (RPGs) using related technologies, players control virtual characters in either the real world or a virtual world. These turn-based RPGs have two types of maps: a world map and a battle map. In non-combat scenes, virtual characters use the world map to play games, capture combat characters, collect treasure chests, and collect virtual items. In combat scenes, virtual characters control captured combat characters on the battle map and engage in turn-based battles against enemy units (for example, in-game NPCs (Non-Player Characters), AI-controlled monsters, or combat characters captured by other characters).

[0029] In related technologies, the world map and the battle map are two completely different maps. Therefore, when switching between the world scene (also called the non-combat scene) and the turn-based battle scene, the user interface displays vastly different map content, allowing the player to clearly perceive the difference between the two different maps and feel a sense of unnaturalness. In related technologies, transition animations tend to be displayed when switching to mitigate this perceived unnaturalness, but this is still not effective. The aforementioned world scene and turn-based battle scene may also be abbreviated as non-combat and in-combat, respectively.

[0030] Embodiments of the present invention provide an innovative turn-based RPG mechanism that offers multiple mechanisms to eliminate or mitigate the unnaturalness of the transitions described above. These mechanisms include, but are not limited to, the following:

[0031] Mechanism 1: Based on the action mode of combat characters in the world scene, the combat capabilities of combat characters in turn-based combat scenes are determined.

[0032] In the world scene, combat characters have multiple action modes, including a daily action mode, a stealth action mode, and a vigilance action mode. When switching from the world scene to a turn-based combat scene, the combat character's action mode in the world scene is referenced to determine their combat capabilities in the turn-based combat scene.

[0033] This combat capability includes, but is not limited to, at least one of the following: buff effects, debuff effects, skill strength, types of skills permitted to be used, and combat logic. Here, all or part of the actions of a combat character are controlled by AI logic, and combat logic refers to a combination of "condition-action" controlled by AI logic during combat, where a "condition-action" combination refers to a combat character performing a specific action under specific conditions.

[0034] Mechanism 2: Based on the combat character's environment outside of combat in the world scene, the in-combat environment during turn-based combat is determined.

[0035] The environment outside of combat for combat characters in the world scene can be of a different type. For example, if a combat character's initial environment in the world scene is a water environment, and the combat character uses an ice skill, the environment can be changed from water to ice. When the combat character switches from the world scene to a turn-based combat scene, the combat character will remain in an ice environment in the turn-based combat scene as well.

[0036] Mechanism 3: Based on the combat character's environment outside of combat in the world scene, the strength of the combat character's skills during combat in turn-based combat scenes is determined.

[0037] The environment outside of combat for combat characters in the world scene may be of a different type. When a combat character switches from the world scene to a turn-based combat scene, the combat character will be in the same environment in the turn-based combat scene. The same skills of a combat character can have different strengths (at least one of form, attribute, and power) in different environments. For example, an impact skill is an ice impact in an ice environment, a light impact in a water environment, and a fire impact in a fire environment.

[0038] Mechanism 4: Based on the environment outside of combat characters in the world scene, the combat map for combat characters fighting in turn-based combat scenes is determined.

[0039] The traditional world map and battle map are integrated into a single map. The battle map is a sub-map that is dynamically determined from the world map for each battle. In this way, when switching between the world scene (also called the non-battle scene) and the battle scene, the content of the map displayed in the user interface does not change significantly, thus avoiding the unnaturalness that exists in related technologies.

[0040] Mechanism 5: When switching between the world scene and the turn scene, add a transition animation to smoothly connect the two scenes.

[0041] When switching between world scenes and turn-based scenes, a transition animation will be added to smoothly connect the two scenes. By adding a transition animation to smoothly connect the two scenes, the switching process will transition more smoothly from one scene to another, mitigating the sense of abruptness when switching from a world scene to a turn-based battle scene.

[0042] From the above, in the embodiments of the present invention, when switching from a world scene to a turn-based combat scene, at least one influencing factor in the world scene before the switch affects the operation and / or environment in the turn-based combat scene after the switch. Similarly, when switching from a turn-based combat scene to a world scene, at least one influencing factor in the turn-based combat scene before the switch affects the operation and / or environment in the world scene.

[0043] In some embodiments, the game flow of a turn-based RPG includes an acquisition process and a combat process.

[0044] Acquisition process: 1. The master virtual character explores the world's scenes and finds combat characters in the wild. The master virtual character approaches the combat character within a certain range, and an acquisition scene is displayed on the virtual scene screen where the master virtual character confronts the combat character. At this time, the combat character may remain still, move around constantly, or launch intimidating attacks against the master virtual character.

[0045] 2. The master virtual character prepares the container item, for example, by selecting the container item.

[0046] 3. The master virtual character aims at the combat character using a container item. Information about the acquisition, such as the difficulty of acquisition (represented by color; for example, difficulty displayed in green < difficulty displayed in orange < difficulty displayed in red), is displayed on the combat character's body. The virtual scene screen displays the attributes of the combat character (including name, gender, level, and overall attribute value). A targeting circle is also displayed on the virtual scene screen, and the targeting circle periodically expands and contracts over time. If the container item is thrown at the combat character when the targeting circle has contracted, the probability of successful acquisition increases.

[0047] 4. The master virtual character can acquire combat characters by throwing container items at them, and the throwing effect can be implemented via a touch widget on the touchscreen.

[0048] If the throwing position and / or timing is incorrect, the acquisition will fail, and a hint of the acquisition failure will be displayed. If the throwing position and timing are correct, but the master virtual character's level or skill is insufficient, the acquisition will fail, and a hint of the acquisition failure will be displayed. If the throwing position and timing are correct and the master virtual character's level or skill is sufficient, the acquisition will be successful, and a hint of the acquisition success, the reward for the successful acquisition (such as experience points and newly acquired skills), and the attributes of the acquired combat character (such as name, gender, height, weight, number, skills, rarity, personality, etc.) will be displayed.

[0049] In another possible acquisition method, the master virtual character acquires the combat character using an acquisition skill. The master virtual character activates the acquisition skill on the combat character if the acquisition skill is not on cooldown. Preferably, a targeting circle is also displayed on the virtual scene screen. The targeting circle expands / contracts over time, and activating the acquisition skill on the combat character when the targeting circle has contracted increases the probability of successful acquisition. Preferably, the capture skill has multiple skill levels, and higher level capture skills make it easier to successfully capture the combat character. Preferably, different types of capture skills have different success probabilities, and using a combat character's specific capture skill on that combat character makes it easier to successfully capture that combat character than using a generic capture skill.

[0050] In one possible embodiment, the display of a capture success rate identifier correlates with the capture threshold corresponding to the combat character. The higher the capture threshold for the combat character, the more likely the character is to be captured.

[0051] Here, a combat character that has been successfully captured can be referred to as the first combat character, and a combat character that has not been successfully captured can be referred to as the second combat character. These combat characters can also be referred to by other names, such as "pet character."

[0052] Combat process: It can be one of the following: singles combat, doubles combat, or team combat.

[0053] 1. The master virtual character selects the first combat character to participate.

[0054] 2. The battle scene is displayed, and the master virtual character selects the skills to be used by the first battle character.

[0055] 3. The player controls the touch widgets on the touchscreen to enable the first combat character to activate skills.

[0056] 4. Display the skill animation effects.

[0057] 5. The second combat character activates a skill once, completes one round of combat, and repeats steps 2-5 until combat ends.

[0058] In the embodiments of this invention, this turn-based RPG relates to two types of maps.

[0059] World Map A world map contains multiple sections. Each section is a polygonal section. This polygonal section can be a square, rectangle, or hexagon. For example, each section is a 50cm x 50cm square. Each section has its own surface attributes. Surface attributes include grass, stone, water, etc. Furthermore, the multiple sections included in the world map may use the same type of section, or they may be a combination of different types of sections. In different embodiments, sections may be unrestricted, irregular geographical areas.

[0060] Battle map As shown in Figures 1 and 2, in the virtual environment 10, when a first combat character 12 encounters a second combat character 14 at a certain point on the world map and enters combat, one or more sections within a certain range on the world map centered on a reference position determined by the first combat character 12 are determined as the combat map 16. The reference position is the location where the first combat character 12 is located, or the most appropriate combat position closest to the first combat character 12. In some embodiments, the combat map 16 includes all sections within a circular area with a predetermined length radius centered on the reference position. In some embodiments, the combat map 16 includes all sections within a rectangular area with a predetermined length and width centered on the reference position.

[0061] World scenes and turn-based combat scenes A world scene refers to a scene corresponding to the world map, and when a world scene is displayed in the user interface, the user interface may display one or more sections within the world map. The user interface may display, for example, one or more sections in the world map where the master virtual character or the first combat character currently resides, and several interface elements related to the aforementioned display sections, the master virtual character, the first combat character, the second combat character, etc.

[0062] A turn-based combat scene refers to a scene corresponding to a combat map. When a turn-based combat scene is displayed in the user interface, the user interface may display the combat map, including all or part of the sections included in the combat map. For example, the user interface may display one or more sections in the combat map where the master virtual character or combat character is currently located, as well as interface elements related to the displayed sections, master virtual character, combat character, etc.

[0063] You can switch between world scenes and turn-based combat scenes; for example, you can switch from a world scene to a turn-based combat scene, or vice versa.

[0064] When displaying world scenes and turn-based battle scenes, the virtual camera can take on different shooting angles. For example, when displaying a world scene, the virtual camera can capture the world scene from the master virtual character's angle (e.g., the master virtual character's first-person or third-person perspective) and obtain the world scene display screen. For example, when displaying a world scene, the virtual camera can capture the turn-based battle scene from a god's-eye view or an intermediate angle (e.g., positioning the virtual camera diagonally above and in the center of the battle opponent) and obtain the turn-based battle scene display screen. For example, in addition to the differences in shooting angles mentioned above, the permitted user operations may also differ between world scenes and turn-based battle scenes. For example, when displaying a world scene, the user may be allowed to manually adjust the shooting angle and control the movement of the master virtual character or battle character. For example, when displaying a world scene, the user may be allowed to manually adjust the shooting angle, but not to control the movement of the master virtual character or battle character. As described above, users can intuitively distinguish between world scenes and turn-based battle scenes. However, since world scenes and turn-based battle scenes share the same world map, and the battle map used in turn-based battle scenes is one or more sections within the world map, the transition between world scenes and turn-based battle scenes is very smooth and natural, without creating a strong sense of unnaturalness.

[0065] Acquisition of combat characters The master virtual character has at least one container item for acquiring, storing, raising, or releasing combat characters. The master virtual character acquires combat characters by throwing an empty container item, or releases combat characters by throwing a container item containing a combat character. There are no restrictions on the specific name or shape of the container item, but any item that has the function of capturing, storing, raising, or releasing slave characters is called a container item.

[0066] When capturing a combat character, if the capture threshold is greater than the combat character's energy value, the combat character becomes "captureable." Information indicating that a combat character is "captureable" is displayed on the user interface to assist the player in capturing the character. Here, the capture threshold is influenced by factors such as the player's actions, weather, environment, and the number of times the character has been captured before. For example, the player can perform actions such as giving fruit, using interactive skills (e.g., setting off fireworks or playing in water), or attacking, and the capture threshold can be changed in-game depending on conditions such as weather and time. At the same time, the displayed information encourages the player to capture characters through friendly means such as feeding or changing the environment, rather than through combat, embodying the design concept that combat characters are best friends of the master virtual character.

[0067] Unlocked combat characters can stay in the virtual scene, interact with the master virtual character, gather resources, and battle other combat characters. Furthermore, unlocked combat characters can interact with the environment of the virtual world. For example, they can activate the potential energy mechanism to change the potential energy of the surrounding environment, acquire virtual items from attribute-locked treasure chests, set the grass on fire, or freeze the lake, thus influencing the parcel attributes of the virtual environment.

[0068] The container items described above can further simulate the physical properties of real-world objects, allowing them to bounce off obstacles or skip across water surfaces.

[0069] Preferably, there exists an initial value for the capture threshold corresponding to the combat character. Preferably, the initial value for the capture threshold is related to a first factor including at least one of the following:

[0070] • Type and / or level of combat character, • Item type and / or item level of the container item used in the capture operation, • History of capture count of combat characters by the master virtual character, • History of capture counts of combat characters of the same type by the master virtual character. • Whether the combat character has found the master virtual character or not. • Distance between the master virtual character and the combat character, • The degree of match between the master virtual character and the combat character's personality. • The degree to which the gender of the master virtual character and the combat character match.

[0071] Preferably, the types of combat characters include, but are not limited to, birds, insects, large animals, small animals, etc., and the levels include, but are not limited to, beginner, intermediate, advanced, etc., and the initial value of the capture threshold for combat characters is related to the type and / or level of the combat character, with combat characters of rarer types and / or higher levels being less likely to be captured, and the corresponding initial value of the capture threshold being small.

[0072] Preferably, the item type of the container item includes, but is not limited to, normal items, intermediate items, advanced items, etc., and the item level includes, but is not limited to, beginner, intermediate, advanced, etc., and the higher the item type of the container item used in the capture operation, and / or the higher the item level, the easier it is to capture the combat character, and the initial value of the corresponding capture threshold is larger.

[0073] Preferably, the initial value of the capture threshold correlates with the number of times the master virtual character has captured the combat character in the past, and there may be a positive correlation between the number of times the master virtual character has captured the combat character in the past and the initial value of the capture threshold. Alternatively, a higher number of past captures indicates that the combat character is more likely to be captured by the master virtual character, and the corresponding initial value of the capture threshold is higher.

[0074] Preferably, the initial value of the capture threshold correlates with the number of times the master virtual character has captured the same type of combat character in the past, and there may be a positive correlation between the number of times the master virtual character has captured the same type of combat character in the past and the initial value of the capture threshold. Alternatively, the more times the same type of combat character has been captured in the past, the more proficient the master virtual character becomes at capturing that type of combat character, meaning that the initial value of the capture threshold corresponding to that type of combat character is large.

[0075] Preferably, the initial value of the capture threshold correlates with whether or not the combat character has discovered the master virtual character. Alternatively, if the combat character has not discovered the master virtual character, the master virtual character can bypass the combat character's blind spot and capture the combat character directly. In this case, the master virtual character can achieve a relatively high capture success rate in situations where combat is not necessary, simply by employing a certain capture strategy. Alternatively, if the combat character has not discovered the master virtual character, the corresponding initial value of the capture threshold is large.

[0076] Preferably, the distance between the master virtual character and the combat character can affect the capture threshold, and the distance can have a positive correlation with the initial value of the capture threshold. For example, the closer the distance between the master virtual character and the combat character, the more accurate the master virtual character's skill activation will be, and in this case, the higher the combat character's capture success rate, the larger the corresponding initial value of the capture threshold.

[0077] Preferably, the initial value of the capture threshold is also related to the degree of personality match between the master virtual character and the combat character, and the degree of personality match may have a positive correlation with the initial value of the capture threshold. Based on the personality attributes of the combat character, each combat character has a master virtual character personality that they like or dislike. For example, a combat character with a belligerent personality will prefer a master virtual character with a belligerent personality, and the degree of personality match between the two will be relatively high. Preferably, the initial value of the capture threshold is higher the higher the degree of personality match between the master virtual character and the combat character, i.e., the easier it is for that combat character to be captured.

[0078] Preferably, the initial value of the capture threshold is also related to the degree of gender match between the master virtual character and the combat character, and the degree of gender match may have a positive correlation with the initial value of the capture threshold. Based on the gender attribute of the combat character, each combat character has a master virtual character gender that they like or dislike, and the higher the degree of gender match between the master virtual character and the combat character, the easier it is for that combat character to be captured, i.e., the initial value of the capture threshold is higher.

[0079] Note that the above numerical values ​​are relative, and the specific values ​​need to be determined on a case-by-case basis. Furthermore, while the initial value of the capture threshold for combat characters is related to the first factor, whether the initial value of the capture threshold for a particular combat character due to that first factor is large or small needs to be set according to the individual combat character.

[0080] Changes to world elements through the combat process When turn-based combat takes place between different combat characters, the skills activated by the combat characters affect the virtual world environment, and this effect is synchronized from the turn-based combat scene to the world scene. For example, if two combat characters are fighting in a turn-based combat scene and one of them activates a fire skill, a section of grass in the turn-based combat scene will catch fire, and the ignited grass section will be synchronized to the world scene. Furthermore, changes in the environment of a section will affect the combat characters themselves, such as influencing the strength of their skills.

[0081] Changes to combat elements based on the world environment When turn-based combat takes place between different combat characters, environmental elements within the world scene affect the combat characters, such as influencing their skill damage or the display effects of their skills. For example, environmental elements in a virtual world include district environmental elements and weather environmental elements, both of which affect the combat characters' aversion to and affinity for those elements. For instance, a combat character's aversion to and affinity for environmental elements includes different levels such as strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.

[0082] A strong affinity is gained if a combat character likes both environmental elements (area + weather). A weak affinity is gained if a combat character likes only one environmental element and dislikes the other. No effect is gained if a combat character likes one environmental element and dislikes the other. A weak resistance is gained if a combat character dislikes only one environmental element and dislikes the other. A strong resistance is gained if a combat character dislikes both environmental elements.

[0083] During turn-based combat, the server or client needs to periodically (for example, every round) acquire environmental elements and determine the impact those elements have on the combat characters.

[0084] Figure 3 is a schematic diagram of a virtual scene switching method according to one exemplary embodiment of the present invention. In this embodiment of the present invention, the action mode of a combat character in one scene affects the action mode in another scene. For example, when switching from a world scene to a turn-based combat scene, the world scene displays the second combat character 1301 and the master virtual character 1302, and the action mode of the second combat character 1301 in the world scene is stealth action mode. This stealth action mode is an action mode in which the character hides itself underground. In response to this scene switching condition being met and the world scene switching to a turn-based combat scene, the master virtual character 1302 releases the first combat character 1303 to fight the second combat character 1301, but in the turn-based combat scene, the second combat character 1301 remains in stealth action mode, and information indicating that "a stone monster is burying you" is displayed on the screen. At this time, several buff effects 1304 for this stealth mode will be displayed next to the second combat character 1301. When the player clicks on these buff effects 1304, three buff effects will be displayed: "High Resistance," "Recharged," and "Buried in the Ground." Here, "High Resistance" indicates that the second combat character 1301 does not like rainy environments, and damage is reduced by 20%. "Recharged" indicates that the second combat character 1301 will have a 50% increase in physical attack power after resting. "Buried in the Ground" indicates that the second combat character 1301 is in a stealth state by being buried in the ground, and defense is increased by 25%.

[0085] Furthermore, the action mode of the second combat character 1301 in the world scene will affect their combat capabilities in turn-based combat scenes. These combat capabilities include, but are not limited to, at least one of the following: buff / debuff effects, combat logic, skill strength, and the types of skills available.

[0086] Similarly, when switching from a turn-based combat scene to a world scene, the combat results of the combat characters in the turn-based combat scene also affect at least one world element in the world scene.

[0087] Figure 4 is a block diagram of the configuration of a computer system according to one exemplary embodiment of the present invention. This computer system 100 includes a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.

[0088] The first terminal 120 installs and runs an application program that supports the virtual world. The first application program may be a 3D map program, a virtual reality (VR) application, an augmented reality (AR) program, an RPG program, a turn-based game program, or a turn-based RPG program. The first terminal 120 is a terminal used by the first user to perform activities that control a first virtual character placed in the virtual world. The first virtual character is a master virtual character. These activities include, but are not limited to, adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, picking up using combat characters, fighting using combat characters, using throwables, and attacking at least one of the other virtual characters. As an example, the first virtual character is a first virtual character such as a pseudo-character object or an animator object. For example, the first user controls the first virtual character to become active using a UI widget on the virtual world screen, and the first user controls the first virtual character to throw a combat character using a UI widget on the virtual world screen.

[0089] The first terminal 120 is connected to the server 140 via a wireless or wired network.

[0090] Server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. For example, Server 140 includes a processor 144 and memory 142. Memory 142 includes a receiving module 1421, a control module 1422, and a receiving module 1421 for receiving requests sent by clients, such as requests to find the location of enemy virtual characters. The control module 1422 controls the rendering of virtual world images. The transmitting module 1423 sends responses to clients, such as sending the location of a third virtual character to the client. Server 140 provides background services to applications that support a three-dimensional virtual world. Preferably, Server 140 undertakes the primary computing jobs, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake secondary computing jobs. Preferably, Server 140 undertakes secondary computing jobs, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake the primary computing jobs. Preferably, the server 140, the first terminal 120, the second terminal 160, and the third terminal 1804 perform cooperative computing using a distributed computing architecture.

[0091] The second terminal 160 has an application program installed and running that supports the virtual world. The second terminal 160 is used by a second user, who uses the second terminal 160 to perform activities that control a second virtual character placed in the virtual world. These activities include, but are not limited to, adjusting posture, walking, running, jumping, riding, driving, aiming, picking up, capturing combat characters, controlling combat characters, leveling up combat characters, using combat characters to pick up, using combat characters to fight, using throwables, and attacking at least one of the other virtual characters. The third terminal 180 has an application program installed and running that supports the virtual world. The third terminal 180 is used by a third user, who uses the third terminal 180 to control and perform activities with a third virtual character in the virtual world.

[0092] Preferably, the first virtual character, the second virtual character, and the third virtual character may exist in the same virtual world. The first virtual character and the second virtual character belong to different factions, while the second virtual character and the third virtual character belong to the same faction.

[0093] Preferably, the application programs installed on the first terminal 120, the second terminal 160, and the third terminal 180 may be the same, or the applications 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 can refer to one of a plurality of terminals, the second terminal 160 can refer to one of a plurality of terminals, and the third terminal 180 can refer to one of a plurality of terminals; in this embodiment, only the first terminal 120, the second terminal 160, and the third terminal 180 are given as examples. The first terminal 120, the second terminal 160, and the third terminal 180 have the same or different device types, including at least one of smartphones, smartwatches, smart TVs, tablet computers, e-readers, MP3 players, MP4 players, laptop computers, and desktop computers. The first terminal is exemplified as including a smartphone.

[0094] The number of terminals described above may be more or less than the number described above. For example, there may be only one terminal, or there may be tens or hundreds of terminals, or even more. The embodiments of the present invention do not limit the number of terminals or the type of device.

[0095] An embodiment of the present invention relates to the switching sequence between two virtual scenes.

[0096] Switching sequence 1: Switching from "World Scene" to "Turn-based Battle Scene" Switching sequence 2: Switching from "Turn-based combat scene" to "World scene" Switching sequence 1: Switching from "World Scene" to "Turn-based Battle Scene" Figure 5 is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. This method may be performed by a terminal device. The method includes the following steps:

[0097] Step 210: Display that the master virtual character is located in the world scene.

[0098] The world scene is obtained by rendering based on a world map. A world map is typically a map of a relatively large open virtual world. A world map contains multiple parcels; each parcel is a polygonal parcel.

[0099] In some embodiments, the master virtual character owns at least one first combat character. The first combat character is a combat character that the master virtual character has successfully acquired, for example, the first combat character is a pet virtual character that the master virtual character has successfully acquired. The master virtual character is a virtual character controlled by the current player. The acquired first combat character may be controlled by the current player, controlled by an AI, or controlled by an AI based on a combat strategy specified by the current player, but the present invention is not limited thereto.

[0100] In this embodiment, in the initial state, at least one of the master virtual character, the first combat character, and the second combat character exists in the world scene.

[0101] Step 220: Control the master virtual character to move to the first area in the world scene.

[0102] The first region is the location or region in the world scene where the master virtual character moves. The first region may be any location within the world scene. The first region includes a second combat character that moves to the same location or region as the master virtual character. When the master virtual character moves in the world scene, the game system detects the master virtual character's region. In this invention, it is assumed that the master virtual character moves to the same region as the second combat character in the world scene, i.e., the first region.

[0103] Preferably, the first area may be a designated location to which the master virtual character needs to move in order to fight the second combat character, or the first area may be a range of areas where the second combat character exists and the master virtual character needs to enter that range to trigger the battle, and the master virtual character only needs to enter that range to trigger the battle.

[0104] In some embodiments, the second combat character includes at least one of the following: an NPC, a monster controlled by AI, a combat character that was not successfully captured, and a combat character captured by a virtual character controlled by another player.

[0105] Step 230: If the scene transition conditions are met, indicate that the combat characters are positioned in a turn-based combat scene.

[0106] Scene transition conditions are conditions used to trigger a switch between a world scene and a turn-based combat scene. In some embodiments, scene transition conditions are manually triggered by the current player, for example, by the current player controlling a master virtual character to target an uncaptured combat character using a container item, and then throwing the container item at the combat character. In some embodiments, scene transition conditions are manually triggered by other players, for example, by a match initiated by another player against the current player. In some embodiments, scene transition conditions are triggered by a terminal device or server, for example, by the master virtual character approaching a wild monster, the distance between the master virtual character and a second combat character falling below a threshold, and the terminal device or server automatically triggering the scene transition condition based on AI control logic. The present invention is not limited to triggering methods for scene transition conditions.

[0107] In some embodiments, the scene transition conditions include, but are not limited to, at least one of the following:

[0108] The master virtual character throws a container item to the second combat character. • The master virtual character casts magic on the second combat character. The master virtual character performs interactive actions on the second combat character, such as initiating combat, feeding, and petting. • The distance between the master virtual character and the second combat character is less than the first threshold. The distance between the master virtual character and the second combat character is below the first threshold, and the alert level of the second combat character exceeds the second threshold. The distance between the master virtual character and the second combat character is below the first threshold, and the second combat character is in a negative emotional state. The first Master Virtual Character encounters the second Master Virtual Character on the world map, a conversation begins between the two Master Virtual Characters, and at the end of the conversation, they agree to begin a turn-based battle.

[0109] The first master virtual character is a master virtual character controlled by the first player, and the second master virtual character may be a master virtual character controlled by the second player, or it may be an NPC (Non-Player Character) in the game setting. In another example, the first master virtual character encounters the second master virtual character on the world map, the second master virtual character launches a surprise attack on the first master virtual character, and the first master virtual character passively begins turn-based combat.

[0110] In response to the scene switching conditions being met, the world scene is switched to a turn-based combat scene, and it is indicated that the virtual character is in the turn-based combat scene. In some embodiments, the world scene is switched directly to the turn-based combat scene. In some embodiments, a transition animation is inserted during the switch from the world scene to the turn-based combat scene to mitigate the unnaturalness of the switch.

[0111] Turn-based combat scenes are obtained by rendering based on a combat map. Typically, the area of ​​the combat map is smaller than the area of ​​the world map. In some embodiments, the combat map is a separate map independent of the world map. In some embodiments, the combat map is a submap based on the world map, and the combat map is dynamically generated by selecting a smaller submap from the world map, for example, based on the position where a virtual character was located before the switch, so that the world scene displayed before the switch and the turn-based combat scene displayed after the switch are identical or maintain a higher degree of similarity than a pre-set condition.

[0112] Step 240: Based on the influencing factors in the world scene, determine the combat elements of the combat characters in the turn-based combat scene.

[0113] After switching to a turn-based combat scene, the combat elements of the combat characters in the turn-based combat scene are determined based on at least one influencing factor in the world scene.

[0114] For example, influencing factors include elements other than the virtual character's own skills, combat power, combat attributes, health attribute, and magic attribute.

[0115] In some embodiments, at least five improvement mechanisms are provided to maintain consistency between the world scene and the turn-based combat scene. In different embodiments, at least one of these five improvements can be implemented as a separate embodiment. In embodiments of the present invention, these five improvement mechanisms are divided into five branches. These five branches are described below.

[0116] • First branch: The combat abilities of combat characters in turn-based combat scenes are determined based on their action modes in the world scene.

[0117] • Second branch: The in-battle environment for combat characters in turn-based combat scenes is determined based on the out-of-battle environment of the combat characters in the world scene.

[0118] • Third branch: The skill strength of combat characters during turn-based combat is determined based on their environment outside of battles in the world scene.

[0119] • Fourth branch: Based on the environment outside of combat in the world scene, the combat map for combat characters during turn-based combat scenes is determined.

[0120] • Fifth branch: When switching from a world scene to a turn-based battle scene, add a transition animation that smoothly connects the two scenes, mitigating any awkwardness when switching from a world scene to a turn-based battle scene.

[0121] As described above, the method of this embodiment reduces the distinction between the world scene and the turn-based battle scene, increases the mutual influence between the world scene and the turn-based battle scene, improves the consistency between the world scene and the turn-based battle scene, and reduces or avoids the unnaturalness that the player feels when switching between scenes, by determining the combat elements of combat characters in the turn-based battle scene based on the influencing factors in the world scene.

[0122] I will now explain the five branching points mentioned above.

[0123] • First branch: As shown in Figure 6, the above step 240 includes the following substep 241.

[0124] Step 241: Determine the combat abilities of the combat characters in turn-based combat scenes based on their action modes in the world scene.

[0125] An action mode is a mode in which a combat character performs an action under an AI control policy. An AI control policy is an automated control policy based on non-player active control such as an AI model, action tree, or action group. Different action modes are controlled using different AI control policies. In different embodiments, an AI control policy may be understood as equivalent to any of the meanings of an AI model, action tree, action group, or control policy. In some embodiments, an action mode may be understood as at least one set of "condition + action". A set of "condition + action" is a control policy in which one condition triggers a combat character to perform one action or multiple actions or one action.

[0126] Taking an uncaptured combat character as an example, this is to simulate the lifestyle and habits of a wild combat character. Multiple behavioral modes are pre-set for the same combat character.

[0127] The behavioral modes include at least one of the following:

[0128] • Daily activity mode, • Environmental behavior mode, • Sensing action mode, • Swarm behavior mode, • Surprise attack mode.

[0129] Here, the "Normal Action Mode" is the action mode when a combat character has not detected any sensing events in the world scene. The "Environmental Action Mode" is the action mode after a combat character has detected a sensing event triggered by environmental factors in the world scene. The "Sensing Action Mode" is the action mode after a combat character has detected a sensing event triggered by a hostile virtual character in the world scene. The "Crowd Action Mode" is the action mode in which multiple combat characters act according to a group strategy or collective strategy. The "Ambush Action Mode" is the action mode aimed at lying in wait.

[0130] The combat character described above may be a second combat character or a first combat character. That is, the combat character in this embodiment includes at least one of the first combat character and the second combat character.

[0131] In one embodiment, in response to the scene switching condition being met, the terminal device obtains the ID of the action mode of the combat character in the world scene, and then, based on that action mode ID, selects a combat ability that matches that action mode ID from a pre-configured combat ability table as the combat ability for that combat character when fighting in a turn-based combat scene.

[0132] For example, see Table 1.

[0133] [Table 1] The table above is a pre-configured combat ability table for combat characters, and a combat character is either the first combat character or the second combat character. If the combat character acquired by the terminal is in normal action mode, the basic combat ability (a type of combat character with the same or different basic combat ability) is determined from the combat ability table. If the terminal determines that the combat character is in environmental action mode, combat ability 1 (a different type of combat character, combat ability 1 is the same or different) is determined from the combat ability table. If the terminal determines that the combat character is in sensing action mode, combat ability 2 (a different type of combat character, combat ability 1 is the same or different) is determined from the combat ability table. If the terminal determines that the combat character is in crowd action mode, combat ability 3 (a different type of combat character, combat ability 1 is the same or different) is determined from the combat ability table. If the terminal determines that the combat character is in surprise attack mode, combat ability 4 (a different type of combat character, combat ability 1 is the same or different) is determined from the combat ability table.

[0134] The following describes each of the five behavioral modes mentioned above.

[0135] • Daily activity mode: This section describes the daily activities of the second combat character.

[0136] The daily behavior mode is the behavior mode of a second combat character that does not detect sensing events in the world scene. In some embodiments, multiple AI control policies are set for the second combat character, one of which is used to control the behavior of the second combat character that does not detect sensing events in the world scene.

[0137] The daily activities mode simulates the everyday actions of a combat character, such as walking, patrolling, foraging for food, sleeping, and drinking water.

[0138] • Environmental behavioral modes (detecting behavioral modes triggered by specific environmental factors): This section describes the case where the second combat character senses predetermined or specific environmental factors.

[0139] The environmental action mode is the action mode of the second combat character after it detects a detection event triggered by environmental factors in the world scene. Environmentally triggered detection events are those triggered by factors other than the master virtual character and the first combat character. For example, environmentally triggered detection events are action modes triggered by preset or specific environmental factors.

[0140] In some embodiments, multiple AI control policies are set for a second combat character, one of which is used to control the second combat character's behavior when it detects a sensing event triggered by environmental factors in the world scene.

[0141] An environmental action mode is an action mode triggered by a preset or specific environmental factor. In some embodiments, the environmental action mode is a stealth action mode triggered by a preset or specific environmental factor, i.e., the second combat character acts according to an action mode that conceals their location due to a preset or specific environmental factor.

[0142] Environmental behavioral modes include at least one of the following: stealth mode, camouflage mode, sleep mode, escape mode, frenzy combat mode, and alert mode.

[0143] • Stealth Mode: The second combat character enters a mode of concealment to avoid being detected or attacked by the Master Virtual Character. This includes hiding behind objects, hiding behind objects, or using invisibility skills.

[0144] • Disguise Mode: The second combat character takes on a mode of disguise to deceive the master virtual character. This includes changing their shape according to the surrounding environment, or transforming into another virtual character.

[0145] In some embodiments, the disguised mode of operation can be considered a type of stealth mode of operation.

[0146] • Sleep Mode: The second combat character enters a sleep state, reducing their activity and recovering health or energy. This mode is triggered when the second combat character is severely injured or lacks resources, such as in hibernation mode.

[0147] • Escape Mode: The second combat character chooses to flee from turn-based combat scenes to avoid defeat. This mode is triggered when the second combat character's health falls below a threshold or when faced with unfavorable circumstances.

[0148] • Madness Combat Mode causes the second combat character to exhibit an extremely aggressive and violent behavior mode, launching attacks against the Master Virtual Character. This behavior mode is triggered when the second combat character becomes enraged or is in a very dangerous state.

[0149] • Alert Mode indicates that the second combat character is highly vigilant and cautious in dealing with potential threats. This mode is automatically activated when the second combat character detects the presence of a hostile combat character or other threats.

[0150] The pre-set or specific environmental factors include at least one of the following: time of day, weather type, and terrain attribute. The environmental behavior modes corresponding to different environmental factors may be the same or different.

[0151] In one embodiment, the environmental behavior mode may be further subdivided into stealth mode, camouflage mode, sleep mode, escape mode, frenzy combat mode, and alert mode. Based on the acquired ID of the subdivided behavior mode, the terminal device determines the combat ability corresponding to that behavior mode from a pre-configured combat ability table, which will be the combat ability of the combat character when fighting in a turn-based combat scene.

[0152] In one preferred example, if the environmental action mode is a first environmental action mode triggered by the time of day, the combat capabilities of the combat characters in a turn-based combat scene are determined according to the first environmental action mode.

[0153] Time zones are subsets of all time periods in the world scene. Time zones are represented by the year, season, day / night cycle, and duration in the world scene. If a first environmental action mode is triggered by a time zone, the combat capabilities of the second combat character during turn-based combat scenes are determined according to that first environmental action mode.

[0154] For example, if the time of day is nighttime and the second combat character is a dark-attribute combat character, then during nighttime, the dark-attribute combat character's night vision will be enhanced according to the night stealth activity mode, and when switching from the world scene to the turn-based combat scene, the dark-attribute combat character will gain the "enhanced vision" buff. Therefore, the night stealth activity mode reduces the probability of the dark-attribute combat character being detected by the first combat character. Also, for example, if the first time period is nighttime and the second combat character is a ghost-type combat character, then the ghost-type combat character will enter an invisible stealth activity mode during nighttime. In this case, if the master virtual character moves towards it, throws a container item, or activates a skill, they will pass directly through the ghost-type combat character, and when switching from the world scene to the turn-based combat scene, the ghost-type combat character's stealth ability will be increased, reducing the probability of the ghost-type combat character being caught by the master virtual character while performing stealth activity mode during nighttime.

[0155] In one preferred example, if the first environmental action mode is a stealth action mode triggered by the first time period, and the combat time falls within the first time period, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the stealth action mode.

[0156] Here, the first time zone is a subset of all time in the world scene. The first time zone is represented by the year, season, day / night cycle, and time of day within the world scene. Combat time changes according to the system time in the world scene.

[0157] For example, if the first time period is nighttime, the second combat character is a ghost-type combat character, and the game switches from a world scene to a turn-based combat scene, then during nighttime, the second combat character will enter stealth mode, the second combat character and the first combat character will fight during nighttime, and the second combat character's stealth ability will increase.

[0158] Preferably, in some embodiments, if the first environmental action mode is a stealth action mode triggered by a first time period, and the combat time does not fall within the first time period, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the daily action mode or the environmental action mode corresponding to the combat time. Preferably, in some embodiments, the combat character may be in stealth action mode when entering combat, and their combat capabilities may be determined according to stealth action mode throughout the combat.

[0159] For example, if the first time period is nighttime, the second combat character is a ghost-type combat character, and the game switches from a world scene to a turn-based combat scene, the second combat character enters stealth mode during nighttime. When the combat time shifts from nighttime to morning, the second combat character switches from stealth mode to normal mode. The second combat character then fights the first combat character, and when the current combat time becomes morning, the ghost-type combat character can no longer be stealthy, meaning its combat abilities while fighting the first combat character revert to normal.

[0160] In one preferred example, if the environmental action mode is a second environmental action mode triggered by the weather type, the combat capabilities of the combat characters in a turn-based combat scene are determined according to the second environmental action mode.

[0161] Weather types are a subset of all weather types in the world scene. Weather types include at least one of the following: sunny, cloudy, rainy, snowy, thunderstorm, hail, dusty, sandstorm, windy, and smog. If an environmental action mode is a second environmental action mode triggered by a weather type, the combat capabilities of the second combat character in combat during a turn-based combat scene are determined according to the second environmental action mode.

[0162] For example, if the weather type is rainy and the second combat character is a water-type combat character, and it is not raining, the water-type combat character will operate hidden underwater. If it is raining, the water-type combat character will jump out of the water and operate. If it is raining, the combat power of this water-type combat character will be greatly enhanced, and when the master virtual character acquires this water-type combat character, the game will switch from the world scene to a turn-based combat scene, and this water-type combat character will enter a frenzy combat mode, allowing the water-type combat character to improve its combat power, accuracy, and other abilities. As another example, if the weather type is snowy and the second combat character is an ice-type combat character, and the ice-type combat character only appears on snowy days, and on snowy days the ice-type combat character enters camouflage mode, and when the game switches from the world scene to a turn-based combat scene, the ice-type combat character will camouflage its position with ice or snow and then ambush the first combat character while camouflaged.

[0163] In one preferred example, if the second environmental action mode is a stealth action mode triggered by the first weather type, and the current weather type belongs to the first weather type, then the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the stealth action mode.

[0164] Here, the first weather type is a subset of all weather types in the world scene. Here, the first weather type includes at least one of the following: sunny, cloudy, overcast, rain, snow, thunder, hail, dust, sandstorm, wind, and smog. Here, the current weather type changes with system time in the world scene, or changes in the current weather type are triggered by the combat character's skills.

[0165] For example, if the first weather type is rain, and the second combat character is a rain-type combat character, and the first weather type is rain, then when switching from the world scene to a turn-based combat scene, the second combat character will enter stealth mode, the second combat character and the first combat character will fight on a rainy day, the rain-type combat character will grant stealth skills, and the second combat character's stealth ability will be enhanced.

[0166] Preferably, in some embodiments, if the second environmental action mode is a stealth action mode triggered by a first weather type, and the current weather type does not belong to the first weather type, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the normal action mode or the environmental action mode corresponding to the current weather type. Preferably, in some embodiments, the combat character is in stealth action mode when entering combat, and during combat, the combat character can continue to determine combat capabilities according to the stealth action mode.

[0167] For example, if the first weather type is rain, the second combat character is a rain-type combat character, and the game switches from a world scene to a turn-based combat scene, the second combat character will fight the first combat character, and the second combat character will enter stealth mode. If the current weather type changes from rain to sunny during the battle, the second combat character will switch from stealth mode to normal mode. If the current weather type is sunny, the rain-type combat character will no longer be able to use stealth techniques, and the second combat character's combat abilities during the battle with the first combat character will return to normal.

[0168] In one preferred example, if the environmental action mode is a third environmental action mode triggered by terrain attributes, the combat capabilities of the combat characters in turn-based combat scenes are determined according to the third environmental action mode.

[0169] Terrain attributes are a subset of all terrain attributes in the world scene. Terrain attributes include at least one of the following types: lake, river, mountain, grassland, soil, fire, ice, desert, forest, sand, etc. If the environmental action mode is a third environmental action mode triggered by a terrain attribute, the combat capabilities of the second combat character when fighting in a turn-based combat scene will be determined according to the third environmental action mode.

[0170] For example, if the terrain attribute is grassland, the second combat character is a plant-type combat character, and the second combat character is located in a grassland area, the plant-type combat character will disguise itself as grass or flowers. In this case, the second combat character will enter disguise mode, and when switching from the world scene to a turn-based combat scene, the plant-type combat character will gain stronger defense and healing power in disguise mode. Also, for example, if the terrain attribute is fire, the second combat character is a fire-type combat character, and the second combat character is located in a fire area, the fire-type combat character will enter berserk combat mode, and when transitioning from the world scene to a turn-based combat scene, the fire-type combat character will gain buffs corresponding to the fire area, such as increased attack power and speed. Preferably, the character can acquire special skills corresponding to the fire area, such as learning the ability to control the fire area to make the terrain more likely to ignite, or mastering a virtual character that makes the fire-type combat character more destructive or deterrent.

[0171] In one preferred example, if the third environmental action mode is a stealth action mode triggered by the first terrain attribute, and the combat character's position belongs to the first terrain attribute, then the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the stealth action mode.

[0172] Here, the first terrain attribute is a subset of all terrain attributes in the world scene. The first terrain attribute includes at least one of the following types: lake, river, mountain, grassland, mud, fire, ice, desert, forest, sand, etc. The position of combat characters changes dynamically during the combat process in turn-based combat scenes.

[0173] For example, if the first terrain attribute is Earth, and the second combat character is an Earth-type combat character, and you switch from a world scene to a turn-based combat scene, the second combat character will fight the first combat character using Earth, the Earth-type combat character will enter stealth mode, the Earth-type combat character will use its escape skill, and the second combat character's combat ability will be improved when fighting in the turn-based combat scene.

[0174] Preferably, in some embodiments, if the third environmental action mode is a stealth action mode triggered by a first terrain attribute, and the combat character's position does not belong to the first terrain attribute, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the normal action mode or the environmental action mode corresponding to the terrain attribute of the combat character's position. Preferably, in some embodiments, the combat character may be in stealth action mode when entering combat, and their combat capabilities may be determined according to stealth mode throughout the entire course of combat.

[0175] For example, if the first terrain attribute is a river, the second combat character is a water-based combat character, and the game switches from a world scene to a turn-based combat scene, the second combat character and the first combat character will fight in the river. The second combat character will enter stealth mode, and during the battle, the positions of the first and second combat characters will change. When the second combat character's position changes from a river to dirt, the terrain attribute will change, and the second combat character will switch from stealth mode to normal mode. Alternatively, the first combat character may use a freeze skill on the second combat character, changing the second combat character's position from a river to ice, changing the terrain attribute, and the second combat character will also switch from stealth mode to normal mode. This water-based combat character will no longer be able to use stealth skills, and the second combat character's combat abilities will recover to their normal combat abilities compared to when they fought the first combat character.

[0176] For example, as shown in part 7(a) of Figure 7, if the second combat character 601 is a plant-type combat character and the first area type is grass, then as shown in part 7(b) of Figure 7, the second combat character 601 transforms into a plant 602. In this case, the second combat character 601 enters a disguise mode, gaining higher stealth capabilities and reducing the probability of being discovered by the master virtual character. Even if the second combat character 601 switches from the world scene to a turn-based combat scene after being discovered by the master virtual character, it can still gain at least one of the following: additional defensive capabilities, healing capabilities, combat logic, or exclusive skills.

[0177] • Sensing action mode (action mode triggered by the master virtual character): Here, we will explain, as an example, how a second combat character is triggered by the master virtual character.

[0178] The detection action mode is the action mode triggered after a detection event occurs in the world scene when a combat character detects an enemy virtual character. Taking a second combat character as an example, the detection action mode is the action mode that occurs in the world scene when the second combat character detects a detection event triggered by the master virtual character and / or the first combat character.

[0179] The sensing action mode includes at least one of the following: stealth action mode, camouflage action mode, sleep action mode, escape action mode, frenzy combat mode, alert action mode, etc.

[0180] In one embodiment, the sensing behavior mode can be further subdivided into stealth behavior mode, camouflage behavior mode, sleep behavior mode, escape behavior mode, frenzy combat mode, alert behavior mode, and so on. Based on the acquired ID of the subdivided behavior mode, the terminal device determines the combat ability corresponding to that behavior mode from a pre-configured combat ability table, which will be the combat ability of the combat character when fighting in a turn-based combat scene.

[0181] In one preferred example, if the sensing action mode is a first sensing action mode triggered by the compatibility relationship between combat characters of different attributes, the combat capabilities of the combat characters during combat in a turn-based combat scene are determined according to the first sensing action mode.

[0182] Compatibility relationships between virtual characters refer to the existence of compatibility relationships between different virtual characters. In some embodiments, different virtual characters have different attributes. Attributes include at least one of the following: metal, wood, water, fire, earth, light, dark, lightning, snow, ice, etc. Different attributes have compatibility relationships with each other; for example, fire suppresses wood, and water suppresses fire. If the sensing action mode is associated with the compatibility relationship between virtual characters, the actions of the second combat character in a turn-based combat scene will change according to the action mode corresponding to the compatibility relationship.

[0183] In some embodiments, when a first combat character suppresses a second combat character, the second combat character's sensing behavior mode is at least one of stealth behavior mode, camouflage behavior mode, escape behavior mode, and alert behavior mode, while the first combat character's sensing behavior mode is frenzy combat mode.

[0184] In some embodiments, when a second combat character suppresses a first combat character, the first combat character's sensing behavior mode is at least one of stealth behavior mode, camouflage behavior mode, escape behavior mode, and alert behavior mode, while the second combat character's sensing behavior mode is frenzy combat mode.

[0185] For example, if the second combat character is a wood-element combat character, and the wood-element combat character detects a fire-element combat character within 100m, the wood-element combat character will enter escape mode. When switching from the world scene to a turn-based combat scene, the fire-element combat character will prioritize skills such as escape, flee, and dodge to avoid direct combat with the fire character, or increase its movement speed to move away from the fire character's attack range. Also, for example, if the second combat character is a fire-element combat character, and the fire-element combat character encounters a water-element combat character, the fire-element combat character will enter escape mode. When switching from the world scene to a turn-based combat scene, the fire-element combat character's special skills and spells may be weakened, such as a decrease in attack power or accuracy. The fire-element combat character may also strengthen its own defense, reduce the damage dealt by the water-element virtual character, and increase its own movement speed.

[0186] In one preferred example, if the sensing action mode is a stealth action mode triggered by the compatibility relationship between combat characters of different attributes, the combat capabilities of the combat characters during combat in a turn-based combat scene are determined according to the stealth action mode.

[0187] Here, stealth mode belongs to detection mode. Compatibility between combat characters refers to the relationship of compatibility between combat characters of different attributes. For example, different attributes have a compatibility relationship with each other; for instance, fire suppresses wood, water suppresses fire, and wind suppresses water.

[0188] For example, if the second combat character is a water-type combat character and the first combat character is a wind-type combat character, the wind-type combat character will suppress the water-type combat character, meaning the first combat character will suppress the second combat character. When the second combat character senses the first combat character, the second combat character will enter stealth mode. In this case, the second combat character will increase its movement speed and use evasion skills to quickly escape in turn-based combat scenes.

[0189] Preferably, in some embodiments, when an enemy combat character switches, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the normal action mode or the sensing action mode corresponding to the enemy combat character. Preferably, in some embodiments, the combat character is in stealth action mode when entering combat, and the combat character can determine its combat capabilities according to stealth action mode throughout the combat.

[0190] For example, if the second combat character is a water-type combat character and the first combat character is a wind-type combat character, when the second combat character detects the first combat character, it enters stealth mode. When the first combat character switches to a fire-type combat character, the second combat character detects the first combat character and changes from stealth mode to berserk combat mode, and in turn-based combat scenes, the second combat character's attack power increases.

[0191] For example, as shown in part (a) of Figure 8, the second combat character 701 and the first combat character 702 are in a compatibility relationship, and when the second combat character 701 senses the first combat character 702, as shown in part (b) of Figure 8, the second combat character 701 enters stealth mode and shrinks underground 703, and the second combat character 701 chooses to take defensive measures to reduce the possibility of being harmed, and by hiding in a shell, it can provide additional defense and protection that increases the difficulty of attacks by the first combat character 702.

[0192] In one preferred example, if the first sensing behavior mode is a second sensing behavior mode triggered by a stress response, the combat capabilities of a combat character during a turn-based combat scene are determined according to this second sensing behavior mode.

[0193] Here, a stress response is the behavioral reaction of a combat character after sensing an enemy combat character. For example, if the combat character is a second combat character, the stress response is the behavioral reaction of the second combat character sensing the master virtual character and / or the first combat character. In some embodiments, a stress response includes at least one of the following reactions: hiding, warning, fleeing, surprise, questioning, anger, etc.

[0194] In one preferred example, if the second sensing behavior mode is a stealth behavior mode triggered by a stress response, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the stealth behavior mode.

[0195] Preferably, if the second sensing action mode is a stealth action mode, when the second combat character senses the first combat character or the master virtual character, the second combat character enters stealth action mode and acts according to an action mode that conceals its own location.

[0196] For example, if the second combat character is an Earth-element combat character, and the second combat character senses that the first combat character or the Master virtual character is approaching nearby, after entering a turn-based combat scene, the second combat character will experience a stealth stress response, enter stealth mode, become more vigilant, and the Earth-element combat character's stealth ability will increase. In this case, the Earth-element combat character will choose an appropriate time to reappear or initiate an attack when the first combat character is not paying attention.

[0197] Preferably, in some embodiments, when the duration of the stress response reaches a first duration, the combat capabilities of the combat character in a turn-based combat scene are determined according to the normal behavior mode. Preferably, in some embodiments, the combat character is in stealth mode when entering combat, and the combat character can determine their combat capabilities according to stealth mode throughout the combat. The first duration is a preset time threshold. Preferably, the value of the first duration is different for different combat characters. Preferably, the value of the first duration is the same for different combat characters, but the present invention is not limited thereto.

[0198] For example, if a second combat character senses that a first combat character is nearby, or that the master virtual character is approaching, it will trigger a stress response and enter stealth mode. Once the second combat character's stealth mode has reached a predetermined time, or when the second combat character senses that the danger has been lifted, it will switch from stealth mode to normal mode. In this case, the second combat character's combat capabilities when fighting the first combat character will change.

[0199] In some embodiments, the stress response of the second combat character is communicated to the player through methods such as special effects and actions, allowing the player to recognize that the second combat character has been affected and generated a stress response. Different stress responses, depending on the personality settings of the different second combat characters, can be presented to the master virtual character through the second combat character's facial expressions, actions, or dialog boxes.

[0200] For example, as shown in Figure 9, the behavior of the second combat character 801 in different stress reactions is shown when the second combat character 801 generates a stress reaction that warns other combat characters in the vicinity. Alternatively, the second combat character 802 generates an angry stress reaction. Alternatively, the second combat character 803 generates a surprised stress reaction. Alternatively, the second combat character 804 generates a questioning stress reaction. Alternatively, the stress reactions of the second combat characters are presented to the player in the form of facial expressions, actions, or dialog boxes.

[0201] For example, if the stress response is a stealth response, when the second combat character senses the master virtual character, the second combat character will enter stealth mode. If the scene switches from a world scene to a turn-based combat scene, the second combat character may search for cover or use stealth skills to increase their stealth capabilities and reduce the chance of being discovered by the master virtual character. In stealth mode, the second combat character may wait for the right moment to attack or escape, choosing a more advantageous timing.

[0202] In some embodiments, when the sensing action mode is a stealth action mode, the second combat character operates in an action mode that conceals its own location. The second combat character has stealth action modes based on the environment and stealth action modes based on its own abilities.

[0203] • Environment-based stealth For example, as shown in Figure 10, if the second combat character 901 is an earth-element combat character, and senses the approach of the master virtual character 902, the second combat character 901 will trigger a stealth stress response and enter stealth mode. The second combat character 901 will become more vigilant and observe its surroundings. While in stealth mode, the second combat character 901 will wait for the right moment to reappear or launch a surprise attack. It can choose to wait for the master virtual character's first combat character to expose a weakness or distract it, and then attack during that opportunity.

[0204] For example, as shown in Figure 11, if the second combat character 1001 is a water-based combat character, and senses the approach of the master virtual character 1002, the second combat character 1001 will experience a stealth stress response and enter stealth mode. In stealth mode, the second combat character 1001 typically possesses greater mobility and flexibility. In stealth mode, the second combat character 1001 may become more skillful by taking advantage of the terrain, such as traversing water, jumping, or using other terrain features to evade pursuit, or by increasing its stealth capabilities using accelerated movement, invisibility, transformation, etc.

[0205] • Stealth based on one's own abilities For example, as shown in Figure 12, when the second combat character 1101, an electrical combat character, senses the approach of the master virtual character 1102, the second combat character 1101 undergoes a stealth stress response and enters stealth mode. While in stealth mode, the second combat character 1101 transforms into lightning, significantly increasing its movement speed. The second combat character 1101 then uses its lightning form to quickly escape the combat area. In turn-based combat scenes, the second combat character 1101 can use electrical energy-related skills to unleash attack skills such as arcs, thunderclaps, or electrical energy fluctuations to obstruct the master virtual character 1102's vision or inflict damage.

[0206] For example, if the stress response is a warning response and the second combat character senses the master virtual character, the second combat character will enter berserk combat mode, emit a warning signal to draw the help of other second combat characters, and if the scene switches from a world scene to a turn-based combat scene, the second combat character in berserk combat mode can increase their defense or call in reinforcements to increase their own combat power.

[0207] For example, as shown in part (a) of Figure 13, when a second combat character 1201 performing normal patrol actions senses the approach of the master virtual character 1202, as shown in part (b) of Figure 13, the second combat character 1201 enters berserk combat mode and confronts the master virtual character 1202. When the scene switches from the world scene to a turn-based combat scene, the second combat character 1201 begins attacking more aggressively and uses more powerful skills or attack methods to quickly achieve victory.

[0208] For example, if the stress response is an escape response, and the second combat character senses the master virtual character, the second combat character will enter escape mode. If the game switches from a world scene to a turn-based combat scene, the second combat character will escape via a safer route or use escape skills to increase their escape ability. While escaping, the second combat character can search for cover or use the environment to camouflage themselves in order to increase their chances of success.

[0209] • Crowd behavior mode (behavior mode in groups or societies): Here, we will explain using the example of a second combat character being in a crowd.

[0210] The crowd action mode is an action mode in which, when a second combat character is in a group, they act according to the group's overall crowd strategy, and the same group can be composed of different types of virtual characters. When a second combat character is in a group, they act according to the group's overall group strategy, and the same group can be composed of the same type of virtual characters.

[0211] For example, if the second combat character leaves the group, they will enter escape mode. If the second combat character is in a crowd, they will fight according to the crowd combat mode. When switching from a world scene to a turn-based combat scene, second combat characters belonging to the same crowd will cooperate in combat and unleash more powerful skills.

[0212] Here, we will explain using the first combat character as an example.

[0213] • Daily activity mode: This section describes the daily activities of the first combat character.

[0214] The daily behavior mode is the behavior mode when the first combat character does not detect any sensing events in the world scene. In some embodiments, multiple AI control policies are set for the first combat character, one of which is used to control the first combat character's behavior when it does not detect any sensing events in the world scene.

[0215] The daily life mode simulates the initial everyday actions of the character during combat, such as walking, patrolling, foraging for food, sleeping, and drinking water.

[0216] • Environmental behavior modes (sensing behavior modes that are pre-set or triggered by specific environmental factors): This section explains how the first combat character perceives environmental factors.

[0217] The environmental action mode is the action mode that the first combat character takes after sensing a sensing event triggered by environmental factors in the world scene. For example, an environmentally triggered sensing event is an action mode triggered by a preset or specific environmental factor.

[0218] In some embodiments, multiple AI control policies are set for a first combat character, one of which is used to control the actions of the first combat character when it detects a sensing event triggered by environmental factors in the world scene.

[0219] An environmental action mode is an action mode triggered by a preset or specific environmental factor. In some embodiments, the environmental action mode is a stealth action mode triggered by a preset or specific environmental factor, i.e., under certain environmental conditions, the first combat character acts according to an action mode that conceals their location.

[0220] The environmental behavior mode includes at least one of the following: stealth mode, camouflage mode, sleep mode, escape mode, frenzy combat mode, alert mode, etc.

[0221] • Stealth Mode: The first combat character takes a mode of action to conceal themselves in order to avoid being detected or attacked by the second combat character. This may include hiding behind objects, hiding behind objects, or using stealth skills.

[0222] • Disguise Mode: The first combat character adopts a mode of disguise to deceive the second combat character. This may include changing its shape according to the surrounding circumstances, or transforming into another virtual character.

[0223] In some embodiments, the disguised mode of operation can be considered a type of stealth mode of operation.

[0224] • Sleep Mode: The first combat character enters a sleep state, reducing their activity and recovering health or energy. This mode may be triggered when the first combat character is severely injured or when resources are depleted.

[0225] For example, there's the hibernation mode.

[0226] • Escape Mode: The first combat character chooses to flee from the battle scene to avoid defeat. This mode is triggered when the first combat character's health falls below a certain threshold or when they face an unfavorable situation.

[0227] • Madness Combat Mode: The first combat character exhibits an extremely aggressive and violent behavior mode, launching attacks against the second combat character. This behavior mode is triggered when the first combat character becomes enraged or is in a very dangerous state.

[0228] • Alert Mode: The first combat character exhibits extreme vigilance and caution in dealing with potential threats. This mode is automatically activated when the first combat character senses the presence of a hostile combat character or other threat.

[0229] The pre-configured or specific environmental factors include at least one of the following: time of day, weather type, and terrain attribute. The environmental behavior modes corresponding to different pre-configured environmental factors may be the same or different.

[0230] In some embodiments, the environmental behavior mode may be further subdivided into stealth mode, camouflage mode, sleep mode, escape mode, frenzy combat mode, and alert mode. Based on the acquired ID of the subdivided behavior mode, the terminal device determines the combat capability corresponding to that behavior mode from a pre-configured combat capability table as the combat capability of the first combat character when fighting in a turn-based combat scene.

[0231] In one preferred example, if the environmental action mode is a first environmental action mode triggered by the time of day, the combat capabilities of the first combat character when fighting in a turn-based combat scene are determined according to the first environmental action mode.

[0232] Time zones are subsets of all time periods in the world scene. Time zones are represented by the year, season, day / night cycle, and duration in the world scene. If a first environmental action mode is triggered by a time zone, the combat capabilities of the first combat character during turn-based combat scenes are determined according to that first environmental action mode.

[0233] For example, if the time of day is nighttime, and the first combat character is a dark-attribute combat character, then, according to the night stealth mode, the dark-attribute combat character's night vision will be improved, and if the game switches from the world scene to a turn-based combat scene, the dark-attribute combat character will gain the "enhanced vision" buff, and due to the night stealth mode, the probability of the dark-attribute combat character being detected by the second combat character will decrease.

[0234] In one preferred example, if the first environmental action mode is a stealth action mode triggered by the first time period, and the combat time falls within the first time period, then the combat capabilities of the combat character when fighting in a turn-based combat scene are determined according to the stealth action mode.

[0235] Here, the first time zone is a subset of all time in the world scene. The first time zone is represented by the year, season, day / night cycle, and time of day in the world scene. Combat time changes in accordance with the time changes of the system in the world scene.

[0236] For example, if the first time period is nighttime, the first combat character is a ghost-type combat character, and the game switches from a world scene to a turn-based combat scene, then during nighttime, the first combat character will enter stealth mode, the first combat character and the second combat character will fight, and the first combat character's stealth ability will increase.

[0237] Preferably, in some embodiments, if the first environmental action mode is a stealth action mode triggered in a first time period, and the combat time does not fall within the first time period, the combat capabilities of a combat character when fighting in a turn-based combat scene are determined according to the daily action mode or the environmental action mode corresponding to the combat time. Preferably, in some embodiments, the combat character is in stealth action mode when entering combat, and throughout the combat time, the combat character can always determine their combat capabilities according to the stealth action mode.

[0238] For example, if the first time period is nighttime, the first combat character is a ghost-type combat character, and the game switches from a world scene to a turn-based combat scene, then during the nighttime, the first combat character enters stealth mode. When the combat time shifts from nighttime to early morning, the first combat character switches from stealth mode to normal mode, and the first combat character fights the second combat character. If the first time period is early morning, the ghost-type combat character can no longer be stealthy, meaning the combat capabilities of the first combat character when fighting the second combat character revert to normal combat capabilities.

[0239] In one preferred example, if the environmental action mode is a second environmental action mode triggered by the weather type, the combat capabilities of the first combat character during combat in a turn-based combat scene are determined according to the second environmental action mode.

[0240] A weather type is a subset of all weather types in the world scene. A weather type includes at least one of the following: sunny, cloudy, rainy, snowy, thunderstorm, hail, dusty, sandstorm, windy, and smog. If the environmental action mode is a second environmental action mode triggered by the weather type, the combat abilities of the first combat character fighting in a turn-based combat scene are determined according to the second environmental action mode.

[0241] For example, if the weather type is rainy and the first combat character is a water-type combat character, and it is not raining, the water-type combat character will hide and operate underwater. On rainy days, the water-type combat character will jump out of the water and operate. On rainy days, the water-type combat character's combat power will be greatly increased. If the game switches from a world scene to a turn-based combat scene during a battle between a water-type combat character and the second combat character, the water-type combat character may enter a frenzy combat mode, potentially increasing their combat power, such as attack power and accuracy.

[0242] In one preferred example, if the second environmental action mode is a stealth action mode triggered by the first weather type, and the current weather type belongs to the first weather type, then the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the stealth action mode.

[0243] Here, the first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of the following: sunny, cloudy, overcast, rain, snow, thunder, hail, dust, sandstorm, wind, and smog. The current weather type follows the temporal changes of the system in the world scene, or the current weather type changes due to combat character skill triggers.

[0244] For example, if the first weather type is rain, the first combat character is a rain-type combat character, and the first weather type is rain, and the game switches from a world scene to a turn-based combat scene, the first combat character will enter stealth mode, the first and second combat characters will fight on a rainy day, the rain-type combat character will be granted stealth skills, and the first combat character's stealth ability will be enhanced.

[0245] Preferably, in some embodiments, if the second environmental action mode is a stealth action mode triggered by a first weather type, and the current weather type does not belong to the first weather type, then in a turn-based combat scene, the combat capabilities of a combat character during combat are determined according to the normal action mode or the environmental action mode corresponding to the current weather type. Preferably, in some embodiments, a combat character may be in stealth action mode when entering combat and their combat capabilities may be determined according to stealth action mode throughout the combat.

[0246] For example, if the first weather type is rain, the first combat character is a rain-type combat character, and the scene switches from a world scene to a turn-based combat scene, the first combat character and the second combat character will fight. If it is raining, the first combat character will enter stealth mode. If the current weather type changes from rain to sunny during combat, the first combat character will switch from stealth mode to normal mode. If the first weather type is sunny, the rain-type combat character will no longer be able to use stealth skills, and the first combat character's combat abilities during combat with the second combat character will return to normal.

[0247] In one preferred example, if the environmental action mode is a third environmental action mode triggered by terrain attributes, the combat capabilities of the first combat character when fighting in a turn-based combat scene are determined according to the third environmental action mode.

[0248] Terrain attributes are a subset of all terrain attributes in the world scene, including at least one of the following types: lake, river, mountain, grassland, soil, fire, ice, desert, forest, sand, etc. If the environmental action mode is a third environmental action mode triggered by a terrain attribute, the combat capabilities of the first combat character when fighting in a turn-based combat scene are determined according to the third environmental action mode.

[0249] For example, if the terrain attribute is grassland, the first combat character is a plant-type combat character, and the first combat character is located in a grassland area, the plant-type combat character will disguise itself as a plant such as grass or flowers. In this case, the first combat character will enter a disguise mode, and when switching from the world scene to a turn-based combat scene, the plant-type combat character will gain higher stealth capabilities in disguise mode, making it more difficult for the second combat character to detect or attack it.

[0250] In one preferred example, if the third environmental action mode is a stealth action mode triggered by the first terrain attribute, and the combat character's position belongs to the first terrain attribute, then the combat capabilities of that combat character during combat in a turn-based combat scene are determined according to the stealth action mode.

[0251] Here, the first terrain attribute is a subset of all terrain attributes in the world scene, and the first terrain attribute includes at least one of the following types: lake, river, mountain, grassland, mud, fire, ice, desert, forest, sand, etc. In turn-based combat scenes, the position of combat characters changes dynamically.

[0252] For example, if the first terrain attribute is Earth, and the first combat character is an Earth-type combat character, and you switch from a world scene to a turn-based combat scene, the first combat character and the second combat character will fight on Earth. The Earth-type combat character will enter stealth mode, activate its escape skill, and enhance the combat abilities of the first combat character fighting in the turn-based combat scene.

[0253] Preferably, in some embodiments, if the third environmental action mode is a stealth action mode triggered by a first terrain attribute, and the combat character's position does not belong to the first terrain attribute, the combat capabilities of the combat character fighting in a turn-based combat scene are determined according to the normal action mode or a second environmental action mode corresponding to the terrain attribute of the combat character's position. In one preferred example, in some embodiments, the combat character may be in stealth action mode when entering combat, and the combat character may determine their combat capabilities according to stealth action mode throughout the combat.

[0254] For example, if the first terrain attribute is a river, the first combat character is a water-type combat character, and the game switches from a world scene to a turn-based combat scene, the first and second combat characters will fight in the river, the first combat character will enter stealth mode, and if the positions of the first and second combat characters change during the battle, and the first terrain attribute changes from river to soil, the first combat character will switch from stealth mode to normal mode. Alternatively, if the second combat character uses a freeze skill on the first combat character, the first combat character's position will change from river to ice, the first combat character will also switch from stealth mode to normal mode, water-type combat characters will not be able to use stealth skills, and the first combat character's combat ability during the battle with the second combat character will return to normal.

[0255] • Surprise attack mode: This section explains the case where the first combat character ambushes the second combat character.

[0256] The surprise attack mode is an action mode aimed at ambushing. In some embodiments, the surprise attack mode is an action mode in which a master virtual character controls a first combat character to ambush a second combat character.

[0257] The surprise action mode is a combat strategy aimed at gaining an advantage by ambushing the second combat character, where the first combat character approaches the second combat character in a secret and stealthy manner and initiates an attack before the second combat character perceives it.

[0258] In one possible embodiment, the first combat character may choose to take stealth actions before the start of combat to avoid being perceived by the second combat character as much as possible, which may include, for example, hiding behind an object, using stealth skills, or selecting an appropriate tactical position. When the second combat character enters the attack range of the first combat character, the first combat character may choose to initiate a surprise attack that assaults the second combat character with fierce offensive power and high burst damage, including powerful skills, burst attacks, or attacks that exploit the weaknesses of the second combat character.

[0259] Preferably, in the surprise action mode, the first combat character is not suitable for prolonged head-on combat with the second combat character, and when the surprise action is completed or an unexpected situation is encountered, the first combat character can choose to quickly evacuate from the combat scene to avoid counterattacks from the second combat character or being discovered by other second combat characters. In some embodiments, the first combat character can utilize environmental factors in the combat scene to enhance the effect of the surprise attack, such as ambushing using a foxhole, or dealing damage to the second combat character using traps or environmental items.

[0260] Preferably, when the first combat character enters the surprise action mode and successfully defeats the second combat character, the master virtual character can use the container item to target the second combat character, throw the container item at the second combat character, and attempt to capture the second combat character to make it a member of the first combat character.

[0261] In the various action modes of the combat character mentioned in each of the above embodiments, determining the combat ability of the combat character during combat in a turn-based combat scene includes at least one of the following:

[0262] - Adds a buff (also called a buff) or debuff (also called a debuff or weakening) status to the combat character that corresponds to their action mode.

[0263] Preferably, a buff or debuff status is added to the combat character according to the combat character's action mode. The buff / debuff status can increase or decrease the combat character's attributes, skill effects, or combat abilities.

[0264] A buff status refers to a beneficial effect granted to a combat character, improving their combat capabilities. This includes, at a minimum, increasing attributes such as attack power, defense, and speed, or providing additional skill effects such as health regeneration or increased damage output, thereby enhancing the character's combat abilities. A buff status allows a combat character to gain a greater advantage in battle, and ultimately increases their combat capabilities.

[0265] For example, let's say a combat character is a second combat character. During nighttime, the second combat character is a dark-attribute combat character, and during nighttime, the second combat character enters stealth mode. When transitioning from the world scene to the turn-based combat scene, the second combat character enters stealth mode in the world scene, thus gaining a stealth buff in turn-based combat. In other words, the second combat character's combat ability in turn-based combat improves, for example, the second combat character gains additional evasion ability in turn-based combat.

[0266] A debuff is a negative effect applied to a combat character that reduces their combat ability, at least lowering attributes such as attack power, defense power, and speed, or limiting their ability to act. A debuff can put a combat character at a disadvantage in battle, and it reduces their combat ability.

[0267] For example, if the second combat character is a fire-type combat character and the first combat character is a water-type combat character, and the second combat character encounters the first combat character, the second combat character will enter escape mode. If the game switches from a world scene to a turn-based combat scene, the second combat character will be debuffed, and its attack power will decrease.

[0268] Preferably, information on buff and debuff states is passed to the Master Virtual Character player by explicit special effects and actions at the start of a turn's combat. Additionally, new icons are added to the buff state area so that the Master Virtual Character player can tap them to display detailed hints. The Master Virtual Character player can learn about the effects of buff or debuff states brought about by the combat character's action mode before the world enters a turn's combat through special effects and actions. Preferably, new icons are simultaneously added to the buff state area of ​​the user interface, and the Master Virtual Character player can tap these icons to display detailed hints such as the effect and duration.

[0269] For example, as shown in part (a) of Figure 14, the terrain attribute is earth, the second combat character 1301 is an earth-type combat character, and when the second combat character 1301 senses the appearance of the master virtual character 1302, it triggers stealth mode and hides underground. When entering a turn-based combat scene, as shown in part (b) of Figure 14, the master virtual character 1302 releases the first combat character 1303 to fight the second combat character 1301, increasing the second combat character 1301's "Bury in the Ground" buff status, allowing the second combat character 1301 to accumulate power underground to gain an additional attack bonus on the next attack. The buff status of the second combat character 1301 can be indicated by icon 1304, and the player can click icon 1304 to display a detailed hint indicating that the second combat character 1301 is in stealth mode hiding underground and has gained the corresponding enhanced ability. By displaying hints for the second combat character 1301, the player can select skills and tactics for the first combat character 1303 to correspond to the enhanced abilities that the second combat character 1301 has gained through terrain attributes.

[0270] • Change the combat logic of combat characters to combat logic that corresponds to their action mode.

[0271] Combat logic is the control logic that governs the actions of combat characters during battle within the game. Combat logic is the logic that controls combat characters during battle using AI. AI refers to automated algorithms that possess artificial intelligence capabilities, such as AI models, action trees, and decision trees.

[0272] Preferably, combat characters have different combat logics, such as offensive, defensive, retreating, and surprise attack types, and each combat logic has different characteristics and strategies. By changing the combat logic, combat characters can better express the characteristics and strategies of their corresponding action modes in turn-based combat.

[0273] For example, if the combat logic of the second combat character is offensive, the second combat character will have a high tendency to use offensive skills in turn-based combat, such as selecting skills with high attack power, prioritizing attacks on the first combat character's weak points, or using rapid-fire skills to inflict more damage on the first combat character. Another example is if the combat logic of the second combat character is defensive, the second combat character will have a high tendency to use defensive skills in turn-based combat, such as selecting skills with high defense power, prioritizing the protection of allies, or using counter-attack skills to improve their own defense. Yet another example is if the combat logic of the second combat character is escape-type, and in turn-based combat, if the combat situation deteriorates, they will have a strong tendency to prioritize using escape skills to flee.

[0274] In some embodiments, a master virtual character controls only some of the actions of the first combat character, while the actions of other parts are controlled by AI control logic. Therefore, the AI ​​control logic can modify the combat logic of the first combat character based on the first combat character's action mode, enabling the first combat character to better demonstrate its characteristics and strategies in combat. The first combat character itself can adjust its combat logic based on the current situation and influencing factors. In some embodiments, the second combat character is fully controlled by AI control logic. Therefore, the AI ​​control logic can modify the combat logic of the second combat character based on the second combat character's action mode.

[0275] For example, if the second combat character senses that the first combat character has high attack power, the second combat character may prioritize defensive or healing skills to protect itself, or if the second combat character senses that it is at a disadvantage, it may choose to flee or call for help.

[0276] • Controlled combat characters use specialized skills corresponding to their action mode during the combat process.

[0277] The dedicated skill refers to a series of skills corresponding to the current action mode of the combat character. The dedicated skill is a skill that is permitted to be used only in the current action mode. The dedicated skill can better exert the characteristics and advantages of the combat character. Preferably, different action modes may correspond to different dedicated skills.

[0278] For example, the second combat character which is a combat character of dark attribute can use the transparency skill at night, making it less likely to be perceived by the first combat character in turn-based combat, improving its own evasion rate, or reducing the hit rate of the first combat character. As another example, the second combat character which is a combat character of water attribute can use the stealth escape skill in a river, quickly disappearing during the turn to improve the success rate of escape.

[0279] Switching mechanism for different action modes In some embodiments, the above method further comprises the following steps.

[0280] Controlling the combat character to switch between at least two action modes.

[0281] The at least two action modes include at least one of a daily action mode, an environmental action mode, a perception action mode, a crowd action mode, and a surprise attack action mode.

[0282] In some embodiments, the step of controlling the combat character to switch between at least two action modes includes at least one of the following.

[0283] · When the combat character perceives a perception event triggered by an environmental factor in the world scene, switch from the daily action mode to the environmental action mode.

[0284] A sensing event triggered by environmental factors is a sensing event triggered by factors other than the master virtual character. Environmental factors include at least one of the following: duration, weather type, and terrain attribute.

[0285] The "Normal Action Mode" is the action mode of a combat character when no sensing events are detected in the world scene. The "Environmental Action Mode" is the action mode triggered by environmental factors.

[0286] In some embodiments, when a combat character senses a sensory event triggered by environmental factors in the world scene, that is, when the combat character senses a specific environmental change, it switches from a normal action mode to an environmental action mode, and the combat character makes corresponding adjustments to its actions based on the trigger of the environmental factor.

[0287] For example, a combat character might be a meteor-type combat character that only appears during twilight hours when it falls with a meteor shower, and does not appear at other times. Outside of twilight hours, the combat character is dormant or inactive, and when twilight arrives, it switches from a normal activity mode to an environmental activity mode, such as falling with the meteors or flying through the air.

[0288] • When the environmental factor disappears, or when the period after its disappearance reaches the first period, switch from environmental behavior mode to daily behavior mode.

[0289] Here, the first period refers to a certain period calculated from the point at which the environmental factor disappears. The first period may be a fixed time interval or it may change depending on the circumstances.

[0290] Preferably, when the environmental factor disappears, or disappears after a certain period of time, the combat character returns from environmental action mode to normal action mode. The combat character is triggered by a specific environmental factor and exhibits actions related to that environmental factor, but returns to normal normal action when that environmental factor is no longer present or after a certain period of time has elapsed.

[0291] For example, a combat character that is a meteor-type combat character will fall with a meteor at twilight, switch from normal activity mode to environmental activity mode, and after twilight has passed, or after a certain time interval has passed since twilight, the combat character will switch from environmental activity mode to normal activity mode. In other words, the combat character will not become active again and will enter a dormant or inactive state.

[0292] • When the duration of the environmental behavior mode reaches the second period, switch from the environmental behavior mode to the daily behavior mode.

[0293] Here, the second period refers to the duration while the combat character is in environmental action mode. The second period may be a fixed time interval or may vary depending on the situation.

[0294] In some embodiments, when the duration of the environmental action mode reaches a second period, the combat character switches from environmental action mode to daily action mode.

[0295] • When a combat character detects a hostile virtual character in the world scene, it switches from normal behavior mode to detection behavior mode.

[0296] The detection action mode is a post-detection action mode that is triggered when a combat character detects a hostile virtual character in the world scene.

[0297] Taking an antagonistic combat character as an example, the sensing action mode is the action mode that a second combat character takes after sensing a sensing event triggered by the master virtual character in the world scene.

[0298] For example, if the second combat character is a fire-type combat character and the first combat character is a water-type combat character, in normal activity mode, the second combat character will walk around and explore the environment. When the second combat character detects the first combat character, it will enter escape mode, increasing its movement speed and moving away from the first combat character's attack range as quickly as possible to reduce the risk of being harmed.

[0299] • If the detected event disappears, or if the period after its disappearance reaches a third period, the system switches from the detected behavior mode to the normal behavior mode.

[0300] Here, the third period is the period calculated from the disappearance of the sensing event. The third period may be a fixed time interval or it may vary depending on the circumstances.

[0301] Preferably, when a sensing event ceases to exist or disappears after a certain period of time, the combat character returns from sensing action mode to normal action mode. When a sensing event is triggered, the combat character performs actions related to the sensing event, but when the sensing event ceases to exist or after a certain period of time, the combat character returns to normal normal actions.

[0302] For example, if the second combat character is a fire-element combat character and the first combat character is a water-element combat character, when the second combat character recognizes the first combat character, the escape mode is triggered. After the second combat character escapes from the first combat character's recognition range, or after a certain interval has elapsed, the escape mode transitions from recognition mode to normal activity mode. That is, the second combat character enters normal activity such as walking around and exploring the environment.

[0303] • When the duration of the sensing behavior mode reaches the fourth period, the system switches from sensing behavior mode to normal behavior mode.

[0304] Here, the fourth period refers to the duration while the combat character is in sensing action mode. The fourth period may be a fixed time interval or may vary depending on the situation.

[0305] In some embodiments, when the duration of the sensing action mode reaches a fourth period, the combat character returns from the sensing action mode to the normal action mode.

[0306] For example, if the second combat character is a fire-type combat character and the first combat character is a water-type combat character, when the second combat character enters escape mode, it will increase its movement speed to move away from the first combat character's attack range as quickly as possible. After a certain period of time, the second combat character will exit escape mode and return to normal behavior mode.

[0307] • When a combat character belongs to a group or organization, the system switches from daily action mode to crowd action mode.

[0308] The crowd behavior mode is a mode of action in which, when a single combat character is in a group, they act according to the group's overall crowd strategy, and the same group is composed of different types of virtual characters.

[0309] For example, let's explain using the idea that one combat character is a second combat character. Both combat characters are animal-based combat characters. In their daily behavior mode, they forage for food and patrol their territory alone. When in a group, they switch from daily behavior mode to herd behavior mode. The two combat characters cooperate with other virtual characters in the group to forage for food, jointly defend their territory, and when foraging, the group tracks prey in a cooperative manner, each playing a different role to ensure the success of the hunt.

[0310] • If a combat character leaves a group or organization, the system switches from crowd behavior mode to everyday behavior mode.

[0311] In some embodiments, when a combat character is in a team or group, they act according to the rules and strategies of the entire team or group, and the combat character cooperates with other virtual characters within the team or group to perform herd activities. When the combat character leaves the original team or group, they return from herd behavior mode to daily behavior mode, in which case the combat character acts independently and again exhibits individual characteristics such as foraging for food.

[0312] • When a combat character receives a stealth order or stealth trigger event, they switch from normal operation mode to surprise attack mode.

[0313] The surprise attack mode is an action mode aimed at ambushing. In some embodiments, the surprise attack mode is an action mode in which a master virtual character controls a first combat character to ambush a second combat character.

[0314] A stealth command or stealth trigger event refers to a command or event received by a combat character with the purpose of entering a stealth state and preparing to ambush an opposing virtual character.

[0315] For example, let's consider a scenario where a combat character is the first combat character, and when the first combat character receives a stealth command from the master virtual character, it launches a surprise attack on the second combat character. The first combat character is an animal-type combat character, and the second combat character is a plant-type combat character. When the master virtual character issues a stealth command to the first combat character, the first combat character switches from normal action mode to surprise attack mode. In surprise attack mode, the first combat character begins to move silently, conceals itself, waits for the appropriate timing, attacks the second combat character, and achieves the objective of the surprise attack.

[0316] • If the duration of the surprise attack mode reaches the fifth period, the system will switch from surprise attack mode to normal operation mode.

[0317] Here, the fifth period is the duration while the combat character is in surprise attack mode. The fifth period may be a fixed time interval or it may depend on the situation.

[0318] In some embodiments, when the surprise attack mode reaches a fifth period, the combat character switches from the surprise attack mode to the normal action mode.

[0319] For example, if the first combat character is to ambush the second combat character, the first combat character will silently approach the second combat character while in ambush mode, waiting for the appropriate moment to attack. Once the duration of ambush mode reaches a certain time interval, the first combat character will end ambush mode and return to normal mode.

[0320] • If a combat character is discovered during a stealth attack, they will switch from ambush mode to normal operation mode.

[0321] For example, if we consider a scenario where the first combat character ambushes the second combat character, the first combat character, while in ambush mode, sneaks up on the second combat character, waits for the right moment to attack, and during the process of the first combat character approaching the second combat character, if the second combat character spots the first combat character and takes defensive action accordingly, the first combat character will abandon its attack and switch from ambush mode to normal action mode.

[0322] Preferably, a combat character can switch between any two action modes. In some embodiments, the switching between at least two action modes is performed based on a state machine.

[0323] For example, as shown in part (a) of Figure 15, a combat character enters a normal behavior mode, in which they perform normal daily actions. When the combat character detects a sensing event triggered by environmental factors, they switch to stealth mode (environmental behavior model), as shown in part (b) of Figure 15. For example, a ghost-type combat character enters stealth mode at night, and in stealth mode, the combat character performs stealthy actions. When a combat character detects a sensing event triggered by an enemy virtual character, they switch to stress mode (sensing mode), as shown in Figure (c) of Figure 15. For example, a water-type combat character will experience a stress response and enter stress mode when they detect a fire-type combat character. When a combat character senses danger, they enter escape mode, as shown in Figure (d) of Figure 15. For example, a wood-type combat character will enter escape mode and choose to escape when they sense a fire-type combat character nearby. Once the combat character's escape mode reaches a predetermined time, they return to normal behavior mode.

[0324] The state machine shown in Figure 15 is illustrative and may vary in different embodiments depending on the diverse modes of action and state transition conditions.

[0325] Sensing mechanism Here, we will describe the detection mechanism of a second combat character as an example. In this case, the detection mechanism of the first combat character is the same or similar. Some embodiments further include the following steps.

[0326] When a detection event occurs within a detection range centered on a combat character, the system controls the combat character to detect the detection event with a certain probability.

[0327] Here, the sensing range includes at least one of the auditory sensing range and the visual sensing range, and the sensing probability is related to the angle and / or distance of the sensing event to the combat character. Here, the sensing probability refers to the probability that a combat character can sense a sensing event within its sensing range. Alternatively, the sensing probability refers to the probability that a second combat character senses a first combat character if the first combat character is located within the second combat character's sensing range. Or, the sensing probability refers to the probability that a first combat character senses a second combat character if the second combat character is located within the first combat character's sensing range.

[0328] If the combat character is the second combat character, the sensing event is an event triggered by the master virtual character and / or the first combat character.

[0329] In some embodiments, a range is obtained that is the sensing range of a second combat character, with a predetermined radius centered on the second combat character. When a sensing event occurs within this sensing range centered on the second combat character, the degree to which the second combat character senses this sensing event may be controlled by a sensing probability.

[0330] The auditory range refers to the range over which a second combat character can perceive the surrounding environment through their hearing. In games, the auditory range is usually achieved by simulating the range of the second combat character's hearing. The auditory range is a circular, elliptical, or sector-shaped area centered on the second combat character, and the radius or major axis determines the distance over which the second combat character can hear sounds.

[0331] The visual perception range is the range within which a second combat character perceives the surrounding environment through their vision. In games, the visual perception range is typically realized by simulating the field of view of the second combat character. The visual perception range is a circular, elliptical, or sector-shaped area centered on the second combat character, where the angle determines the range the second combat character can see, and the field of view radius limits the second combat character's near and far field of view.

[0332] Preferably, the auditory and visual sensing ranges may be the same or different. The auditory sensing range may be larger than the visual sensing range, the visual sensing range may be larger than the auditory sensing range, or the auditory sensing range may be equal to the visual sensing range, but the present invention is not limited thereto.

[0333] In one possible embodiment, the detection probability is illustrated by illustrating that it relates to both the angle and distance of the detection event to the second combat character.

[0334] When a detection event occurs, the second combat character calculates the detection probability based on the angle and distance between itself and the detected object within the detection range, and the detected object may be the master virtual character or the first combat character.

[0335] In the case of angles: If the detected object is directly in front of the second combat character, the second combat character detects it with a first detection probability; if the detected object is at a different angle to the second combat character, the second combat character detects it with a second detection probability; and the probability of the second combat character detecting the detected object directly in front of it is greater than the probability of detecting the detected object at a different angle, i.e., the first detection probability is greater than the second detection probability.

[0336] In the case of distance: The closer the detected object is to the second combat character, the higher the probability that the second combat character will detect the object.

[0337] For example, if the master virtual character is within the detection range of the second combat character, and the master virtual character is positioned directly in front of the second combat character, the second combat character is more likely to detect the master virtual character. Similarly, the closer the master virtual character is to the second combat character, the higher the probability that the second combat character will detect the master virtual character.

[0338] In some embodiments, when a master virtual character or a first combat character enters the detection range of a second combat character, the distance between the master virtual character or the first combat character and the second combat character, as well as the angle relative to the second combat character, are detected, and the probability that the second combat character detects the master virtual character or the first combat character is calculated from the distance and angle.

[0339] In one possible embodiment, when a second combat character senses a sensing event with a sensing probability, the second combat character switches its action mode. For example, the second combat character switches from a normal action mode to a sensing action mode, and the second combat character takes corresponding actions such as preparing to attack, executing a escape, or enhancing defensive capabilities, so that the second combat character triggers a stress action mode, stealth action mode, escape action mode, or frenzy combat action mode.

[0340] For example, as shown in Figure 16, a visual and auditory detection range is set with the second combat character 1401 as the center. When the master virtual character 1402 approaches the second combat character, the detection probability is calculated based on the distance and angle from the master virtual character 1402 to the second combat character. The detection probability is the probability that the second combat character 1401 will detect the master virtual character 1402. If the master virtual character or the first combat character is detected based on the detection probability, the second combat character 1401 switches its action mode.

[0341] For example, assuming a detection probability of 80%, a pseudo-random number algorithm is used to generate a single random number with a value between 0 and 100. If this random number is less than 80, it is considered that the master virtual character 1402 has been detected. For example, if this random number is 80 or greater, it is considered that the master virtual character 1402 has not been detected.

[0342] • Second branch: As shown in Figure 17, step 240 described above may include the following substep 242.

[0343] Step 242: Based on the combat character's out-of-battle environment in the world scene, determine the in-battle environment when the combat character fights in a turn-based combat scene.

[0344] In some embodiments, in response to the fulfillment of a scene switching condition, the user interface switches from a scene interface displaying a world map to one displaying a battle map, i.e., from an environment outside of a battle in a world scene to an environment within a battle in a turn-based battle scene. The scene switching condition is used to trigger the switch from the world scene to the turn-based battle scene.

[0345] Before switching to a turn-based combat scene, the in-battle environment of the combat characters during combat in the turn-based combat scene is determined based on the out-of-battle environment of the combat characters in the world scene.

[0346] The non-combat environment includes at least one of the following: weather, time of day, and ground surface type. The non-combat environment can be altered by at least one of the following: the master virtual character, the first combat character, and the second combat character.

[0347] For example, the environment outside of a battle is a water-element area, but when the Master virtual character activates a skill or triggers an engine, the water-element area may change to an ice-element area. If the game then switches to a turn-based combat scene, the environment within the battle while the combat characters are fighting in the turn-based combat scene will also become ice-element.

[0348] • In turn-based combat, if the environment within the match changes due to factors other than turn-based combat, the environmental factors within the match change synchronously.

[0349] In other words, the environmental factors within the battle environment change in accordance with changes in the environmental factors outside the battle environment. Preferably, causes other than turn-based combat refer to causes unrelated to turn-based combat, that is, events that change environmental factors that occur in the environment outside the battle environment.

[0350] Preferably, if the i-th environmental factor of the environment outside the match changes, the j-th environmental factor of the environment inside the match is changed. Here, the i-th environmental factor is one of the weather conditions, day / night conditions, and ground surface morphology. The j-th environmental factor is one of the weather conditions, day / night conditions, and ground surface morphology, and both i and j are positive integers.

[0351] For example, if the first combat character and the second combat character are engaged in a turn-based battle, and during the battle the environment outside the battle changes from sunny to rainy, the weather in the environment inside the battle will also change from sunny to rainy. For example, if the environment outside the battle changes from sunny to rainy, a section of the environment inside the battle that was originally burning will have its flames extinguished, and the ground will change from its original "burning flame" state to grass.

[0352] For example, two combat characters engage in a turn-based battle, and during the battle, the environment outside the battle changes from day to night, and the time of day within the battle environment also changes to night.

[0353] During turn-based combat, the environment outside of the battle and the environment inside the battle maintain synchronization of environmental elements, further eliminating the sense of disconnect between the world scene and the turn-based combat scene.

[0354] In one embodiment, the terminal device detects weather data, time data, and ground morphology data in the world scene in real time, synchronously updates the weather data in the turn-based battle scene with the weather data in the world scene, synchronously updates the time data in the turn-based battle scene with the time data in the world scene, and synchronously updates the ground morphology data in the turn-based battle scene with the ground morphology data in the world scene.

[0355] • Third branch: As shown in Figure 18, step 240 described above may further include the following substep 243.

[0356] Step 243: Based on the combat character's environment outside of battles in the world scene, determine the in-battle skill strength when the combat character fights in turn-based battle scenes.

[0357] In some embodiments, a skill widget is displayed in a turn-based combat scene, and the skill widget, in response to receiving a trigger operation, controls the combat character to activate an in-game skill in the turn-based combat scene.

[0358] In some embodiments, the base skill strength of a combat character in a turn-based combat scene is determined based on the character's attributes. The final skill strength of the combat character in a turn-based combat scene, i.e., the in-battle skill strength, is determined based on the influence of the non-battle environment on the combat character. The in-battle skill strength is equal to the sum of the base skill strength and an adjustment value, the adjustment value being related to at least one environmental factor in the non-battle environment.

[0359] In some embodiments, the visual effects of a combat character's in-battle skills are obtained based on a fusion of environmental factors in the out-of-battle environment and the attributes of the skills possessed by the combat character.

[0360] For example, if the environment outside of a battle is a fire-based environment (the ground surface is shaped like flames) and the combat character possesses wind-based skills, in a fire-based environment, the combat character will activate a skill called "Flame Tornado" that fuses wind and fire attributes. For example, if the environment outside of a battle is a water-based environment (the ground surface is shaped like a stream of water) and the combat character possesses light-based skills, in a water-based environment, the combat character will activate a skill that fuses light and water attributes, and the fused skill will have the visual effect of "waves sparkling."

[0361] In some embodiments, the skill visual effects of in-battle skills are obtained based on the fusion of environmental factors of the area in which the combat character is located and the attributes of the skills possessed by the combat character.

[0362] Let's illustrate this with an example where the first combat character uses a skill on the second combat character.

[0363] For example, if the area where the second combat character is located is a fire-element area (the ground surface is shaped like flames), and the first combat character possesses a wind-element skill, the skill activated by the first combat character during the battle will be described as "Flame Tornado."

[0364] As another example, if the area where the second combat character is located is experiencing rain (the weather is rainy), and the first combat character possesses a water-based skill, then the skill that the first combat character activates locally will be "Water Tornado".

[0365] As another example, if the area where the second combat character is located is a water-based area (the surface is a flowing water surface), and the first combat character possesses a light-based skill, the skill activated locally by the first combat character will produce the visual effect of "the waves are sparkling."

[0366] For example, part (a) of Figure 19 shows the basic skills (optical skills) possessed by combat character 1901, part (b) of Figure 19 shows the in-battle skills possessed by combat character 1901, the area where the hostile combat character is located is a water-based area, and the user interface displays the visual effect of "sparkling waves." Figure 20 shows the in-battle skills possessed by combat character 2001, the area where the hostile combat character is located is a fire-based area, and the user interface displays the visual effect of "burning and scattering." Figure 21 shows the in-battle skills possessed by combat character 2101, the area where the hostile combat character is located is a grass-based area (the surface form is grass), and the user interface displays the visual effect of "vegetation growth."

[0367] In one embodiment, the skill strength of the fused in-game skill is greater than the skill strength of the base skill, and / or the skill effect of the fused in-game skill is superior to the skill effect of the base skill.

[0368] For example, the skill strength of the "Flame Tornado" in-game skill is greater than the skill strength of the wind-based skills possessed by the combat character. Furthermore, "Flame Tornado" inflicts a greater burning effect than the wind-based skills possessed by the combat character. As another example, the skill strength of the "Sparkling Waves" in-game skill is greater than the skill strength of the light-based skills possessed by the combat character. "Sparkling Waves" inflicts a greater hysteresis effect than the light-based skills possessed by the combat character.

[0369] In some embodiments, at least one of the skill strength, skill effect, and visual effect of a combat character's in-game skill is associated with at least two environmental factors in the out-of-game environment.

[0370] The environment outside of the battle corresponds to at least two environmental factors, which include weather conditions, day / night cycle (or duration), ground morphology, temperature conditions, etc.

[0371] For example, if a skill in a battle is a fire-based skill and the world scene is a forest environment (the surface is forested), the skill strength (power), skill effect (smoke effect), and visual effect (flame size) of the fire-based skill will be significantly increased in the forest environment.

[0372] In some embodiments, the skill strength and / or skill effect of a combat character's skills within a battle are linked to the combat character's emotional state towards the environment outside the battle. This emotional state is determined based on at least two environmental factors.

[0373] For example, if the environment outside of the battle is a grass-type environment and the combat character prefers grass, the strength of the in-battle skills activated by the combat character will be increased in the grass-type environment, and the skills will have additional restrictive effects. For example, if the environment outside of the battle is rainy at this point and the combat character dislikes rain, the strength of the in-battle skills activated by the combat character will be reduced in the grass-type environment.

[0374] In one embodiment, emotional special effects are also displayed in the user interface based on the combat character's emotional state towards the environment outside of battle. Preferably, in response to the emotional special effect receiving a trigger action, the user interface also displays the effect of the combat character's emotional state on skills within battle. For example, the smile in Figure 22 indicates that combat character 1801 likes the environment outside of battle. In response to the “Smile” special effect receiving a trigger action, “Favourite [Strong], Combat character likes the surrounding environment, Damage increased by 50%” is displayed, indicating that the “Favourite state” increases skill strength by 50%.

[0375] In one embodiment, the environment outside of the battle corresponds to at least two environmental elements, which include weather conditions, day / night cycles, ground surface morphology, temperature conditions, etc.

[0376] • S1: If, among at least two environmental elements, the combat character likes more environmental elements than dislikes, an affinity effect will be displayed in the turn-based combat scene to indicate that the combat character is in an affinity state.

[0377] • S2: If, among at least two environmental elements, the number of environmental elements preferred by the combat character is less than the number of environmental elements disliked by the combat character, a corresponding resistance effect will be displayed in the turn-based combat scene to indicate that the combat character is in a resisting state.

[0378] Here, the in-game skill strength corresponding to the affinity state is higher than the in-game skill strength corresponding to the resistance state, and the skill effect corresponding to the affinity state is superior to the skill effect corresponding to the resistance state.

[0379] Regarding S1: For example, suppose the weather in the non-combat environment is sunny, and the surface type of the non-combat environment is floor tiles. If the combat character prefers sunny days, dislikes floor tiles, but does not hate them, then it is determined that the combat character likes (1) more environmental factors than dislikes (0).

[0380] The emotional states of combat characters can be divided into strong affinity, weak affinity, apathy, weak resistance, and strong resistance. The first affinity state described later will be considered strong affinity, the second affinity state weak affinity, the first resistance state strong resistance, and the second resistance state weak resistance.

[0381] In one embodiment, the environment outside of the match has corresponding first and second environmental factors. S1 can be further subdivided into S1-1 and S1-2, which will be described later.

[0382] S1-1: If a combat character simultaneously likes both the first and second environmental elements, the turn-based combat scene will also display the first affinity effect to indicate that the combat character is in the first affinity state.

[0383] For example, if the weather in the environment outside of a battle is sunny, the ground surface in the environment outside of a battle is grass, and the battle character likes both sunny and grass, then the battle character is in the first affinity state, and the user interface will display the first affinity effect.

[0384] Preferably, the first environmental element is weather conditions or day-night conditions, and the second environmental element is the ground surface morphology. Alternatively, the first environmental element is the ground surface morphology, and the second environmental element is weather conditions or day-night conditions.

[0385] In one embodiment, if a combat character prefers a weather condition, the first environmental element is the day / night cycle, and the second environmental element is the ground surface morphology. If a combat character dislikes a weather condition, the first environmental element is the weather condition, and the second environmental element is the ground surface morphology.

[0386] For example, if the environmental elements of the environment outside of a battle are sunny, daytime, and grass, and the combat character prefers sunny weather, then it is determined that the combat character prefers daytime, the combat character prefers grass, and the combat character simultaneously prefers the first and second environmental elements.

[0387] In other words, when making a judgment about "weather conditions + day / night conditions," first the "weather conditions" are judged, and if the combat character likes the "weather conditions," then it is necessary to judge the combat character's preference or aversion to the "day / night conditions." If the combat character dislikes the "weather conditions," then it is not necessary to judge the combat character's preference or aversion to the "day / night conditions." Based on this, the judgment of the combat character's preference or aversion to the first environmental element is made.

[0388] S1-2: If a combat character likes the first environmental element and does not dislike the second environmental element, the turn-based combat scene will also display the second affinity effect to indicate that the combat character is in a second affinity state.

[0389] For example, if the weather in the non-battle environment is sunny, the surface type of the non-battle environment is floor tiles, and the combat character prefers sunny weather but does not dislike floor tiles, then the combat character is in a second affinity state, and the user interface will display the second affinity effect.

[0390] Preferably, the first environmental element is weather conditions or day-night conditions, and the second environmental element is the ground surface morphology. Alternatively, the first environmental element is the ground surface morphology, and the second environmental element is weather conditions or day-night conditions.

[0391] In one embodiment, if a combat character prefers a weather condition, the first environmental element is the day / night cycle, and the second environmental element is the ground surface morphology. If a combat character dislikes a weather condition, the first environmental element is the weather condition, and the second environmental element is the ground surface morphology.

[0392] For example, if the environmental factors outside of a battle are sunny, dark night, and grass, and the combat character prefers sunny weather, the combat character does not prefer dark night, and if the combat character prefers grass, the combat character is determined to dislike the first environmental factor and prefer the second environmental factor.

[0393] Regarding S2: For example, suppose the weather in the non-combat environment is rainy, and the surface type of the non-combat environment is floor tiles. If the combat character dislikes rainy weather, dislikes floor tiles, and does not hate them, then it is determined that the number of environmental factors the combat character likes (0) is less than the number of environmental factors they hate (1).

[0394] In one embodiment, the non-competitive environment has corresponding first and second environmental factors. S2 can be further subdivided into S2-1 and S2-2.

[0395] S2-1: If a combat character is averse to both the first and second environmental factors, the turn-based combat scene response will further display the first resistance special effect to indicate that the combat character is in the first resistance state.

[0396] For example, if the weather in the environment outside of battle is rainy, the ground surface in the environment outside of battle is sandy, and the combat character dislikes both rain and sand, the combat character is in the first resistance state, and the user interface displays the first resistance special effect.

[0397] Preferably, the first environmental factor is weather conditions or day-night cycles, and the second environmental factor is the ground surface morphology. Alternatively, the first environmental factor is the ground surface morphology, and the second environmental factor is weather conditions or day-night cycles.

[0398] In one embodiment, if a combat character prefers a weather condition, the first environmental factor is the day / night cycle, and the second environmental factor is the ground morphology. If a combat character dislikes a weather condition, the first environmental factor is the weather condition, and the second environmental factor is the ground morphology.

[0399] For example, if the environmental factors outside of a battle are rain, daytime, and sandy ground, and the combat character dislikes rain, then it is determined that the combat character also dislikes sandy ground, and simultaneously determined that the combat character dislikes both the first and second environmental factors.

[0400] S2-2: If a combat character dislikes the first environmental element and also dislikes the second environmental element, the turn-based combat scene will display a corresponding second resistance effect to indicate that the combat character is in a second resistance state.

[0401] For example, if the weather in the non-battle environment is rainy, the ground surface in the non-battle environment is floor tiles, the combat character dislikes rainy weather, and the combat character does not like floor tiles, then the combat character is in a second resistance state, and the user interface will display the second resistance effect.

[0402] Preferably, the first environmental element is weather conditions or day-night conditions, and the second environmental element is the ground surface morphology. Alternatively, the first environmental element is the ground surface morphology, and the second environmental element is weather conditions or day-night conditions.

[0403] In one embodiment, if a combat character prefers a weather condition, the first environmental element is the day / night cycle, and the second environmental element is the ground surface morphology. If a combat character dislikes a weather condition, the first environmental element is the weather condition, and the second environmental element is the ground surface morphology.

[0404] For example, if the environmental elements outside of a battle are sunny, dark night, and sandy terrain, and a combat character prefers sunny weather, it is determined that the combat character dislikes dark night. If a combat character dislikes sandy terrain, it is determined that the combat character dislikes both the first and second environmental elements.

[0405] In one embodiment, the terminal device detects weather data, time data, and ground morphology data in the world scene in real time. Based on the weather data, time data, and ground morphology data in the world scene, it maps and retrieves the in-battle skill strength of the combat character from the skill strength configuration table. Different combat characters will have different skill strength configuration tables. Different skills will have different skill strength configuration tables.

[0406] For example, for the first skill, the terminal device detects that the current world scene is "sunny daytime grass" and maps the first skill's strength from the skill strength configuration table to obtain it.

[0407] The terminal device detects that the current world scene is "cloudy daytime grassland" and maps it to the skill strength configuration table of the first skill to obtain the second strength. The first strength is greater than the second strength.

[0408] The terminal device detects that the current world scene is "cloudy, daytime, sandy terrain," and maps it to the skill strength configuration table of the first skill to obtain the third strength. The second strength is greater than the third strength.

[0409] As described above, by setting the skill strength and / or skill effect of in-battle skills to be related to the combat character's emotional state towards the environment outside of battle, the combat character's emotional state towards the environment outside of battle is taken into consideration, and if the combat character is attuned to the battle map, the activated skill will have greater power.

[0410] Different environmental elements in the non-combat environment will have different effects on the in-combat skills of combat characters when they fight in turn-based combat scenes.

[0411] Preferably, emotional effects are used to influence the skill strength and / or skill effect of an in-battle skill. If the emotional effect is affinity, the skill strength of the in-battle skill is increased and the skill effect is optimized. If the emotional effect is resistance, the skill strength of the in-battle skill is reduced and the skill effect is weakened.

[0412] Furthermore, before each combat character activates a skill, the environmental elements of the area where the combat character is located are re-acquired, and emotional effects are displayed based on these environmental elements. Therefore, in a turn-based battle, the skills that combat characters activate each turn are closely related to the area where the combat character is located. The environment outside the battle is divided into multiple areas, and areas with different environmental elements have different effects on the skill strength within the battle, with the dimension of the environmental elements in each area influencing the power of the skill strength within the battle.

[0413] • Fourth branch: As shown in Figure 23, step 240 described above may further include the following substep 244.

[0414] Step 244: Based on the combat characters' environment outside of battle in the world scene, determine the battle map for when the combat characters fight in a turn-based battle scene.

[0415] World scenes are displayed on a world map, and turn-based battle scenes are displayed on a battle map.

[0416] In some embodiments, in response to the fulfillment of a scene transition condition, it is displayed that the combat characters are positioned on the battle map during combat in a turn-based combat scene.

[0417] In response to the switch to a turn-based combat scene, the user interface switches from a world scene displaying the world map to a turn-based combat scene displaying the battle map.

[0418] A turn-based battle map is a scene where combat characters engage in turn-based combat, and these battle maps are selected from the world map.

[0419] In response to the activation of a turn-based battle, the combat character's initial position on the world map is determined. A target position matching this initial position is determined, and the map within the selected area of ​​the world map becomes the turn-based battle map, with the selected area being the area that includes the target position.

[0420] The turn-based battle map is selected from the world map, and the turn-based battle scene is displayed based on the world map. Since the world scene is already displayed and the world map is already loaded, the turn-based battle map can be directly selected and obtained from the world map. Then, the turn-based battle scene is displayed directly based on the world map, eliminating the need to load the turn-based battle map separately. This increases the efficiency of displaying the turn-based battle scene, improves the fluency of the scene screen, and thus improves the human-machine interaction rate. In other words, the turn-based battle map is selected from the world map and does not need to be loaded.

[0421] For example, the implementation process for selecting a turn-based battle map from a world map includes the following steps: In response to the activation of a turn-based battle, a first position is determined on the world map where the battle character is located. A target position that matches the first position is determined, and the map located within the selection range of the world map is designated as the turn-based battle map. Here, the selection range is the range that includes the target position.

[0422] The first position is the position on the world map where the combat character is located when the turn-based combat initiation action is acquired. After the first position is determined, a target position that matches the first position is determined, and furthermore, the world map within the reference range that includes the target position is designated as the turn-based combat map.

[0423] A target position is a position that coincides with a first position and can be used to assist in the selection of a turn-based combat map. The type and size of the reference range are set empirically or flexibly adjusted according to the application scene, but embodiments of the present invention are not limited to these, as long as they ensure that the reference range includes the target position. For example, the reference range is a circular range centered on the target position with a reference value as its radius. For example, the reference range is a rectangular range centered on the target position with the lengths of the first target value and the second target value as its sides. For example, the reference range is a sector-shaped range starting from the target position, facing a specified direction, and with a specified angle. The reference value, the first target value, the second target value, the specified direction, and the specified angle are set empirically or flexibly adjusted according to the application scene, but embodiments of the present invention are not limited to these.

[0424] As described above, once the target location is determined, a turn-based battle map can be selected from the world map. Next, an embodiment for determining a target location that matches the first location will be described.

[0425] In one possible embodiment, if the corresponding locations for each position on the world map are recorded in the terminal, the corresponding location for the first position can be set as the target location that matches the first position.

[0426] In one possible embodiment, an embodiment for determining a target position that coincides with a first position includes the following steps: If the first position satisfies the confidence condition, the first position is set as the target position. If the first position does not satisfy the confidence condition, the position closest to the first position among the positions that satisfy the confidence condition is set as the target position. For example, embodiments of the present invention do not limit the method for calculating the distance between two positions, and for example, the Euclidean distance between the two positions can be calculated.

[0427] The confidence criteria are used to measure the reliability of a location within the world map. If a location within the world map satisfies the confidence criteria, it indicates that the location is highly reliable, i.e., suitable as a reference location for selecting a turn-based combat map. The method for determining whether a location within the world map satisfies the confidence criteria is determined empirically or flexibly adjusted depending on the application, and embodiments of the present invention are not limited thereto.

[0428] For example, a world map is composed of at least one polygonal face that can point to a triangular face, a quadrilateral face, etc. For example, a method for determining whether a first location satisfies the confidence condition may include the following steps: If the slope of the polygonal face on which the first location is located is not greater than the slope threshold, it is determined that the first location satisfies the confidence condition. If the slope of the polygonal face on which the first location is located is greater than the slope threshold, it is determined that the first location does not satisfy the confidence condition. For example, a method for calculating the slope of a polygonal face includes the following steps: The angle between the normal of the polygonal face and the normal of the horizontal face is taken as the slope of the polygonal face. The slope threshold is set empirically or flexibly adjusted depending on the application scene, but embodiments of the present invention are not limited thereto.

[0429] For example, a method for determining whether a first position satisfies the reliability condition may further include the following steps: If the type of polygonal surface on which the first position is located is a target type, it is determined that the first position satisfies the reliability condition. If the type of polygonal surface on which the first position is located is not a target type, it is determined that the first position does not satisfy the reliability condition. A target type refers to a type of polygonal surface that supports combat characters in turn-based combat, and includes, but is not limited to, plains, grass, etc.

[0430] For example, a method for determining whether a first position satisfies the reliability criteria may further include the following steps: If the gradient of the polygonal surface on which the first position is located is not greater than the gradient threshold and the type is the target type, then it is determined that the first position satisfies the reliability criteria. If the gradient of the polygonal surface on which the first position is located is greater than the gradient threshold, or the type is not the target type, then it is determined that the first position does not satisfy the reliability criteria.

[0431] If the first location satisfies the reliability condition, it indicates that the first location is highly reliable, and this first location is used as the target location for selecting the turn-based combat map. For example, if the first location does not satisfy the reliability condition, it indicates that the first location is unreliable, and in this case, the location closest to the first location among the locations that satisfy the reliability condition is used as the target location for selecting the turn-based combat map.

[0432] In one exemplary embodiment, the process of determining a target position that coincides with a first position includes the following steps 1 to 3.

[0433] Step 1: Map the first position to the query image and obtain the mapping position of the first position in the query image.

[0434] For example, a query image is an image obtained after displaying at least one query subregion in its corresponding display style, where different query subregions correspond to different locations on a world map.

[0435] For example, the terminal stores mapping rules that map a location on a world map to a query image. These mapping rules allow a first location to be mapped to the query image, and the mapped position of the first location in the query image is obtained. For example, the mapping rules are used to show how to map a location on a world map to a query image, and the mapping rules are set empirically or flexibly adjusted depending on how the query image is obtained, but embodiments of the present invention are not limited thereto.

[0436] The query image is an image obtained by displaying at least one of the query sub-regions in the corresponding display style. The method for obtaining the query image will be described later. The display style corresponding to any of the query sub-regions is either the first style or another style other than the first style. The first style is the style used to display query sub-regions that satisfy the selection criteria. The fact that the display style corresponding to any of the query sub-regions is the first style indicates that the query sub-region satisfies the selection criteria. The query image allows for visualization of whether or not each query sub-region satisfies the selection criteria, improving the efficiency of selection on the turn-based battle map.

[0437] The first style is empirically determined or flexibly adjusted according to the application scene, and embodiments of the present invention do not limit it. For example, the first style has a display color of black. Or, the first style has a display color of brown. Other styles other than the first style have a different color from the first style, and embodiments of the present invention do not limit other styles other than the first style. The number of other styles other than the first style may be one or more, as long as they are all different from the first style.

[0438] The embodiments of the present invention do not limit the size of the query sub-regions. For example, different query sub-regions may be the same size, or they may be different sizes. For example, a query sub-region is a pixelated region of an image the same size as the world map, that is, each query sub-region can be considered as a single pixelated region.

[0439] Each query sub-region corresponds to a location on the world map, and different query sub-regions correspond to different locations on the world map. The correspondence between query sub-regions and locations on the world map is predetermined. The size of the location on the world map corresponding to a query sub-region is not limited by the embodiments of the present invention; for example, if the size of the query image is the same as the size of the world map, then the size of the location on the world map corresponding to a query sub-region is the same as the size of the query sub-region.

[0440] Once the mapping position is determined, the query sub-region to which the mapping position is located is determined, and this query sub-region becomes the first query sub-region. Once the first query sub-region is determined, it is determined whether the display style corresponding to the first query sub-region is the first style. If the display style corresponding to the first query sub-region is the first style, the target position is determined based on step 2. If the display style corresponding to the first query sub-region is not the first style, the target position is determined based on step 3.

[0441] Step 2: In response to the display style corresponding to the first query subregion where the mapping location is located being the first style, the location on the world map corresponding to the first query subregion is set as the target location, and the first style is the style used to display the query subregion that satisfies the selection criteria.

[0442] If the display style corresponding to the first query sub-region is the first style, it indicates that the first query sub-region satisfies the selection criteria, and in this case, the location on the world map corresponding to the first query sub-region is used as the target location.

[0443] The target position determined in this way can be considered as a position that is not offset from the first position, and the turn-based battle map selected based on the target position is the scene corresponding to the position where the battle characters are located. The switching from the world map to the turn-based battle map is an integrated process, resulting in a high degree of scene transition smoothness.

[0444] Step 3: In response to the display style corresponding to the first query subregion where the mapping location is located not being the first style, the location on the world map corresponding to the second query subregion is set as the target location.

[0445] Here, the first style is the style used to display the query subregions that satisfy the selection criteria. The second query subregion is the query subregion closest to the first query subregion, and each query subregion is a query subregion whose display style in the query image is the first style.

[0446] If the display style corresponding to the first query subregion is not the first style, it indicates that the first query subregion does not satisfy the selection criteria, and in this case, the second query subregion is determined. The second query subregion is the query subregion that is closest to the first query subregion among the query subregions whose display style is the first style. The method for calculating the distance between the second query subregions is not limited to the embodiments of the present invention, and for example, the Euclidean distance between the centers of the two subregions, or the Euclidean distance between two points at the same location in the two subregions (e.g., the upper left corner, the lower right corner, etc.) may be calculated.

[0447] After the second query sub-region is determined, the target location is determined by setting the location on the world map corresponding to the second query sub-region as the target location.

[0448] The target position determined in this way is offset from the first position, and the turn battle map selected according to the target position is a scene corresponding to the vicinity of the position where the battle character is located. However, because the distance between the query sub-region corresponding to the target position and the query sub-region corresponding to the first position is small, the offset of the target position relative to the first position is also small, which ensures that the visual incongruity caused by scene switching is reduced. This reduced visual incongruity is further mitigated by displaying animation, ensuring an interactive experience and further improving the human-computer interaction rate.

[0449] After the target location is determined, a reference range is determined centered on the target location, and the maps within that reference range on the world map are designated as turn battle maps. This process enables the selection of a turn battle map from the world map.

[0450] The turn-based battle map selection process is implemented depending on the first location on the world map where the battle character is located and the query image. If the display style of the first query sub-region where the mapping location of the first location is located is the first style (for example, the display color is black), the location on the world map corresponding to the first query sub-region is used as the target location, and the turn-based battle map and battle character are constructed for turn-based battle. If the display style of the first query sub-region where the mapping location of the first location is located is not the first style (for example, the display color is not black), a second query sub-region with the closest display style to the first query sub-region is found, and the location on the world map corresponding to the second query sub-region is used as the target location, and the turn-based battle map and battle character are constructed for turn-based battle.

[0451] In other words, each query subregion in the query image whose display style is the first style is a valid center point for constructing the turn-based battle map. When it is necessary to select a turn-based battle map, the query subregion whose display style is closest to the mapping location of the battle character's position is searched for, and the turn-based battle map is constructed centered on the location in the world map corresponding to that query subregion.

[0452] In the embodiment of the present invention, which involves selecting a turn-based battle map from a world map as described above, a turn-based battle map is selected from the world map based on the target position. Before deciding to select a turn-based battle map, it is determined whether the first position where the battle character is located on the world map is suitable as a reference position for selecting a turn-based battle map. If the first position is suitable as a reference position for selecting a turn-based battle map, the target position is set to a position with no offset from the first position. If the first position is not suitable as a reference position for selecting a turn-based battle map, the target position is set to a position with a smaller offset from the first position that is suitable as a reference position for selecting a turn-based battle map.

[0453] In this method, when it is necessary to switch from the world map to a turn-based battle map, the turn-based battle map can be selected directly from the world map according to the target location, eliminating the need to additionally load the turn-based battle map, resulting in high efficiency in scene switching and high efficiency in displaying the turn-based battle map. Furthermore, in the process of selecting the turn-based battle map, it is determined whether the first position is appropriate as the position for which the turn-based battle map is selected. Therefore, in the embodiment of the present invention, regardless of the arrangement of the world map, a turn-based battle map suitable for battle characters to perform turn-based combat can be selected, improving the flexibility of the world map arrangement.

[0454] Furthermore, if the target position has a relatively small offset from the first position, switching virtual scenes can cause visual discomfort. However, displaying animation during the scene transition process can further reduce this visual discomfort and improve the interaction experience.

[0455] In one related technology, the world map where combat characters perform their first actions and the turn-based combat map where combat characters engage in turn-based combat are two completely independent scenes. If it is decided that turn-based combat is necessary, the turn-based combat map must be loaded first, and a black or white screen is displayed before the turn-based combat map is loaded.

[0456] In this method, loading the turn-based battle map takes time, switching between virtual scenes takes time, and the black or white screen interrupts the scene display process, reducing the immersion of the interacting target, resulting in a poor interaction experience for the interacting target, and further decreasing the human-machine interaction rate. On the other hand, in the embodiment of the present invention, the turn-based battle map is a scene selected from the world map, and when it is decided that turn-based combat is necessary, the target position is determined, and the turn-based battle map is selected from the world map based on the target position. This eliminates the need to load the turn-based battle map, and further eliminates the need to display a black or white screen, improving the smoothness of scene display. As a result, the immersion of the interacting target is improved, the interaction experience for the interacting target is improved, and further increasing the human-machine interaction rate.

[0457] In another related technology, all scenes for a combat character's first activity and turn-based combat are on the world map, and if it is decided that turn-based combat is necessary, the combat character's current position is directly used as the location for the turn-based combat.

[0458] In this system, in order to ensure that combat characters can smoothly conduct turn-based combat, the world map must be pre-placed in a scene where all locations are suitable for combat characters to conduct turn-based combat. The requirements for the placement of the world map are relatively high, and the landscape of the placed world map may be relatively monotonous, for example, the landscape of the placed world map may consist entirely of relatively flat surfaces, grass, etc. A world map with a relatively monotonous landscape degrades the interaction experience of interaction objects and further reduces the human-machine interaction rate.

[0459] On the other hand, in the embodiment of the present invention, it is determined whether the first position where the combat character is located is suitable as a reference position for selecting a turn-based combat map. If the first position is suitable as a reference position for selecting a turn-based combat map, the target position is set to a position with no offset from the first position. If the first position is not suitable as a reference position for selecting a turn-based combat map, the target position is set to a position that is suitable as a reference position for selecting a turn-based combat map and has a small offset from the first position. With this method, regardless of the arrangement of the world map, a turn-based combat map suitable for the combat character to perform turn-based combat can be selected, thus guaranteeing that the combat character can perform turn-based combat smoothly. The requirements for the arrangement of the world map are low, and it is not necessary to arrange the world map in advance in a scene where all positions are suitable for the combat character to perform turn-based combat. This improves the flexibility of the arrangement of the world map and improves the richness of the world map's scenery, thereby improving the interaction experience of the interaction target and increasing the human-machine interaction rate.

[0460] • Fifth branch: To mitigate the awkwardness of switching from a world scene to a turn-based battle scene, a transition animation has been added to smoothly connect the two scenes.

[0461] In one embodiment, a smooth screen transition is achieved by playing a transition animation.

[0462] During the transition from the world scene to the turn-based combat scene, a first transition animation is displayed. This can attract the player's attention to the animation, reduce the player's focus on the virtual scene transition process, lessen the visual jarring effect the virtual scene transition has on the player, improve the player's interaction experience, and further increase the human-machine interaction rate.

[0463] For example, when the master virtual character is exploring in the world scene, the world scene is displayed. When the master virtual character encounters a second combat character in the world scene, it is determined whether or not to initiate turn-based combat. In response to not initiating turn-based combat, the world scene continues to be displayed. In response to initiating turn-based combat, the first transition animation of the second combat character and the first transition animation of the master virtual character are displayed sequentially. Here, the first transition animation of the second combat character is displayed before switching the world scene to the turn-based combat scene, and the first transition animation of the master virtual character is displayed after switching the world scene to the turn-based combat scene.

[0464] In response to the completion of the master virtual character's first transition animation, the turn-based combat scene is displayed based on the world scene, indicating that the master virtual character will engage in turn-based combat. It is then determined whether the turn-based combat has ended, and if it has not, the turn-based combat scene is displayed again.

[0465] The first transition animation is used to reduce the unnaturalness when switching from the world scene to the turn-based battle scene. The first transition animation consists of multiple animation frames, and includes close-ups of the master virtual character and the second battle character.

[0466] In some embodiments, the master virtual character explores the world scene, and after turn-based combat is activated, for example, the master virtual character encounters the second combat character, the first transition animation displays a close-up of the second combat character, and then the first transition animation displays a close-up of the master virtual character. The master virtual character throws a virtual item, freeing the first combat character from the virtual item, and at this point enters the turn-based combat scene screen, which includes both the first and second combat characters, and the first and second combat characters enter turn-based combat.

[0467] As an example, the scene screen display process can be divided into a process (cut-in process) that switches the world scene to a turn-based battle scene. As shown in Figure 24, the cut-in process includes sequentially displaying the first transition animation of the second battle character and the first transition animation of the master virtual character in response to the activation of turn-based battle. In response to the completion of the display of the master virtual character's first transition animation, the turn-based battle scene is displayed based on the world scene to indicate that the master virtual character will perform turn-based battle in the turn-based battle scene.

[0468] During the cut-in process, after the master virtual character encounters the second combat character in the world scene, the virtual scene transition is achieved by a close-up of a virtual object, without the need for a black or white screen. For example, a close-up of a virtual object can be achieved by controlling the change in distance between the virtual camera and the virtual object.

[0469] For example, since the turn-based combat scene is a scene selected from the world scene, the turn-based combat scene and the world scene are the same scene, and the difference in appearance is almost negligible. For example, if the world scene is shown as virtual scene 901 in Figure 25(1) and the turn-based combat scene is shown as virtual scene 902 in Figure 25(2), the difference between the world scene and the turn-based combat scene mainly appears in the field of view, and there is almost no difference in appearance.

[0470] The switching flow between the world scene and the turn-based battle scene according to an embodiment of the present invention does not require the reloading of the turn-based battle scene. Instead, it directly selects an appropriate scene from the world scene as the turn-based battle scene, and by combining artistic expression (e.g., displaying animation) with camera language, it is possible to quickly switch to the scene where the master virtual character is located, as long as a main subject (e.g., master virtual character, second battle character, etc.) is always present on the screen, thus avoiding black or white screens. Furthermore, the turn-based battle scene selection algorithm brings the turn-based battle scene as close to the world scene as possible, achieving a smooth and seamless experience. According to the display method according to an embodiment of the present invention, the player's immersion in exploration activities in the world scene and turn-based battles in the turn-based battle scene is not interrupted by scene switching. The entire flow of scene switching from the player's perspective is not fragmented but "integrated," thereby improving player immersion and enhancing the enjoyment of the game.

[0471] In some embodiments, in response to the scene switching conditions being met, the terminal device retrieves and displays a first transition animation stored locally, or retrieves and displays a first transition animation from a background server.

[0472] Switching sequence 2: Switching from "Turn-based combat scene" to "World scene": Figure 26 is a flowchart of a virtual scene switching method according to one exemplary embodiment of the present invention. This method may be performed by a terminal device and includes the following steps.

[0473] Step 810: Display that the combat characters are positioned in the turn-based combat scene.

[0474] Here, the combat character includes the first combat character and the second combat character, and the first combat character is a combat character owned by the master virtual character.

[0475] Turn-based combat scenes are rendered based on a combat map. A combat map is typically a map of a relatively large open virtual world. The combat map contains multiple sections, each of which is a polygonal section.

[0476] In some embodiments, the master virtual character has at least one first combat character. The first combat character is a combat character that the master virtual character has successfully acquired. The master virtual character is a virtual character controlled by the current player. The acquired first combat character may be controlled by the current player, controlled by an AI, or controlled by an AI based on a combat strategy specified by the current player, but is not limited to these.

[0477] In this embodiment, in the initial state, the master virtual character and the combat characters are positioned in a turn-based combat scene.

[0478] Step 820: Control the first and second combat characters to fight in a turn-based combat scene.

[0479] Here, the first combat character is a combat character owned by the master virtual character, the second combat character is a combat character owned by the enemy virtual character, or the second combat character is a combat character controlled by the AI, or the second combat character is a wild combat character. Preferably, the first combat character and the second combat character are in an adversarial relationship.

[0480] In some embodiments, the first combat character and the second combat character are controlled to fight in a turn-based combat scene, that is, the first combat character and the second combat character are controlled to fight in a turn-based combat scene.

[0481] Step 830: When combat in a turn-based combat scene has ended, display that the combat characters are located in the world scene.

[0482] In turn-based combat scenes, the first and second combat characters fight. When combat ends, the game responds to an event indicating that the battle has ended, either because one of the combat characters was defeated or because certain victory conditions were met. In response to the combat end event, the game switches the combat characters to the world scene.

[0483] In response to the end of combat during a turn, the combat scene is switched to the world scene, indicating that the virtual characters are located in the world scene. In some embodiments, the turn-based combat scene is switched directly to the world scene. In some embodiments, a transition animation is inserted during the switch from the combat scene to the world scene to mitigate any unnaturalness in the transition.

[0484] The world scene is rendered based on the world map. Typically, the map area of ​​the world map is larger than that of the battle map. In some embodiments, the world map is independent of and distinct from the battle map. In some embodiments, the world map is based on the parent map of the battle map, and the turn-based battle scene displayed before the switch is identical to, or maintains a higher degree of similarity than a pre-set condition, what the world scene displays after the switch.

[0485] Step 840: Based on the influencing factors in the turn-based combat scene, determine at least one world element for the combat character in the world scene.

[0486] In some embodiments, after switching to the world scene, at least one world element of a combat character in the world scene is determined based on at least one of the influencing factors in the turn-based combat scene.

[0487] In some implementations, three improvements are provided to maintain consistency between the world scene and the turn-based combat scene. These three improvements can be divided into three branches, each of which is explained below.

[0488] Branch 1: The actions of combat characters in the world scene are determined based on the results of their combat in turn-based battle scenes.

[0489] Branch 2: The environment outside of combat in the world scene is determined based on the in-battle environment of the combat characters in turn-based combat scenes.

[0490] Branch 3: To mitigate the awkwardness of the transition from turn-based combat scenes to world scenes, a transition animation has been added to smoothly connect the two scenes.

[0491] As described above, the method according to this embodiment reduces the distinction between the world scene and the turn-based combat scene, increases the mutual influence between the world scene and the turn-based combat scene, improves the consistency between the world scene and the turn-based combat scene, and reduces or avoids the unnaturalness that the player feels when switching scenes, by determining at least one world factor of the combat character in the world scene based on the influencing factors in the turn-based combat scene.

[0492] The following explains the three branching points mentioned above.

[0493] Branch 1: As shown in Figure 27, the above step 840 may include the following substep 841.

[0494] Step 841: Determine the actions of the combat characters in the world scene based on the results of the battle in the turn-based combat scene.

[0495] This includes the following two scenarios.

[0496] Scenario 1: If the combat result for a combat character in a turn-based combat scene is a victory, the combat character's actions in the world scene will be controlled based on the victory action mode.

[0497] Here, the combat characters include at least one of the first combat character and the second combat character.

[0498] Victory Action Mode refers to a system where, after a combat character achieves victory, the game system determines the combat character's actions in the world scene based on established rules or logic.

[0499] Preferably, the victory action mode includes the following: The combat character is given rewards and growth, for example, if victorious, the combat character may receive experience points, coins, items, or other rewards to improve the combat character's growth and abilities. The combat character is given opportunities for exploration and discovery, and if victorious, the combat character is given opportunities for further exploration or discovery, for example, unlocking a new map area, completing quests, or exploring secret paths.

[0500] In turn-based combat scenes, a victory for a combat character includes cases where the first combat character wins, or cases where the second combat character wins.

[0501] In one possible embodiment, if the first combat character wins in a turn-based combat scene, the master virtual character may choose to continue acquiring the second combat character when switching from the turn-based scene to the world scene, or the master virtual character may choose to continue exploring in the world scene, such as unlocking a new map area.

[0502] In one possible embodiment, if the combat result of the second combat character in a turn-based combat scene is a victory, when switching from the turn-based scene to the world scene, the second combat character may choose to go into stealth to avoid acquiring the master virtual character, or the second combat character may choose to initiate another attack against the first combat character.

[0503] In one embodiment, a terminal device acquires the combat result of a first combat character in a turn-based combat scene as a victory, maps it to a first victory action mode in a pre-configured first action mode table, and controls the actions of the first combat character based on the first victory action mode.

[0504] In another embodiment, the terminal device acquires the combat result of the second combat character in a turn-based combat scene as a victory, maps it to a second victory action mode in a pre-configured second action mode table, and controls the actions of the second combat character based on the second victory action mode.

[0505] Scenario 2: If the combat result for a combat character in a turn-based combat scene is defeat, the combat character's actions in the world scene will be controlled based on the defeat action mode.

[0506] Defeat Action Mode refers to a system where, after a combat character is defeated in battle, the game system determines the combat character's actions in the world scene based on established rules or logic.

[0507] Preferably, the defeat action mode may include the following: After defeat, the combat character may suffer a penalty such as losing some experience points, gold, or items, or may be affected by other negative effects. The combat character may have the opportunity to retry, and after defeat, the combat character may have the opportunity to challenge the opposing combat character again in an attempt to win, and the combat character may learn from the defeat and improve their skills or strategies.

[0508] If a combat character's combat result in a turn-based combat scene is a defeat, this includes the case where the first combat character's combat result in a turn-based combat scene is a defeat, or the case where the second combat character's combat result in a turn-based combat scene is a defeat.

[0509] In one possible embodiment, the combat result for the first combat character in a turn-based combat scene is defeat, and upon switching from the turn-based scene to the world scene, the first combat character suffers a penalty such as losing experience points or gold, or the first combat character chooses to flee to escape the attack of the second combat character.

[0510] In one possible embodiment, the combat outcome for the second combat character in a turn-based combat scene is defeat, and in the transition from the turn-based scene to the world scene, the second combat character chooses to escape capture by the master virtual character.

[0511] In one embodiment, a terminal device acquires that the combat result of a first combat character in a turn-based combat scene is a defeat, maps it to a first failure action mode in a configured first action mode table, and controls the actions of the first combat character based on the first failure action mode.

[0512] In another embodiment, the terminal device acquires that the combat result of the second combat character in a turn-based combat scene is a defeat, maps it to a second failure action mode in a configured second action mode table, and controls the actions of the second combat character based on the second failure action mode.

[0513] The following describes how combat characters determine their state in the world scene based on the outcome of combat.

[0514] In the method based on the above, if the result of the second combat character's combat in a turn-based combat scene is a victory, the step of controlling the combat character's actions in the world scene based on the victory action mode includes at least one of the following:

[0515] - If a combat character wins a battle in a turn-based combat scene and is in stealth mode during that scene, the system controls the combat character to maintain that stealth state in the world scene.

[0516] - If a combat character wins a turn-based combat scene and is in a stealthy, detected state during that scene, the system will control the combat character to revert to a stealthy state in the world scene.

[0517] - If a combat character wins a battle in a turn-based combat scene, and the combat character is in a waking state in that scene, the system controls the combat character to return to a sleeping state in the world scene.

[0518] - If a combat character wins a battle in a turn-based combat scene, and was in an exploration state before transitioning to the turn-based combat scene, control the combat character to return to the exploration state in the world scene.

[0519] The following example illustrates the concept of a combat character being a second combat character.

[0520] One possible example is that if a second combat character wins a turn-based combat scene and is in stealth mode during that scene, the system would control the second combat character to remain in stealth mode in the world scene.

[0521] In games, stealth refers to a state in which a second combat character can conceal themselves in a way that prevents them from being easily discovered or detected in the world scene.

[0522] Preferably, the stealth state includes at least one of the following: invisibility, camouflage, hiding, confusion, etc.

[0523] Invisibility: The second combat character can become invisible or invisible in the world scene by using a special skill or item to enter an invisible state.

[0524] Disguise State: The second combat character can deceive the Master Virtual Character by impersonating the first combat character or by impersonating surrounding objects in order to conceal their own identity.

[0525] Stealth Mode: The second combat character can choose to hide in a certain location without taking any active action or attacking, in order to avoid being discovered or attracting the attention of the first combat character.

[0526] Confused State: The second combat character can use invisibility skills or items to prevent the master virtual character or the first combat character from accurately determining their position or actions in the world scene.

[0527] For example, if the second combat character is a ghost-type combat character, and the second combat character wins the turn-based combat scene, and the second combat character is invisible during the turn-based combat scene, the second combat character will maintain its invisible state when switching from the turn-based combat scene to the world scene. Also, for example, if the second combat character is a plant-type combat character, and the second combat character wins the turn-based combat scene, and the second combat character is disguised during the turn-based combat scene, the second combat character will transform into a plant in the world scene and continue to maintain its stealth state when switching from the turn-based combat scene to the world scene.

[0528] In one preferred example, if the second combat character's combat result in a turn-based combat scene is a victory, and their stealth was discovered during that turn-based combat scene, the second combat character is returned to a stealth state in the world scene.

[0529] For example, if the second combat character is a wind-elemental combat character, and the second combat character wins the turn-based combat scene, and the second combat character's stealth ability is discovered during the turn-based combat scene, then when switching from the turn-based combat scene to the world scene, the second combat character can use a special wind-elemental skill to return to an invisible state.

[0530] In one preferred example, if the second combat character wins the battle in a turn-based combat scene and is in a sleep-wake state during that scene, the second combat character is returned to a sleep state in the world scene.

[0531] Here, "sleep state" refers to a state of rest in the second combat character, and a second combat character in a sleep state cannot take action or participate in combat. When a second combat character is in a sleep state, they cannot take action or attack on their own and must be woken up by another virtual character to return to a normal combat state.

[0532] The "Wake Up" state occurs when the second combat character wakes up from a sleep state, in which case the second combat character can take action or participate in combat.

[0533] For example, if the second combat character is an animal-type combat character, and the second combat character is asleep before entering a turn-based combat scene, and then enters the turn-based combat scene after being woken up by the first combat character, and the second combat character wins the battle in the turn-based combat scene, then when switching from the turn-based combat scene to the world scene, the second combat character can enter the sleep state again.

[0534] One preferred example is to control the system so that if a second combat character wins a turn-based combat scene and was in an exploration state before entering the turn-based combat scene, the second combat character is returned to an exploration state in the world scene.

[0535] The exploration state refers to a state in which the second combat character explores the world scene, searching for new locations, tasks, or resources. In the exploration state, the second combat character can move freely, interact with other virtual characters, and discover hidden items or locations.

[0536] In the method described above, if the result of combat for a combat character in a turn-based combat scene is a defeat, the step of controlling the actions of the combat character in the world scene based on the defeat action mode includes the following steps:

[0537] - If a combat character loses a battle in a turn-based combat scene and is in a fleeing state during that scene, the game will control the combat character to remain in a fleeing state in the world scene.

[0538] Let's illustrate this by using the example of a combat character being a second combat character.

[0539] "Fleeing" refers to a state in which the second combat character leaves the battle scene or chooses to avoid combat with the first combat character.

[0540] Preferably, the escape state can be triggered in various situations that occur during combat. The second combat character can actively choose to escape, that is, the second combat character actively chooses to leave the combat scene in order to avoid engaging the first combat character again. The second combat character can also passively choose to escape, and the second combat character may be forced to escape in turn-based combat scenes in other unfavorable situations, including when they are severely injured or when the second combat character's health is too low and they are in an abnormal state.

[0541] Branch 2: As shown in Figure 28, step 840 described above may include the following substep 842.

[0542] Step 842: Determine the out-of-battle environment of the combat characters in the world scene based on the in-battle environment of the combat characters in the turn-based combat scene.

[0543] Preferably, after a turn-based battle has ended, the user interface switches from displaying the battle map to displaying the world map, that is, from the in-battle environment in the turn-based battle scene to the out-of-battle environment in the world scene.

[0544] When you return to an environment outside of a battle, traces of the battle will appear on parts of the world map. If the grass in the battle environment catches fire as a result of intense fighting between the two players in a turn-based battle, that grass will also catch fire when you return to the battle environment. If the fire in the battle environment is extinguished, the burn marks will be displayed in the battle environment.

[0545] For example, the halo can influence the terrain attributes of the environment within a battle. For instance, if the initial type of the terrain attribute is grass, the terrain attribute type is converted to fire by the influence of a fire-type halo, meaning a screen showing that the grass on the area is burning is rendered. Alternatively, if the initial type of the terrain attribute is water, the terrain attribute type is converted to ice by the influence of an ice-type halo, meaning a screen showing that the water on the area is frozen is rendered. Alternatively, if the initial type of the terrain attribute is earth, the terrain attribute type is converted to grass by the influence of a grass-type halo, meaning a screen showing that grass is growing on the area is rendered. The embodiments of the present invention are not limited to these examples.

[0546] For example, as shown in Figures 29 and 30, in a turn-based combat scene 1500, when a fire-attribute combat character 1501 attacks, it applies a spherical halo of fire 1502 with a radius of 4 meters to its own position. The spherical halo of fire 1502 converts the area within it from grass type to fire type, that is, it ignites the grass within the spherical halo of fire 1502. Preferably, at the end of the turn-based combat, if the spherical halo of fire 1502 belongs to the remaining halo, the scene control process renders and displays the spherical halo of fire 1502 at the position of the virtual character 1501, and renders and displays that the grass within the spherical halo of fire 1502 has been ignited.

[0547] In embodiments of the present invention, active displacement may occur when a combat character is the attacker. Passive displacement may occur when a combat character is the defender, and if a skill attack is received, there is a displacement process that results in repulsion. When a combat character's position changes, the environment in which they are located (including the environment of the area and the weather environment) also changes, which may affect the combat character's subsequent turns.

[0548] In one embodiment, the terminal device detects weather data, time data, and ground morphology data in real time during a turn-based combat scene, synchronizes the weather data in the world scene to update it with the weather data in the turn-based combat scene, synchronizes the time data in the world scene to update it with the time data in the turn-based combat scene, and synchronizes the ground morphology data in the world scene to update it with the ground morphology data in the turn-based combat scene.

[0549] Branch 3: In the transition process from a turn-based battle scene to a world scene, increase the transition animation to more smoothly link the two scenes, thereby mitigating the unnaturalness of the transition from a turn-based battle scene to a world scene.

[0550] In one embodiment, a smooth screen transition is achieved by playing a transition animation.

[0551] Before returning from a turn-based combat scene to the displayed world scene, that is, before switching the virtual scene where the first combat character is located from the turn-based combat scene to the world scene, the second transition animation of the first combat character is displayed to attract the player's attention to the animation and reduce the player's attention to the virtual scene switching process. This reduces the visual jarring effect that virtual scene switching causes the player, improves the player's interaction experience, and further increases the human-machine interaction rate.

[0552] In response to the end of turn-based combat, the master virtual character's second transition animation is displayed. There are multiple second transition animations for the master virtual character; some are displayed before returning from the turn-based combat scene to the world scene, and the remainder are displayed after returning from the turn-based combat scene to the world scene. In response to the end of the display of the master virtual character's second transition animation, the world scene is displayed to indicate that the master virtual character has returned to the world scene for exploration activities.

[0553] The second transition animation is used to reduce the unnaturalness when switching from a turn-based combat scene to a world scene. The second transition animation includes multiple animation frames and includes a close-up of the master virtual character.

[0554] In some embodiments, after a turn-based battle ends, a second transition animation displays a close-up of the master virtual character returning the first combat character to a virtual item. The master virtual character retrieves the first combat character from the virtual item. If the master virtual character's battle result is a victory, the second transition animation displays a close-up of the master virtual character celebrating. If the master virtual character's battle result is a defeat, the second transition animation displays a close-up of the master virtual character fleeing, or the second transition animation displays a close-up of the master virtual character continuing to explore in the world scene.

[0555] For example, the scene screen display process can be divided into a process (cutout process) that switches the turn-based combat scene back to the world scene. The cutout processes may be as shown in Figure 31. The cutout processes include the following steps: In response to the end of the turn-based combat, display the second transition animation of the master virtual character. In response to the end of the display of the second transition animation of the master virtual character, display the world scene to indicate that the master virtual character has returned to the world scene for exploration activity.

[0556] In some embodiments, in response to the end of combat, the terminal device retrieves a second transition animation stored locally, or retrieves a second transition animation from a background server for display.

[0557] In the cutout process, when switching shots using the same animation set after a turn-based battle has ended, the background scene is switched.

[0558] The process of switching between a world scene and a turn-based battle scene according to an embodiment of the present invention does not require the reloading of the turn-based battle scene. Instead, an appropriate scene is directly selected from the world scene to be used as the turn-based battle scene. By combining artistic expression (e.g., displaying animation) with shot screen language, the main character (e.g., master virtual character, second battle character, etc.) is always present on the screen. This allows for quick switching between scenes containing the master virtual character, avoiding black or white screens. Furthermore, the turn-based battle scene selection algorithm brings the turn-based battle scene as close to the world scene as possible, achieving a seamless and smooth experience. According to the display method according to an embodiment of the present invention, the player's immersion in exploration activities in the world scene and turn-based battles in the turn-based battle scene is not interrupted by scene switching. From the player's perspective, the entire scene switching flow is not fragmented but "integrated," thereby improving player immersion and enhancing the enjoyment of the game.

[0559] Figure 32 is a flowchart showing a method for switching virtual scenes according to one exemplary embodiment of the present invention. This method may be performed by a terminal or a client on a terminal in the system shown in Figure 4. The method includes the following steps:

[0560] Step 2501: Start processing.

[0561] Step 2502: The combat character is in daily activity mode.

[0562] If a combat character is not sensing any sensing events in the world scene, they will be in routine activity mode, such as walking, patrolling, foraging for food, sleeping, or drinking water.

[0563] Step 2503: Trigger a sensing event and determine the type of sensing event.

[0564] When a detection event is triggered, the combat character executes the action mode corresponding to that event.

[0565] In some embodiments, the types of sensing events include sensing events triggered by environmental factors, and sensing events triggered by environmental factors are sensing events triggered by factors other than the master virtual character and the first combat character.

[0566] In some embodiments, the type of sensing event includes a sensing event that is triggered after a combat character senses a hostile virtual character in the world scene. In this case, the combat character enters sensing action mode.

[0567] Step 2504: If a sensing event is triggered by an environmental factor, enter environmental action mode.

[0568] The environmental behavior mode includes at least one of the following: stealth mode, camouflage mode, sleep mode, escape mode, frenzy combat mode, alert mode, etc.

[0569] To illustrate that the environmental action mode is the stealth action mode, when a combat character enters stealth action mode, they will operate in a mode that conceals their location.

[0570] Step 2505: If a sensing event is triggered by a hostile virtual character, enter sensing action mode.

[0571] The Sensing Action Mode is a post-Sensing Event Action Mode that is triggered when a combat character senses a hostile virtual character in the world scene. The Sensing Action Mode includes at least one of the following: Stealth Action Mode, Disguise Action Mode, Sleep Action Mode, Escape Action Mode, Madness Combat Mode, and Alert Action Mode.

[0572] In this embodiment, the sensing action mode in step 2505 is assumed to be the alert action mode.

[0573] Step 2506: Determine whether the combat character meets the stress condition.

[0574] When stress conditions are met, the alert mode switches to stealth mode.

[0575] Step 2507: Enter stealth mode.

[0576] When stress conditions are met, the combat character will trigger a stress response, and if the stress response is a stealth response, the combat character will enter stealth mode.

[0577] In one possible embodiment, the sensing behavior mode is a sensing behavior mode triggered by a stress response, where the stress response is a behavioral response after the combat character senses an enemy virtual character. The stress response includes at least one of the following responses: stealth, warning, fleeing, surprise, distrust, anger, etc.

[0578] Step 2508: Determine whether the stealth event has ended.

[0579] After a predetermined time has elapsed since the combat character entered stealth mode, or after the combat character senses that the danger has been resolved (in this case, the combat character changes from a state where they sense a hostile virtual character to a state where they do not sense a hostile virtual character), the combat character returns to normal operation mode. If the time spent in stealth mode has not reached the predetermined time, or if the combat character does not sense that the danger has been resolved, the combat character continues to remain stealthy while maintaining a stress response.

[0580] Step 2509: Determine whether or not the combat character has entered a turn-based combat scene.

[0581] If the result is YES, perform step 2510. If the result is NO, perform at least one of steps 2502 to 2508.

[0582] Step 2510: Perform behavior mode detection.

[0583] When switching to a turn-based combat scene, the system performs an action mode detection on the combat characters, and the combat characters maintain their action mode from the world scene.

[0584] Step 2511: Perform environmental detection.

[0585] In turn-based combat scenes, environmental factors including at least one of the following are detected: time of day, weather type, and terrain attribute.

[0586] Step 2512: Determine the in-game mechanics of combat characters in turn-based combat scenes.

[0587] The turn-based combat scenes include at least one of three in-game mechanics: buff / debuff states, combat logic, and unique skills.

[0588] In turn-based combat scenes, the combat capabilities of combat characters are determined based on their action mode and environmental factors. Steps 2513-2515 may be performed in at least one way depending on different embodiments.

[0589] Step 2513: Add buff / debuff statuses corresponding to the action mode to the combat character.

[0590] Buff / debuff states include both buff and debuff states. A buff state is a beneficial effect applied to a combat character that can improve their combat abilities, while a debuff state is a negative effect applied to a combat character that can weaken their combat abilities.

[0591] Step 2514: Change the combat logic of the combat character to the combat logic corresponding to the action mode.

[0592] Combat logic is the control logic that governs the actions of combat characters during combat within a game. Combat logic is the logic by which the AI ​​controls combat characters during combat. Combat characters have various combat logics, such as offensive, defensive, retreating, and surprise attack types. Combat characters themselves can adjust their combat logic based on the current situation and influencing factors. In some embodiments, a second combat character is completely controlled by AI control logic. Therefore, the AI ​​control logic can change the combat logic of the second combat character based on the second combat character's action mode.

[0593] Step 2515: Control combat characters to use specialized skills corresponding to their action modes in combat.

[0594] Special skills refer to a set of skills that correspond to a combat character's current action mode. Alternatively, special skills are skills that are only permitted to be used in the current action mode. Special skills are used to enhance a combat character's characteristics and advantages, and preferably, different special skills may be used depending on the combat character's action mode.

[0595] Step 2516: Determine whether the turn-based combat scene has ended.

[0596] If it is determined that the process has finished, step 2517 is executed; otherwise, at least one of steps 2510 to 2515 is executed.

[0597] Step 2517: The outcome of a battle within a match affects the outcome outside of that match.

[0598] The combat results of combat characters in turn-based combat scenes affect their actions in world scenes. Combat results include both victories and defeats of combat characters in turn-based combat scenes.

[0599] Step 2518: The battle result is victory.

[0600] Step 2519: The battle result is defeat.

[0601] Step 2520: If the battle result is a victory, the combat character continues exploring.

[0602] In one possible embodiment, if the battle result is a victory, the battle character can continue exploring in the world scene.

[0603] Step 2521: If the battle result is a defeat, the combat character flees.

[0604] In one possible embodiment, if the outcome of the battle is defeat, the combat character may choose to flee in the world scene.

[0605] Step 2522: Terminate the process.

[0606] As described above, the method of this embodiment reduces the distinction between the world scene and the turn-based battle scene, increases the interaction between the world scene and the turn-based battle scene, improves the consistency between the world scene and the turn-based battle scene, and reduces or avoids the unnaturalness that the player feels during scene transitions, by determining the combat elements of combat characters in the turn-based battle scene based on the influencing factors in the world scene.

[0607] Figure 33 is a block diagram of a virtual scene switching device according to one exemplary embodiment of the present invention. The device can be implemented as all or part of a computer device by software, hardware, or a combination of both. The device includes the following parts:

[0608] The first display module 1510 indicates that the master virtual character is located in the world scene, and that the master virtual character owns at least one first combat character.

[0609] The first control module 1520 controls the master virtual character to move to a first area in the world scene, which includes a second combat character.

[0610] The first display module 1510 indicates that, if the scene switching conditions are met, the combat characters are positioned in a turn-based combat scene, and the combat characters include at least one of the first combat characters and the second combat characters.

[0611] The first decision module 1530 determines the combat elements of combat characters in turn-based combat scenes based on influencing factors in the world scene.

[0612] In some preferred embodiments, the first decision module 1530 further includes a first decision submodule.

[0613] In one preferred example, the first display module 1510 displays that the master virtual character is located in the world scene, and the master virtual character owns at least one first combat character.

[0614] The first control module 1520 controls the master virtual character to move to a first area in the world scene, which includes a second combat character.

[0615] The first display module 1510 indicates that, if the scene switching conditions are met, the combat characters are positioned in a turn-based combat scene, and the combat characters include at least one of the first combat characters and the second combat characters.

[0616] The first decision submodule determines the combat capabilities of combat characters in turn-based combat scenes based on their action modes in world scenes.

[0617] In one preferred embodiment, the action mode includes at least one of the following: routine action mode, environmental action mode, sensing action mode, crowd action mode, and surprise action mode. The routine action mode is the action mode when a combat character has not detected any sensing events in the world scene. The environmental action mode is the action mode after a combat character has detected a sensing event triggered by environmental factors in the world scene. The sensing action mode is the action mode after a combat character has detected a sensing event triggered by an enemy virtual character in the world scene. The crowd action mode is the action mode in which multiple combat characters take action according to a collective strategy or group strategy. The surprise action mode is the action mode aimed at ambushing.

[0618] In some preferred embodiments, the first determination submodule includes a first determination unit.

[0619] In some preferred embodiments, the first determination unit determines the combat capabilities of a combat character in a turn-based combat scene according to the first environmental action mode, if the environmental action mode is a first environmental action mode triggered by a time of day.

[0620] The first determination unit determines the combat capabilities of the combat characters in a turn-based combat scene according to the second environmental action mode, if the environmental action mode is a second environmental action mode triggered by the weather type.

[0621] The first determination unit determines the combat capabilities of the combat character during combat in a turn-based combat scene according to the third environmental action mode, if the environmental action mode is a third environmental action mode triggered by terrain attributes.

[0622] In some preferred embodiments, the first determination unit is: If the first environmental action mode is a stealth action mode triggered by the first time period, and the combat time falls within the first time period, then the combat capabilities of the combat character during the turn-based combat scene are determined according to the stealth action mode. If the first environmental action mode is a stealth action mode triggered by the first time period, and the combat time does not fall within the first time period, the combat capabilities of the combat character during the turn-based combat scene are determined according to the daily action mode or the environmental action mode corresponding to the combat time.

[0623] Here, combat time changes in accordance with the system time in the world scene.

[0624] In some preferred embodiments, the first determination unit is: If the second environmental action mode is a stealth action mode triggered by the first weather type, and the current weather type belongs to the first weather type, then the combat capabilities of the combat character during a turn-based combat scene are determined according to the stealth action mode. If the second environmental action mode is a stealth action mode triggered by the first weather type, and the current weather type does not belong to the first weather type, the combat capabilities of the combat character during turn-based combat scenes are determined according to the normal action mode or the environmental action mode corresponding to the current weather type.

[0625] Here, the current weather type changes according to the system time in the world scene, or the change in the current weather type can be triggered by the combat character's skills.

[0626] In some preferred embodiments, the first determination unit is: If the third environmental action mode is a stealth action mode triggered by the first terrain attribute, and the combat character's position belongs to the first terrain attribute, then the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the stealth action mode. If the third environmental action mode is a stealth action mode triggered by the first terrain attribute, and the combat character's position does not belong to the first terrain attribute, the combat capabilities of the combat character during combat in a turn-based combat scene are determined according to the normal action mode or the environmental action mode corresponding to the terrain attribute of the combat character's position.

[0627] Here, the position of the combat characters changes dynamically during the combat process in turn-based battle scenes.

[0628] In some preferred embodiments, the first determination submodule further includes a first determination unit.

[0629] In some preferred embodiments, the first determination unit determines the combat capabilities of the combat characters in a turn-based combat scene according to the first sensing action mode, if the sensing action mode is a first sensing action mode triggered by the compatibility relationship between combat characters of different attributes.

[0630] The first determination unit determines the combat capabilities of a combat character in a turn-based combat scene according to the second perception behavior mode, if the perception behavior mode is the second perception behavior mode triggered by the stress response. Here, the stress response is the action taken by the combat character after sensing an enemy combat character.

[0631] In some preferred embodiments, the first determination unit is: If the sensing action mode is a stealth action mode triggered by the compatibility relationship between combat characters of different attributes, the combat capabilities of the combat characters during turn-based combat scenes are determined according to the stealth action mode. When an enemy combat character is switched, the combat abilities of that character during turn-based combat scenes are determined according to their normal action mode or the sensing action mode corresponding to the enemy combat character.

[0632] In some preferred embodiments, the first determination unit is: If the second sensing behavior mode is a stealth behavior mode triggered by a stress response, the combat capabilities of the combat character during turn-based combat scenes are determined according to the stealth behavior mode. When the duration of the stress response reaches the first duration, the combat capabilities of the combat character in turn-based combat scenes are determined according to the normal behavior mode.

[0633] In some preferred embodiments, the first determination unit is: Add a buff or debuff status corresponding to the action mode to the combat character. The combat logic of the combat characters has been changed to combat logic that corresponds to the action mode. Controls combat characters to use specialized skills corresponding to their action mode during combat.

[0634] In one preferred embodiment, the environmental behavior mode and / or sensing behavior mode are: Stealth mode, Disguise mode, Sleep behavior mode, Escape mode, Insane combat mode, It includes at least one of the alert behavior modes.

[0635] In one preferred example, the first control module 1520 controls the combat character to switch between at least two action modes.

[0636] In some preferred embodiments, the first control module 1520 further includes a first control submodule.

[0637] In one preferred example, the first control submodule switches from a normal behavior mode to an environmental behavior mode when a combat character detects a sensing event triggered by environmental factors in the world scene.

[0638] The first control submodule switches from environmental behavior mode to daily behavior mode when the environmental factor disappears or the period after its disappearance reaches the first period.

[0639] The first control submodule switches from the environmental behavior mode to the daily behavior mode when the duration of the environmental behavior mode reaches the second period.

[0640] The first control submodule switches from normal behavior mode to detection behavior mode when a combat character detects a hostile virtual character in the world scene.

[0641] The first control submodule switches from the sensing action mode to the normal action mode when the sensing event disappears or when the period after the disappearance reaches the third period.

[0642] The first control submodule switches from the sensing behavior mode to the daily behavior mode when the duration of the sensing behavior mode reaches the fourth period.

[0643] The first control submodule switches from daily action mode to crowd action mode when a combat character belongs to a group or organization.

[0644] The first control submodule switches from crowd behavior mode to everyday behavior mode when a combat character leaves a group or group.

[0645] The first control submodule switches from normal operation mode to surprise attack mode when a combat character receives a stealth command or stealth trigger event.

[0646] The first control submodule switches from surprise attack mode to normal operation mode when the duration of the surprise attack mode reaches the fifth period.

[0647] The first control submodule switches from ambush mode to normal operation mode if a combat character is discovered during a stealth ambush.

[0648] In one preferred example, the first control submodule controls the combat character to detect a detection event with a detection probability when the detection event occurs within a detection range centered on the combat character.

[0649] Here, the sensing range includes at least one of the auditory sensing range and the visual sensing range, and the sensing probability is related to the angle and / or distance of the sensing event to the combat character.

[0650] Figure 34 is a block diagram of a virtual scene switching device according to one exemplary embodiment of the present invention. The device may be implemented as all or part of a computer device by software, hardware, or a combination of both. The device includes the following parts:

[0651] The second display module 1610 indicates that the combat characters are positioned in a turn-based combat scene, and the combat characters include the first combat character and the second combat character, the first combat character being a combat character owned by the master virtual character.

[0652] The second control module 1620 controls the first combat character and the second combat character to fight in turn-based combat scenes.

[0653] The second display module 1610 indicates that when combat in a turn-based combat scene has ended, the combat characters are located in the world scene.

[0654] The second decision module 1630 determines at least one world element of a combat character in a world scene based on the influencing factors in a turn-based combat scene.

[0655] In some preferred embodiments, the second decision module 1630 further includes a second decision submodule.

[0656] In one preferred embodiment, a second display module 1610 indicates that combat characters are positioned in a turn-based combat scene, and the combat characters include a first combat character and a second combat character, the first combat character being a combat character owned by a master virtual character.

[0657] The second control module 1620 controls the first combat character and the second combat character to fight in turn-based combat scenes.

[0658] The second display module 1610 indicates that when combat in a turn-based combat scene has ended, the combat characters are located in the world scene.

[0659] The second decision submodule determines the actions of combat characters in the world scene based on the results of combat in turn-based combat scenes.

[0660] In some preferred embodiments, the second control module 1620 includes a second control submodule.

[0661] In one preferred embodiment, a second control submodule controls the actions of a combat character in a world scene based on a victory action mode if the combat result of the combat character in a turn-based combat scene is a victory.

[0662] The second control submodule controls the actions of combat characters in the world scene based on their defeat action mode if the outcome of combat for a combat character in a turn-based combat scene is a defeat.

[0663] In one preferred embodiment, the second control submodule is: If a combat character wins a turn-based battle and is in stealth mode during that battle, the game controls the combat character to remain in stealth mode in the world scene. If a combat character wins a turn-based combat scene and is in a stealthy, detected state during that scene, the game will control the combat character to revert to a stealthy state in the world scene. If a combat character wins a turn-based battle scene, and the combat character is in a waking state during that scene, the game controls the combat character to return to a sleeping state in the world scene. If a combat character wins a turn-based combat scene and was in an exploration state before transitioning to the turn-based combat scene, the game controls the combat character to return to the exploration state in the world scene.

[0664] In one preferred embodiment, a second control submodule controls a combat character to remain in a fleeing state in the world scene if the combat character's combat result in a defeat in the turn-based combat scene and the character is in a fleeing state in the turn-based combat scene.

[0665] Figure 35 is a schematic diagram of the configuration of a computer device 2400 according to one exemplary embodiment of the present invention. The computer device 2400 may be a portable mobile terminal such as a smartphone, tablet computer, MP3 (Moving Picture Experts Group Audio Layer III) player, MP4 (Moving Picture Experts Group Audio Layer IV) player, laptop computer, or desktop computer. The computer device 2400 may also be referred to by other names such as user device, portable terminal, laptop terminal, or desktop terminal.

[0666] Typically, computer equipment 2400 includes a processor 2401 and memory 2402.

[0667] The processor 2401 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 2401 may be implemented in at least one hardware form, such as a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 2401 may include a main processor and a coprocessor. The main processor is a processor used to process data in the awake state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a screen. In some embodiments, the processor 2401 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.

[0668] Memory 2402 may include one or more computer-readable storage media, which may be tangible and non-temporary. Memory 2402 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory storage devices. In some embodiments, the non-temporary computer-readable storage media in memory 2402 stores at least one instruction, which is used to be executed by processor 2401 to implement a virtual world-based human-machine interaction method according to an embodiment of the present invention.

[0669] In some embodiments, the computer device 2400 may preferably further include a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit, a touch display, a camera, an audio circuit, and a power supply. As those skilled in the art will understand, the computer device 2400 is not limited to the configuration shown in Figure 35 and may include more or fewer components than those shown, may combine specific components, or may employ different arrangements of components.

[0670] Some embodiments further provide a computer device comprising a processor and memory in which a computer program is stored, wherein the computer program is loaded and executed by the processor to implement the method of switching between virtual scenes described above.

[0671] Embodiments of the present invention provide a computer-readable storage medium in which a computer program is stored, wherein the computer program, when executed by a processor, realizes the above-described method of switching virtual scenes.

[0672] Embodiments of the present invention provide a computer program product comprising computer instructions stored in a computer-readable storage medium, wherein the processor reads and executes the computer instructions from the computer-readable storage medium to implement the method of switching virtual scenes described above.

Claims

1. A method for switching virtual scenes performed by a terminal device, A step of displaying that a master virtual character is located in the world scene, wherein the master virtual character owns at least one subordinate first combat character, A step of controlling the master virtual character to move to a first region in the world scene, wherein the first region includes a second combat character, Steps include: if the scene switching conditions are met, displaying that the combat characters are positioned in a turn-based combat scene, wherein the combat characters include at least one of the first combat character and the second combat character; A method comprising the step of determining the combat capabilities of the combat character in a turn-based combat scene based on the combat character's action mode in the world scene.

2. The aforementioned behavioral mode includes at least one of the following: a daily behavioral mode, an environmental behavioral mode, a sensing behavioral mode, a crowd behavioral mode, and a surprise attack behavioral mode. The aforementioned daily action mode is the action mode when the combat character does not detect a detection event in the world scene. The aforementioned environmental action mode is an action mode performed by the combat character after it detects a sensing event triggered by environmental factors in the world scene. The aforementioned sensing action mode is the action mode after the combat character senses a sensing event triggered by an adversarial virtual character in the world scene. The aforementioned crowd action mode is an action mode in which multiple combat characters take action according to a collective strategy or group strategy. The method according to claim 1, wherein the surprise attack mode is a mode of action aimed at lying in wait.

3. The step of determining the combat capabilities of the combat character during combat in the turn-based combat scene, based on the combat character's action mode in the world scene, is as follows: If the environmental action mode is a first environmental action mode triggered by a time of day, the step is to determine the combat capabilities of the combat character during combat in the turn-based combat scene according to the first environmental action mode. If the aforementioned environmental action mode is a second environmental action mode triggered by the weather type, the steps include determining the combat capabilities of the combat character during combat in the turn-based combat scene according to the second environmental action mode, and The method according to claim 2, wherein if the environmental action mode is a third environmental action mode triggered by terrain attributes, the method further includes at least one of the steps of determining the combat capabilities of the combat character in the turn-based combat scene according to the third environmental action mode.

4. If the environmental action mode is a first environmental action mode triggered by a time of day, the step of determining the combat capabilities of the combat character in the turn-based combat scene according to the first environmental action mode is: If the first environmental action mode is a stealth action mode triggered by a first time period, and the combat time falls within the first time period, the process includes the step of determining the combat capabilities of the combat character during combat in the turn-based combat scene according to the stealth action mode. The aforementioned method, If the first environmental action mode is a stealth action mode triggered by the first time period, and the combat time does not fall within the first time period, the method further includes the step of determining the combat capabilities of the combat character during combat in the turn-based combat scene according to the daily action mode or the environmental action mode corresponding to the combat time. The method according to claim 3, wherein the combat time changes in accordance with the system time in the world scene.

5. If the aforementioned environmental action mode is a second environmental action mode triggered by the weather type, the step of determining the combat capabilities of the combat character in the turn-based combat scene according to the second environmental action mode is: The process includes the step of determining the combat capabilities of the combat character in the turn-based combat scene according to the stealth mode, provided that the second environmental action mode is a stealth action mode triggered by a first weather type and the current weather type belongs to the first weather type. The aforementioned method, If the second environmental action mode is a stealth action mode triggered by the first weather type, and the current weather type does not belong to the first weather type, the further step includes determining the combat capabilities of the combat character in the turn-based combat scene according to the daily action mode or the environmental action mode corresponding to the current weather type. The method according to claim 3, wherein the current weather type changes in accordance with the system time in the world scene, or the change in the current weather type is triggered by the combat character's skill.

6. If the aforementioned environmental action mode is a third environmental action mode triggered by terrain attributes, the step of determining the combat capabilities of the combat character in the turn-based combat scene according to the third environmental action mode is: If the third environmental action mode is a stealth action mode triggered by a first terrain attribute, and the combat character's position belongs to the first terrain attribute, the process includes the step of determining the combat capabilities of the combat character during combat in the turn-based combat scene according to the stealth action mode. The aforementioned method, If the third environmental action mode is a stealth action mode triggered by the first terrain attribute, and the combat character's position does not belong to the first terrain attribute, the further step includes determining the combat capabilities of the combat character during combat in the turn-based combat scene according to the daily action mode or the environmental action mode corresponding to the terrain attribute of the combat character's position. The method according to claim 3, wherein the position of the combat character changes dynamically during the combat process in the turn-based combat scene.

7. The step of determining the combat capabilities of the combat character during combat in the turn-based combat scene, based on the combat character's action mode in the world scene, is as follows: If the sensing action mode is a first sensing action mode triggered by the compatibility relationship between combat characters of different attributes, the steps include determining the combat ability of the combat character during combat in the turn-based combat scene according to the first sensing action mode, and If the sensing behavior mode is a second sensing behavior mode triggered by a stress response, the process includes at least one of the steps of determining the combat capabilities of the combat character in the turn-based combat scene according to the second sensing behavior mode. The method according to claim 2, wherein the stress response is an action response after the combat character senses an enemy combat character.

8. If the sensing action mode is a first sensing action mode triggered by the compatibility relationship between combat characters of different attributes, the step of determining the combat ability of the combat character during combat in the turn-based combat scene according to the first sensing action mode is: If the sensing action mode is a stealth action mode triggered by the compatibility relationship between combat characters of different attributes, the step includes determining the combat capabilities of the combat character during combat in the turn-based combat scene according to the stealth action mode, The aforementioned method, The method according to claim 7, further comprising the step of determining the combat capabilities of the combat character in the turn-based combat scene in accordance with the daily action mode or the sensing action mode corresponding to the hostile combat character, if the hostile combat character has switched.

9. If the sensing behavior mode is a second sensing behavior mode triggered by a stress response, the step of determining the combat ability of the combat character in the turn-based combat scene according to the second sensing behavior mode is: If the second sensing action mode is a stealth action mode triggered by a stress response, the process includes the step of determining the combat capabilities of the combat character in the turn-based combat scene according to the stealth action mode, The aforementioned method, The method according to claim 7, further comprising the step of determining the combat ability of the combat character in the turn-based combat scene according to the daily behavior mode when the duration of the stress response reaches a first duration.

10. The step of determining the combat ability of the combat character during combat in the aforementioned turn-based combat scene is: The step of adding a buff state or debuff state corresponding to the aforementioned action mode to the combat character, The steps of changing the combat logic of the combat character to the combat logic corresponding to the action mode, and The method according to claim 3, further comprising at least one of the steps of controlling the combat character to use a dedicated skill corresponding to the action mode during the combat process.

11. The environmental behavior mode and / or the sensing behavior mode are Stealth mode, Disguise mode, Sleep behavior mode, Escape mode, Insane combat mode, The method according to claim 3, comprising at least one behavioral mode from among the alert behavioral modes.

12. The method according to claim 3, further comprising the step of controlling the combat character to switch between at least two action modes.

13. The step of controlling the combat character to switch between at least two action modes is: When the combat character detects a sensing event triggered by the environmental factors in the world scene, the character switches from the daily action mode to the environmental action mode. When the aforementioned environmental factor disappears, or when the period after its disappearance reaches the first period, the step of switching from the environmental behavior mode to the daily behavior mode, When the duration of the environmental behavior mode reaches a second period, the step of switching from the environmental behavior mode to the daily behavior mode, When the combat character detects the hostile virtual character in the world scene, the character switches from the normal action mode to the detection action mode. When the aforementioned sensing event disappears, or when the period after its disappearance reaches a third period, the system switches from the sensing action mode to the daily action mode. When the duration of the sensing behavior mode reaches a fourth period, the step of switching from the sensing behavior mode to the daily behavior mode, If the combat character belongs to an organization or group, the step of switching from the daily action mode to the crowd action mode, If the combat character leaves the group or organization, the step of switching from the crowd behavior mode to the daily behavior mode, When the combat character receives a stealth command or stealth trigger event, the step is to switch from the normal action mode to the surprise attack action mode. When the duration of the surprise attack mode reaches the fifth period, the step of switching from the surprise attack mode to the normal operation mode, The method according to claim 12, further comprising at least one of the steps of switching from the ambush action mode to the normal action mode if the combat character is discovered during the stealth ambush process.

14. The method further includes the step of controlling the combat character to detect the detection event with a detection probability when a detection event occurs within a detection range centered on the combat character, The aforementioned sensing range includes at least one of the auditory sensing range and the visual sensing range. The method according to claim 13, wherein the detection probability is related to the angle and / or distance of the detection event to the combat character.

15. A method for switching virtual scenes performed by a terminal device, A step of displaying that combat characters are positioned in a turn-based combat scene, wherein the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a master virtual character, The steps include controlling the first combat character and the second combat character to engage in combat in the turn-based combat scene, When combat in the turn-based combat scene ends, the step of displaying that the combat characters are located in the world scene, A method comprising the step of determining the actions of the combat character in the world scene based on the results of the combat in the turn-based combat scene.

16. The step of determining the actions of the combat character in the world scene based on the results of the battle in the turn-based combat scene is as follows: If the combat result of the combat character in the turn-based combat scene is a victory, the steps include controlling the actions of the combat character in the world scene based on the victory action mode, The method according to claim 15, further comprising the step of controlling the actions of the combat character in the world scene based on a defeat action mode if the result of the combat of the combat character in the turn-based combat scene is a defeat.

17. If the result of the combat character's battle in the turn-based combat scene is a victory, the step of controlling the combat character's actions in the world scene based on the victory action mode is: If the combat character's combat result in the turn-based combat scene is a victory, and the character is in stealth mode in the turn-based combat scene, the step of controlling the character to maintain stealth mode in the world scene, If the combat character's combat result in the turn-based combat scene is a victory, and the character is in a stealthy, detected state in the turn-based combat scene, the step of controlling the character to return to a stealthy state in the world scene, If the combat character's combat result in the turn-based combat scene is a victory, and the combat character is in a wake-up state in the turn-based combat scene, the step of controlling the combat character to return to a sleep state in the world scene, and The method according to claim 16, further comprising at least one of the steps of controlling the combat character to return to the exploration state in the world scene if the combat result of the combat character in the turn-based combat scene is a victory and the character was in the exploration state before transitioning to the turn-based combat scene.

18. If the result of the combat character's battle in the turn-based combat scene is a defeat, the step of controlling the combat character's actions in the world scene based on the defeat action mode is: The method according to claim 16, further comprising the step of controlling the combat character to remain in the escape state in the world scene if the combat character's combat result in the turn-based combat scene is a defeat and the combat character is in an escape state in the turn-based combat scene.

19. A method for switching virtual scenes performed by a terminal device, A step of displaying that a master virtual character is located in the world scene, wherein the master virtual character owns at least one first combat character, A step of controlling the master virtual character to move to a first region in the world scene, wherein the first region includes a second combat character, Steps include: if the scene switching conditions are met, displaying that the combat characters are positioned in a turn-based combat scene, wherein the combat characters include at least one of the first combat character and the second combat character; A method comprising the step of determining the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.

20. The step of determining the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene is: A step of determining the combat capabilities of the combat character during combat in the turn-based combat scene based on the combat character's action mode in the world scene, A step of determining the in-battle environment when the combat character fights in the turn-based combat scene, based on the in-battle environment of the combat character in the world scene. A step of determining the in-battle skill strength of the combat character when he / she fights in the turn-based combat scene, based on the combat character's / her environment outside of the battle in the world scene, and The method according to claim 19, further comprising at least one of the steps of determining a battle map in which the combat character fights in the turn-based combat scene, based on the combat character's environment outside of combat in the world scene.

21. A method for switching virtual scenes performed by a terminal device, A step of displaying that combat characters are positioned in a turn-based combat scene, wherein the combat characters include a first combat character and a second combat character, and the first combat character is a combat character owned by a master virtual character, The steps include controlling the first combat character and the second combat character to engage in combat in the turn-based combat scene, When combat in the turn-based combat scene ends, the step of displaying that the combat characters are located in the world scene, A method comprising the step of determining at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene.

22. The step of determining at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene is: A step of determining the actions of the combat character in the world scene based on the results of the combat character's battle in the turn-based battle scene, and The method according to claim 21, further comprising at least one of the steps of determining the non-battle environment of the combat character in the world scene based on the in-battle environment of the combat character in the turn-based battle scene.

23. A virtual scene switching device comprising a first display module, a first control module, and a first decision module, The first display module indicates that the master virtual character is located in the world scene, and that the master virtual character owns at least one first combat character. The first control module controls the master virtual character to move to a first region in the world scene, the first region including a second combat character, The first display module indicates that, when the scene switching conditions are met, the combat character is positioned in a turn-based combat scene, and the combat character includes at least one of the first combat character and the second combat character. The first determination module is a device that determines the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.

24. A virtual scene switching device comprising a second display module, a second control module, and a second decision module, The second display module indicates that the combat character is positioned in a turn-based combat scene, and the combat character includes a first combat character and a second combat character, the first combat character being a combat character owned by the master virtual character. The second control module controls the first combat character and the second combat character to fight in the turn-based combat scene, The second display module indicates that when combat in the turn-based combat scene has ended, the combat characters are located in the world scene. The second determination module is a device that determines at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene.

25. A virtual scene switching device comprising a first display module, a first control module, and a first determination sub-module, The first display module indicates that the master virtual character is located in the world scene, and that the master virtual character owns at least one first combat character. The first control module controls the master virtual character to move to a first region in the world scene, the first region including a second combat character, The first display module indicates that, when the scene switching conditions are met, the combat character is positioned in a turn-based combat scene, and the combat character includes at least one of the first combat character and the second combat character. The first determination submodule is a device that determines the combat capabilities of the combat character during combat in the turn-based combat scene, based on the combat character's action mode in the world scene.

26. A virtual scene switching device comprising a second display module, a second control module, and a second decision sub-module, The second display module indicates that the combat character is positioned in a turn-based combat scene, and the combat character includes a first combat character and a second combat character, the first combat character being a combat character owned by the master virtual character. The second control module controls the first combat character and the second combat character to fight in the turn-based combat scene, The second display module indicates that when combat in the turn-based combat scene has ended, the combat characters are located in the world scene. The second decision submodule is a device that determines the actions of the combat character in the world scene based on the results of the combat in the turn-based combat scene.

27. A computer device comprising a processor and memory storing a computer program, wherein the computer program is loaded and executed by the processor to implement a virtual scene switching method according to any one of claims 1 to 14, or a virtual scene switching method according to any one of claims 15 to 18, or a virtual scene switching method according to claim 19 or 20, or a virtual scene switching method according to claim 21 or 22.

28. A computer program that causes a computer to execute a method for switching virtual scenes according to any one of claims 1 to 14, or a method for switching virtual scenes according to any one of claims 15 to 18, or a method for switching virtual scenes according to claim 19 or 20, or a method for switching virtual scenes according to claim 21 or 22.