Virtual scene switching method and apparatus, device, medium, and product

By determining the attributes of combat characters in turn-based combat scenes based on the influencing factors of the world scene in the turn-based combat scene, the tear-sensation problem when switching between the world scene and the turn-based combat scene is solved, and a more consistent and smooth gaming experience is achieved.

WO2025112812A1PCT designated stage expired Publication Date: 2025-06-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/118608
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-01
Filing Date
2024-09-12
Publication Date
2025-06-05

AI Technical Summary

Technical Problem

In the existing turn-based role-playing game, there is a strong sense of tear between the switching between the world scene and the turn-based battle scene, which affects the player's experience.

Method used

By determining the combat ability and environment of combat characters in turn-based combat scenarios based on influencing factors in the world scenario, the extended application of scene data is realized, and the tearing feeling is reduced during scene switching.

Benefits of technology

Improves consistency and mutual influence between world scenes and turn-based combat scenes, reduces the sense of tear that players perceive during scene switching, and improves the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the field of human-computer interaction, and discloses a virtual scene switching method and apparatus, a device, a medium, and a product. The method comprises: displaying that a main control virtual character is located in a world scene, the main control virtual character having at least one first battle character (210); controlling the main control virtual character to move to a first area in the world scene, the first area comprising a second battle character (220); in response to satisfying a scene switching condition, displaying that battle characters are located in a turn-based battle scene (230); and on the basis of an influence factor in the world scene, determining battle elements of the battle characters in the turn-based battle scene (240). By determining the battle elements of the battle characters in the turn-based battle scene on the basis of the influence factor in the world scene, scene data of the world scene can be extended and applied to the turn-based battle scene, thereby improving the utilization rate of the scene data of the world scene.
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Description

Virtual scene switching method, device, equipment, medium and product

[0001] This application claims priority to Chinese patent application No. 202311653138.7 filed on December 1, 2023, entitled “Virtual scene switching method, device, equipment, medium and product,” the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment, medium and product for switching virtual scenes. Background Art

[0003] Related art provides a turn-based role-playing game. In this turn-based role-playing game, in non-combat scenarios, the main virtual character explores an open world; in combat scenarios, the main virtual character engages in turn-based combat with enemy units (monsters or combat characters subordinate to other characters) on a battle map. Non-combat scenarios are also called world scenarios, and combat scenarios are also called turn-based combat scenarios.

[0004] In related technologies, the world scene is an independent scene displayed through a world map, and combat characters perform daily behaviors in the world scene; the turn-based combat scene is an independent scene displayed through a combat map, and combat characters perform turn-based combat behaviors in the combat scene.

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

[0006] Summary of the Invention

[0007] This application provides a method, device, equipment, medium, and product for switching virtual scenes. The technical solution is as follows:

[0008] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0009] Displaying a master virtual character in a world scene, wherein the master virtual character has at least one subordinate first combat character;

[0010] Controlling the master virtual character to move to a first area in the world scene, where the first area includes a second combat character;

[0011] In response to a scene switching condition being met, displaying a combat character in a turn-based combat scene, the combat character including at least one of the first combat character and the second combat character;

[0012] Based on the behavior pattern of the combat character in the world scene, the combat capability of the combat character when fighting in the turn-based combat scene is determined.

[0013] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0014] Displaying combat characters in a turn-based combat scene, the combat characters including a first combat character and a second combat character, wherein the first combat character is a combat character owned by a master virtual character;

[0015] controlling the first combat character and the second combat character to fight in the turn-based combat scene;

[0016] In response to the battle in the turn-based battle scene ending, displaying the combat character in the world scene;

[0017] Based on the battle result in the turn-based battle scene, the behavior of the combat character in the world scene is determined.

[0018] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0019] Displaying a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0020] Controlling the master virtual character to move to a first area in the world scene, where the first area includes a second combat character;

[0021] In response to satisfying a scene switching condition, displaying a combat character in a turn-based combat scene; the combat character includes at least one of the first combat character and the second combat character;

[0022] Based on the influencing factors in the world scene, combat elements of the combat character in the turn-based combat scene are determined.

[0023] According to one aspect of the present application, a method for switching a virtual scene is provided, the method comprising:

[0024] Displaying combat characters in a turn-based combat scene, the combat characters including a first combat character and a second combat character, wherein the first combat character is a combat character owned by a master virtual character;

[0025] controlling the first combat character and the second combat character to fight in the turn-based combat scene;

[0026] In response to the battle in the turn-based battle scene ending, displaying the combat character in the world scene;

[0027] At least one world element of the combat character in the world scene is determined based on influencing factors in the turn-based combat scene.

[0028] According to one aspect of the present application, a device for switching a virtual scene is provided, the device comprising:

[0029] A first display module is used to display a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0030] A first control module is used to control the master virtual character to move to a first area in the world scene, where the first area includes a second combat character;

[0031] The first display module is further configured to display a combat character in a turn-based combat scene in response to a scene switching condition being met; the combat character includes at least one of the first combat character and the second combat character;

[0032] The first determination module is used to determine the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.

[0033] According to one aspect of the present application, a device for switching a virtual scene is provided, the device comprising:

[0034] A first display module is used to display a master virtual character in a world scene, wherein the master virtual character has at least one first combat character;

[0035] A first control module is used to control the master virtual character to move to a first area in the world scene, where the first area includes a second combat character;

[0036] The first display module is further configured to display, in response to a scene switching condition being met, a combat character in a turn-based combat scene, the combat character including at least one of the first combat character and the second combat character;

[0037] The first determination submodule is used to determine the combat capability of the combat character when fighting in the turn-based combat scene based on the behavior pattern of the combat character in the world scene.

[0038] According to one aspect of the present application, a device for switching a virtual scene is provided, the device comprising:

[0039] A second display module is used to display combat characters 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 the master virtual character;

[0040] A second control module is used to control the virtual character of the team and the virtual character of the enemy to fight in the turn-based battle scene;

[0041] The second display module is further configured to display the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0042] The second determination module is used to determine at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene.

[0043] According to one aspect of the present application, a device for switching a virtual scene is provided, the device comprising:

[0044] A second display module is used to display combat characters 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 the master virtual character;

[0045] A second control module, configured to control the first combat role and the second combat role to fight in the turn-based combat scene;

[0046] The second display module is further configured to display the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0047] The second determining submodule is used to determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene.

[0048] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the virtual scene switching method as described above.

[0049] According to another aspect of the present application, a computer storage medium is provided, wherein the computer-readable storage medium stores executable instructions, and the executable instructions are loaded and executed by a processor to implement the virtual scene switching method as described above.

[0050] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual scene switching method as described above.

[0051] The beneficial effects of the technical solution provided by this application include at least:

[0052] The main virtual character is displayed in the world scene. The main virtual character possesses at least one first combat character. The main virtual character is controlled to move to a first area in the world scene. The first area includes a second combat character. When the scene switching conditions are met, the combat character is displayed 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 (optionally including the combat character's behavior pattern 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. In addition, the distinction between the world scene and the turn-based combat scene can be weakened, 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 player's perception of tearing during the scene switching process can be reduced or avoided.

[0053] A combat character is displayed in a turn-based combat scene, the combat characters include a first combat character and a second combat character, the first combat character and the second combat character are controlled to fight in the turn-based combat scene, and in response to the end of the battle in the turn-based combat scene, at least one world element of the combat character in the world scene is determined based on influencing factors in the turn-based combat scene (optionally, including the battle result of the turn-based battle). The scene data of the turn-based combat scene can be extended and applied to the world scene, thereby improving the utilization rate of the scene data of the turn-based combat scene. In addition, a natural transition from the turn-based combat scene to the world scene can be achieved, and the influence of the battle result can be introduced into the world scene, thereby reducing or avoiding the player's perception of tearing during the scene switching process. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] FIG1 is a schematic diagram of a battle map provided by an exemplary embodiment of the present application;

[0055] FIG2 is a schematic diagram of a battle map provided by an exemplary embodiment of the present application;

[0056] FIG3 is a schematic diagram of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0057] FIG4 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0058] FIG5 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0059] FIG6 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0060] FIG7 is a schematic diagram of a combat role entering an environmental behavior mode provided by an exemplary embodiment of the present application;

[0061] FIG8 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0062] FIG9 is a schematic diagram of a stress response of a combat role provided by an exemplary embodiment of the present application;

[0063] FIG10 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0064] FIG11 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0065] FIG12 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0066] FIG13 is a schematic diagram of a combat role entering a perception behavior mode provided by an exemplary embodiment of the present application;

[0067] FIG14 is a schematic diagram of a combat role obtaining a gain state provided by an exemplary embodiment of the present application;

[0068] FIG15 is a schematic diagram of behavior mode switching provided by an exemplary embodiment of the present application;

[0069] FIG16 is a schematic diagram of a perception mechanism of a combat role provided by an exemplary embodiment of the present application;

[0070] FIG17 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0071] FIG18 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0072] FIG19 is a schematic diagram of the visual effects of a combat character's in-game skills provided by an exemplary embodiment of the present application;

[0073] FIG20 is a schematic diagram of the visual effects of a combat character's in-game skills provided by an exemplary embodiment of the present application;

[0074] FIG21 is a schematic diagram of the visual effects of a combat character's skills provided by an exemplary embodiment of the present application;

[0075] FIG22 is a schematic diagram of an emotional effect of a combat character provided by an exemplary embodiment of the present application;

[0076] FIG23 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0077] FIG24 is a schematic diagram of a world scene switching to a turn-based combat scene provided by an exemplary embodiment of the present application;

[0078] FIG25 is a schematic diagram of a first transition animation provided by an exemplary embodiment of the present application;

[0079] FIG26 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0080] FIG27 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0081] FIG28 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0082] FIG29 is a schematic diagram of a halo in a turn-based combat scenario provided by one embodiment of the present application;

[0083] FIG30 is a schematic diagram of a halo in a world scene provided by an embodiment of the present application;

[0084] FIG31 is a schematic diagram of a turn-based battle scene switching to a world scene provided by an exemplary embodiment of the present application;

[0085] FIG32 is a flowchart of a method for switching virtual scenes provided by an exemplary embodiment of the present application;

[0086] FIG33 is a block diagram of a device for switching virtual scenes provided by an exemplary embodiment of the present application;

[0087] FIG34 is a block diagram of a virtual scene switching device provided by an exemplary embodiment of the present application;

[0088] FIG35 is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0089] First, a brief introduction to the terms involved in the embodiments of this application is given:

[0090] A virtual world is a virtual world displayed (or provided) when an application is running on a terminal. This virtual world can be a simulation of the real world, a semi-simulated and semi-fictitious environment, or a purely fictitious environment. This application does not limit this. The following embodiments illustrate a three-dimensional virtual world.

[0091] A master avatar refers to the movable object that the player plays in the virtual world. A master avatar can be a virtual person, a virtual animal, or an animated character, such as a person or animal displayed in a 3D virtual world. Alternatively, a master avatar is a 3D model created using animation skeletal technology. Each master avatar has its own unique shape and volume within the 3D virtual world, occupying a portion of the space within the 3D virtual world.

[0092] Combat characters are movable objects controlled by artificial intelligence (AI) in the virtual world. These can be virtual creatures, virtual animals, virtual monsters, virtual elves, virtual pets, and so on. For example, these can be animals or other movable objects displayed in a three-dimensional virtual world. Combat characters can be controlled by the controlling virtual character to perform at least one of the following interactive operations: capturing, raising, and upgrading them. They can also assist the controlling virtual character in performing at least one of the following interactive operations: gathering, fighting, and changing plots.

[0093] Potential Energy: An element, attribute, or symbol in the virtual world that affects combat. Potential Energy includes at least one of the following: Grass, Fire, Water, Stone, Ice, Electric, Poison, Light, Ghost, Demon, Normal, Martial, Cute, Illusion, Insect, Wing, Dragon, and Mechanical.

[0094] Aura: An abstract element in the virtual world that has the ability to influence at least one visual element within a certain range: plots of land, the controlling virtual character, or combat characters. This abstract element, distinct from the elements described in the embodiments of this application, can be specifically used to describe auras, making them concrete and visual. A halo is an abstract element in the virtual world that appears continuously, randomly, follows the controlling virtual character, follows combat characters, is triggered by skills, or is triggered by items. A halo can be invisible or visible in the virtual world, and examples include flame auras, light auras, and health-boosting auras.

[0095] In turn-based role-playing games (RPGs) in the related art, players assume the role of a virtual character in a real or virtual world. These turn-based RPGs offer two types of maps: a world map and a battle map. In non-combat scenarios, the virtual character moves around in the world map, such as playing, capturing combat characters, collecting treasure chests, and gathering virtual items. In combat scenarios, the virtual character controls captured combat characters in the battle map and engages in turn-based combat with enemy units (such as NPCs (Non-Player Characters), AI-controlled monsters, or combat characters captured by other characters).

[0096] In related art, because the world map and the battle map are two completely different maps, when switching between the world scene (or non-combat scene) and the turn-based battle scene, the user interface will display significantly different map content, and players can clearly feel the difference between the two different maps, resulting in a strong sense of tearing. To alleviate this tearing feeling, related art often displays a transition animation when switching, but the effect is still not good. The above-mentioned world scene and turn-based battle scene can also be simply referred to as the outside game and the inside game.

[0097] In the embodiment of the present application, an innovative turn-based RPG mechanism is provided, which provides multiple mechanisms to eliminate or weaken the tearing feeling during the above switching. These mechanisms include but are not limited to:

[0098] Mechanism 1: Determines the combat capabilities of combat characters in turn-based combat scenarios based on their behavior patterns in the world.

[0099] Combat characters can have various behavior modes in the world, such as daily behavior, concealed behavior, alert behavior, and so on. When switching from the world to the turn-based combat scene, the combat character's behavior mode in the world will be retained to determine the combat capabilities of the combat character in the turn-based combat scene.

[0100] This combat capability includes, but is not limited to, at least one of: positive buffs, negative debuffs, skill strength, permitted skill types, and combat logic. All or part of a combat character's behavior is controlled by AI logic, which refers to the "condition-behavior" combination controlled by AI logic during combat. This "condition-behavior" combination means a combat character executes specific behaviors under specific conditions.

[0101] Mechanism 2: Determine the internal environment of the combat character in the turn-based combat scene based on the external environment of the combat character in the world scene;

[0102] The combat character's external environment in the world scene can be different types of environments. For example, the combat character's initial environment in the world scene is water. After the combat character uses a freeze skill, the water environment can be transformed into an ice environment. If the combat character switches from the world scene to the turn-based combat scene, the combat character will also be in the ice environment in the turn-based combat scene.

[0103] Mechanism 3: Determines the in-game skill strength of a character in turn-based combat based on their external environment in the world.

[0104] A character's external environment within the world can be different types of environments. If a character switches from the world scene to the turn-based scene, they remain in that environment during the turn-based scene. Furthermore, the same character's skill can have different strengths (at least one of form, attributes, and power) in different environments. For example, an impact skill in an ice environment can be an ice impact, in a water environment a light impact, and in a fire environment a flame impact.

[0105] Mechanism 4: Determine the battle map for the combat characters in turn-based combat scenarios based on their external environment in the world.

[0106] The traditional world map and battle map are combined into one. The battle map is a sub-map dynamically determined from the world map during each battle. This ensures that when switching between the world scene (or non-combat scene) and the battle scene, the map content displayed in the user interface does not differ significantly, thus avoiding the tearing effect caused by related technologies.

[0107] Mechanism 5: When switching between the world scene and the turn-based scene, add a transition animation to naturally connect the two scenes.

[0108] When switching between the world scene and the turn-based scene, a transition animation has been added to naturally connect the two scenes. This transition animation is used to naturally connect the two scenes, making the switching process from one scene to the other smooth, thus reducing the sense of disconnection when switching from the world scene to the turn-based scene.

[0109] In summary, in the embodiments of the present application, when switching from a world scene to a turn-based combat scene, at least one influencing factor in the world scene before the switch will affect the behavior 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 will affect the behavior and / or environment in the world scene.

[0110] In some embodiments, the game flow of the turn-based RPG includes: a capture process and a combat process.

[0111] Capture process:

[0112] 1. The controlling avatar explores the world and discovers a combatant. The controlling avatar approaches the combatant within a certain range, and a face-to-face capture scene with the combatant appears on the virtual scene. The combatant may remain motionless, move around constantly, or threaten to attack the controlling avatar.

[0113] 2. The master virtual character prepares the container props, such as selecting the container props.

[0114] 3. The main virtual character uses the container prop to aim at the combat character. The capture-related information is displayed on the combat character's body, such as the capture difficulty (indicated by color, for example, difficulty represented by green < difficulty represented by orange < difficulty represented by red), and the attributes of the combat character (including name, gender, level, and comprehensive attribute value) are displayed on the virtual scene screen. The virtual scene screen also displays an aiming circle, which will cyclically expand and contract over time. Throwing the container prop to the combat character when the aiming circle shrinks will increase the chance of successful capture.

[0115] 4. The main control virtual character throws the container props to the combat character to capture the combat character, and the throwing effect can be achieved through the touch controls on the touch screen.

[0116] If the throwing position and / or throwing timing are incorrect, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, but the level or strength of the main controlling virtual character is not enough, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, and the level or strength of the main controlling virtual character is sufficient, the capture is successful and a prompt of capture success, rewards for capture success (such as experience points, newly acquired skills, etc.), and attributes of the captured combat character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.

[0117] In another possible capture method, the controlling avatar uses a capture skill to capture a combat character. The controlling avatar releases the capture skill toward the combat character while the capture skill is not on cooldown. Optionally, a targeting circle is displayed on the virtual scene, which scales over time. Releasing the capture skill toward the combat character while the targeting circle is shrinking increases the chance of successful capture. Optionally, capture skills can have multiple skill levels, with higher-level capture skills being more likely to successfully capture combat characters. Optionally, different capture skills have different success rates, making it more likely that a character-specific capture skill is used on a combat character, compared to a general capture skill.

[0118] In a possible implementation, the display of the capture success rate indicator is related to the capture threshold corresponding to the combat role. The greater the capture threshold corresponding to the combat role, the easier it is to capture the combat role.

[0119] Among them, the combat role that is successfully captured can be called the first combat role, and the combat role that is not successfully captured can be called the second combat role. Combat roles can also be called names such as pet roles.

[0120] Battle process: can be singles, doubles, or team battles.

[0121] 1. The main virtual character selects the first combat character to be sent into battle.

[0122] 2. The battle scene is displayed, and the main virtual character selects the skills used by the first combat character.

[0123] 3. The player controls the touch controls on the touch screen to control the first combat character to release skills.

[0124] 4. Display skill animation effects.

[0125] 5. The second combat character releases a skill once to complete a round of combat, and repeats steps 2-5 until the battle ends.

[0126] In this embodiment of the present application, the turn-based RPG involves two maps:

[0127] World Map

[0128] The world map includes multiple plots. Each plot is a polygonal plot. The polygonal plot can be any of square, rectangular, and hexagonal. For example, each plot is a 50 cm x 50 cm square. Each plot has its own surface attributes, including grass, stone, water, and so on. Furthermore, the multiple plots included in the world map can be of the same type or a combination of different types. In various embodiments, the plots can also be irregular geographic areas, without limitation.

[0129] Battle Map

[0130] 1 and 2 , in a virtual environment 10, when a first combat character 12 encounters a second combat character 14 at a certain location on a world map and enters into combat, one or more plots of land within a certain range of the world map, centered on a reference location determined by the first combat character 12, are defined as a battle map 16. The reference location is the location of the first combat character 12, or the closest suitable combat location to the first combat character 12. In some embodiments, the battle map 16 includes all plots within a circular range with a predetermined radius and centered on the reference location; in some embodiments, the battle map 16 includes all plots within a rectangular range with a predetermined length and width and centered on the reference location.

[0131] World scenes and turn-based battle scenes

[0132] The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, the user interface may display one or more plots of land on the world map. For example, the user interface may display the one or more plots of land currently located by the controlling avatar or the first combatant character on the world map, as well as interface elements related to the displayed plots, the controlling avatar, the first combatant character, the second combatant character, etc.

[0133] A turn-based battle scene refers to the scene corresponding to the battle map. When a turn-based battle scene is displayed in the user interface, the battle map may be displayed, such as all or part of the tiles contained in the battle map. For example, the user interface may display the current location of one or more tiles on the battle map for the controlling avatar or combat avatar, as well as interface elements related to the displayed tiles, controlling avatar, combat avatar, etc.

[0134] The world scene and the turn-based battle scene can be switched, for example, from the world scene to the turn-based battle scene, or from the turn-based battle scene to the world scene.

[0135] When displaying the world scene and the turn-based combat scene, the virtual camera can adopt different shooting angles. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the controlling virtual character (such as the first-person perspective or third-person perspective of the controlling virtual character), thereby obtaining a display image of the world scene; when displaying the turn-based combat scene, the virtual camera shoots the turn-based combat scene from a bird's-eye view or a middle perspective (such as the virtual camera is located in the middle and obliquely above the combatants), thereby obtaining a display image of the turn-based combat scene. Optionally, in addition to the above-mentioned differences in shooting angles, the permitted user operations in the world scene and the turn-based combat scene may also differ. For example, when displaying the world scene, the user is allowed to manually adjust the angle of view and control the movement of the controlling virtual character or the combat character; when displaying the turn-based combat scene, the user is not allowed to manually adjust the angle of view and control the movement of the controlling virtual character or the combat character. Through the above method, users can perceptually distinguish between the world scene and the turn-based battle scene. However, since the world scene and the turn-based battle scene share the same world map, the battle map used by the turn-based battle scene is one or more plots in the world map. Therefore, the switching between the world scene and the turn-based battle scene does not bring a strong sense of tearing, but is a very smooth and natural switching.

[0136] Capturing combat characters

[0137] The controlling avatar possesses at least one container prop, which is used to capture, store, nurture, or release a combat character. The controlling avatar captures a combat character by throwing an empty container prop, or releases a combat character by throwing a container prop containing a combat character. The specific name and shape of the container prop are not limited; any prop that has the aforementioned functions of capturing, storing, nurturing, or releasing a subordinate character can be referred to as a container prop.

[0138] When capturing a combat character, if the capture threshold is greater than the character's energy value, the character is in a "capturable state." A prompt message indicating that the combat character is in a "capturable state" is displayed on the user interface to assist players in capturing. The capture threshold is affected by factors such as the player's actions, weather, environment, and the number of previous captures. For example, players can change the capture threshold through in-game conditions such as weather and time by feeding fruit, using interactive skills (such as setting off fireworks and having water fights), and attacking. At the same time, this prompt message is used to assist players in capturing characters through friendly means such as feeding food and changing the environment, rather than through combat, reflecting the design principle that the combat character is a good friend of the main controlling virtual character.

[0139] Released characters can remain in the virtual world, interact with the main character, perform gathering activities, and even engage in combat with other characters. Furthermore, released characters can interact with the virtual world, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, acquiring virtual items from treasure chests with attribute locks, and influencing the properties of plots in the virtual world, such as igniting grass and freezing lakes.

[0140] The container prop also simulates the physical properties of real objects and can bounce off obstacles and skip on the water.

[0141] Optionally, the combat role corresponds to an initial value of the capture threshold. Optionally, the initial value of the capture threshold is related to a first factor, which includes at least one of the following factors:

[0142] The type and / or level of combat role;

[0143] The prop type and / or prop level of the container prop used by the capture operation;

[0144] The number of historical captures of combat characters by the controlling virtual character;

[0145] The number of times the main virtual character has captured combat characters of the same type;

[0146] Whether the combat character has discovered the main virtual character;

[0147] The distance between the main virtual character and the combat character;

[0148] The compatibility between the main avatar and the combat avatar's personality;

[0149] The gender compatibility between the main avatar and the combat avatar.

[0150] Optionally, 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 primary, intermediate, advanced, etc. The initial value of the capture threshold of the combat character is related to the type and / or level of the combat character. The rarer the type and / or the higher the level of the combat character, the less likely it is to be captured, and the smaller the initial value of the corresponding capture threshold.

[0151] Optionally, the prop types of container props include but are not limited to ordinary props, intermediate props, advanced props, etc., and the prop levels include but are not limited to primary, intermediate, advanced, etc. The higher the prop type and / or the higher the prop level of the container props used in the capture operation, the easier it is to capture the combat character, and the larger the initial value of the corresponding capture threshold.

[0152] Optionally, the initial value of the capture threshold is related to the number of times the controlling virtual character has historically captured the combatant character. The number of times the controlling virtual character has historically captured the combatant character and the initial value of the capture threshold may be positively correlated. For example, a greater number of historical captures indicates that the combatant character is more likely to be captured by the controlling virtual character, and the corresponding initial value of the capture threshold is greater.

[0153] Optionally, the initial value of the capture threshold is related to the number of times the controlling virtual character has historically captured the same type of combat characters. The number of times the controlling virtual character has historically captured the same type of combat characters and the initial value of the capture threshold may be positively correlated. For example, a greater number of times the controlling virtual character has historically captured the same type of combat characters indicates that the controlling virtual character is more skilled at capturing that type of combat character, and thus a larger initial value of the capture threshold corresponding to that type of combat character may be provided.

[0154] Optionally, the initial value of the capture threshold is also related to whether the combatant character has discovered the controlling virtual character. If the combatant character has not discovered the controlling virtual character, the controlling virtual character can bypass the combatant character's blind spot and directly capture the combatant character. In this case, the controlling virtual character only needs to adopt a specific capture strategy, without the need for combat, to achieve a higher capture success rate. In other words, the initial value of the capture threshold is higher when the combatant character has not discovered the controlling virtual character.

[0155] Optionally, the distance between the controlling avatar and the combatant avatar can affect the capture threshold, and the distance and the initial value of the capture threshold can be positively correlated. For example, the closer the distance between the controlling avatar and the combatant avatar, the more accurate the controlling avatar's skill releases, and the higher the combatant avatar's capture success rate, i.e., the larger the initial value of the corresponding capture threshold.

[0156] Optionally, the initial capture threshold value is also related to the personality compatibility between the controlling avatar and the combatant avatar. This personality compatibility and the initial capture threshold value may be positively correlated. Based on the combatant avatar's personality attributes, each combatant avatar may have preferences or dislikes for the controlling avatar's personality. For example, a combatant avatar with a bellicose personality may prefer a controlling avatar with a bellicose personality, indicating a high personality match between the two. The higher the personality match between the controlling avatar and the combatant avatar, the easier it is to capture the combatant avatar, meaning the initial capture threshold value should be higher.

[0157] Optionally, the initial capture threshold value is also related to the gender compatibility between the controlling avatar and the combatant avatar. The gender compatibility and the initial capture threshold value may be positively correlated. Based on the combatant avatar's gender, each combatant avatar may have a preferred or disliked gender of the controlling avatar. The higher the gender compatibility between the controlling avatar and the combatant avatar, the easier it is to capture the combatant avatar, i.e., the higher the initial capture threshold value.

[0158] It should be noted that the numerical values ​​above are relative, and their specific values ​​need to be determined based on actual circumstances. It should also be noted that the initial value of the capture threshold for a combat character is related to the first factor. However, for a given first factor, whether the initial value of the capture threshold for a combat character caused by that first factor is larger or smaller needs to be set based on the specific combat character.

[0159] Factors that change the world during the battle

[0160] During turn-based combat between different characters, the skills they unleash will affect the virtual world's environment, and this effect will be synchronized from the turn-based combat scene to the world scene. For example, if a character is fighting in a turn-based combat scene and unleashes a fire skill, a grassy patch in the turn-based combat scene will ignite, and this ignited grass patch will be synchronized to the world scene. Furthermore, when the patch's environment changes, it will have an impact on the character, such as affecting the strength of the character's skills.

[0161] World Environment Changes Combat Factors

[0162] During turn-based combat between different characters, environmental factors in the world scene can impact them, such as affecting their skill damage or the effects of their skill displays. For example, environmental factors in the virtual world include the terrain and weather, which together influence a character's aversion or liking of these factors. For example, these levels of a character's aversion and liking of these factors can range from strong affinity to weak affinity, indifference, weak resistance, and strong resistance.

[0163] If the combat character likes two environmental factors (land + weather), a strong affinity effect will be obtained; if the combat character only likes one environmental factor and does not dislike the other environmental factor, a weaker affinity effect will be obtained; if the combat character likes one environmental factor and dislikes the other environmental factor, no effect will be obtained; if the combat character only dislikes one environmental factor and dislikes the other environmental factor, a weaker resistance effect will be obtained; if the combat character dislikes both environmental factors, a strong resistance effect will be obtained.

[0164] During a turn-based combat, the server or client needs to obtain environmental factors regularly (eg, every turn) and determine the impact of the environmental factors on the combat characters.

[0165] Figure 3 shows a schematic diagram of different scene switching provided by an exemplary embodiment of the present application. In this embodiment, the behavior of a combat character in one scene affects the behavior of another. For example, when switching from a world scene to a turn-based battle scene, a second combat character 1301 and a master virtual character 1302 are displayed in the world scene. The second combat character 1301's behavior mode in the world scene is cloaking mode, which involves hiding itself beneath the ground. In response to the scene switching conditions being met, the world scene switches to the turn-based battle scene. The master virtual character 1302 releases the first combat character 1303 to engage in battle with the second combat character 1301. In the turn-based battle scene, the second combat character 1301 remains in cloaking mode, and a prompt message "The stone monster is burying itself" is displayed on the screen. Simultaneously, buff effects 1304 associated with this cloaking mode are displayed next to the second combat character 1301. Clicking on one of these buff effects 1304 reveals three: "Strong Resistance," "Recharge," and "Buried." Among them, "strong resistance" means that the second combat character 1301 does not like the rainy environment, and the damage will be reduced by 20%; "recharge" means that the physical attack power of the second combat character 1301 will be increased by 50% after resting; buried means that the second combat character 1301 is in a buried and hidden state, and the defense will be increased by 25%.

[0166] Obviously, the behavior of the second combat character 1301 in the world scene will affect the combat capability in the turn-based combat scene. The combat capability includes but is not limited to at least one of: buff / debuff effects, combat logic, skill strength, and allowed skill types.

[0167] Similarly, when switching from a turn-based battle scene to a world scene, the battle results of the combat characters in the turn-based battle scene will also affect at least one world element in the world scene.

[0168] 4 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 120 , a server 140 , a second terminal 160 , and a third terminal 180 .

[0169] The first terminal 120 has an application installed and running that supports the virtual world. This application can be any of a 3D map application, a virtual reality (VR) application, an augmented reality (AR) application, an RPG application, a turn-based game application, or a turn-based RPG application. The first terminal 120 is used by a first user. The first user uses the first terminal 120 to control a first virtual character in the virtual world to perform activities. The first virtual character acts as the master virtual character. These activities include, but are not limited to, at least one of: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, using combat characters to harvest, using combat characters to fight, using throwing props, and attacking other virtual characters. Exemplarily, the first virtual character is a first avatar, such as a simulated character object or an animated character object. Exemplarily, the first user controls the first avatar's activities using UI controls on the virtual world screen. The first user controls the first avatar to throw combat characters using UI controls on the virtual world screen.

[0170] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0171] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. Receiving module 1421 is configured to receive requests from clients, such as a request to locate an enemy virtual character; control module 1422 is configured to control the rendering of the virtual world; and sending module 1423 is configured to send responses to clients, such as the location of a third virtual character. Server 140 provides backend services for applications supporting three-dimensional virtual worlds. Optionally, server 140 performs primary computing tasks, while first terminal 120, second terminal 160, and third terminal 180 perform secondary computing tasks. Alternatively, server 140 performs secondary computing tasks, while first terminal 120, second terminal 160, and third terminal 180 perform primary computing tasks. Alternatively, server 140, first terminal 120, second terminal 160, and third terminal 180 utilize a distributed computing architecture for collaborative computing.

[0172] Second terminal 160 has an application installed and running that supports the virtual world. Second terminal 160 is used by a second user, who uses it to control a second virtual character in the virtual world. The second virtual character also serves as the primary virtual character, and these activities include, but are not limited to, at least one of: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing a combat character, controlling a combat character, raising a combat character, using a combat character to harvest, using a combat character to fight, using throwing items, and attacking other virtual characters. Third terminal 180 has an application installed and running that supports the virtual world. Third terminal 180 is used by a third user, who uses it to control a third virtual character in the virtual world.

[0173] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual world. The first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.

[0174] Optionally, the applications installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of applications on different operating system platforms (Android or iOS). The first terminal 120 can generally refer to one of multiple terminals, the second terminal 160 can generally refer to one of multiple terminals, and the third terminal 180 can generally refer to one of multiple terminals. This embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as an example. The first terminal 120, the second terminal 160, and the third terminal 180 can be the same or different device types, including at least one of a smartphone, a smartwatch, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are illustrative using a smartphone as an example.

[0175] Those skilled in the art will appreciate that the number of the above-mentioned terminals may be more or less. For example, the above-mentioned terminal may be only one, or the above-mentioned terminals may be dozens or hundreds, or a larger number. The embodiments of the present application do not limit the number of terminals and device types.

[0176] The embodiment of the present application relates to the switching sequence between two virtual scenes:

[0177] Switching order 1: Switch from "World Scene" to "Turn-based Battle Scene";

[0178] Switching order 2: Switch from "turn-based battle scene" to "world scene".

[0179] For switching sequence 1: switching from "world scene" to "turn-based battle scene":

[0180] FIG5 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. The method can be executed by a terminal device, and the method includes:

[0181] Step 210: Display the master virtual character in the world scene;

[0182] The world scene is rendered based on a world map. The world map is usually a map of a relatively large open virtual world. The world map consists of multiple plots. Each plot is a polygonal piece of land.

[0183] In some embodiments, the master virtual character possesses at least one first combat character. This first combat character is a combat character that the master virtual character has successfully captured, for example, a pet virtual character that the master virtual character has successfully captured. The master virtual character is the virtual character controlled by the current player. The captured first combat character can be controlled by the current player, by an AI, or by the current player specifying a combat strategy, which is then controlled by the AI ​​based on the strategy. This application does not limit this.

[0184] In this embodiment, it is assumed that initially, at least one of the master virtual character, the first combat character, and the second combat character is located in the world scene.

[0185] Step 220: Control the master virtual character to move to the first area in the world scene;

[0186] The first area refers to the location or area to which the controlling virtual character moves in the world scene. The first area may be any location in the world scene. The first area includes the second combat character, and the controlling virtual character moves to the location or area where the second combat character is located. When the controlling virtual character moves in the world scene, the game system detects the area where the controlling virtual character is located. In this application, it is assumed that the controlling virtual character moves to the area in the world scene where the second combat character is located, namely the first area.

[0187] Optionally, the first area can be a designated location, and the main virtual character needs to move to the designated location to fight with the second combat character, or the first area can be an area range where the second combat character is located, and the main virtual character only needs to enter the area range to trigger the battle.

[0188] In some embodiments, the second combat character includes at least one of an NPC, an AI-controlled monster, an unsuccessfully captured combat character, and a combat character captured by a virtual character controlled by another player.

[0189] Step 230: In response to the scene switching condition being met, displaying the combat character in the turn-based combat scene;

[0190] The scene switching condition is used to trigger the switch between the world scene and the turn-based combat scene. In some embodiments, the scene switching condition is manually triggered by the current player, such as when the current player controls the main virtual character to aim at an uncaptured combat character with a container prop and then throws the container prop at the combat character, thereby triggering the scene switching condition; in some embodiments, the scene switching condition is manually triggered by other players, such as when other players initiate a battle against the current player; in some embodiments, the scene switching condition is triggered by a terminal device or server, such as when the main virtual character approaches a wild monster and the distance between the main virtual character and the second combat character is less than a threshold, the terminal device or server automatically triggers the scene switching condition based on AI control logic. This application does not limit the triggering method of the scene switching condition.

[0191] In some embodiments, the scene switching condition includes but is not limited to at least one of the following:

[0192] The main virtual character throws a container prop to the second combat character;

[0193] The main avatar uses magic on the second combat character;

[0194] The main avatar performs interactive operations on the secondary combat avatar, such as initiating a fight, feeding, or petting.

[0195] The distance between the main virtual character and the second combat character is less than a first threshold;

[0196] The distance between the main virtual character and the second combat character is less than a first threshold, and the second combat character's alert value is higher than a second threshold;

[0197] The distance between the main virtual character and the second combat character is less than a first threshold, and the second combat character is in a negative emotional state;

[0198] The first master virtual character encounters the second master virtual character on the world map. The first master virtual character and the second master virtual character engage in a conversation, and at the end of the conversation, both parties agree to engage in a turn-based battle.

[0199] The first master virtual character is the master virtual character controlled by the first player, and the second master virtual character can be the master virtual character controlled by the second player, or an NPC (Non-Player Character) set in the game. 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, forcing the first master virtual character to engage in turn-based combat.

[0200] In response to the scene switching condition being met, the world scene is switched to the turn-based combat scene, and the virtual character is displayed in the turn-based combat scene. In some embodiments, the world scene is directly switched to the turn-based combat scene; in some embodiments, a transition animation is inserted during the switching process from the world scene to the turn-based combat scene to reduce the sense of interruption when switching from the world scene to the turn-based combat scene.

[0201] The turn-based battle scene is rendered based on a battle map. Typically, the battle map has a smaller area than the world map. In some embodiments, the battle map is independent of and distinct from the world map. In some embodiments, the battle map is a submap based on the world map. For example, based on the virtual character's position before the switch, a small submap is selected from the world map to dynamically generate the battle map, thereby maintaining the world scene displayed before the switch and the turn-based battle scene displayed after the switch to be identical, or the degree of similarity exceeds a preset condition.

[0202] Step 240: Based on the influencing factors in the world scene, determine the combat elements of the combat character in the turn-based combat scene.

[0203] After switching to the turn-based combat scene, combat elements of the combat character in the turn-based combat scene are determined based on at least one influencing factor in the world scene.

[0204] Exemplarily, the influencing factors are factors other than the skills, combat power, combat attributes, health value attributes, and magic value attributes of the virtual character itself.

[0205] In some embodiments, to maintain consistency between the world scene and the turn-based combat scene, at least the following five improvement mechanisms are provided. In different embodiments, at least one of these five improvements can be implemented as a separate embodiment. The present embodiment divides these five improvement mechanisms into five branches, which are introduced below:

[0206] First branch:

[0207] Determine the combat capabilities of combat characters in turn-based combat scenarios based on their behavior patterns in the world.

[0208] Second branch:

[0209] Determine the internal environment of the combat character when fighting in the turn-based combat scene based on the external environment of the combat character in the world scene;

[0210] The third branch:

[0211] Determine the in-game skill strength of a combat character in a turn-based combat scenario based on their external environment in the world.

[0212] The fourth branch:

[0213] Determine the battle map when the combat character fights in the turn-based battle scene based on the combat character's external environment in the world scene;

[0214] Fifth Branch: During the transition from the world scene to the turn-based combat scene, a transition animation is added to naturally connect the two scenes, thereby reducing the sense of disconnection between the world scene and the turn-based combat scene.

[0215] In summary, the method of this embodiment, by determining the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene, can reduce the difference between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the sense of tearing perceived by players during scene switching.

[0216] The following is an introduction to the above five branches:

[0217] First branch:

[0218] With reference to FIG6 , the above step 240 includes the following sub-step 241:

[0219] Step 241: Based on the behavior pattern of the combat character in the world scene, determine the combat capability of the combat character when fighting in the turn-based combat scene.

[0220] A behavior pattern refers to the pattern of behavior executed by a combat character under an AI control strategy. An AI control strategy is an automated control strategy based on AI models, behavior trees, behavior groups, and other non-player controls. Different behavior patterns are controlled using different AI control strategies. In various embodiments, an AI control strategy can be equivalently understood as any of the following: an AI model, a behavior tree, a behavior group, a control strategy, and so on. In some embodiments, a behavior pattern can be understood as a set of at least one "condition + behavior" combination. A "condition + behavior" combination is a control strategy in which a condition triggers a combat character to execute a specific behavior, several behaviors, or a specific type of behavior.

[0221] Taking an uncaptured combat character as an example, in order to simulate the living habits of a wild combat character, multiple behavior modes are pre-set for the same combat character.

[0222] Behavioral patterns include at least one of the following:

[0223] Daily behavior patterns;

[0224] Environmental behavior patterns;

[0225] Perceive behavioral patterns;

[0226] Group behavior patterns;

[0227] Sneak attack behavior pattern;

[0228] Among them, the daily behavior pattern is the behavior pattern of the combat character when it does not perceive a perception event in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after it perceives a perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after a perception event is triggered after it perceives a hostile virtual character in the world scene; the group behavior pattern is the behavior pattern of multiple combat characters performing behaviors according to group strategies or population strategies; the sneak attack behavior pattern is a behavior pattern with the purpose of ambush.

[0229] It should be noted that the above-mentioned combat role can be the second combat role or the first combat role. That is, the combat role in this embodiment includes at least one of the first combat role and the second combat role.

[0230] In one embodiment, in response to meeting the scene switching conditions, the terminal device will obtain the ID of the behavior pattern of the combat character in the world scene, and then, based on the ID of the behavior pattern, select the combat capability that matches the ID of the behavior pattern from the preconfigured combat capability table as the combat capability of the combat character when fighting in the turn-based combat scene.

[0231] For example, it is shown in Table 1 below:

[0232] Table 1

[0233] The above table is a preconfigured combat capability table for combat roles, which can be either the first or second combat role. In the above table, if the terminal device determines that the combat role is in daily behavior mode, the basic combat capability will be determined from the combat capability table (different types of combat roles have the same or different basic combat capabilities); if the terminal device determines that the combat role is in environmental behavior mode, combat capability 1 will be determined from the combat capability table (different types of combat roles have the same or different combat capabilities); if the terminal device determines that the combat role is in perception behavior mode, combat capability 2 will be determined from the combat capability table (different types of combat roles have the same or different combat capabilities); if the terminal device determines that the combat role is in group behavior mode, combat capability 3 will be determined from the combat capability table (different types of combat roles have the same or different combat capabilities). If the terminal device determines that the combat role is in sneak attack behavior mode, combat capability 4 will be determined from the combat capability table (different types of combat roles have the same or different combat capabilities).

[0234] The following is an introduction to the five behavior patterns mentioned above:

[0235] Daily behavior patterns:

[0236] The daily behavior of the second combat role is used here to illustrate.

[0237] The daily behavior pattern is the behavior pattern of the second combat character when it does not perceive a perceptual event in the world scene. In some embodiments, multiple AI control strategies are provided for the second combat character, one of which is used to control the behavior of the second combat character when it does not perceive a perceptual event in the world scene.

[0238] The daily behavior pattern is used to simulate the daily life behaviors of the second combat role, such as: walking, patrolling, foraging, sleeping, drinking water, etc.

[0239] Environmental behavior patterns (behavioral patterns triggered by specific environmental factors):

[0240] The explanation here is that the second combat role perceives preset or specific environmental factors.

[0241] An environmental behavior pattern is the behavior pattern of the second combat character after perceiving a perception event triggered by an environmental factor in the world scene. An environmentally triggered perception event is a perception event triggered by factors other than the main control virtual character and the first combat character. For example, an environmentally triggered perception event is a behavior pattern triggered by a preset or specific environmental factor.

[0242] In some embodiments, multiple AI control strategies are set for the second combat character, wherein one AI control strategy is used to control the behavior of the second combat character when it perceives a perception event triggered by environmental factors in the world scene.

[0243] The environmental behavior mode is a behavior mode triggered by a preset or specific environmental factor. In some embodiments, the environmental behavior mode is a concealed behavior mode triggered by a preset or specific environmental factor, that is, under the preset or specific environmental factor, the second combat character will act according to the behavior mode of hiding its whereabouts.

[0244] The environmental behavior pattern includes at least one of: a hiding behavior pattern, a camouflaging behavior pattern, a sleeping behavior pattern, an escaping behavior pattern, a frantic fighting mode, a vigilant behavior pattern, and the like.

[0245] Stealth Behavior: The secondary character will adopt a concealed behavior pattern to avoid being detected or attacked by the primary character. This may include hiding in shadows, ducking behind objects, or using stealth abilities.

[0246] Disguise behavior: The secondary character will adopt a disguised behavior to confuse the primary avatar. This may include changing its shape to reflect the surrounding environment or changing into another avatar.

[0247] In some embodiments, the disguised behavior pattern can also be considered as a type of concealed behavior pattern.

[0248] Sleep Behavior Mode: The secondary character enters a sleep state, reducing activity and restoring health or energy. This behavior mode might be triggered when the secondary character is severely injured or running low on resources, such as hibernation mode.

[0249] Flee Behavior: The secondary character will flee from turn-based combat to avoid being defeated. This behavior may be triggered if the secondary character's health drops below a certain threshold or if they face an unfavorable situation.

[0250] Frenzy Combat Mode: The secondary character will display extreme aggressive behavior, recklessly attacking the primary character. This behavior may be triggered if the secondary character is provoked or in extreme danger.

[0251] Alert Behavior Mode: The secondary combat role displays heightened alertness and caution in response to potential threats. This behavior mode may be automatically activated if the secondary combat role senses the presence of a hostile combat role or other threat.

[0252] The preset or specific environmental factors include at least one of time period, weather type, and terrain attribute. The environmental behavior patterns corresponding to different environmental factors may be the same or different.

[0253] In one embodiment, the environmental behavior pattern can be further subdivided into a concealment behavior pattern, a camouflage behavior pattern, a sleep behavior pattern, an escape behavior pattern, a frantic combat mode, and an alert behavior pattern. Based on the ID of each subdivided behavior pattern, the terminal device will determine the combat capability corresponding to the behavior pattern from a pre-configured combat capability table, and use this as the combat capability of the combat character in the turn-based combat scenario.

[0254] In an optional example, when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the first environmental behavior pattern.

[0255] A time period is a subset of all time in the world. Time periods are represented by years, seasons, days, hours, and other methods within the world. If the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat capabilities of the second combat character in the turn-based combat scenario are determined according to the first environmental behavior pattern.

[0256] For example, if the time period is night and the second character is a Dark-attribute character, then during night, according to the Night Lurking behavior pattern, the Dark-attribute character's vision is enhanced at night. When switching from the World scene to the Turn-based scene, the Dark-attribute character gains a positive "Enhanced Vision" buff. Therefore, the Night Lurking behavior pattern reduces the Dark-attribute character's chance of being detected by the first character. For another example, if the first time period is night and the second character is a Ghost-attribute character, the Ghost-attribute character enters a Transparent Stealth behavior mode during night. At this time, the main Avatar moving towards it, throwing containers, or using skills directly pass through it. When switching from the World scene to the Turn-based scene, the Ghost-attribute character's concealment ability is increased, and the Ghost-attribute character's stealth behavior mode during night reduces its chance of being detected by the main Avatar.

[0257] In an optional example, when the first environmental behavior mode is a hidden behavior mode triggered by the first time period and the combat time belongs to the first time period, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the hidden behavior mode.

[0258] The first time period is a subset of all times in the world. It is represented by years, seasons, days, nights, hours, and other time periods in the world. Battle time changes with the world's system time.

[0259] For example, the first time period is night time, and the second combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character will enter a stealth behavior mode at night. The second combat character and the first combat character will fight at night, and the concealment ability of the second combat character will be enhanced.

[0260] Alternatively, in some embodiments, if the first environmental behavior pattern is a stealth behavior pattern triggered by the first time period and the combat time does not fall within the first time period, the combat capability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern or the environmental behavior pattern corresponding to the combat time. Alternatively, in some embodiments, if the combat character is in stealth behavior pattern upon entering combat, the combat capability of the combat character may be determined according to the stealth mode throughout the combat process.

[0261] For example, the first time period is night time, and the second combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the second combat character will enter the stealth behavior mode at night. When the combat time transitions from night time to early morning time, the second combat character will switch from the stealth behavior mode to the daily behavior mode, and the second combat character will fight against the first combat character. When the current combat time reaches early morning time, the ghost-type combat character cannot hide, that is, the combat ability of the second combat character when fighting with the first combat character is restored to normal combat ability.

[0262] In an optional example, when the environmental behavior mode is a second environmental behavior mode triggered by a weather type, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the second environmental behavior mode.

[0263] The weather type is a subset of all weather types in the world. Weather types include at least one of: clear, cloudy, overcast, rain, snow, thunder, hail, dust, sand, sandstorm, wind, and haze. If the environmental behavior mode is a second environmental behavior mode triggered by the weather type, the combat capabilities of the second combat character in the turn-based combat scene are determined according to the second environmental behavior mode.

[0264] For example, if the weather type is rainy and the second character is a water-type character, the water-type character will hide underwater when it's not raining, but will emerge from the water when it's raining. During rainy weather, the water-type character's combat power is significantly enhanced. When the main virtual character attempts to capture the water-type character, the world scene switches to turn-based combat, and the water-type character enters frenzied combat mode, potentially increasing their combat power, such as increasing their attack power and accuracy. Another example is if the weather type is snowy and the second character is an ice-type character, the ice-type character only appears during snowy weather. During snowy weather, the ice-type character enters camouflage mode. When the world scene switches to turn-based combat, the ice-type character will disguise itself with ice or snow, allowing them to sneak attack the first character while camouflaged.

[0265] In an optional example, when the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the hidden behavior mode.

[0266] The first weather type is a subset of all weather types in the world. The first weather type includes at least one of: sunny, cloudy, overcast, rain, snow, thunder, hail, dust, sand, sandstorm, wind, and haze. The current weather type changes with the system time in the world, or is triggered by a combat character's skill.

[0267] For example, if the first weather type is rainy and the second combat character is a rain-type combat character, when the first weather type is rainy, when switching from the world scene to the turn-based combat scene, the second combat character will enter a stealth behavior mode, and the second combat character will fight against the first combat character in the rain. The rain-type combat character will apply the stealth skill, and the concealment ability of the second combat character will be enhanced.

[0268] Alternatively, in some embodiments, if the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not correspond to the first weather type, the combat capability of the combat character in the turn-based combat scenario is determined according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Alternatively, in some embodiments, if the combat character is in stealth behavior mode upon entering combat, the combat capability of the combat character may be determined according to the stealth mode throughout the combat.

[0269] For example, if the first weather type is rainy and the second combat character is a rain-type combat character, when switching from the world scene to the turn-based combat scene, the second combat character will fight against the first combat character, and the second combat character will enter the stealth behavior mode. During the battle, when the current weather type changes from rainy to sunny, the second combat character will switch from the stealth behavior mode to the daily behavior mode. The current weather type is sunny, and the rain-type combat character cannot use the stealth skill. The combat ability of the second combat character when fighting with the first combat character is restored to normal combat ability.

[0270] In an optional example, when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the third environmental behavior mode.

[0271] Terrain attributes are a subset of all terrain attributes in the world scene, and include at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, and gravel. If the environmental behavior mode is the third environmental behavior mode triggered by terrain attributes, the combat capabilities of the second combat character in the turn-based combat scene are determined according to the third environmental behavior mode.

[0272] For example, if the terrain attribute is grassland and the second character is a plant-based character, when the second character is on a grassland tile, the plant-based character will transform into plants such as grass or flowers, entering camouflage mode. When switching from the world scene to the turn-based combat scene, the plant-based character will gain enhanced defense and recovery capabilities while in camouflage mode. Another example is if the terrain attribute is fire and the second character is a fire-based character, when the second character is on a fire tile, the fire-based character will enter frenzy combat mode. When switching from the world scene to the turn-based combat scene, the fire-based character can gain positive buffs corresponding to the fire tile, such as increased attack power or speed. Optionally, the fire-based character may gain unique skills corresponding to the fire tile. For example, mastering the fire tile's control makes it easier to ignite the terrain or the main Avatar character. These skills will make the fire-based character even more destructive and intimidating.

[0273] In an optional example, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the combat character is located at a position belonging to the first terrain attribute, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the stealth behavior mode;

[0274] 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 lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, and gravel. The position of the combat character in the turn-based combat scene changes dynamically during the battle process.

[0275] For example, the first terrain attribute is mud, and the second combat character is an earth-based combat character. When switching from the world scene to the turn-based combat scene, the second combat character and the first combat character fight on the mud. The earth-based combat character will enter the stealth behavior mode and use the underground escape skill. The combat ability of the second combat character in the turn-based combat scene is enhanced.

[0276] Alternatively, in some embodiments, if the third environmental behavior mode is a stealth behavior mode triggered by a first terrain attribute and the combat character's location does not correspond to the first terrain attribute, the combat character's combat capability in a turn-based combat scenario is determined according to the daily behavior mode or the second environmental behavior mode corresponding to the terrain attribute at the combat character's location. Alternatively, in some embodiments, if a combat character enters combat in stealth behavior mode, the combat capability of the combat character may be determined according to stealth mode throughout the combat.

[0277] For example, if the first terrain attribute is a river and the second combat character is a water-based combat character, when switching from the world scene to the turn-based combat scene, the second combat character will fight with the first combat character in the river, and the second combat character will enter the stealth behavior mode. During the battle, the positions of the first combat character and the second combat character will change. When the position of the second combat character switches from the river to the soil, the terrain attribute changes, and the second combat character will switch from the stealth behavior mode to the daily behavior mode; or, the first combat character releases a freezing skill to the second combat character, and the position of the second combat character changes from the river to the ice, the terrain attribute changes, and the second combat character will also switch from the stealth behavior mode to the daily behavior mode. The water-based combat character cannot use the stealth skill, and the combat ability of the second combat character when fighting with the first combat character returns to normal combat ability.

[0278] For example, as shown in part (a) of Figure 7 , if the second combat character 601 is a plant-based combat character, and the first plot type is grass, as shown in part (b) of Figure 7 , the second combat character 601 will transform into a plant 602. At this time, the second combat character 601 enters a camouflage behavior mode, which provides a higher concealment capability and reduces the probability of being discovered by the main virtual character. Even if discovered by the main virtual character, when the world scene switches to the turn-based combat scene, the second combat character 601 can still obtain at least one of additional defense capabilities, recovery capabilities, combat logic, and exclusive skills.

[0279] Perceived behavioral patterns (behavior patterns triggered by the master virtual character):

[0280] Here we take the example of the second combat character being triggered by the main virtual character to illustrate.

[0281] The perception behavior pattern is the behavior pattern of a combat character after a perception event is triggered after the combat character perceives a hostile virtual character in the world scene; taking the second combat character as an example, the perception behavior pattern is the behavior pattern of the second combat character after the combat character perceives a perception event triggered by the main control virtual character and / or the first combat character in the world scene.

[0282] The perception behavior pattern includes at least one of: a concealment behavior pattern, a camouflage behavior pattern, a sleep behavior pattern, an escape behavior pattern, a frantic fighting mode, a vigilance behavior pattern, and the like.

[0283] In one embodiment, the perceived behavior pattern can be further subdivided into a concealment behavior pattern, a disguise behavior pattern, a sleep behavior pattern, an escape behavior pattern, a frantic combat mode, and an alert behavior pattern. Based on the ID of each subdivided behavior pattern, the terminal device will determine the combat capability corresponding to the behavior pattern from a pre-configured combat capability table, and use this as the combat capability of the combat character in the turn-based combat scenario.

[0284] In an optional example, when the perceptual behavior pattern is a first perceptual behavior pattern triggered by a restraint relationship between virtual characters of different attributes, the combat capability of the second combat character when fighting in a turn-based combat scenario is determined according to the first perceptual behavior pattern.

[0285] A restraint relationship between virtual characters refers to a restraint relationship 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. There is a restraint relationship between different attributes, such as fire restraining wood, water restraining fire, etc. When a perceived behavior pattern is associated with a restraint relationship between virtual characters, the behavior of the second combat character in the turn-based combat scene is modified according to the behavior pattern corresponding to the restraint relationship.

[0286] In some embodiments, when the first combat role restrains the second combat role, the perception behavior mode corresponding to the second combat role is at least one of a concealment behavior mode, a camouflage behavior mode, an escape behavior mode, and an alert behavior mode, and the perception behavior mode corresponding to the first combat role is a crazy combat mode.

[0287] In some embodiments, when the second combat role restrains the first combat role, the perception behavior mode corresponding to the first combat role is at least one of a concealment behavior mode, a camouflage behavior mode, an escape behavior mode, and an alert behavior mode, and the perception behavior mode corresponding to the second combat role is a crazy combat mode.

[0288] For example, if the second combat character is a Wood-type character, when it senses a Fire-type character within 100 meters, it will enter a fleeing behavior mode. When switching from the world scene to a turn-based combat scene, the Wood-type character may prioritize skills such as fleeing, burrowing, or dodging to avoid direct combat with the Fire-type character. Alternatively, the Wood-type character may increase its movement speed to more quickly escape the Fire-type character's attack range. For another example, if the second combat character is a Fire-type character, when it encounters a Water-type character, it will enter a fleeing behavior mode. When switching from the world scene to a turn-based combat scene, the Fire-type character's special skills or spells will be weakened, such as having reduced attack power or hit rate. The Fire-type character may then enhance its defense to reduce damage inflicted by the Water-type character and increase its movement speed.

[0289] In an optional example, when the first perception behavior pattern is a hidden behavior pattern triggered by a restraint relationship between combat characters of different attributes, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior pattern.

[0290] Among them, the stealth behavior mode belongs to the perception behavior mode. The restraint relationship between combat characters refers to the restraint relationship between combat characters of different attributes. For example, there is a restraint relationship between different attributes, such as fire restraining wood, water restraining fire, wind restraining water, etc.

[0291] For example, the second combat character is a water-based combat character, and the first combat character is a wind-based combat character. The wind-based combat character restrains the water-based combat character, that is, the first combat character restrains the second combat character. After the second combat character perceives the first combat character, the second combat character will enter a stealth behavior mode. At this time, the second combat character will increase its own movement speed and use dodge skills to quickly escape in the turn-based combat scene.

[0292] Alternatively, in some embodiments, when a hostile combat character switches, the combat capability of the combat character in a turn-based combat scenario is determined based on the combat character's daily behavior pattern or the corresponding perceived behavior pattern of the hostile combat character. Alternatively, in some embodiments, if the combat character enters combat in a stealth behavior mode, the combat capability of the combat character can be determined based on the stealth mode throughout the combat process.

[0293] For example, the second combat character is a water-based combat character, and the first combat character is a wind-based combat character. After the second combat character senses the first combat character, it will enter a stealth behavior mode. After the first combat character switches to a fire-based combat character, the second combat character senses the first combat character and will change from a stealth behavior mode to a crazy combat mode. In the turn-based combat scene, the second combat character's attack ability will be enhanced.

[0294] For example, as shown in part (a) of Figure 8, there is a restraint relationship between the second combat role 701 and the first combat role 702. When the second combat role 701 perceives the first combat role 702, as shown in part (b) of Figure 8, the second combat role 701 will enter a hidden behavior mode and become curled up underground 703. The second combat role 701 chooses to take defensive measures to reduce the possibility of being hurt. Hiding in the shell can provide additional defense and protection, increasing the difficulty of being attacked by the first combat role 702.

[0295] In an optional example, when the perception behavior pattern is a second perception behavior pattern triggered by a stress response, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the second perception behavior pattern.

[0296] The stress response is the behavioral reaction of a combat character upon sensing a hostile virtual character. For example, if the combat character is a second combat character, the stress response is the behavioral reaction of the second combat character upon sensing the controlling virtual character and / or the first combat character. In some embodiments, the stress response includes at least one of: hiding, alerting, fleeing, surprise, confusion, and anger.

[0297] In an optional example, when the second perception behavior pattern is a hidden behavior pattern triggered by a stress response, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the hidden behavior pattern.

[0298] Optionally, when the second perception behavior mode is a hidden behavior mode, when the second combat character perceives the first combat character or the main virtual character, the second combat character will enter the hidden behavior mode and act according to the behavior mode of hiding its own whereabouts.

[0299] For example, the second combat character is an earth-type combat character. When the second combat character senses that the first combat character or the main virtual character is approaching nearby, after entering the turn-based combat scene, the second combat character will have a stress response of escaping underground and enter a hidden behavior mode. The vigilance of the second combat character will increase, and the concealment ability of the earth-type combat character will be improved. At this time, the earth-type combat character will choose the right time to reappear or wait for the first combat character to be inattentive to launch an attack.

[0300] Optionally, in some embodiments, when the duration of the stress response reaches the first duration, the combat capability of the combat character in a turn-based combat scenario is determined according to the daily behavior pattern. Optionally, in some embodiments, the combat character is in a stealth behavior mode when entering combat, and the combat capability of the combat character can be determined according to the stealth mode throughout the combat process. The first duration is a preset duration threshold. Optionally, different combat characters have different values ​​for the first duration. Optionally, different combat characters have the same value for the first duration, which is not limited in this application.

[0301] For example, when the second combat character senses that the first combat character or the main virtual character is approaching, a stress response will occur and the character will enter a hidden behavior mode. When the hidden behavior of the second combat character reaches a preset time, or when the second combat character senses that the danger is over, the character will switch from the hidden behavior mode to the daily behavior mode. At this time, the combat capability of the second combat character when fighting with the first combat character changes.

[0302] In some embodiments, the secondary character's stress response is communicated to the player through special effects and actions, making the player aware that the secondary character has been impacted and is experiencing a stress response. Depending on the personality of each secondary character, their stress response may vary, and this response may be presented to the primary virtual character through their expressions, actions, or dialogue boxes.

[0303] For example, as shown in Figure 9, Figure 9 shows the performance of the second combat character under different stress reactions. The second combat character 801 produces a stress reaction of alerting other combat characters around it; or, the second combat character 802 produces an angry stress reaction; or, the second combat character 803 produces a surprised stress reaction; or, the second combat character 804 produces a puzzled stress reaction; or, the stress reaction of the second combat character is presented to the player through expressions, actions or dialog boxes.

[0304] For example, when the stress response is a hiding response, when the second combat character perceives the main virtual character, the second combat character will enter the stealth behavior mode. When switching from the world scene to the turn-based combat scene, the second combat character may look for cover or use stealth skills to increase its own concealment ability and reduce the probability of being discovered by the main virtual character. In the stealth behavior mode, the second combat character may wait for the opportunity and choose a more favorable time to attack or escape.

[0305] In some embodiments, when the perceived behavior mode is a stealth behavior mode, the second combat role will act in accordance with the behavior mode of hiding its own whereabouts. The second combat role has two modes of hiding: hiding based on the environment and hiding based on its own capabilities.

[0306] Hiding based on the environment

[0307] For example, as shown in Figure 10, the second combat character 901 is an earth-based combat character. After sensing the approach of the main virtual character 902, the second combat character 901 will have a hidden stress response and enter a hidden behavior mode. The second combat character 901 will observe the surrounding situation more vigilantly. The second combat character 901 in the hidden behavior mode may choose to wait for the opportunity to find a suitable time to re-present itself or launch a surprise attack, waiting for the first combat character of the main virtual character to expose weaknesses or distract attention, and then take the opportunity to launch an attack.

[0308] For example, as shown in FIG11 , the second combat character 1001 is a water-based combat character. Upon sensing the approach of the main control virtual character 1002, the second combat character 1001 will generate a hidden stress response and enter a stealth behavior mode. The second combat character 1001 in the stealth behavior mode generally has higher mobility and flexibility. In the stealth behavior mode, the second combat character 1001 may be more adept at taking advantage of terrain, choosing to cross water, jump, or use other terrain features to evade pursuit, or use accelerated movement, invisibility, transformation, etc. to increase its own concealment ability.

[0309] Hiding based on your own abilities

[0310] For example, as shown in Figure 12, the second combat character 1101 is an electric combat character. After sensing the approach of the main virtual character 1102, the second combat character 1101 will have a hidden stress response and enter a stealth behavior mode. After the second combat character 1101 in the stealth behavior mode transforms into lightning, its movement speed may increase significantly, and the second combat character 1101 will use the form of lightning to quickly escape from the combat area; in a turn-based combat scene, the second combat character 1101 may use skills related to electricity, releasing attack skills such as electric arcs, lightning storms or power fluctuations to interfere with the vision of the main virtual character 1102 or cause damage.

[0311] For example, when the stress response is an alarm response, when the second combat character perceives the main virtual character, the second combat character will enter a crazy combat mode, and the second combat character will send out an alarm signal to attract the help of other second combat characters. When switching from the world scene to the turn-based combat scene, the second combat character in the crazy combat mode may increase its defense or summon reinforcements to increase its own combat effectiveness.

[0312] For example, as shown in part (a) of Figure 13, the second combat character 1201 is performing normal patrol behavior. After sensing the approach of the main virtual character 1202, as shown in part (b) of Figure 13, the second combat character 1201 will enter a crazy combat mode and start a confrontation with the main virtual character 1202. When switching from the world scene to the turn-based combat scene, the second combat character 1201 will take the initiative to attack more aggressively, and the second combat character 1201 will use more powerful skills or attack methods to win quickly.

[0313] For example, when the stress response is an escape response, when the second combat character perceives the main virtual character, the second combat character will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the second combat character will choose a safer path to escape, or use escape skills to increase its own escape ability. The second combat character in the escape state may seek cover or use the environment for camouflage to increase the success rate of escape.

[0314] Group behavior patterns (behavior patterns in a group or population):

[0315] Here we take the second combat character in the group as an example for explanation.

[0316] The group behavior pattern refers to a behavior pattern in which a second combat role, when in a team, will behave in accordance with the group strategy of the entire team. The same team can be composed of different types of virtual roles; when a second combat role is in a population, it will behave in accordance with the population strategy of the entire population. The same population is composed of the same type of virtual roles.

[0317] For example, if a secondary character is alone, they will enter flee mode; when they are in a group, they will fight in group mode. When switching from the world scene to the turn-based scene, secondary characters in the same group will fight together, showing more powerful skills.

[0318] The following is an explanation using the first combat role as an example.

[0319] Daily behavior patterns:

[0320] The daily behavior of the first combat role is used as an example here.

[0321] The daily behavior pattern is the behavior pattern of the first combat character when it does not perceive a perceptual event in the world scene. In some embodiments, multiple AI control strategies are provided for the first combat character, one of which is used to control the behavior of the first combat character when it does not perceive a perceptual event in the world scene.

[0322] The daily behavior pattern is used to simulate the daily life behaviors of the first combat role, such as: walking, patrolling, foraging, sleeping, drinking water, etc.

[0323] Environmental behavior patterns (behavior patterns triggered by perceived preset or specific environmental factors):

[0324] The following is an illustration of the first combat role sensing environmental factors.

[0325] The environmental behavior pattern is a behavior pattern after the first combat character perceives a perception event triggered by environmental factors in the world scene; illustratively, the perception event triggered by environmental factors is a behavior pattern triggered by preset or specific environmental factors.

[0326] In some embodiments, multiple AI control strategies are set for the first combat character, wherein one AI control strategy is used to control the behavior of the first combat character when it perceives a perception event triggered by environmental factors in the world scene.

[0327] The environmental behavior mode is a behavior mode triggered by a preset or specific environmental factor. In some embodiments, the environmental behavior mode is a concealed behavior mode triggered by a preset or specific environmental factor, that is, under specific environmental factors, the first combat character will act according to the behavior mode of hiding its whereabouts.

[0328] The environmental behavior pattern includes at least one of: a hiding behavior pattern, a camouflaging behavior pattern, a sleeping behavior pattern, an escaping behavior pattern, a frantic fighting mode, a vigilant behavior pattern, and the like.

[0329] Stealth Behavior: The primary character will engage in concealed behavior to avoid being detected or attacked by the secondary character. This may include hiding in shadows, ducking behind objects, or using stealth abilities.

[0330] Disguise behavior: The first character will adopt a disguised behavior to confuse the second character. This may include changing its shape to match the surrounding environment, or changing into another virtual character.

[0331] In some embodiments, the disguised behavior pattern can also be considered as a type of concealed behavior pattern.

[0332] Sleep Behavior Mode: The primary combat character will enter a sleep state, reducing activity and restoring health or energy. This behavior mode may be triggered when the primary combat character is seriously injured or low on resources.

[0333] For example, hibernation mode.

[0334] Flee Behavior: The first character in combat will flee the battle scene to avoid being defeated. This behavior may be triggered when the first character's health drops below a certain threshold or when facing an unfavorable situation.

[0335] Frenzy Combat Mode: The first character will display extreme aggressive behavior, recklessly attacking the second character. This behavior may be triggered when the first character is enraged or in extreme danger.

[0336] Alert Behavior Mode: The primary combatant role displays heightened alertness and caution in response to potential threats. This behavior mode may be automatically activated when the primary combatant role perceives the presence of a hostile combatant role or other threat.

[0337] The preset or specific environmental factors include at least one of time period, weather type, and terrain attribute. The environmental behavior patterns corresponding to different environmental factors may be the same or different.

[0338] In some embodiments, the environmental behavior pattern can be further subdivided into a stealth behavior pattern, a camouflage behavior pattern, a sleep behavior pattern, an escape behavior pattern, a frantic combat mode, and an alert behavior pattern. Based on the ID of each subdivided behavior pattern, the terminal device will determine the combat capability corresponding to the behavior pattern from a pre-configured combat capability table, and use this as the combat capability of the first combat character in the turn-based combat scenario.

[0339] In an optional example, when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat capability of the first combat character when fighting in a turn-based combat scenario is determined according to the first environmental behavior pattern.

[0340] A time period is a subset of all times in the world. Time periods are represented by years, seasons, days, hours, and other methods within the world. If the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat capabilities of the first combat character in the turn-based combat scene are determined according to the first environmental behavior pattern.

[0341] For example, the time period is night time, and the first combat character is a combat character with dark attributes. According to the behavior pattern of lurking activities at night, the combat character with dark attributes will have enhanced vision at night. When switching from the world scene to the turn-based combat scene, the combat character with dark attributes will obtain a positive gain state of "enhanced vision". Therefore, the behavior pattern of lurking activities at night will reduce the probability of the combat character with dark attributes being discovered by the second combat character.

[0342] In an optional example, when the first environmental behavior mode is a hidden behavior mode triggered by the first time period and the combat time belongs to the first time period, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the hidden behavior mode.

[0343] The first time period is a subset of all times in the world. It is represented by years, seasons, days, nights, and hours in the world. Battle time changes with the world's system time.

[0344] For example, the first time period is night time, and the first combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the first combat character will enter a stealth behavior mode at night. The first combat character and the second combat character will fight at night, and the concealment ability of the first combat character will be enhanced.

[0345] Alternatively, in some embodiments, if the first environmental behavior pattern is a stealth behavior pattern triggered by the first time period and the combat time does not fall within the first time period, the combat capability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern or the environmental behavior pattern corresponding to the combat time. Alternatively, in some embodiments, if the combat character is in stealth behavior pattern upon entering combat, the combat capability of the combat character may be determined according to the stealth mode throughout the combat process.

[0346] For example, the first time period is night time, and the first combat character is a ghost-type combat character. When switching from the world scene to the turn-based combat scene, the first combat character will enter the stealth behavior mode at night. When the combat time transitions from night time to early morning time, the first combat character will switch from the stealth behavior mode to the daily behavior mode, and the first combat character will fight against the second combat character. The first time period is early morning time, and the ghost-type combat character cannot hide, that is, the combat capability of the first combat character when fighting with the second combat character is restored to normal combat capability.

[0347] In an optional example, when the environmental behavior mode is a second environmental behavior mode triggered by a weather type, the combat capability of the first combat character when fighting in a turn-based combat scenario is determined according to the second environmental behavior mode.

[0348] The weather type is a subset of all weather types in the world. Weather types include at least one of: clear, cloudy, overcast, rain, snow, thunder, hail, dust, sand, sandstorm, wind, and haze. If the environmental behavior mode is the second environmental behavior mode triggered by the weather type, the combat capability of the first combat character in the turn-based combat scene is determined according to the second environmental behavior mode.

[0349] For example, the weather type is rainy, and the first combat character is a water-based combat character. On non-rainy days, the water-based combat character will hide in the water and move around, while on rainy days, the water-based combat character will jump out of the water and move around. On rainy days, the combat effectiveness of the water-based combat character will be greatly enhanced. When the water-based combat character fights with the second combat character, when switching from the world scene to the turn-based combat scene, the water-based combat character will enter a crazy combat mode, and the water-based combat character may improve its combat effectiveness, such as increasing attack power, hit rate, etc.

[0350] In an optional example, when the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the hidden behavior mode.

[0351] The first weather type is a subset of all weather types in the world. The first weather type includes at least one of: sunny, cloudy, overcast, rain, snow, thunder, hail, dust, sand, sandstorm, wind, and haze. The current weather type changes with the system time in the world, or is triggered by a combat character's skill.

[0352] For example, the first weather type is rainy, and the first combat character is a rain-type combat character. When the first weather type is rainy, when switching from the world scene to the turn-based combat scene, the first combat character will enter a stealth behavior mode. The first combat character and the second combat character will fight in the rain. The rain-type combat character will apply the stealth skill, and the concealment ability of the first combat character will be enhanced.

[0353] Alternatively, in some embodiments, if the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not correspond to the first weather type, the combat capability of the combat character in the turn-based combat scenario is determined according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Alternatively, in some embodiments, if the combat character is in stealth behavior mode upon entering combat, the combat capability of the combat character may be determined according to the stealth mode throughout the combat.

[0354] For example, the first weather type is rainy, and the first combat character is a rain-type combat character. When switching from the world scene to the turn-based combat scene, the first combat character fights against the second combat character. On rainy days, the first combat character will enter the stealth behavior mode. During the battle, when the current weather type changes from rainy to sunny, the first combat character will switch from the stealth behavior mode to the daily behavior mode. The first weather type is sunny, and the rain-type combat character cannot use the stealth skill. The combat ability of the first combat character when fighting with the second combat character is restored to normal combat ability.

[0355] In an optional example, when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat capability of the first combat character when fighting in a turn-based combat scenario is determined according to the third environmental behavior mode.

[0356] Terrain attributes are a subset of all terrain attributes in the world scene, and include at least one of lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, and gravel. If the environmental behavior mode is the third environmental behavior mode triggered by terrain attributes, the combat capability of the first combat character in the turn-based combat scene is determined according to the third environmental behavior mode.

[0357] For example, if the terrain attribute is grassland and the first combat character is a plant-type combat character, when the first combat character is located in the grassland, the plant-type combat character will transform into plants such as grass or flowers. At this time, the first combat character enters the camouflage behavior mode. When switching from the world scene to the turn-based combat scene, the plant-type combat character may gain higher concealment ability in the camouflage behavior mode, making it more difficult for the second combat character to detect or attack.

[0358] In an optional example, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the combat character is located at a position belonging to the first terrain attribute, the combat capability of the combat character when fighting in a turn-based combat scenario is determined according to the stealth behavior mode;

[0359] 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 lakes, rivers, mountains, grasslands, mud, fire, ice, deserts, forests, and gravel. The position of the combat character in the turn-based combat scene changes dynamically during the battle process.

[0360] For example, the first terrain attribute is mud, and the first combat character is an earth-based combat character. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character fight on the mud. The earth-based combat character will enter the stealth behavior mode and use the underground escape skill. The combat ability of the first combat character in the turn-based combat scene is enhanced.

[0361] Alternatively, in some embodiments, if the third environmental behavior mode is a stealth behavior mode triggered by a first terrain attribute and the combat character's location does not correspond to the first terrain attribute, the combat character's combat capability in a turn-based combat scenario is determined according to the daily behavior mode or the second environmental behavior mode corresponding to the terrain attribute at the combat character's location. Alternatively, in some embodiments, if a combat character enters combat in stealth behavior mode, the combat capability of the combat character may be determined according to stealth mode throughout the combat.

[0362] For example, the first terrain attribute is a river, and the first combat character is a water-based combat character. When switching from the world scene to the turn-based combat scene, the first combat character and the second combat character fight in the river. The first combat character will enter the stealth behavior mode. During the battle, the positions of the first combat character and the second combat character will change. When the first terrain attribute switches from river to mud, the first combat character will switch from the stealth behavior mode to the daily behavior mode; or, the second combat character releases a freezing skill to the first combat character, and the position of the first combat character changes from river to ice. The first combat character will also switch from the stealth behavior mode to the daily behavior mode. The water-based combat character cannot use the stealth skill, and the combat ability of the first combat character when fighting with the second combat character returns to normal combat ability.

[0363] Sneak attack behavior mode:

[0364] The explanation here is that the first combat character ambushes the second combat character.

[0365] The sneak attack behavior mode is a behavior mode for the purpose of ambush. In some embodiments, the sneak attack behavior mode is a behavior mode for the purpose of the main control virtual character controlling the first combat character to ambush the second combat character.

[0366] The sneak attack behavior mode is a combat strategy designed to gain an advantage by ambushing the second combat role. In the sneak attack behavior mode, the first combat role will approach the second combat role in a secret and covert manner and launch an attack before the second combat role notices it.

[0367] In one possible implementation, the first combatant can choose to take covert actions before combat begins, minimizing detection by the second combatant. This can include hiding in shadows, using stealth skills, or choosing a suitable tactical position. Once the second combatant enters the first combatant's attack range, the first combatant can launch a surprise attack, attacking the second combatant with swift attack power and high burst damage, including using powerful skills, critical attacks, or exploiting the second combatant's weaknesses.

[0368] Alternatively, in the sneak attack mode, the first combatant character is not suitable for a long period of direct combat with the second combatant character. Once the sneak attack is completed or an unexpected situation occurs, the first combatant character can choose to quickly evacuate the battle scene to avoid being counterattacked by the second combatant character or being discovered by other second combatants. In some embodiments, the first combatant character can use environmental factors in the battle scene to increase the effectiveness of the sneak attack, for example, using cover to ambush, using traps or environmental objects to cause damage to the second combatant character, etc.

[0369] Optionally, when the first combat character enters the sneak attack mode and successfully defeats the second combat character, the main virtual character can aim at the second combat character with a container prop, throw the container prop at the second combat character, and try to capture the second combat character and make it a member of the first combat character.

[0370] Among the various behavior patterns of the combat characters mentioned in the above embodiments, determining the combat capability of the combat character in a turn-based combat scenario includes at least one of the following:

[0371] Add positive gain (also called buff) status or negative gain (also called debuff or reduction) status to combat characters corresponding to their behavior patterns.

[0372] Optionally, a positive gain state or a negative gain state is added to the combat character based on the combat character's behavior pattern. The gain state can increase or decrease the combat character's attributes, skill effects, or combat capabilities.

[0373] A positive gain state refers to a favorable effect exerted on a combat character, which can improve the combat capability of the combat character, including at least increasing the combat character's attack power, defense power, speed and other attributes, or providing additional skill effects, such as restoring health points, increasing damage output, etc., or enhancing the combat capability of the combat character. A positive gain state can make the combat character more advantageous in battle, and a positive gain state increases the combat capability of the combat character.

[0374] For example, let's take the second combat character as an example. During the nighttime period, the second combat character is a combat character with the dark attribute. During the nighttime period, the second combat character enters the stealth behavior mode. When switching from the world scene to the turn-based combat scene, since the second combat character enters the stealth behavior mode in the world scene, the second combat character will gain a positive stealth behavior gain in the turn-based combat. That is, the second combat character's combat ability in the turn-based combat will be improved, for example, the second combat character will gain additional dodge ability in the turn-based combat.

[0375] Negative Gain states are detrimental effects on a character, weakening their combat capabilities. These effects include reducing their attack, defense, speed, and other attributes, or restricting their mobility. Negative Gain states can put a character at a disadvantage in combat, effectively reducing their combat capabilities.

[0376] For example, 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 meets the first combat character, the second combat character will enter the escape behavior mode. When switching from the world scene to the turn-based combat scene, the second combat character will obtain a negative gain state, and the attack power of the second combat character will be reduced.

[0377] Optionally, positive and negative gain status information will be communicated to the player corresponding to the controlling avatar at the start of turn-based combat through explicit special effects and actions. A new icon will be added to the gain status area, allowing the player corresponding to the controlling avatar to click on it to view detailed prompt information. Through these special effects and actions, the player corresponding to the controlling avatar will be informed of the positive or negative gain status effects resulting from the combat character's pre-turn-based combat behavior in the open world. Optionally, new icons will also be added to the positive gain status area of ​​the user interface, allowing the player corresponding to the controlling avatar to click on them to view detailed prompt information, including the specific effects and duration.

[0378] For example, as shown in part (a) of Figure 14, the terrain attribute is mud, and the second combat character 1301 is an earth-based combat character. When the second combat character 1301 senses the appearance of the main control virtual character 1302, it will trigger the hidden behavior mode and hide underground. In the turn-based combat scene, as shown in part (b) of Figure 14, the main control virtual character 1302 will release the first combat character 1303 to fight the second combat character 1301. The second combat character 1301 will gain a positive gain state of "buried underground", which allows the second combat character 1301 to accumulate strength underground to obtain additional attack bonuses in the next attack. The positive gain status of the second combat character 1301 can be displayed through icon 1304. The player can click icon 1304 to view detailed prompt information and learn that the second combat character 1301 is in a hidden behavior mode hiding underground and has obtained corresponding enhanced capabilities. The player can view the prompt information of the second combat character 1301 to select skills and tactics for the first combat character 1303 to overcome the enhanced capabilities of the second combat character 1301 due to the terrain attributes.

[0379] Changed the combat logic of combat characters to match the behavior pattern.

[0380] Combat logic refers to the control logic that governs the actions of combat characters in the game. Combat logic is the logic used by the AI ​​to control combat characters during combat. This AI generally refers to automated algorithms with artificial intelligence capabilities, such as AI models, behavior trees, and decision trees.

[0381] Optionally, combat characters have different combat logics, such as offensive, defensive, escaping, sneak attack, etc. Each combat logic has different characteristics and strategies. By changing the combat logic, combat characters can better demonstrate the characteristics and strategies of corresponding behavior patterns in turn-based combat.

[0382] For example, if the second combat character's combat logic is offensive, the second combat character is more likely to use offensive skills in turn-based combat to cause more damage to the first combat character, including selecting skills with higher offensive power, prioritizing attacking the first combat character's weaknesses, or using combo skills. For another example, if the second combat character's combat logic is defensive, the second combat character is more likely to use defensive skills in turn-based combat to improve its own defensive capabilities, including selecting skills with higher defensive power, prioritizing protecting teammates, or using counterattack skills. For another example, if the second combat character's combat logic is fleeing, the second combat character is more likely to use fleeing skills to escape when the combat situation deteriorates in turn-based combat.

[0383] In some embodiments, the master virtual character only controls a portion of the first combat character's behavior, while the remaining behavior is controlled by the AI ​​control logic. Therefore, the AI ​​control logic can modify the first combat character's combat logic based on the first combat character's behavioral patterns, enabling the first combat character to better utilize its unique characteristics and strategies in combat. The first combat character itself may adjust its combat logic based on the current situation and influencing factors. In some embodiments, the second combat character is fully controlled by the AI ​​control logic. Therefore, the AI ​​control logic can modify the second combat character's combat logic based on the second combat character's behavioral patterns.

[0384] For example, if the second combat character perceives that the first combat character has a higher attack power, the second combat character may prioritize defense or recovery skills to protect itself, or, if the second combat character perceives that it is at a disadvantage, it may choose to escape or seek assistance.

[0385] Control combat characters to use exclusive skills corresponding to their behavior patterns during combat.

[0386] Exclusive skills are a set of skills that correspond to a character's current behavior pattern. Alternatively, exclusive skills are skills that are only usable within that behavior pattern. Exclusive skills can better leverage a character's unique characteristics and strengths. Alternatively, different behavior patterns may correspond to different exclusive skills.

[0387] For example, a second character with a dark attribute could use the stealth skill at night, making it harder for the first character to detect them during turn-based combat, thereby increasing their dodge rate or reducing the first character's hit rate. Another example is a second character with a water attribute. In a river, they could use the stealth escape skill to quickly disappear during turn-based combat, increasing their chances of escaping.

[0388] Switching mechanism between different behavior modes

[0389] In some embodiments, the above method further comprises the following steps:

[0390] Control the combat character to switch between at least two behavior modes.

[0391] The at least two behavior patterns include at least one of: a daily behavior pattern, an environmental behavior pattern, a perception behavior pattern, a group behavior pattern, and a sneak attack behavior pattern.

[0392] In some embodiments, controlling the combat character to switch between at least two behavior modes includes at least one of the following:

[0393] When a combat character perceives a perception event triggered by environmental factors in the world scene, it switches from the daily behavior mode to the environmental behavior mode;

[0394] Perception events triggered by environmental factors are perception events triggered by factors other than the controlling virtual character. Environmental factors include at least one of time period, weather type, and terrain attributes.

[0395] The daily behavior pattern is the behavior pattern of the combat character when it does not perceive any perceptual events in the world scene. The environmental behavior pattern is the behavior pattern triggered by environmental factors.

[0396] In some embodiments, when a combat character perceives a perception event triggered by environmental factors in a world scene, that is, the combat character perceives certain environmental changes, it will switch from a daily behavior mode to an environmental behavior mode, and the combat character will make corresponding behavioral adjustments based on the triggering of environmental factors.

[0397] For example, the combat character is a combat character of the meteor system. The combat character of the meteor system will only fall with the meteors during the dusk time period and will not appear in other time periods. During non-dusk time periods, the combat character is in a dormant or inactive state and does not perform any activities. When the time period is dusk, the combat character falls with the meteors, flies in the air, etc. The combat character will be converted from a daily behavior mode to an environmental behavior mode.

[0398] When the environmental factor disappears or the duration after disappearance reaches a first duration, switching from the environmental behavior mode to the daily behavior mode;

[0399] The first duration refers to a period of time starting from the disappearance of the environmental factor. The first duration can be a fixed time interval or can be determined based on specific circumstances.

[0400] Optionally, when the environmental factor no longer exists or disappears after a period of time, the combat character will switch from the environmental behavior mode back to the daily behavior mode. When a combat character is triggered by a specific environmental factor, it will exhibit behaviors related to that environmental factor, but once the environmental factor no longer exists or a period of time has passed, the combat character will return to its normal daily behavior.

[0401] For example, the combat character is a combat character of a meteor system. When the time period is dusk, the combat character falls with the meteor and switches from the daily behavior mode to the environmental behavior mode. When dusk passes, or the time after dusk reaches a certain time interval, the combat character will switch from the environmental behavior mode to the daily behavior mode, that is, the combat character will be dormant or inactive again and will not perform any activities.

[0402] When the duration of the environmental behavior mode reaches a second duration, switching from the environmental behavior mode to the daily behavior mode;

[0403] The second duration refers to the duration of time when the combat character is in the environmental behavior mode. The second duration can be a fixed time interval or can be determined according to specific circumstances.

[0404] In some embodiments, when the environmental behavior mode lasts for a second duration, the combat role will switch from the environmental behavior mode back to the daily behavior mode.

[0405] If a combat character senses a hostile virtual character in the world, it switches from normal behavior mode to perception behavior mode.

[0406] The perception behavior pattern is the behavior pattern of a combat character after a perception event is triggered when the combat character perceives a hostile virtual character in the world scene.

[0407] Taking the hostile combat character as an example, the perception behavior pattern is the behavior pattern of the second combat character after perceiving the perception event triggered by the main control virtual character in the world scene.

[0408] For example, the second combat character is a fire-type combat character, and the first combat character is a water-type combat character. In the daily behavior mode, the second combat character performs normal activities, such as walking and exploring the environment. When the second combat character senses the first combat character, the second combat character will enter the escape behavior mode and speed up its movement speed to get away from the attack range of the first combat character as soon as possible to reduce the risk of being injured.

[0409] When the perceived event disappears or the duration after disappearance reaches the third duration, switching from the perceived behavior mode to the daily behavior mode;

[0410] The third duration is the period of time starting from the disappearance of the perceived event. The third duration can be a fixed time interval or can be determined based on specific circumstances.

[0411] Optionally, when the perceived event ceases to exist or disappears after a period of time, the combat character will switch from the perceived behavior mode back to the normal behavior mode. When a perceived event triggers a combat character, they will exhibit behaviors related to that perceived event, but once the perceived event ceases to exist or a period of time has passed, the combat character will return to their normal daily behavior.

[0412] For example, the second combat character is a fire-type combat character, and the first combat character is a water-type combat character. After the second combat character perceives the first combat character, it will trigger the escape behavior mode, that is, the daily behavior mode will be converted to the perception behavior mode. When the second combat character escapes the perception range of the first combat character, or after a period of time after escaping the perception range, the second combat character will change from the perception behavior mode to the daily behavior mode, that is, the second combat character will enter normal activities, such as walking and exploring the environment.

[0413] When the duration of the perceived behavior pattern reaches the fourth duration, switching from the perceived behavior pattern to the daily behavior pattern;

[0414] The fourth duration refers to the duration of time when the combat character is in the perception behavior mode. The fourth duration can be a fixed time interval or determined according to specific circumstances.

[0415] In some embodiments, the duration of the perception behavior mode reaches a fourth duration, and the combat role will switch from the perception behavior mode back to the daily behavior mode.

[0416] For example, taking the above-mentioned second combat character as a fire-type combat character and the first combat character as a water-type combat character, after the second combat character enters the escape behavior mode, it will speed up its movement speed to get away from the attack range of the first combat character as soon as possible. When the escape behavior mode of the second combat character lasts for a period of time, it will exit the escape behavior mode and enter the daily behavior mode again.

[0417] When the combat character is in a group or herd, switch from daily behavior mode to group behavior mode;

[0418] The group behavior pattern refers to a behavior pattern in which a combat character, when in a team, will behave in accordance with the group strategy of the entire team. The same team can be composed of different types of virtual characters; when a combat character is in a population, it will behave in accordance with the population strategy of the entire population. The same population is composed of the same type of virtual characters.

[0419] For example, let's take the second combat character as an example. This second combat character is an animal-based combat character. In its normal behavior mode, it forages and patrols its territory alone. When it's in a group, it switches from its normal behavior mode to a group behavior mode. This second combat character collaborates with other virtual characters in the group to forage and defend their territory. When foraging, the group collaborates to hunt prey, each taking on a different role to ensure successful foraging.

[0420] Switching from group behavior mode to daily behavior mode when a combat character leaves the team or group;

[0421] In some embodiments, when a combat character is part of a group or group, it will follow the behavioral rules and strategies of the entire group or group, cooperating with other virtual characters in the group or group to carry out group activities. Once the combat character leaves the group or group, it will switch from group behavior mode to daily behavior mode, in which case the combat character will re-exhibit individual characteristics, such as acting independently and foraging for food.

[0422] When a combat character receives a lurking order or a lurking trigger event, the character switches from normal behavior mode to sneak attack mode.

[0423] The sneak attack behavior mode is a behavior mode for the purpose of ambush. In some embodiments, the sneak attack behavior mode is a behavior mode for the purpose of the main control virtual character controlling the first combat character to ambush the second combat character.

[0424] A lurking command or a lurking triggering event refers to an instruction or event received by a combat role, the purpose of which is to make the combat role enter a lurking state and prepare for an ambush to sneak attack a hostile virtual role.

[0425] For example, let's say a combat character is the first combat character. Upon receiving a stealth command from the master virtual character, the first combat character launches a sneak attack on the second combat character. The first combat character is an animal-based combat character, and the second combat character is a plant-based combat character. After the master virtual character issues the stealth command to the first combat character, the first combat character switches from its normal behavior mode to a sneak attack mode. In this mode, the first combat character begins to move silently, concealing its form, and waits for the right moment to attack the second combat character to achieve its sneak attack.

[0426] When the duration of the sneak attack behavior mode reaches the fifth duration, the system switches from the sneak attack behavior mode to the daily behavior mode.

[0427] The fifth duration refers to the duration of a character's sneak attack behavior. The fifth duration can be a fixed time interval or determined based on specific circumstances.

[0428] In some embodiments, the sneak attack behavior mode lasts for a fifth duration, and the combat character will switch from the sneak attack behavior mode back to the daily behavior mode.

[0429] For example, if the first combat character attacks the second combat character, the first combat character will quietly approach the second combat character in the sneak attack behavior mode and wait for the right moment to attack the second combat character. When the sneak attack behavior mode lasts for a certain time interval, the first combat character will end the sneak attack behavior mode and return to normal behavior mode.

[0430] If a combat character is discovered during a sneak attack, the character will switch from sneak attack mode to normal behavior mode.

[0431] For example, taking the example of the first combat character sneak attacking the second combat character, when the first combat character is in the sneak attack behavior mode, he will quietly approach the second combat character and wait for the right time to attack the second combat character. In the process of the first combat character approaching the second combat character, the second combat character discovers the first combat character and makes corresponding defensive actions. The first combat character will give up the attack and switch from the sneak attack behavior mode to the daily behavior mode.

[0432] Optionally, the combat role can be switched between any two behavior modes.In some embodiments, the switching between at least two behavior modes is performed based on a state machine.

[0433] For example, as shown in Figure 15 (a), the combat character begins in daily behavior mode, carrying out normal daily activities. When the combat character senses a perception event triggered by an environmental factor, as shown in Figure 15 (b), the combat character switches to a stealth behavior mode (an environmental behavior mode). For example, a ghost-type combat character enters stealth behavior mode at night, where the combat character performs stealth behaviors. After the combat character senses a perception event triggered by a hostile virtual character, as shown in Figure 15 (c), the combat character switches to a stress behavior mode (a perception behavior mode). For example, a water-type combat character will experience a stress reaction upon sensing a fire-type combat character, thus entering the stress behavior mode. When the combat character senses danger, as shown in Figure 15 (d), the combat character will enter an escape behavior mode. For example, a wood-type combat character will enter an escape behavior mode upon sensing a fire-type combat character nearby, choosing to flee. After the escape behavior mode reaches a preset duration, the combat character will return to the daily behavior mode.

[0434] The state machine shown in FIG. 15 is merely an example. In different embodiments, due to the variety of behavior patterns and state switching conditions, the state machine may be changed as appropriate.

[0435] Perception Mechanism

[0436] Here, the perception mechanism of the second combat role is used as an example for description. The perception mechanism of the first combat role is the same or similar. In some embodiments, the following steps are also included:

[0437] When a perception event occurs within the perception range centered on the combat role, the combat role is controlled to perceive the perception event with a perception probability.

[0438] The perception range includes at least one of an auditory perception range and a visual perception range, and the perception probability is related to the angle and / or distance of the perception event relative to the combat role. The perception probability refers to the probability of a combat role perceiving a perception event within the perception range. Furthermore, the perception probability refers to the probability that the second combat role perceives the first combat role when the first combat role is within the second combat role's perception range; or, the perception probability refers to the probability that the first combat role perceives the second combat role when the second combat role is within the first combat role's perception range.

[0439] Taking the combat role as the second combat role as an example, the perception event is an event triggered by the main control virtual role and / or the first combat role.

[0440] In some embodiments, a range is obtained with the second combat character as the center and a preset length as the radius. The range is the perception range of the second combat character. When a perception event occurs within the perception range centered on the second combat character, the perception degree of the second combat character to the perception event can be controlled by the perception probability.

[0441] The auditory perception range refers to the range within which the secondary character perceives their surroundings through hearing. In games, this range is typically achieved by simulating the secondary character's hearing range. The hearing range can be a circular, elliptical, or sector-shaped area centered on the secondary character. The radius or major axis determines the distance within which the secondary character can hear sounds.

[0442] Visual Perception Range refers to the range within which the secondary character perceives their surroundings. In games, this range is typically achieved by simulating the secondary character's field of view. This range can be a circular, elliptical, or sector-shaped area centered on the secondary character. The angle determines the range the secondary character can see, and a field of view radius can also be used to limit the secondary character's field of view.

[0443] Optionally, the auditory perception range and the visual perception range can be the same perception range or different perception ranges. For example, the auditory perception range is larger than the visual perception range, or the visual perception range is larger than the auditory perception range, or the auditory perception range is equal to the visual perception range, which is not limited in this application.

[0444] In one possible implementation, the following example illustrates that the probability of perception is related to both the angle and distance of the perception event relative to the second combat role:

[0445] When a perception event occurs, the second combat role will calculate the perception probability based on the angle and distance between the detection object and itself within the perception range. The detection object can be the main control virtual character or the first combat role.

[0446] In terms of angle: when the detection object is directly in front of the second combat role, the second combat role perceives it with a first perception probability; when the detection object is located at other angles of the second combat role, the second combat role perceives it with a second perception probability. The probability of the second combat role perceiving the detection object directly in front is greater than the probability of the detection object located at other angles, that is, the first perception probability is greater than the second perception probability.

[0447] In terms of distance: the closer the detection object is to the second combat role, the higher the probability that the second combat role perceives the detection object.

[0448] For example, if the main virtual character enters the perception range of the second combat character and the main virtual character is in front of the second combat character, the second combat character will be more likely to perceive the main virtual character. Similarly, if the main virtual character is closer to the second combat character, the probability of the second combat character perceiving the main virtual character will also increase.

[0449] In some embodiments, when a master virtual character or a first combat character enters the perception range of a second combat character, the distance between the master virtual character or the first combat character and the second combat character and the angle relative to the second combat character are detected, and the probability of the second combat character perceiving the master virtual character or the first combat character is calculated based on the distance and angle.

[0450] In one possible implementation, when the second combat character perceives a perception event with a perception probability, the second combat character switches its behavior mode. For example, the second combat character may switch from a normal behavior mode to a perception behavior mode. For example, the second combat character may trigger a stress behavior mode, a hiding behavior mode, an escape behavior mode, a frantic fighting behavior mode, etc. The second combat character may take corresponding actions, such as preparing to attack, taking evasive measures, or enhancing defensive capabilities.

[0451] For example, as shown in Figure 16, a visual perception range and an auditory perception range are established with the second combat character 1401 as the center. When the main virtual character 1402 approaches the second combat character, a perception probability is calculated based on the distance and angle between the main virtual character 1402 and the second combat character. The perception probability is the probability that the second combat character 1401 perceives the main virtual character 1402. When the second combat character 1401 perceives the main virtual character or the first combat character with the perception probability, the second combat character 1401 will switch the behavior mode.

[0452] For example, if the perception probability is 80%, a pseudo-random algorithm is used to generate a random number in the range of 0 to 100. When the value of the random number is less than 80, it is considered that the master virtual character 1402 is perceived; when the value of the random number is equal to or greater than 80, it is considered that the master virtual character 1402 is not perceived.

[0453] Second branch:

[0454] With reference to FIG17 , the above step 240 may include the following sub-step 242:

[0455] Step 242: Determine the internal environment of the combat character when fighting in the turn-based combat scene based on the external environment of the combat character in the world scene;

[0456] In some embodiments, in response to a scene switching condition being met, the user interface will switch from displaying a world map to displaying a battle map, i.e., switching from the external environment of the world scene to the internal environment of the turn-based battle scene. The scene switching condition is used to trigger the switch from the world scene to the turn-based battle scene.

[0457] Before switching to a turn-based battle scene, determine the internal environment of the combat character in the turn-based battle scene based on the combat character's external environment in the world scene;

[0458] The external environment includes at least one of weather, time, and surface morphology. The external environment may change due to at least one of the main virtual character, the first combat character, and the second combat character.

[0459] For example, the external environment may be a water-attributed land, but after the main virtual character uses a skill or triggers a mechanism, the water-attributed land can be transformed into an ice-attributed land. At this time, when the game switches to a turn-based battle scene, the internal environment of the combat character in the turn-based battle scene will also be ice-attributed.

[0460] During turn-based combat, if the external environment changes due to reasons other than turn-based combat, there are environmental factors that will simultaneously change the internal environment.

[0461] That is, the environmental factors of the in-game environment will change as the environmental factors of the external environment change. Optionally, causes outside of turn-based combat refer to causes unrelated to turn-based combat, i.e., events occurring in the external environment that change environmental factors.

[0462] Optionally, when the i-th environmental factor of the external environment changes, the j-th environmental factor of the internal environment is changed; wherein the i-th environmental factor is any one of weather conditions, day and night conditions and surface morphology; the j-th environmental factor is any one of weather conditions, day and night conditions and surface morphology, and i and j are both positive integers.

[0463] For example, a first combat character and a second combat character are engaged in a turn-based battle. During the battle, if the external environment changes from sunny to rainy, the weather conditions in the internal environment will also change from sunny to rainy. For example, if the external environment changes from sunny to rainy, and the ground in the internal environment is originally burning, the flames in the internal environment will be extinguished, and the original "burning" ground surface will change to grass.

[0464] Schematically, the first combat character and the second combat character are engaged in a turn-based battle. During the battle, the external environment changes from day to night, and the time in the internal environment will also change to night.

[0465] During turn-based combat, the external environment and the internal environment maintain synchronization of environmental factors, further eliminating the sense of separation between the world scene and the turn-based combat scene.

[0466] In one embodiment, the terminal device will detect the weather data, time data and surface morphology data in the world scene in real time, and synchronously update the weather data of the turn-based combat scene to the weather data in the world scene, synchronously update the time data of the turn-based combat scene to the time data in the world scene, and synchronously update the surface morphology data of the turn-based combat scene to the surface morphology data in the world scene.

[0467] The third branch:

[0468] With reference to FIG18 , the above step 240 may include the following sub-step 243:

[0469] Step 243: Determine the in-game skill strength of the combat character when fighting in the turn-based combat scene based on the combat character's external environment in the world scene;

[0470] In one embodiment, a skill control is displayed in the turn-based combat scene. In response to the skill control receiving a trigger operation, the combat character is controlled to release the in-game skills in the turn-based combat scene.

[0471] In some embodiments, a combat character's base skill strength in a turn-based combat scenario is determined based on their attributes. The character's final skill strength in the turn-based combat scenario, i.e., their in-game skill strength, is determined based on the impact of the external environment on the character. This in-game skill strength is equal to the sum of the base skill strength and an adjustment value, where the adjustment value is associated with at least one environmental factor in the external environment.

[0472] In some embodiments, the skill visual effects of the combat character's in-game skills are obtained by integrating environmental factors of the external environment with the attributes of the skills possessed by the combat character.

[0473] For example, if the external environment is a fire environment (the surface is flames) and the combat character has wind skills, then the combat character in the fire environment will release the skill "Flame Tornado", which combines the wind and fire attributes. For example, if the external environment is a water environment (the surface is water flow) and the combat character has light skills, then the combat character in the water environment will release a skill that combines the light and water attributes, and the combined skill will have a "shimmering" visual effect.

[0474] In one embodiment, the skill visual effects of the in-game skills are obtained by integrating the environmental factors of the plot where the combat character is located with the attributes of the skills possessed by the combat character.

[0475] Take the example of the first combat character releasing skills to the second combat character.

[0476] For example, if the land where the second combat character is located is a fire land (the surface shape is flame), and the skill possessed by the first combat character is a wind skill, then the skill released by the first combat character in the game will be expressed as a "fire tornado".

[0477] For another example, it is raining on the plot where the second combat character is located (the weather condition is rainy), and the skills possessed by the first combat character are water skills, then the skills released by the first combat character in the game are expressed as "waterspouts".

[0478] For another example, if the land where the second combat character is located is a water land (the surface shape is water flow), and the first combat character has light skills, then the skills released by the first combat character in the game will show a "sparkling" visual effect.

[0479] Schematically, part (a) of FIG. 19 shows the basic skills (light-based skills) possessed by combat character 1901, and part (b) of FIG. 19 shows the in-game skills possessed by combat character 1901. The plot where the hostile combat character is located is a water-based plot, and the user interface displays a "sparkling" visual effect. FIG. 20 shows the in-game skills possessed by combat character 2001. The plot where the hostile combat character is located is a fire-based plot, and the user interface displays a "flaming" visual effect. FIG. 21 shows the in-game skills possessed by combat character 2101. The plot where the hostile combat character is located is a grass-based plot (the surface morphology is grass), and the user interface displays a "growing grass" visual effect.

[0480] In one embodiment, the skill strength of the fused in-game skill is greater than the skill strength of the basic skill; and / or, the skill effect of the fused in-game skill is better than the skill effect of the basic skill.

[0481] For example, the in-game skill "Fire Tornado" has a higher skill strength than the wind-type skills possessed by combat characters. Compared to wind-type skills possessed by combat characters, "Fire Tornado" also has an additional burning effect. Another example is the in-game skill "Sparkling Light" has a higher skill strength than the light-type skills possessed by combat characters. Compared to light-type skills possessed by combat characters, "Sparkling Light" also has an additional delay effect.

[0482] In some embodiments, at least one of the skill strength, skill effect, and visual effect of the combat character's in-game skill is associated with at least two environmental factors of the external environment.

[0483] The external environment corresponds to at least two environmental factors, including weather conditions, day and night conditions (or time), surface morphology, temperature conditions, etc.

[0484] For example, if the in-game skill is a fire skill and the world scene is a forest environment (the surface form is a forest), the skill strength (power), skill effect (smoke effect) and visual effect (flame size) of the fire skill in the forest environment will be significantly enhanced.

[0485] In some embodiments, the skill strength and / or skill effect of a combat character's in-game skills are associated with the combat character's emotional state toward the external environment, which is determined based on at least two environmental factors.

[0486] For example, if the external environment is a grass-type environment and the combat character loves grass, then the strength of the combat character's skills released in the grass-type environment will be enhanced, and the skills will have an additional binding effect. For example, if the external environment is raining and the combat character hates rainy days, then the strength of the combat character's skills released in the grass-type environment will be reduced.

[0487] In one embodiment, based on the emotional state of the combat character towards the external environment, an emotional effect will also be displayed on the user interface. Optionally, in response to the emotional effect receiving a trigger operation, the user interface will also display the impact of the combat character's emotional state on the in-game skills. Schematically, the smiley face in Figure 22 represents the combat character 1801's liking for the external environment. In response to the "smiley face" effect receiving a trigger operation, "affinity [strong], the combat character likes the surrounding environment very much, damage increased by 50%" is displayed, that is, it is displayed that the "affinity state" will increase the skill strength by 50%.

[0488] In one embodiment, the external environment corresponds to at least two environmental factors, which include weather conditions, day and night conditions, surface morphology, temperature conditions, etc.

[0489] S1: If the character prefers more environmental factors than dislikes them among at least two environmental factors, an affinity effect will be displayed in the turn-based battle scene to indicate that the character is in an affinity state.

[0490] In S2, if the character prefers less environmental factors than dislikes them among at least two environmental factors, a conflict effect will be displayed in the turn-based combat scene to indicate that the character is in a conflicted state.

[0491] Among them, the in-game skill strength corresponding to the affinity state is higher than the in-game skill strength corresponding to the conflict state, and the skill effect corresponding to the affinity state is better than the skill effect corresponding to the conflict state.

[0492] For S1:

[0493] For example, the weather of the external environment is sunny, and the surface of the external environment is floor tiles; the combat character likes sunny days, and the combat character neither likes nor dislikes floor tiles, then it is determined that the combat character likes more environmental factors (1) than dislikes environmental factors (0) among the two environmental factors.

[0494] The emotional states of combat characters are divided into strong affinity, weak affinity, no emotion, weak resistance, and strong resistance. The first affinity state is strong affinity, the second affinity state is weak affinity, the first resistance state is strong resistance, and the second resistance state is weak resistance.

[0495] In one embodiment, the external environment corresponds to a first environmental factor and a second environmental factor. S1 can be further divided into the following S1-1 and S1-2.

[0496] S1-1, when the combat character likes both the first environmental factor and the second environmental factor, the turn-based combat scene also displays a first affinity special effect for representing that the combat character is in the first affinity state;

[0497] For example, the weather in the external environment is sunny, the surface of the external environment is grass, and the combat character likes both sunny days and grass. Then the combat character is in the first affinity state, and the user interface will display the first affinity special effect.

[0498] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0499] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character dislikes weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0500] Indicatively, the environmental factors of the external environment are sunny days, daytime, and grass. The combat character likes sunny days, so it is determined that the combat character likes daytime, and the combat character likes grass, and it is determined that the combat character likes both the first environmental factor and the second environmental factor.

[0501] That is, when judging "weather conditions + day and night conditions", the "weather conditions" will be judged first. If the combat character likes the "weather conditions", it is necessary to further judge the combat character's like or dislike of the "day and night conditions"; if the combat character dislikes the "weather conditions", there is no need to further judge the combat character's like or dislike of the "day and night conditions"; based on this, the judgment of the combat character's like or dislike of the first environmental factor is completed.

[0502] S1-2, when the combat character likes the first environmental factor and does not dislike the second environmental factor, the turn-based combat scene also displays a second affinity special effect for representing that the combat character is in the second affinity state;

[0503] For example, the weather in the external environment is sunny, the surface of the external environment is floor tiles, and the combat character likes sunny days but does not dislike floor tiles. In this case, the combat character is in the second affinity state, and the user interface will display the second affinity special effects.

[0504] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0505] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character dislikes weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0506] Indicatively, the environmental factors of the external environment are sunny days, nights, and grasslands. If the combat character likes sunny days, then it is determined that the combat character does not dislike nights. If the combat character likes grasslands, then it is determined that the combat character does not dislike the first environmental factor and likes the second environmental factor.

[0507] For S2:

[0508] For example, the weather of the external environment is rainy, and the surface of the external environment is floor tiles; the combat character hates rainy days, and the combat character neither likes nor hates floor tiles, then it is determined that the combat character likes less environmental factors (0) than the environmental factors he hates (1) among the two environmental factors.

[0509] In one embodiment, the external environment corresponds to a first environmental factor and a second environmental factor. S2 can be further divided into the following S2-1 and S2-2.

[0510] S2-1, when the combat character is simultaneously disgusted by the first environmental factor and the second environmental factor, the turn-based combat scene also displays a first conflict special effect for representing that the combat character is in a first conflict state;

[0511] For example, the weather in the external environment is rainy, the surface of the external environment is sandy, and the combat character hates both rainy days and sandy places. In this case, the combat character is in the first conflict state, and the user interface will display the first conflict special effect.

[0512] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0513] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character dislikes weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0514] Indicatively, the environmental factors of the external environment are rainy days, daytime, and sandy places. If the combat character hates rainy days, then it is determined that the combat character hates sandy places, and then it is determined that the combat character hates both the first environmental factor and the second environmental factor.

[0515] S2-2, when the combat character hates the first environmental factor and dislikes the second environmental factor, the turn-based combat scene also displays a second conflict special effect for representing that the combat character is in a second conflict state.

[0516] For example, the weather in the external environment is rainy, the surface of the external environment is floor tiles, the combat character hates rainy days, and the combat character does not like floor tiles, then the combat character is in the second conflict state, and the user interface will display the second conflict special effect.

[0517] Optionally, the first environmental factor is weather conditions or day and night conditions, and the second environmental factor is surface morphology; or, the first environmental factor is surface morphology, and the second environmental factor is weather conditions or day and night conditions.

[0518] In one embodiment, when the combat character likes weather conditions, the first environmental factor is the day and night conditions, and the second environmental factor is the surface morphology; when the combat character dislikes weather conditions, the first environmental factor is the weather conditions, and the second environmental factor is the surface morphology.

[0519] Indicatively, the environmental factors of the external environment are sunny days, dark nights, and sandy lands. If the combat character likes sunny days, then it is determined that the combat character does not like dark nights. If the combat character hates sandy lands, then it is determined that the combat character does not like the first environmental factor and hates the second environmental factor.

[0520] In one embodiment, the terminal device detects weather data, time data, and surface morphology data in the world scene in real time. Based on this weather data, time data, and surface morphology data, the combat character's in-game skill strength is mapped from a skill strength configuration table. Different combat characters have different corresponding skill strength configuration tables. Different skills have different corresponding skill strength configuration tables.

[0521] For example, for the first skill, the terminal device detects that the current world scene is "Sunny Daytime Grassland" and maps the first strength from the skill strength configuration table of the first skill.

[0522] The terminal device detects that the current world scene is "grassland in the daytime under cloudy sky" and maps the second strength from the skill strength configuration table of the first skill; the first strength is greater than the second strength;

[0523] The terminal device detects that the current world scene is "cloudy daytime sandy ground" and maps the third strength from the skill strength configuration table of the first skill; the second strength is greater than the third strength.

[0524] To sum up, by setting the skill strength and / or skill effect of the in-game skills to be associated with the emotional state of the combat character towards the external environment, and taking into account the emotional state of the combat character towards the external environment, when the combat character is close to the battle map, the skills released have greater power.

[0525] Different environmental factors in the external environment will have different effects on the in-game skills of combat characters when fighting in turn-based combat scenes.

[0526] Optionally, emotional effects are used to affect the skill strength and / or skill effects of in-game skills. If the emotional effect is affinity, the skill strength of the in-game skills is enhanced and the skill effects are optimized; if the emotional effect is resistance, the skill strength of the in-game skills is reduced and the skill effects are weakened.

[0527] It's important to note that before each character unleashes a skill, the character's current location's environmental factors are retrieved and emotional effects are displayed based on these factors. Therefore, during turn-based combat, the skills a character unleashes each round are closely tied to their current location. By dividing the external environment into multiple locations, locations with different environmental factors will have varying impacts on the strength of skills within the game, influencing the power of the skill strength within the game from the perspective of the location's environmental factors.

[0528] The fourth branch:

[0529] With reference to FIG23 , the above step 240 may include the following sub-step 244:

[0530] Step 244: Based on the external environment of the combat character in the world scene, determine the battle map when the combat character fights in the turn-based battle scene.

[0531] The world scene is represented by a world map, and the turn-based battle scene is represented by a battle map.

[0532] In some embodiments, in response to satisfying a scene switching condition, the combat character is displayed in a battle map when fighting in a turn-based battle scene.

[0533] In response to switching to the turn-based battle scene, the user interface will switch from a world scene displaying a world map to a turn-based battle scene displaying a battle map.

[0534] The turn-based battle map is a scene for combat characters to conduct turn-based battles. The turn-based battle map is selected from the world map.

[0535] In response to an activation operation for turn-based combat, a first position of a combat character on a world map is determined; a target position matching the first position is determined, and a map within a selected range on the world map is used as a turn-based combat map, where the selected range includes the target position.

[0536] The turn-based battle map is selected from the world map, and the turn-based battle scenes are displayed based on the world map. With the world scene already displayed, the world map has already been loaded, allowing the turn-based battle map to be directly selected from the world map and then displayed directly based on the world map, without the need to load the turn-based battle map separately. This results in a more efficient display of the turn-based battle scenes and a smoother display of the scenes, which helps improve the human-computer interaction rate. In other words, the turn-based battle map is selected from the world map and does not need to be loaded.

[0537] For example, the process of selecting a turn-based battle map from a world map includes: in response to an activation operation for turn-based battle, determining a first position of a combat character on the world map; determining a target position that matches the first position, and selecting a map within a selected range on the world map as the turn-based battle map. The selected range includes the target position.

[0538] The first position refers to the combat character's position on the world map when the activation operation for turn-based combat is obtained. After determining the first position, a target position matching the first position is determined, and the map within the reference range including the target position on the world map is used as the turn-based combat map.

[0539] The target position refers to a position that matches the first position and can be used to assist in selecting a turn-based battle map. The type and size of the reference range are set according to experience, or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this, as long as the reference range includes the target position. Exemplarily, the reference range refers to a circular range with the target position as the center and the reference value as the radius. Exemplarily, the reference range refers to a rectangular range with the target position as the center and the first target value and the second target value as the side length. Exemplarily, the reference range refers to a fan-shaped range with the target position as the starting point, facing the specified direction and at a specified angle. The reference value, the first target value, the second target value, the specified direction and the specified angle are set according to experience, or flexibly adjusted according to the application scenario. The embodiments of the present application do not limit this.

[0540] As mentioned above, after determining the target location, you can select a turn-based battle map from the world map. Next, we will introduce how to determine the target location that matches the first location.

[0541] In a possible implementation, the terminal records matching positions of various positions in the world map, and the matching position of the first position may be used as a target position that matches the first position.

[0542] In one possible implementation, determining a target location that matches a first location includes: if the first location satisfies a reliability condition, using the first location as the target location; if the first location does not satisfy the reliability condition, using the location closest to the first location among locations that satisfy the reliability condition as the target location. For example, the present embodiment does not limit the method for calculating the distance between the two locations; for example, the Euclidean distance between the two locations may be calculated.

[0543] The reliability condition is used to measure the reliability of a location on the world map. If a location on the world map meets the reliability condition, it indicates that the location is highly reliable and is therefore suitable for selection as a location for a turn-based battle map. The method for determining whether a location on the world map meets the reliability condition can be determined based on experience or flexibly adjusted based on the application scenario, and is not limited in this embodiment of the application.

[0544] Exemplarily, the world map is composed of at least one polygonal surface, which may be a triangular surface, a quadrilateral surface, etc. Exemplarily, the method for determining whether the first position meets the reliability condition may include: if the slope of the polygonal surface where the first position is located is not greater than the slope threshold, then determining that the first position meets the reliability condition; if the slope of the polygonal surface where the first position is located is greater than the slope threshold, then determining that the first position does not meet the reliability condition. Exemplarily, the method for calculating the slope of the polygonal surface includes: taking the angle between the normal of the polygonal surface and the normal of the horizontal plane as the slope of the polygonal surface. The slope threshold is set based on experience or flexibly adjusted according to the application scenario, and the embodiments of the present application do not limit this.

[0545] Exemplarily, determining whether the first position satisfies the reliability condition may further include: if the polygonal surface where the first position is located is of a target type, determining that the first position satisfies the reliability condition; and if the polygonal surface where the first position is located is not of a target type, determining that the first position does not satisfy the reliability condition. The target type refers to the type of polygonal surface that supports the combat character in turn-based combat. Exemplarily, target types include, but are not limited to, flat ground, grass, and the like.

[0546] Exemplarily, the method for determining whether the first position meets the reliability condition may also include: if the slope of the polygonal surface where the first position is located is not greater than the slope threshold and the type is a target type, determining that the first position meets the reliability condition; if the slope of the polygonal surface where the first position is located is greater than the slope threshold, or the type is not a target type, determining that the first position does not meet the reliability condition.

[0547] If the first position meets the reliability criteria, it is considered highly reliable and is used directly as the target position for selecting a turn-based battle map. If the first position does not meet the reliability criteria, it is considered less reliable. In this case, the position closest to the first position among all the other reliable positions will be used as the target position for selecting a turn-based battle map.

[0548] In one possible implementation, the process of determining a target location matching a first location includes steps 1 to 3 below.

[0549] Step 1: Map the first position to the query image to obtain the mapping position of the first position in the query image.

[0550] The query image is an image obtained by displaying at least one query sub-region using a display style corresponding to the at least one query sub-region, and different query sub-regions correspond to different locations on the world map.

[0551] The terminal records a mapping rule for mapping a location on a world map to a query image. Based on the mapping rule, the first location can be mapped to the query image, thereby obtaining the mapped position of the first location in the query image. Exemplarily, the mapping rule indicates how to map the location on the world map to the query image. The mapping rule may be set based on experience or flexibly adjusted based on how the query image is acquired, and this is not limited in the present embodiment.

[0552] The query image is an image obtained by displaying at least one query sub-region using the display style corresponding to at least one query sub-region. The query image acquisition process is described in detail below. The display style corresponding to any query sub-region is the first style, or a style other than the first style. The first style is the style used to display query sub-regions that meet the selection criteria. If the display style corresponding to a query sub-region is the first style, it means that the query sub-region meets the selection criteria. The query image can intuitively visualize whether each query sub-region meets the selection criteria, improving the efficiency of selecting turn-based battle maps.

[0553] The first style is set based on experience or flexibly adjusted according to the application scenario, and this embodiment of the application does not limit this. For example, the first style is a display color of black; or the first style is a display color of brown, etc. Other styles other than the first style are colors different from the first style. This embodiment of the application does 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 different from the first style.

[0554] The embodiments of the present application do not limit the size of the query sub-region. For example, different query sub-regions may have the same size, or different query sub-regions may have different sizes. For example, a query sub-region is a region obtained by pixelating an image of the same size as a world map. In other words, each query sub-region may be considered a pixelated region.

[0555] 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 the query sub-regions and the locations on the world map is pre-set. The embodiments of the present application do not limit the size of the location on the world map corresponding to the query sub-region. 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 the query sub-region is the same as the size of the query sub-region.

[0556] After determining the mapping location, the query sub-region in which the mapping location is located can be determined, and the query sub-region in which the mapping location is located is referred to as the first query sub-region. After determining the first query sub-region, 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 location is determined based on step 2; if the display style corresponding to the first query sub-region is not the first style, the target location is determined based on step 3.

[0557] Step 2: In response to the first query sub-region where the mapping position is located having a display style corresponding to the first style, the position on the world map corresponding to the first query sub-region is used as the target position. The first style is the style used to display the query sub-region that meets the selection condition.

[0558] When the display style corresponding to the first query sub-region is the first style, it means that the first query sub-region meets the selection condition. At this time, the position on the world map corresponding to the first query sub-region is directly used as the target position.

[0559] The target position determined in this way can be regarded as a position with no offset relative to the first position. The turn-based battle map selected based on the target position is the scene corresponding to the position of the combat character. The process of switching from the world map to the turn-based battle map is an integrated process, and the scene switching is relatively smooth.

[0560] Step 3: In response to the display style corresponding to the first query sub-region where the mapping position is located not being the first style, the position on the world map corresponding to the second query sub-region is used as the target position.

[0561] Among them, the first style is the style used to display the query sub-region that meets the selection conditions; the second query sub-region is the query sub-region closest to the first query sub-region among the reference query sub-regions, and each reference query sub-region is a query sub-region in the query image whose display style is the first style.

[0562] When the display style corresponding to the first query sub-region is not the first style, it means that the first query sub-region does not meet the selection condition. At this time, the second query sub-region is determined. The second query sub-region is the query sub-region closest to the first query sub-region among the reference query sub-regions whose display style is the first style. The embodiment of the present application does not limit the method for calculating the distance between the two sub-regions. For example, the Euclidean distance between the centers of the two sub-regions is calculated, or the Euclidean distance between two points at the same position (such as the upper left corner, lower right corner, etc.) of the two sub-regions is calculated.

[0563] After the second query sub-region is determined, the position on the world map corresponding to the second query sub-region is used as the target position, thereby determining the target position.

[0564] The target position determined in this way is a position that is offset relative to the first position. The turn-based battle map selected based on the target position refers to the scene corresponding to the position near the position of the combat character. However, since the query sub-area corresponding to the target position is close to the query sub-area corresponding to the first position, the offset of the target position relative to the first position is also small, thereby ensuring that the visual abruptness caused by the scene switching is weak. This weak visual abruptness can also be further alleviated by displaying animation, thereby ensuring the interactive experience of the interactive object and thereby improving the human-computer interaction rate.

[0565] After determining the target position, a reference range is determined with the target position as the center, and the map within the reference range in the world map is used as the turn-based battle map, thereby completing the process of selecting the turn-based battle map from the world map.

[0566] The selection process of the turn-based battle map is based on the first position of the combat character on the world map and the query image. If the display style of the first query sub-region where the mapping position of the first position is located is the first style (e.g., the display color is black), the position on the world map corresponding to the first query sub-region can be directly used as the target position, and a turn-based battle map is constructed for the combat character to conduct turn-based battles. If the display style of the first query sub-region where the mapping position of the first position is located is not the first style (e.g., the display color is not black), a second query sub-region with the first display style closest to the first query sub-region is found, and the position on the world map corresponding to the second query sub-region is used as the target position, and a turn-based battle map is constructed for the combat character to conduct turn-based battles.

[0567] In other words, each query sub-region in the query image with the first display style is a valid center point for constructing a turn-based battle map. When a turn-based battle map is needed, the query sub-region with the first display style closest to the mapping position of the combat character is retrieved, and the turn-based battle map is then constructed with the corresponding position on the world map of the query sub-region as the center.

[0568] According to the above-described implementation method for selecting a turn-based battle map from a world map, it can be seen that in the embodiment of the present application, a turn-based battle map is selected from the world map based on a target position. Before determining the selection of the turn-based battle map, it is first determined whether the first position of the combat character on the world map is suitable as the position based on which the turn-based battle map is selected. If the first position is suitable as the position based on which the turn-based battle map is selected, a position with no offset relative to the first position is used as the target position. If the first position is not suitable as the position based on which the turn-based battle map is selected, a position that is suitable as the position based on which the turn-based battle map is selected and has a small offset relative to the first position is used as the target position.

[0569] In this manner, when it is necessary to switch the world map to a turn-based battle map, the turn-based battle map can be directly selected from the world map based on the target position, without the need to load an additional turn-based battle map. This results in a more efficient scene switching and a more efficient display of the turn-based battle map. Furthermore, since the first position is determined to be suitable as the position from which the turn-based battle map is selected during the selection process, regardless of the configuration of the world map, the method provided in the embodiments of the present application can select a turn-based battle map suitable for the combat character to engage in turn-based combat, thereby facilitating greater flexibility in the configuration of the world map.

[0570] In addition, when the target position is slightly offset from the first position, although the switching of virtual scenes will bring a certain visual abruptness, the visual abruptness brought by the scene switching can be further reduced by displaying animation during the scene switching process, thereby improving the interactive experience of the interactive object.

[0571] In a related technology, the world map for the combat character to carry out the first activity and the turn-based battle map for the combat character to carry out turn-based battles are two completely independent scenes. When it is determined that a turn-based battle is required, the turn-based battle map needs to be loaded first. Before the turn-based battle map is loaded, a black screen or a white screen will be displayed.

[0572] In this way, loading the turn-based battle map takes a long time, resulting in a long time spent switching virtual scenes. In addition, the black or white screen will interrupt the display process of the scene image, which will reduce the immersion of the interactive object and bring a poor interactive experience to the interactive object, thereby reducing the human-computer interaction rate. In the embodiment of the present application, the turn-based battle map is a scene selected from the world map. When it is determined that a turn-based battle is required, it is only necessary to determine the target location and select the turn-based battle map from the world map based on the target location. There is no need to load the turn-based battle map, and there is no need to display a black or white screen image. This is conducive to improving the display smoothness of the scene image, thereby improving the immersion of the interactive object, improving the interactive experience of the interactive object, and thus improving the human-computer interaction rate.

[0573] In another related technology, the scenes for the combat character to perform the first activity and the turn-based combat are all world maps. When it is determined that a turn-based combat is required, the current position of the combat character is directly used as the position for the turn-based combat.

[0574] This method requires pre-configuring the world map so that all locations are suitable for characters to engage in turn-based combat. This ensures that characters can engage in turn-based combat smoothly. This requires high world map configuration, and the resulting world map may have a relatively monotonous landscape, such as flat surfaces with a slight slope or grassland. A monotonous world map reduces the interactive experience of the interactive objects, thereby reducing the human-computer interaction rate.

[0575] And in the embodiment of the present application, first judge whether the first position where the combat role is located when it is necessary to carry out turn-based combat is suitable as the position based on which the turn-based combat map is selected. If the first position is suitable as the position based on which the turn-based combat map is selected, then the position without offset relative to the first position is used as the target position. If the first position is not suitable as the position based on which the turn-based combat map is selected, then the position that is suitable as the position based on which the turn-based combat map is selected and has a smaller offset relative to the first position is used as the target position. In this way, no matter how the configuration of the world map is, a turn-based combat map that is suitable for the combat role to carry out turn-based combat can be selected, thereby ensuring that the combat role can carry out turn-based combat smoothly. The configuration requirements for the world map are relatively low, and there is no need to pre-configure the world map into a scene in which all positions are suitable for the combat role to carry out turn-based combat. This is conducive to improving the configuration flexibility of the world map and improving the richness of the landscape of the world map, thereby improving the interactive experience of the interactive object, and then improving the human-computer interaction rate.

[0576] Fifth branch:

[0577] During the switching process from the world scene to the turn-based combat scene, a transition animation is added to naturally connect the two scenes, thereby reducing the sense of tearing when switching from the world scene to the turn-based combat scene.

[0578] In one embodiment, a smooth transition of the screen is performed by playing a transition animation.

[0579] During the switching process from the world scene to the turn-based battle scene, the first transition animation is displayed; this can draw the player's attention to the animation and reduce the player's attention to the switching process of the virtual scene, thereby helping to reduce the visual abruptness brought to the player by the switching of the virtual scene, improve the player's interactive experience, and thus improve the human-computer interaction rate.

[0580] For example, when the controlling virtual character is exploring the world scene, the world scene is displayed. When the controlling virtual character encounters a second combat character in the world scene, a determination is made as to whether turn-based combat is activated. If turn-based combat is not activated, the world scene continues to be displayed. If turn-based combat is activated, the first transition animation of the second combat character and the first transition animation of the controlling virtual character are sequentially displayed. The first transition animation of the second combat character is displayed before the world scene switches to the turn-based combat scene, and the first transition animation of the controlling virtual character is displayed after the world scene switches to the turn-based combat scene.

[0581] In response to the completion of the first transition animation of the master virtual character, a turn-based combat scene is displayed based on the world scene to indicate that the master virtual character is engaging in a turn-based combat in the turn-based combat scene. A determination is made as to whether the turn-based combat has ended. In response to the conclusion of the turn-based combat, the turn-based combat scene continues to be displayed.

[0582] The first transition animation is used to reduce the tearing effect when switching from the world scene to the turn-based combat scene. The first transition animation includes multiple animation frames, including a close-up of the main control virtual character and a close-up of the second combat character.

[0583] In some embodiments, the main virtual character explores the world scene. When the turn-based battle is activated, for example, the main virtual character meets the second combat character, the first transition animation shows a close-up of the second combat character, and then the first transition animation shows a close-up of the main virtual character. The main virtual character will throw out a virtual prop and release the first combat character from the virtual prop. At this time, the screen of the turn-based battle scene enters. The screen of the turn-based battle scene includes the first combat character and the second combat character, and the first combat character and the second combat character enter a turn-based battle.

[0584] For example, the scene display process can be divided into the process of switching the world scene to the turn-based combat scene (the cut-in process). As shown in Figure 24, the cut-in process includes: in response to the activation of the turn-based combat, sequentially displaying the first transition animation of the second combat character and the first transition animation of the master virtual character. In response to the completion of the first transition animation of the master virtual character, the turn-based combat scene is displayed based on the world scene, indicating that the master virtual character is engaging in turn-based combat in the turn-based combat scene.

[0585] During the cut-in process, when the main virtual character encounters the second combat character in the world scene, the virtual scene is switched through a close-up of the virtual object without any black or white screen processing. For example, the close-up of the virtual object can be achieved by controlling the distance between the virtual camera and the virtual object.

[0586] For example, since the turn-based battle scene is a scene selected from the world scene, the turn-based battle scene and the world scene are the same scene, and the difference in landscape is almost negligible. For example, the world scene is shown as the virtual scene 901 in (1) in Figure 25, and the turn-based battle scene is shown as the virtual scene 902 in (2) in Figure 25. The difference between the world scene and the turn-based battle scene is mainly reflected in the field of view, and there is almost no difference in landscape.

[0587] The process of switching the world scene and the turn-based battle scene provided by the embodiment of the present application does not require reloading of the turn-based battle scene. Instead, the appropriate scene is directly selected from the world scene as the turn-based battle scene. By coordinating artistic expression (such as display animation, etc.) and lens language, the scene where the main control virtual character is located can be quickly switched while the main subject (such as the main control virtual character, the second combat character, etc.) is always present on the screen, which can avoid black or white screens. At the same time, the turn-based battle scene selection algorithm makes the turn-based battle scene as close to the world scene as possible, achieving a "seamless" and smooth experience. Based on the display method provided by the embodiment of the present application, the player's immersion in exploring activities in the world scene and engaging in turn-based battles in the turn-based battle scene will not be interrupted by scene switching. From the player's perspective, the entire scene switching process is "integrated" rather than fragmented, thereby enhancing the player's sense of immersion and improving the fun of the game.

[0588] In some embodiments, in response to meeting the scene switching condition, the terminal device obtains the first transition animation stored locally, or the terminal device obtains the first transition animation from the background server and displays it.

[0589] For the second switching sequence: switching from "turn-based battle scene" to "world scene":

[0590] FIG26 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. The method can be executed by a terminal device, and the method includes:

[0591] Step 810: Display the combat character in the turn-based combat scene;

[0592] Among them, the combat roles include a first combat role and a second combat role, and the first combat role is a combat role owned by the main control virtual role.

[0593] Turn-based battles are rendered based on a battle map. This map is typically a large, open virtual world. It consists of multiple plots, each of which is a polygonal piece of land.

[0594] In some embodiments, the controlling virtual character possesses at least one first combat character. The first combat character is a combat character that the controlling virtual character has successfully captured. The controlling virtual character is the virtual character controlled by the current player. The successfully captured first combat character can be controlled by the current player, by an AI, or by the current player specifying a combat strategy that is then controlled by the AI ​​based on the combat strategy. This application does not limit this.

[0595] In this embodiment, it is assumed that initially, the main control virtual character and the combat character are in a turn-based combat scene.

[0596] Step 820: Control the first combat character and the second combat character to fight in a turn-based combat scene;

[0597] The first combat role is a combat role owned by the controlling virtual role, and the second combat role is a combat role owned by the enemy virtual role, or the second combat role is a combat role controlled by AI, or the second combat role is a wild combat role. Optionally, the first combat role and the second combat role are in a hostile relationship.

[0598] 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.

[0599] Step 830: In response to the battle in the turn-based battle scene ending, display the combat character in the world scene;

[0600] In a turn-based battle scenario, the first and second characters engage in combat. When the battle ends, either because one character is defeated or a victory condition is reached, the game responds with a battle-end event. After responding to the battle-end event, the game switches to the world scene where the characters are located.

[0601] In response to the end of the battle in the turn-based combat scene, the turn-based combat scene is switched to the world scene, and the virtual character is displayed 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 switching process from the turn-based combat scene to the world scene to reduce the sense of interruption from the turn-based combat scene to the world scene.

[0602] The world scene is rendered based on a world map. Typically, the world map has a larger area than 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 a parent map of the battle map, maintaining the turn-based battle scene displayed before the switch and the world scene displayed after the switch to remain the same, or the degree of similarity exceeds a predetermined threshold.

[0603] Step 840: Based on the influencing factors in the turn-based combat scene, determine at least one world element of the combat character in the world scene.

[0604] After switching to the world scene, at least one world element of the combat character in the world scene is determined based on at least one influencing factor in the turn-based combat scene.

[0605] In some embodiments, to maintain consistency between the world scene and the turn-based combat scene, the following three improvements are provided. These three improvements are divided into three branches, which are introduced below:

[0606] Branch 1:

[0607] Determine the behavior of combat characters in the world based on the outcome of the turn-based combat scene;

[0608] Branch 2:

[0609] Based on the internal environment of the combat character in the turn-based combat scene, the external environment of the combat character in the world scene is determined.

[0610] Branch 3:

[0611] During the switching process from the turn-based battle scene to the world scene, a transition animation is added to naturally connect the two scenes, thereby reducing the sense of tearing when switching from the turn-based battle scene to the world scene.

[0612] In summary, the method of this embodiment, by determining at least one world element of a combat character in a world scene based on the influencing factors in a turn-based combat scene, can reduce the distinction between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the sense of tearing perceived by players during scene switching.

[0613] The following is an introduction to the above three branches:

[0614] Branch 1:

[0615] With reference to FIG27 , the above step 840 may include the following sub-step 841:

[0616] Step 841: Based on the battle results in the turn-based battle scene, determine the behavior of the combat character in the world scene.

[0617] This includes the following two situations:

[0618] Case 1: When a combat character wins a turn-based battle, the character's behavior in the world is controlled based on the victory behavior pattern.

[0619] The combat role includes at least one of a first combat role and a second combat role.

[0620] The victory behavior mode refers to the game system determining the behavior of the combat character in the world scene based on the set rules or logic after the combat character wins.

[0621] Optionally, the victory behavior model may include the following: the combat character receives rewards and growth. For example, after victory, the combat character may receive experience points, gold coins, props, or other rewards to help the combat character grow and improve their abilities. The combat character receives exploration and discovery opportunities. After victory, the combat character receives additional exploration or discovery opportunities, such as unlocking new map areas, hidden quests, or secret paths.

[0622] The situation where the combat character wins the battle in the turn-based combat scene includes the first combat character winning the battle in the turn-based combat scene or the second combat character winning the battle in the turn-based combat scene.

[0623] In one possible implementation, the first combat character wins the battle in the turn-based combat scene. When switching from the turn-based scene to the world scene, the main virtual character can choose to continue capturing the second combat character, or the main virtual character can choose to continue exploring the world scene, such as unlocking new map areas.

[0624] In one possible implementation, the second combat character wins the battle in the turn-based combat scene. When switching from the turn-based scene to the world scene, the second combat character can choose to hide to avoid being captured by the main virtual character, or the second combat character can choose to attack the first combat character again.

[0625] In one embodiment, the terminal device obtains the battle result of the first combat character in the turn-based combat scenario as victory, maps it to the first victory behavior pattern in the preconfigured first behavior pattern table, and the terminal device controls the action of the first combat character based on the first victory behavior pattern.

[0626] In another embodiment, the terminal device obtains the battle result of the second combat character in the turn-based combat scenario as victory, maps it to the second victory behavior pattern in the preconfigured second behavior pattern table, and the terminal device controls the action of the second combat character based on the second victory behavior pattern.

[0627] Case 2: When a combat character fails in a turn-based combat scenario, the character's behavior in the world is controlled based on the failure behavior pattern.

[0628] The failure behavior mode means that after a combat character fails in battle, the game system determines the behavior of the combat character in the world scene based on the set rules or logic.

[0629] Optionally, the failure behavior pattern may include the following: the combat character will be punished. After failure, the combat character may be punished, such as losing a portion of experience points, gold coins or props, or being affected by other negative effects. The combat character will re-challenge. After failure, the combat character will have the opportunity to re-challenge the hostile combat character to try to win. The combat character may learn from the failure and improve their skills or strategies.

[0630] In the case where the battle result of a combat character in a turn-based combat scene is a failure, it includes that the battle result of the first combat character in the turn-based combat scene is a failure or the battle result of the second combat character in the turn-based combat scene is a failure.

[0631] In one possible implementation, the first combat character fails in the turn-based combat scene. When switching from the turn-based scene to the world scene, the first combat character will be punished, such as losing experience points or gold coins, or the first combat character will choose to escape to avoid the attack of the second combat character.

[0632] In one possible implementation, the second combat character fails in the turn-based combat scene. When switching from the turn-based scene to the world scene, the second combat character chooses to escape to avoid being captured by the main control virtual character.

[0633] In one embodiment, the terminal device obtains that the combat result of the first combat character in the turn-based combat scenario is a failure, and in the configured first behavior pattern table, it is mapped to the first failure behavior pattern. The terminal device controls the action of the first combat character based on the first failure behavior pattern.

[0634] In another embodiment, the terminal device obtains that the combat result of the second combat character in the turn-based combat scenario is a failure, and in the configured second behavior pattern table, it is mapped to the second failure behavior pattern. The terminal device controls the action of the second combat character based on the second failure behavior pattern.

[0635] The following describes how to switch the combat character's status in the world based on the combat results.

[0636] In the above method, when the second combat character wins the battle in the turn-based combat scene, controlling the behavior of the second combat character in the world scene based on the victory behavior pattern includes at least one of the following:

[0637] When a combat character wins a turn-based battle and is hidden in the turn-based battle scene, control the combat character to remain hidden in the world scene;

[0638] If a combat character wins a turn-based battle and is discovered while hidden in the turn-based battle, control the combat character to re-enter the hidden state in the world scene;

[0639] When a combat character wins a turn-based battle and is awakened from sleep in the turn-based battle scene, control the combat character to return to sleep in the world scene.

[0640] If a combat character wins a turn-based combat scene and was in the exploration state before entering the turn-based combat scene, control the combat character to re-enter the exploration state in the world scene.

[0641] The following description will be made using the second combat role as an example.

[0642] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in a hidden state in the turn-based combat scene, the second combat character is controlled to remain in the hidden state in the world scene.

[0643] The hidden state means that in the game, the second combat character can hide himself in some way, making it difficult to be discovered or noticed in the world scene.

[0644] Optionally, the hidden state includes at least one of an invisible state, a disguised state, a latent state, a confused state, and the like.

[0645] Invisibility: The second combat character can use special skills or items to enter invisibility, making them transparent or invisible in the world.

[0646] Disguise: The second character can disguise themselves as the first character or an object in the surrounding environment to hide their true identity and confuse the main character.

[0647] Latent state: The second combat role can choose to hide in a certain place and not take the initiative to act or attack, so as to avoid being discovered by the first combat role or attracting the attention of the first combat role.

[0648] Confused state: The second combat character can use confusing skills or props to make the main control virtual character or the first combat character unable to accurately judge their position or actions in the world scene.

[0649] For example, if the second combat character is a ghost-type combat character, and the second combat character wins the battle in the turn-based combat scene and is in a stealth state in the turn-based combat scene, when the turn-based combat scene switches to the world scene, the second combat character will still remain in a stealth state. For another example, if the second combat character is a plant-type combat character, and the second combat character wins the battle in the turn-based combat scene and is in a disguise state in the turn-based combat scene, when the turn-based combat scene switches to the world scene, the second combat character will transform into a plant in the world scene and continue to remain in a stealth state.

[0650] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in a hidden or discovered state in the turn-based combat scene, the second combat character is controlled to re-enter the hidden state in the world scene.

[0651] For example, if the second combat character is a wind-type combat character, and the battle result of the second combat character in the turn-based combat scene is victory, and the second combat character is in a hidden and discovered state in the turn-based combat scene, when switching from the turn-based combat scene to the world scene, the second combat character can use special wind-type skills to re-enter the stealth state.

[0652] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is awakened from a sleeping state in the turn-based combat scene, the second combat character is controlled to re-enter a sleeping state in the world scene.

[0653] The sleeping state refers to the second combat character being in a resting state. The second combat character in the sleeping state cannot move or participate in combat. When the second combat character is in the sleeping state, it will not be able to take the initiative to move or attack, and can only be awakened by other virtual characters to return to normal combat status.

[0654] The awakened state refers to the second combat role being awakened from the sleeping state, at which time the second combat role can act or participate in the battle.

[0655] For example, the second combat character is an animal-based combat character. The second combat character is in a sleeping state before entering the turn-based combat scene. After the second combat character is awakened by the first combat character, it enters the turn-based combat scene. If the second combat character wins the battle in the turn-based combat scene, the second combat character can enter the sleeping state again when switching from the turn-based combat scene to the world scene.

[0656] In an optional example, when the second combat character wins the battle in the turn-based combat scene and is in the exploration state before entering the turn-based combat scene, the second combat character is controlled to re-enter the exploration state in the world scene.

[0657] The exploration state refers to the state in which the second combat character is exploring the world scene and searching for new locations, tasks, or resources. In the exploration state, the second combat character may move freely, interact with other virtual characters, discover hidden objects or locations, etc.

[0658] In the above method, when the combat character fails in the turn-based combat scene, the behavior of the virtual character in the world scene is controlled based on the failure behavior pattern, including:

[0659] When a combat character loses a battle in a turn-based combat scene and is in a fleeing state in the turn-based combat scene, control the combat character to remain in the fleeing state in the world scene.

[0660] The combat role is described as the second combat role.

[0661] The escape state refers to the state in which the second combat character chooses to leave the combat scene or avoid fighting with the first combat character.

[0662] Optionally, the escape state can be triggered in different situations during combat: the second character can choose to flee actively, meaning the second character chooses to leave the combat scene to avoid re-engagement with the first character. The second character can also choose to flee passively, which may occur during turn-based combat if the second character is severely injured or forced to flee due to other unfavorable circumstances, including low health or abnormal status.

[0663] Branch 2:

[0664] With reference to FIG28 , the above step 840 may include the following sub-step 842:

[0665] Step 842: Based on the internal environment of the combat character in the turn-based combat scene, determine the external environment of the combat character in the world scene.

[0666] Optionally, after the turn-based battle ends, the user interface will switch from displaying the battle map to displaying the world map, that is, switching from the in-game environment in the turn-based battle scene to the out-of-game environment in the world scene.

[0667] After returning to the external environment, parts of the world map will show signs of fighting. For example, if intense fighting in a turn-based battle causes grass in the internal environment to ignite, the grass in the external environment will also be on fire after returning to the external environment. If the fire in the internal environment has been extinguished, the external environment will show signs of burning.

[0668] For example, take the influence of the halo on the terrain attributes in the game environment as an example. If the initial type of the terrain attribute is grass, the type of the terrain attribute is changed to fire under the influence of the fire halo, that is, the rendering displays a picture of burning grass on the plot; or, if the initial type of the terrain attribute is water, the type of the terrain attribute is changed to ice under the influence of the ice halo, that is, the rendering displays a picture of frozen water on the plot; or, if the initial type of the terrain attribute is soil, the type of the terrain attribute is changed to grass under the influence of the grass halo, that is, the rendering displays a picture of growing grass on the plot. This embodiment of the application is not limited to this.

[0669] For example, referring to Figures 29 and 30, in a turn-based battle scene 1500, when a fire-attributed combat character 1501 attacks, a spherical fire ring 1502 with a radius of 4 meters is applied to its location. This spherical fire ring 1502 converts the land within the spherical fire ring 1502 from grass type to fire type, i.e., ignites the grass within the spherical fire ring 1502. Optionally, at the end of the turn-based battle, if the spherical fire ring 1502 is a remaining ring, the scene control process will also render and display the spherical fire ring 1502 at the location of the virtual character 1501, and render and display the grass within the spherical fire ring 1502 as being on fire.

[0670] In the embodiment of the present application, when the combat character is the attacker, it may generate active displacement. When the combat character is the attacked party, it may generate passive displacement, and when it is attacked by a skill, there will be a displacement process of being repelled. As the position of the combat character changes, its environment (including the environment of the plot of land and the weather environment) may also change, thereby affecting the combat character's subsequent rounds of combat.

[0671] In one embodiment, the terminal device will detect the weather data, time data and surface morphology data in the turn-based combat scene in real time, and synchronously update the weather data of the world scene to the weather data in the turn-based combat scene, synchronously update the time data of the world scene to the time data in the turn-based combat scene, and synchronously update the surface morphology data of the world scene to the surface morphology data in the turn-based combat scene.

[0672] Branch 3: During the transition from the turn-based combat scene to the world scene, a transition animation is added to naturally connect the two scenes, thereby reducing the sense of tearing when switching from the turn-based combat scene to the world scene.

[0673] In one embodiment, a smooth transition of the screen is performed by playing a transition animation.

[0674] Before returning to the world scene from the turn-based battle scene, that is, before switching the virtual scene where the first combat character is located from the turn-based battle scene back to the world scene, displaying the second transition animation of the first combat character can attract the player's attention to the animation and reduce the player's attention to the switching process of the virtual scene, thereby helping to reduce the visual abruptness brought to the player by the switching of the virtual scene, improve the player's interactive experience, and thus improve the human-computer interaction rate.

[0675] In response to the end of the turn-based combat, the controlling avatar's second transition animation is displayed. The controlling avatar may have multiple second transition animations, with some displayed before the turn-based combat scene switches back to the world scene, and others displayed after the turn-based combat scene switches back to the world scene. In response to the completion of the controlling avatar's second transition animation, the world scene is displayed to indicate that the controlling avatar has returned to the world scene for exploration.

[0676] The second transition animation is used to reduce the tearing effect when switching from the turn-based combat scene to the world scene. The second transition animation contains multiple animation frames and includes a close-up of the main control avatar.

[0677] In some embodiments, after the turn-based battle ends, the second transition animation shows a close-up of the master virtual character taking the first combat character back to the virtual prop, and the master virtual character takes back the first combat character from the virtual prop. If the battle result of the master virtual character is a victory, the second transition animation shows a close-up of the master virtual character celebrating. If the battle result of the master virtual character is a failure, the second transition animation shows a close-up of the master virtual character running away, or the second transition animation shows a close-up of the master virtual character continuing to explore the world scene.

[0678] For example, the scene display process can be divided into the process of switching the turn-based battle scene back to the world scene (cut-out process). The cut-out process can be shown in Figure 31. The cut-out process includes: in response to the end of the turn-based battle, displaying the second transition animation of the master virtual character; in response to the completion of the second transition animation of the master virtual character, displaying the world scene to indicate that the master virtual character has returned to the world scene for exploration activities.

[0679] In some embodiments, in response to the end of the battle, the terminal device obtains the second transition animation stored locally, or the terminal device obtains the second transition animation from the background server and displays it.

[0680] During the cut-out process, after the turn-based battle ends, the same set of animations is used to complete the switching of the scene behind when switching the camera.

[0681] The process of switching the world scene and the turn-based battle scene provided by the embodiment of the present application does not require reloading of the turn-based battle scene. Instead, the appropriate scene is directly selected from the world scene as the turn-based battle scene. By coordinating artistic expression (such as display animation, etc.) and lens language, the scene where the main control virtual character is located can be quickly switched while the main subject (such as the main control virtual character, the second combat character, etc.) is always present on the screen, which can avoid black or white screens. At the same time, the turn-based battle scene selection algorithm makes the turn-based battle scene as close to the world scene as possible, achieving a "seamless" and smooth experience. Based on the display method provided by the embodiment of the present application, the player's immersion in exploring activities in the world scene and engaging in turn-based battles in the turn-based battle scene will not be interrupted by scene switching. From the player's perspective, the entire scene switching process is "integrated" rather than fragmented, thereby enhancing the player's sense of immersion and improving the fun of the game.

[0682] FIG32 is a flow chart of a method for switching virtual scenes provided by an exemplary embodiment of the present application. The method can be executed by a terminal in the system shown in FIG4 or a client on the terminal. The method includes:

[0683] Step 2501: Start;

[0684] Step 2502: The combat role is in daily behavior mode;

[0685] When the combat character does not perceive any perception events in the world scene, the combat character is in a daily behavior mode, such as walking, patrolling, foraging, sleeping, drinking water, etc.

[0686] Step 2503: triggering a sensing event and determining the type of the sensing event;

[0687] When a perception event is triggered, the combat character will execute the behavior pattern corresponding to the perception event.

[0688] In some embodiments, the types of perception events include perception events triggered by environmental factors, and the perception events triggered by environmental factors are perception events triggered by factors other than the master virtual character and the first combat character.

[0689] In some embodiments, the type of perception event includes a perception event triggered after a combat character perceives a hostile virtual character in a world scene, at which time the combat character enters a perception behavior mode.

[0690] Step 2504: When the perception event is triggered by an environmental factor, enter the environmental behavior mode;

[0691] The environmental behavior pattern includes at least one of: a hiding behavior pattern, a camouflaging behavior pattern, a sleeping behavior pattern, an escaping behavior pattern, a frantic fighting mode, a vigilant behavior pattern, and the like.

[0692] Taking the environmental behavior mode as the stealth behavior mode as an example, after the combat character enters the stealth behavior mode, it will act according to the behavior mode of hiding its own whereabouts.

[0693] Step 2505: When the perception event is triggered by a hostile virtual character, enter the perception behavior mode;

[0694] The perception behavior pattern is the behavior pattern triggered by a perception event after a combat character perceives a hostile virtual character in the world scene; the perception behavior pattern includes: at least one of: hiding behavior pattern, camouflage behavior pattern, sleeping behavior pattern, escape behavior pattern, crazy fighting mode, alert behavior pattern, etc.

[0695] In this embodiment, it is assumed that the perception behavior pattern in step 2505 is a warning behavior pattern.

[0696] Step 2506: Determine whether the combat role meets the stress condition;

[0697] When stress conditions are met, the alert behavior mode switches to the covert behavior mode.

[0698] Step 2507: Entering hidden behavior mode;

[0699] When the stress conditions are met, the combat role will have a stress response. When the stress response is a concealment response, the combat role will enter a concealment behavior mode.

[0700] In one possible implementation, the perception behavior pattern is triggered by a stress response, which is the behavioral reaction of the combat character upon sensing a hostile virtual character. The stress response includes at least one of: hiding, alerting, fleeing, surprise, confusion, and anger.

[0701] Step 2508: Determine whether the concealment event is ended;

[0702] After the combat character enters the stealth behavior mode for a preset period of time, or after the combat character senses that the danger is over (at this time, the combat character changes from a virtual character that senses hostility to a virtual character that does not sense hostility), the combat character will enter the daily behavior mode; if the combat character enters the stealth behavior mode for less than the preset period of time, or the combat character does not sense that the danger is over, the combat character maintains the stress response and continues to hide.

[0703] Step 2509: Determine whether the combat character has entered a turn-based combat scene;

[0704] If the judgment result is yes, execute step 2510; if the judgment result is no, execute at least one of steps 2502 to 2508.

[0705] Step 2510: Perform behavior pattern detection;

[0706] When switching to the turn-based combat scene, the combat character's behavior pattern is detected, and the combat character maintains the behavior pattern in the world scene.

[0707] Step 2511: Perform environmental testing;

[0708] In a turn-based combat scenario, environmental factors are detected, including detecting at least one of time period, weather type, and terrain attributes.

[0709] Step 2512: Determine the in-game mechanism of the combat character in the turn-based combat scenario;

[0710] Turn-based combat scenarios involve at least one of three in-game mechanics: buff states, combat logic, and exclusive skills.

[0711] Based on the behavior pattern and environmental factors, the combat capability of the combat character when fighting in the turn-based combat scenario is determined. According to different embodiments, at least one of the following steps 2513 to 2515 may be performed.

[0712] Step 2513: Add a gain state corresponding to the behavior mode to the combat character;

[0713] The gain state includes positive gain state and negative gain state. The positive gain state refers to the favorable effect exerted on the combat role, which can improve the combat capability of the combat role. The negative gain state refers to the unfavorable effect exerted on the combat role, which can weaken the combat capability of the combat role.

[0714] Step 2514: Change the combat logic of the combat character to the combat logic corresponding to the behavior pattern;

[0715] Combat logic refers to the control logic that governs the actions of combat characters in the game. Combat logic is the logic used by the AI ​​to control combat characters during combat. Combat characters have different combat logics, such as attack, defense, escape, and sneak attacks. Combat characters may adjust their combat logic based on the current situation and influencing factors. In some embodiments, a second combat character is fully controlled by the AI ​​control logic. Therefore, the AI ​​control logic can change the second combat character's combat logic based on its behavioral patterns.

[0716] Step 2515: Control the combat character to use the exclusive skills corresponding to the behavior pattern during the battle;

[0717] Exclusive skills are a set of skills that correspond to a character's current behavior pattern. Alternatively, exclusive skills are skills that are only usable during that behavior pattern. Exclusive skills can better leverage a character's unique characteristics and strengths. Different character behavior patterns may correspond to different exclusive skills.

[0718] Step 2516: Determine whether the turn-based battle scene has ended;

[0719] If the result of the judgment is that the process is finished, execute step 2517 ; if the result of the judgment is that the process is not finished, execute at least one of steps 2510 to 2515 .

[0720] Step 2517: The outcome of the battle within the game affects the outcome outside the game;

[0721] The combat results of a combat character in a turn-based combat scene affect the combat character's behavior in the world scene. Combat results include cases where the combat character wins or loses in the turn-based combat scene.

[0722] Step 2518: The battle result is victory;

[0723] Step 2519: The battle result is failure;

[0724] Step 2520: If the battle result is victory, the combat character continues to explore;

[0725] In one possible implementation, if the battle results in victory, the combatant character may remain in the world scene and continue exploring.

[0726] Step 2521: If the battle result is a failure, the combat character flees;

[0727] In one possible implementation, if the combat outcome is a failure, the combat character may choose to flee in the world scene.

[0728] Step 2522: End.

[0729] In summary, the method of this embodiment, by determining the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene, can reduce the difference between the world scene and the turn-based combat scene, increase the mutual influence between the world scene and the turn-based combat scene, improve the consistency between the world scene and the turn-based combat scene, and reduce or avoid the sense of tearing perceived by players during scene switching.

[0730] FIG33 shows a schematic diagram of the structure of a virtual scene switching device provided by an exemplary embodiment of the present application. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

[0731] The first display module 1510 is used to display the master virtual character in the world scene, wherein the master virtual character has at least one first combat character;

[0732] A first control module 1520 is configured to control the master virtual character to move to a first area in the world scene, where the first area includes a second combat character;

[0733] A first display module 1510 is configured to display a combat character in a turn-based combat scene in response to a scene switching condition being met, wherein the combat character includes at least one of the first combat character and the second combat character;

[0734] The first determination module 1530 determines the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene.

[0735] In some optional embodiments, the first determination module 1530 further includes a first determination submodule.

[0736] In an optional example, the first display module 1510 is used to display the master virtual character in the world scene, where the master virtual character has at least one first combat character;

[0737] A first control module 1520 is configured to control the master virtual character to move to a first area in the world scene, where the first area includes a second combat character;

[0738] A first display module 1510 is configured to display a combat character in a turn-based combat scene in response to a scene switching condition being met, wherein the combat character includes at least one of the first combat character and the second combat character;

[0739] The first determination submodule is used to determine the combat capability of the combat character when fighting in the turn-based combat scene based on the behavior pattern of the combat character in the world scene.

[0740] In an optional embodiment, the behavior pattern includes at least one of the following:

[0741] daily behavior patterns;

[0742] environmental behavior patterns;

[0743] Perceived behavioral patterns;

[0744] Group behavior patterns;

[0745] sneak attack behavior pattern;

[0746] Among them, the daily behavior pattern is the behavior pattern of the combat character when it does not perceive a perception event in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after it perceives a perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after a perception event is triggered after it perceives a hostile virtual character in the world scene; the community behavior pattern is the behavior pattern of multiple combat characters performing behaviors according to group strategies or population strategies; the sneak attack behavior pattern is a behavior pattern with the purpose of ambush.

[0747] In some optional embodiments, the first determining submodule includes a first determining unit.

[0748] In an optional embodiment, the first determining unit is configured to determine, when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat capability of the combat character when fighting in the turn-based combat scenario according to the first environmental behavior pattern;

[0749] a first determining unit, configured to determine, when the environmental behavior pattern is a second environmental behavior pattern triggered by a weather type, the combat capability of the combat character when fighting in the turn-based combat scenario according to the second environmental behavior pattern;

[0750] The first determining unit is configured to determine the combat capability of the combat character when fighting in the turn-based combat scenario according to the third environmental behavior mode when the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes.

[0751] In some optional embodiments, the first determining unit is further configured to:

[0752] When the first environmental behavior mode is a stealth behavior mode triggered by a first time period and the battle time falls within the first time period, determining the combat capability of the combat character when fighting in the turn-based battle scenario according to the stealth behavior mode;

[0753] If the first environmental behavior pattern is a hidden behavior pattern triggered by the first time period and the battle time does not fall within the first time period, determining the combat capability of the combat character when fighting in the turn-based battle scenario according to the daily behavior pattern or the environmental behavior pattern corresponding to the battle time;

[0754] The battle time changes according to the system time in the world scene.

[0755] In some optional embodiments, the first determining unit is further configured to:

[0756] When the second environmental behavior mode is a stealth behavior mode triggered by a first weather type and the current weather type belongs to the first weather type, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the stealth behavior mode;

[0757] When the second environmental behavior pattern is a hidden behavior pattern triggered by the first weather type and the current weather type does not belong to the first weather type, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the daily behavior pattern or the environmental behavior pattern corresponding to the current weather type;

[0758] The current weather type changes with the system time in the world scene, or the current weather type is triggered to change by the skills of the combat character.

[0759] In some optional embodiments, the first determining unit is further configured to:

[0760] When the third environmental behavior mode is a stealth behavior mode triggered by a first terrain attribute and the combat character is located at a position belonging to the first terrain attribute, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the stealth behavior mode;

[0761] When the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the location of the combat character does not belong to the first terrain attribute, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the daily behavior mode or the second environmental behavior mode corresponding to the terrain attribute of the location of the combat character;

[0762] The position of the combat character changes dynamically during the combat process in the turn-based combat scene.

[0763] In some optional embodiments, the first determining submodule further includes a first determining unit.

[0764] In an optional embodiment, the first determining unit is configured to determine the combat capability of the combat character when fighting in the turn-based combat scenario according to the first perceived behavior pattern when the perceived behavior pattern is a first perceived behavior pattern triggered by a restraint relationship between virtual characters of different attributes;

[0765] The first determination unit is used to determine the combat capability of the combat character when fighting in the turn-based combat scene according to the second perception behavior pattern when the perception behavior pattern is a second perception behavior pattern triggered by a stress response; wherein the stress response is the behavioral response of the combat character after perceiving a hostile virtual character.

[0766] In some optional embodiments, the first determining unit is further configured to:

[0767] In a case where the first perception behavior pattern is a concealed behavior pattern triggered by a restraint relationship between combat characters of different attributes, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the concealed behavior pattern;

[0768] In the event that the hostile combat role switches, the combat capability of the combat role when fighting in the turn-based combat scenario is determined according to the daily behavior pattern or the perception behavior pattern corresponding to the hostile combat role.

[0769] In some optional embodiments, the first determining unit is further configured to:

[0770] In a case where the second perception behavior pattern is a hidden behavior pattern triggered by a stress response, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the hidden behavior pattern;

[0771] When the existence duration of the stress response reaches the first existence duration switching, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the daily behavior pattern.

[0772] In some optional embodiments, the first determining unit is further configured to:

[0773] Adding a positive gain state or a negative gain state corresponding to the behavior pattern to the combat character;

[0774] Changing the combat logic of the combat role to a combat logic corresponding to the behavior pattern;

[0775] The combat character is controlled to use exclusive skills corresponding to the behavior pattern during combat.

[0776] In an optional embodiment, the environmental behavior pattern and / or the perception behavior pattern includes at least one of the following behavior patterns:

[0777] concealed behavioral patterns;

[0778] camouflaged behavior patterns;

[0779] Sleep behavior patterns;

[0780] escape behavior patterns;

[0781] Crazy battle mode;

[0782] Alert behavior patterns.

[0783] In an optional example, the first control module 1520 is used to control the combat role to switch between at least two behavior modes.

[0784] In some optional embodiments, the first control module 1520 further includes a first control submodule.

[0785] In an optional example, the first control submodule is configured to switch from the daily behavior mode to the environmental behavior mode when the combat character perceives a perception event triggered by the environmental factor in the world scene;

[0786] A first control submodule is configured to switch from the environmental behavior mode to the daily behavior mode when the environmental factor disappears or the time after disappearance reaches a first time length;

[0787] a first control submodule, configured to switch from the environmental behavior mode to the daily behavior mode when the duration of the environmental behavior mode reaches a second duration;

[0788] a first control submodule, configured to switch from the daily behavior mode to the perception behavior mode when the combat character perceives the hostile virtual character in the world scene;

[0789] A first control submodule is configured to switch from the perception behavior mode to the daily behavior mode when the perception event disappears or the time after disappearance reaches a third time period;

[0790] A first control submodule is configured to switch from the perceived behavior pattern to the daily behavior pattern when the duration of the perceived behavior pattern reaches a fourth duration;

[0791] A first control submodule is configured to switch from the daily behavior mode to the group behavior mode when the combat character is in a group or population;

[0792] A first control submodule is configured to switch from the group behavior mode to the daily behavior mode when the combat role leaves the team or the population;

[0793] A first control submodule is configured to switch from the daily behavior mode to the sneak attack behavior mode when the combat role receives a lurking command or a lurking trigger event;

[0794] A first control submodule is configured to switch from the sneak attack behavior mode to the daily behavior mode when the duration of the sneak attack behavior mode reaches a fifth duration;

[0795] The first control submodule is configured to switch from the sneak attack behavior mode to the daily behavior mode when the combat role is discovered during a sneak attack.

[0796] In an optional example, the first control submodule is further configured to:

[0797] When a perception event occurs within the perception range centered on the combat role, controlling the combat role to perceive the perception event with a perception probability;

[0798] The perception range includes at least one of an auditory perception range and a visual perception range, and the perception probability is related to the angle and / or distance of the perception event relative to the combat role.

[0799] FIG34 shows a schematic diagram of the structure of a virtual scene switching device provided by an exemplary embodiment of the present application. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

[0800] The second display module 1610 is used to display combat characters in a turn-based combat scene, wherein the combat characters include a first combat character and a second combat character, wherein the first combat character is a combat character owned by the master virtual character;

[0801] A second control module 1620 is used to control the first combat character and the second combat character to fight in the turn-based combat scene;

[0802] A second display module 1610 is configured to display the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0803] The second determination module 1630 is configured to determine at least one world element of the combat character in the world scene based on influencing factors in the turn-based combat scene.

[0804] In some optional embodiments, the second determination module 1630 further includes a second determination submodule.

[0805] In an optional embodiment, the second display module 1610 is used to display the combat characters in the 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 the master virtual character;

[0806] A second control module 1620 is used to control the first combat character and the second combat character to fight in the turn-based combat scene;

[0807] A second display module 1610 is configured to display the combat character in the world scene in response to the battle in the turn-based combat scene ending;

[0808] The second determining submodule is used to determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene.

[0809] In some optional embodiments, the second control module 1620 includes a second control submodule.

[0810] In an optional embodiment, the second control submodule is configured to control the behavior of the combat character in the world scene based on a victory behavior pattern when the combat character wins the battle in the turn-based combat scene;

[0811] The second control submodule is used to control the behavior of the combat character in the world scene based on the failure behavior mode when the combat result of the combat character in the turn-based combat scene is a failure.

[0812] In an optional embodiment, the second control submodule is further configured to:

[0813] When the combat character wins the battle in the turn-based combat scene and is in a hidden state in the turn-based combat scene, controlling the combat character to maintain the hidden state in the world scene;

[0814] When the combat character wins the battle in the turn-based combat scene and is in a hidden or discovered state in the turn-based combat scene, controlling the combat character to re-enter the hidden state in the world scene;

[0815] When the combat character wins the battle in the turn-based combat scene and is in a sleep-awakened state in the turn-based combat scene, controlling the combat character to re-enter the sleep state in the world scene;

[0816] When the combat character wins the battle in the turn-based combat scene and is in an exploration state before entering the turn-based combat scene, the combat character is controlled to re-enter the exploration state in the world scene.

[0817] In an optional embodiment, the second control submodule is further configured to:

[0818] When the combat result of the combat character in the turn-based combat scene is failure and the combat character is in an escape state in the turn-based combat scene, the combat character is controlled to maintain the escape state in the world scene.

[0819] FIG35 shows a block diagram of a computer device 2400 according to an exemplary embodiment of the present application. Computer device 2400 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). Computer device 2400 may also be referred to as user equipment, portable terminal, or other similar names.

[0820] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .

[0821] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0822] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction, which is executed by the processor 2401 to implement the human-computer interaction method based on the virtual world provided in the embodiments of the present application.

[0823] In some embodiments, computer device 2400 may optionally include a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device may include at least one of a radio frequency circuit, a touch screen display, a camera, an audio circuit, and a power supply. Those skilled in the art will appreciate that the structure shown in FIG. 24 does not limit computer device 2400 , and may include more or fewer components than shown, combine certain components, or employ a different component arrangement.

[0824] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the virtual scene switching method provided by the above-mentioned method embodiments.

[0825] An embodiment of the present application also provides a computer storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the virtual scene switching method provided by the above-mentioned method embodiments.

[0826] An embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual scene switching method provided by the above-mentioned method embodiments.

Claims

1. A method for switching a virtual scene, the method being executed by a terminal device, the method comprising: Displaying a master virtual character in a world scene, wherein the master virtual character has at least one subordinate first combat character; Controlling the master virtual character to move to a first area in the world scene, wherein the first area includes a second combat character; In response to satisfying a scene switching condition, displaying a combat character in a turn-based combat scene, the combat character including at least one of the first combat character and the second combat character; Based on the behavior pattern of the combat character in the world scene, the combat capability of the combat character when fighting in the turn-based combat scene is determined.

2. The method according to claim 1, wherein: The behavior mode includes at least one of the following: daily behavior patterns; Environmental behavior patterns; Perceive behavioral patterns; Group behavior patterns; Sneak attack behavior pattern; Among them, the daily behavior pattern is the behavior pattern of the combat character when he does not perceive a perception event in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after he perceives a perception event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after a perception event is triggered after he perceives a hostile virtual character in the world scene; the community behavior pattern is a behavior pattern in which multiple combat characters perform behaviors according to group strategies or population strategies; the sneak attack behavior pattern is a behavior pattern for the purpose of ambush.

3. The method according to claim 2, wherein: The determining, based on the behavior pattern of the combat character in the world scene, the combat capability of the combat character when fighting in the turn-based combat scene comprises at least one of the following: In a case where the environmental behavior mode is a first environmental behavior mode triggered by a time period, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the first environmental behavior mode; In a case where the environmental behavior mode is a second environmental behavior mode triggered by a weather type, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the second environmental behavior mode; In the case where the environmental behavior mode is the third environmental behavior mode triggered by terrain attributes, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the third environmental behavior mode.

4. The method according to claim 3, wherein: When the environmental behavior mode is a first environmental behavior mode triggered by a time period, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the first environmental behavior mode includes: When the first environmental behavior mode is a hidden behavior mode triggered by a first time period and the battle time belongs to the first time period, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the hidden behavior mode; The method further comprises: When the first environmental behavior pattern is a hidden behavior pattern triggered by the first time period and the battle time does not belong to the first time period, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the daily behavior pattern or the environmental behavior pattern corresponding to the battle time; The battle time changes with the system time in the world scene.

5. The method according to claim 3, wherein: In the case where the environmental behavior mode is a second environmental behavior mode triggered by a weather type, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the second environmental behavior mode includes: In the case where the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat character is determined to be in the turn-based combat arena according to the hidden behavior mode. The combat capability during the battle in Jingzhong; The method further comprises: When the second environmental behavior mode is a hidden behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type; The current weather type changes with the system time in the world scene, or the current weather type is triggered to change by the skills of the combat character.

6. The method according to claim 3, wherein: When the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the third environmental behavior mode includes: When the third environmental behavior mode is a stealth behavior mode triggered by a first terrain attribute and the position of the combat character belongs to the first terrain attribute, determining the combat capability of the combat character when fighting in the turn-based combat scene according to the stealth behavior mode; The method further comprises: When the third environmental behavior mode is a hidden behavior mode triggered by the first terrain attribute and the position of the combat character does not belong to the first terrain attribute, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the terrain attribute of the position of the combat character; The position of the combat character changes dynamically during the combat process in the turn-based combat scene.

7. The method according to any one of claims 2 to 6, wherein: The determining, based on the behavior pattern of the combat character in the world scene, the combat capability of the combat character when fighting in the turn-based combat scene comprises at least one of the following: In a case where the perceived behavior pattern is a first perceived behavior pattern triggered by a restraint relationship between combat roles with different attributes, determining the combat capability of the combat role when fighting in the turn-based combat scenario according to the first perceived behavior pattern; In a case where the perception behavior pattern is a second perception behavior pattern triggered by a stress response, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the second perception behavior pattern; Among them, the stress response is the behavioral response of the combat role after perceiving a hostile combat role.

8. The method according to claim 7, wherein: In a case where the perceived behavior pattern is a first perceived behavior pattern triggered by a restraint relationship between combat roles with different attributes, determining the combat capability of the combat role when fighting in the turn-based combat scenario according to the first perceived behavior pattern includes: In the case where the first perception behavior mode is a hidden behavior mode triggered by a restraint relationship between combat roles of different attributes, determining the combat capability of the combat role when fighting in the turn-based combat scenario according to the hidden behavior mode; The method further comprises: In the case where the hostile combat role switches, the combat capability of the combat role when fighting in the turn-based combat scenario is determined according to the daily behavior pattern or the perception behavior pattern corresponding to the hostile combat role.

9. The method according to claim 7, wherein: In the case where the perception behavior pattern is a second perception behavior pattern triggered by a stress response, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the second perception behavior pattern includes: In the case where the second perception behavior pattern is a hidden behavior pattern triggered by a stress response, determining the combat capability of the combat character when fighting in the turn-based combat scenario according to the hidden behavior pattern; The method further comprises: When the existence duration of the stress response reaches the first existence duration switching, the combat capability of the combat character when fighting in the turn-based combat scene is determined according to the daily behavior pattern.

10. The method according to any one of claims 3 to 9, wherein: The determining of the combat capability of the combat character when fighting in the turn-based combat scenario includes at least one of the following: Adding a positive gain state or a negative gain state corresponding to the behavior mode to the combat role; Changing the combat logic of the combat role to a combat logic corresponding to the behavior pattern; The combat character is controlled to use exclusive skills corresponding to the behavior pattern during combat.

11. The method according to any one of claims 3 to 9, wherein: The environmental behavior pattern and / or the perception behavior pattern includes at least one of the following behavior patterns: Hidden behavior patterns; camouflage behavior patterns; Sleep behavior patterns; escape behavior patterns; Crazy battle mode; Alert behavior patterns.

12. The method according to any one of claims 3 to 9, wherein: The method further comprises: The combat role is controlled to switch between at least two behavior modes.

13. The method according to claim 12, wherein: The controlling the combat character to switch between at least two behavior modes includes at least one of the following: When the combat character perceives a perception event triggered by the environmental factor in the world scene, switching from the daily behavior mode to the environmental behavior mode; When the environmental factor disappears or the time after disappearance reaches a first time, switching from the environmental behavior mode to the daily behavior mode; When the duration of the environmental behavior mode reaches a second duration, switching from the environmental behavior mode to the daily behavior mode; When the combat character perceives the hostile virtual character in the world scene, switching from the daily behavior mode to the perception behavior mode; When the perceived event disappears or the time after disappearance reaches a third time period, switching from the perceived behavior mode to the daily behavior mode; When the duration of the perceived behavior pattern reaches a fourth duration, switching from the perceived behavior pattern to the daily behavior pattern; When the combat role is in a group or population, switching from the daily behavior mode to the group behavior mode; When the combat role leaves the team or the population, switching from the group behavior mode to the daily behavior mode; When the combat role receives a lurking command or a lurking triggering event, the combat role switches from the daily behavior mode to the sneak attack behavior mode; When the duration of the sneak attack behavior mode reaches a fifth duration, switching from the sneak attack behavior mode to the daily behavior mode; In the case where the combat role is discovered during a sneak attack, the sneak attack behavior mode is switched to the daily behavior mode.

14. The method according to claim 13, wherein: The method further comprises: When a perception event occurs within the perception range centered on the combat role, controlling the combat role to perceive the perception event with a perception probability; The perception range includes at least one of an auditory perception range and a visual perception range, and the perception probability is related to an angle and / or distance of the perception event relative to the combat role.

15. A method for switching a virtual scene, the method being executed by a terminal device, the method comprising: Displaying combat characters in a turn-based combat scene, 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; Controlling the first combat role and the second combat role to fight in the turn-based combat scene; In response to the battle in the turn-based battle scene ending, displaying the combat character in the world scene; Based on the battle result in the turn-based battle scene, the behavior of the combat character in the world scene is determined.

16. The method according to claim 15, wherein: The determining, based on the battle result in the turn-based battle scene, the behavior of the combat character in the world scene comprises: When the combat result of the combat character in the turn-based combat scene is victory, controlling the behavior of the combat character in the world scene based on the victory behavior mode; When the combat result of the combat character in the turn-based combat scene is a failure, the behavior of the combat character in the world scene is controlled based on the failure behavior mode.

17. The method according to claim 16, wherein: When the combat result of the combat character in the turn-based combat scene is victory, controlling the behavior of the virtual character in the world scene based on the victory behavior mode includes at least one of the following: When the combat character wins the battle in the turn-based combat scene and is in a hidden state in the turn-based combat scene, controlling the combat character to maintain the hidden state in the world scene; When the combat character wins the battle in the turn-based combat scene and is in a hidden or discovered state in the turn-based combat scene, controlling the combat character to re-enter the hidden state in the world scene; When the combat character wins the battle in the turn-based combat scene and is in a sleep-awakened state in the turn-based combat scene, controlling the combat character to re-enter the sleep state in the world scene; When the combat character wins the combat in the turn-based combat scene and is in an exploration state before entering the turn-based combat scene, the combat character is controlled to re-enter the exploration state in the world scene.

18. The method according to claim 16, wherein: When the combat result of the combat character in the turn-based combat scene is a failure, controlling the behavior of the virtual character in the world scene based on the failure behavior mode includes: When the combat result of the combat character in the turn-based combat scene is failure and the combat character is in a fleeing state in the turn-based combat scene, the combat character is controlled to maintain the fleeing state in the world scene.

19. A method for switching a virtual scene, the method being executed by a terminal device, the method comprising: Displaying a master virtual character in a world scene, wherein the master virtual character has at least one first combat character; Controlling the master virtual character to move to a first area in the world scene, wherein the first area includes a second combat character; In response to satisfying a scene switching condition, displaying a combat character in a turn-based combat scene; the combat character includes at least one of the first combat character and the second combat character; Based on the influencing factors in the world scene, the combat elements of the combat character in the turn-based combat scene are determined.

20. The method according to claim 19, wherein: The determining of the combat elements of the combat character in the turn-based combat scene based on the influencing factors in the world scene includes at least one of the following: Determining the combat capability of the combat character when fighting in the turn-based combat scene based on the behavior pattern of the combat character in the world scene; Determining the internal environment of the combat character when fighting in the turn-based combat scene based on the external environment of the combat character in the world scene; Determining the in-game skill strength of the combat character when fighting in the turn-based combat scene based on the out-of-game environment of the combat character in the world scene; Based on the external environment of the combat character in the world scene, a battle map when the combat character fights in the turn-based battle scene is determined.

21. A method for switching a virtual scene, the method being executed by a terminal device, the method comprising: Displaying combat characters in a turn-based combat scene, 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; Controlling the first combat role and the second combat role to fight in the turn-based combat scene; In response to the battle in the turn-based battle scene ending, displaying the combat character in the world scene; Based on the influencing factors in the turn-based battle scene, at least one world element of the combat character in the world scene is determined.

22. The method according to claim 21, wherein: The determining of at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene comprises at least one of the following: Determining the behavior of the combat character in the world scene based on the combat result of the combat character in the turn-based combat scene; Based on the internal environment of the combat character in the turn-based combat scene, the external environment of the combat character in the world scene is determined.

23. A virtual scene switching device, the device comprising: A first display module is used to display a master virtual character in a world scene, wherein the master virtual character has at least one first combat character; A first control module, used for controlling the master virtual character to move to a first area in the world scene, wherein the first area includes a second combat character; The first display module is further used to display a combat character in a turn-based combat scene in response to satisfying a scene switching condition; the combat character includes at least one of the first combat character and the second combat character; The first determination module is used to determine 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, the device comprising: A second display module is used to display a combat role in a turn-based combat scene, wherein the combat role includes a first combat role and a second combat role, and the first combat role is a combat role owned by the main control virtual role; A second control module, used for controlling the first virtual character and the second virtual character to fight in the turn-based battle scene; The second display module is further used to display the combat character in the world scene in response to the battle in the turn-based combat scene ending; The second determination module is used to determine 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, the device comprising: A first display module is used to display a master virtual character in a world scene, wherein the master virtual character has at least one first combat character; A first control module, used for controlling the master virtual character to move to a first area in the world scene, wherein the first area includes a second combat character; The first display module is further used to display a combat character in a turn-based combat scene in response to satisfying a scene switching condition, wherein the combat character includes at least one of the first combat character and the second combat character; The first determination submodule is used to determine the combat capability of the combat character when fighting in the turn-based combat scene based on the behavior pattern of the combat character in the world scene.

26. A virtual scene switching device, the device comprising: A second display module is used to display a combat role in a turn-based combat scene, wherein the combat role includes a first combat role and a second combat role, and the first combat role is a combat role owned by the main control virtual role; A second control module, used for controlling the first combat role and the second combat role to fight in the turn-based combat scene; The second display module is further used to display the combat character in the world scene in response to the battle in the turn-based combat scene ending; The second determination submodule is used to determine the behavior of the combat character in the world scene based on the combat result in the turn-based combat scene.

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

28. A computer-readable storage medium having a computer program stored therein, wherein: When the computer program is executed by a processor, it implements the virtual scene switching method as described in any one of claims 1 to 14, or the virtual scene switching method as described in any one of claims 15 to 18, or the virtual scene switching method as described in claim 19 or 20, or the virtual scene switching method as described in claim 21 or 22.

29. A computer program product, wherein: The computer program product includes computer instructions, which are stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual scene switching method as described in any one of claims 1 to 14, or the virtual scene switching method as described in any one of claims 15 to 18, or the virtual scene switching method as described in claim 19 or 20, or the virtual scene switching method as described in claim 21 or 22.

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