Virtual scene switching method and apparatus, device, medium, and product
By introducing mechanisms such as behavioral patterns, external environments, and transition animations into turn-based role-playing games, the disconnect between the world scene and the turn-based combat scene has been resolved, enabling the extended application and consistency of scene data and improving the player experience.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-09-12
- Publication Date
- 2026-06-04
AI Technical Summary
In turn-based role-playing games, there is a noticeable disconnect between the world setting and the turn-based combat scenes, resulting in a poor player experience.
By introducing multiple mechanisms between world-based scenarios and turn-based combat scenarios, including those based on behavior patterns, external environment, in-game skill strength, and transition animations, the extended application of scenario data and natural transitions are ensured, reducing the sense of disconnect.
It improves the utilization rate of scene data, reduces or avoids the sense of disconnect between players during scene switching, and enhances the consistency and mutual influence between scenes.
Smart Images

Figure CN2024118608_04062026_PF_FP_ABST
Abstract
Description
Methods, devices, equipment, media, and products for switching virtual scenes
[0001] This application claims priority to Chinese Patent Application No. 202311653138.7, filed on December 1, 2023, entitled “Method, Apparatus, Device, Medium and Product for Switching Virtual Scenes”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium and product for switching virtual scenes. Background Technology
[0003] The related technology provides a turn-based role-playing game. In the non-combat scenarios of this turn-based role-playing game, 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 belonging to other characters) on a combat map. The non-combat scenarios are also called the world scenarios, and the combat scenarios are also called the turn-based combat scenarios.
[0004] In related technologies, a world scene is an independent scene displayed through a world map, where combat characters perform daily activities; a turn-based combat scene is an independent scene displayed through a combat map, where combat characters perform turn-based combat actions.
[0005] When switching from a world scene to a turn-based combat scene, or vice versa, since it is a switch between two independent scenes, the scene data between the two scenes is independent of each other.
[0006] Summary of the Invention
[0007] This application provides a method, apparatus, device, medium, and product for switching virtual scenes. The technical solution is as follows:
[0008] According to one aspect of this application, a method for switching virtual scenes is provided, the method comprising:
[0009] The main virtual character is located in the world scene, and the main virtual character has at least one subordinate first combat character;
[0010] The main virtual character is controlled to move to a first area in the world scene, and the first area includes a second combat character;
[0011] In response to the fulfillment of scene switching conditions, the combat character is displayed as being in a turn-based combat scene, wherein the combat character includes at least one of the first combat character and the second combat character;
[0012] Based on the behavior patterns of the combat character in the world scene, the combat ability of the combat character in the turn-based combat scene is determined.
[0013] According to one aspect of this application, a method for switching virtual scenes is provided, the method comprising:
[0014] The combat characters are displayed in a turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character.
[0015] Control the first combat character and the second combat character to fight in the turn-based combat scenario;
[0016] In response to the end of the battle in the turn-based combat scenario, the combat character is displayed in the world scene;
[0017] Based on the battle results in the turn-based battle scenario, determine the behavior of the battle character in the world scenario.
[0018] According to one aspect of this application, a method for switching virtual scenes is provided, the method comprising:
[0019] The main virtual character is displayed in the world scene, and the main virtual character has at least one primary combat character;
[0020] The main virtual character is controlled to move to a first area in the world scene, and the first area includes a second combat character;
[0021] In response to the fulfillment of scene switching conditions, the combat character is displayed as being 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 scenario, the combat elements of the combat character in the turn-based combat scenario are determined.
[0023] According to one aspect of this application, a method for switching virtual scenes is provided, the method comprising:
[0024] The combat characters are displayed in a turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character.
[0025] Control the first combat character and the second combat character to fight in the turn-based combat scenario;
[0026] In response to the end of the battle in the turn-based combat scenario, the combat character is displayed in the world scene;
[0027] Based on the influencing factors in the turn-based combat scenario, determine at least one world element of the combat character in the world scenario.
[0028] According to one aspect of this application, a virtual scene switching device is provided, the device comprising:
[0029] The first display module is used to display the main virtual character located in the world scene, wherein the main virtual character has at least one first combat character;
[0030] The first control module is used to control the main virtual character to move to a first area in the world scene, and the first area includes a second combat character;
[0031] The first display module is further configured to display the combat character being located in a turn-based combat scene in response to the 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 determining module is used to determine the combat elements of the combat character in the turn-based combat scenario based on the influencing factors in the world scene.
[0033] According to one aspect of this application, a virtual scene switching device is provided, the device comprising:
[0034] The first display module is used to display the main virtual character located in the world scene, wherein the main virtual character has at least one first combat character;
[0035] The first control module is used to control the main virtual character to move to a first area in the world scene, and the first area includes a second combat character;
[0036] The first display module is further configured to display the combat character in a turn-based combat scene in response to the scene switching condition being met, wherein the combat character includes at least one of the first combat character and the second combat character;
[0037] The first determining submodule is used to determine the combat ability of the combat character in the turn-based combat scenario based on the character's behavior pattern in the world scene.
[0038] According to one aspect of this application, a virtual scene switching device is provided, the device comprising:
[0039] The second display module is used to display the combat characters in the turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character.
[0040] The second control module is used to control the friendly virtual character and the enemy virtual character to fight in the turn-based combat scenario;
[0041] The second display module is also used to display the location of the combat character in the world scene in response to the end of the battle in the turn-based combat scene;
[0042] The second determining 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 this application, a virtual scene switching device is provided, the device comprising:
[0044] The second display module is used to display the combat characters in the turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character.
[0045] The second control module is used to control the first combat character and the second combat character to fight in the turn-based combat scenario.
[0046] The second display module is also used to display the location of the combat character in the world scene in response to the end of the battle in the turn-based combat scene;
[0047] The second determining submodule is used to determine the behavior of the combat character in the world scene based on the combat results in the turn-based combat scene.
[0048] According to another aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual scene switching method as described above.
[0049] According to another aspect of this application, a computer storage medium is provided, wherein executable instructions are stored in the computer-readable storage medium, the executable instructions being loaded and executed by a processor to implement the virtual scene switching method described above.
[0050] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer instructions to implement the virtual scene switching method described above.
[0051] The beneficial effects of the technical solution provided in this application include at least the following:
[0052] The system displays the main virtual character in the world scene. This main virtual character has at least one primary combat character and can move it to a first area within the world scene, which includes a second combat character. When scene switching conditions are met, the combat characters are displayed in a turn-based combat scene. By determining the combat elements of the combat characters in the turn-based combat scene based on influencing factors in the world scene (optionally including the combat characters' behavior patterns), the system can extend the application of world scene data to the turn-based combat scene, improving the utilization rate of world scene data. Furthermore, it can blur the distinction between the world scene and the turn-based combat scene, increasing their mutual influence, improving consistency between the two, and reducing or eliminating the sense of disjointedness perceived by players during scene switching.
[0053] The game displays combat characters in a turn-based combat scene, which includes a first combat character and a second combat character. Players control the first and second combat characters to fight in the turn-based combat scene. In response to the end of the battle in the turn-based combat scene, the game determines at least one world element of the combat character in the world scene based on influencing factors in the turn-based combat scene (optionally, including the battle result of the turn-based battle). This allows the scene data of the turn-based combat scene to be extended to the world scene, improving the utilization rate of the scene data of the turn-based combat scene. Furthermore, it can also achieve a natural transition from the turn-based combat scene to the world scene and introduce the impact of the battle result into the world scene, reducing or avoiding the sense of disconnect that players perceive during scene switching. Attached Figure Description
[0054] Figure 1 is a schematic diagram of a battle map provided in an exemplary embodiment of this application;
[0055] Figure 2 is a schematic diagram of a battle map provided in an exemplary embodiment of this application;
[0056] Figure 3 is a schematic diagram of a virtual scene switching method provided in an exemplary embodiment of this application;
[0057] Figure 4 is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0058] Figure 5 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0059] Figure 6 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0060] Figure 7 is a schematic diagram of a combat character entering an environmental behavior mode according to an exemplary embodiment of this application;
[0061] Figure 8 is a schematic diagram of a combat character entering a perception behavior mode according to an exemplary embodiment of this application;
[0062] Figure 9 is a schematic diagram of the stress response of a combat character provided in an exemplary embodiment of this application;
[0063] Figure 10 is a schematic diagram of a combat character entering a perception behavior mode according to an exemplary embodiment of this application;
[0064] Figure 11 is a schematic diagram of a combat character entering a perception behavior mode according to an exemplary embodiment of this application;
[0065] Figure 12 is a schematic diagram of a combat character entering a perception behavior mode according to an exemplary embodiment of this application;
[0066] Figure 13 is a schematic diagram of a combat character entering a perception behavior mode according to an exemplary embodiment of this application;
[0067] Figure 14 is a schematic diagram of a combat character obtaining a buff state according to an exemplary embodiment of this application;
[0068] Figure 15 is a schematic diagram of behavior mode switching provided in an exemplary embodiment of this application;
[0069] Figure 16 is a schematic diagram of the perception mechanism of a combat character provided in an exemplary embodiment of this application;
[0070] Figure 17 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0071] Figure 18 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0072] Figure 19 is a schematic diagram of the visual effects of an in-game skill of a combat character provided in an exemplary embodiment of this application;
[0073] Figure 20 is a schematic diagram of the visual effects of an in-game skill of a combat character provided in an exemplary embodiment of this application;
[0074] Figure 21 is a schematic diagram of the visual effects of a combat character's skills provided in an exemplary embodiment of this application;
[0075] Figure 22 is a schematic diagram of the emotional effects of a combat character provided in an exemplary embodiment of this application;
[0076] Figure 23 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0077] Figure 24 is a schematic diagram of a world scene switching to a turn-based combat scene provided in an exemplary embodiment of this application;
[0078] Figure 25 is a schematic diagram of a first transition animation provided in an exemplary embodiment of this application;
[0079] Figure 26 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0080] Figure 27 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0081] Figure 28 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0082] Figure 29 is a schematic diagram of an aura in a turn-based combat scenario provided in one embodiment of this application;
[0083] Figure 30 is a schematic diagram of a halo in a world scene provided in one embodiment of this application;
[0084] Figure 31 is a schematic diagram of switching from a turn-based battle scene to a world scene according to an exemplary embodiment of this application;
[0085] Figure 32 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application;
[0086] Figure 33 is a block diagram of a virtual scene switching device provided in an exemplary embodiment of this application;
[0087] Figure 34 is a block diagram of a virtual scene switching device provided in an exemplary embodiment of this application;
[0088] Figure 35 is a schematic diagram of the device structure of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0089] First, a brief introduction to the terms used in the embodiments of this application:
[0090] Virtual world: This refers to the virtual world displayed (or provided) by an application when it runs on a terminal. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. A virtual world can be any of three dimensions: two-dimensional, 2.5-dimensional, or three-dimensional; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual world as an example.
[0091] The main virtual character refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.
[0092] Combat Character: Refers to an active object controlled by Artificial Intelligence (AI) in a virtual world. Combat characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pets, etc., for example, active objects displayed in a 3D virtual world in the form of animals or other shapes. Combat characters can be subjected to at least one of the following interactive operations by the controlling virtual character: capture, raising, leveling up, etc. Combat characters can also assist the controlling virtual character in at least one of the following interactive operations: gathering resources, fighting, altering terrain, etc.
[0093] Potential energy: An element, attribute, or identifier that affects combat in the virtual world. Potential energy includes at least one of the following types: Grass, Fire, Water, Rock, Ice, Electric, Poison, Light, Ghost, Dark, Normal, Fighting, Cute, Illusion, Insect, Wing, Dragon, and Machine.
[0094] Aura: An abstract element in a virtual world that has the ability to influence at least one visible element among plots of land, a main virtual character, and a combat character within a certain range. This abstract element differs from the elements in the embodiments of this application and can be specifically used to describe an aura, making the aura concrete and visible. An aura is an abstract element in the virtual world that appears continuously, randomly, follows the main virtual character, follows the combat character, is triggered by skills, or is triggered by items. Auras can be invisible or visible in the virtual world, for example, a fire aura, a light aura, a healing aura, etc.
[0095] In turn-based role-playing games (RPGs) within related technologies, players assume the role of a virtual character in a realistic or virtual world. These RPGs offer two types of maps: a world map and a battle map. Outside of combat, the virtual character moves around on the world map, such as playing, capturing combat characters, collecting treasure chests, and gathering virtual items. In combat scenarios, the virtual character controls a captured combat character on the battle map, engaging in turn-based battles against enemy units (such as NPCs (Non-Player Characters), AI-controlled monsters, or combat characters captured by other characters).
[0096] In related technologies, because the world map and the battle map are two completely different maps, the user interface displays significantly different map content when switching between the world scene (or non-combat scene) and the turn-based combat scene. Players can clearly feel the difference between the two maps, resulting in a strong sense of disconnect. To alleviate this disconnect, related technologies often display a transition animation during the switch, but the effect is still unsatisfactory. The aforementioned world scene and turn-based combat scene can also be simply referred to as out-of-game and in-game, respectively.
[0097] This application provides an innovative turn-based RPG mechanism, offering multiple mechanisms to eliminate or reduce the jarring feeling during the aforementioned switching. These mechanisms include, but are not limited to:
[0098] Mechanism 1: Determine the combat ability of a combat character in a turn-based combat scenario based on the character's behavior patterns in the world scene;
[0099] Combat characters exhibit various behavioral patterns within the world-based environment, such as daily behavior, stealth, and alertness. When switching from a world-based environment to a turn-based combat scenario, these behavioral patterns will be retained, determining the character's combat abilities in the turn-based combat environment.
[0100] This combat ability includes, but is not limited to, at least one of the following: positive buffs, negative debuffs, skill strength, permitted skill types, and combat logic. Specifically, all or part of the combat character's behavior is controlled by AI logic. Combat logic refers to the "condition-behavior" combination controlled by AI logic during combat; the "condition-behavior" combination refers to the combat character performing a specific action under specific conditions.
[0101] Mechanism 2: Determine the in-game environment of a combat character in a turn-based combat scenario based on the external environment of the combat character in the world scene;
[0102] The external environment of a combat character in the world scene can be of different types. For example, if the initial environment of a combat character in the world scene is water, after the combat character uses a freezing skill, the water environment can be transformed into an ice environment. If the combat character switches from the world scene to a turn-based combat scene, the combat character will also be in an ice environment in the turn-based combat scene.
[0103] Mechanism 3: Determine the in-game skill strength of a combat character in a turn-based combat scenario based on the external environment of the combat character in the world scene;
[0104] The external environment of a combat character within the world environment can be of different types. If a combat character switches from the world scene to a turn-based combat scene, the character will also be in that environment within the turn-based combat scene. Furthermore, the same skill of a combat character can have different skill strengths (at least one of form, attribute, and power) in different environments. For example, an impact skill might be called Ice Impact in an ice environment, Light Impact in a water environment, and Fire Impact in a fire environment.
[0105] Mechanism 4: Based on the external environment of the combat character in the world scene, determine the battle map when the combat character fights in a turn-based combat scene;
[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 for each battle. This way, when switching between the world scene (or non-combat scene) and the combat scene, the map content displayed in the user interface will not differ significantly, thus avoiding the jarring effect present in related technologies.
[0107] Mechanism 5: When switching between world scenes and turn-based scenes, add a transition animation to seamlessly connect the two scenes.
[0108] When switching between world scenes and turn-based scenes, a transition animation is added to seamlessly connect the two scenes. This transition animation is used to smoothly connect the two scenes, making the switching process a natural transition from one scene to another, thereby reducing the jarring feeling of switching from world scenes to turn-based combat scenes.
[0109] In summary, in the embodiments of this 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 this turn-based RPG includes: a capture process and a battle process.
[0111] Capture process:
[0112] 1. The main virtual character explores the world scene and discovers combat characters in the wild. When the main virtual character approaches a combat character within a certain range, a capture scene with the combat character face-to-face is displayed in the virtual scene screen. At this time, the combat character may remain still, move around constantly, or threaten and attack the main virtual character.
[0113] 2. The main virtual character prepares container items, such as selecting container items.
[0114] 3. The main virtual character uses a container item to aim at the combat character. Capture-related information is displayed on the combat character's body, such as capture difficulty (indicated by color, e.g., green indicates difficulty < orange indicates difficulty < red indicates difficulty). The virtual scene displays the combat character's attributes (including name, gender, level, and overall attribute value). The virtual scene also displays an aiming circle, which will cycle and expand over time. Throwing a container item at the combat character when the aiming circle shrinks will increase the chance of a successful capture.
[0115] 4. The main virtual character can throw container items at the combat character to capture the combat character. The throwing effect can be achieved through touch controls on the touch screen.
[0116] If the throwing position and / or timing is incorrect, the capture will fail, and a capture failure message will be displayed. If the throwing position and timing are both correct, but the level or strength of the main virtual character is insufficient, the capture will fail, and a capture failure message will be displayed. If the throwing position and timing are both correct, and the level or strength of the main virtual character is sufficient, the capture will succeed, and a capture success message, capture success rewards (such as experience points, newly acquired skills, etc.), and the attributes of the captured combat character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) will be displayed.
[0117] In another possible capture method, the main virtual character captures the combat character using a capture skill. The main virtual character releases the capture skill at the combat character while it is not on cooldown. Optionally, an aiming circle is displayed on the virtual scene screen, which cycles through the time. Releasing the capture skill at the combat character when the aiming circle shrinks increases the chance of a successful capture. Optionally, capture skills have multiple skill levels, with higher-level skills increasing the chance of successfully capturing the combat character. Optionally, different types of capture skills have different success probabilities; using a combat character's specific capture skill is more likely to succeed than using a general capture skill.
[0118] In one possible implementation, the display of the capture success rate indicator is related to the capture threshold corresponding to the combat character. The higher the capture threshold for a combat character, the easier it is to capture that character.
[0119] Among them, battle characters that are successfully captured can be called the first battle character, and battle characters that are not successfully captured can be called the second battle character. Battle characters can also be called pet characters, etc.
[0120] Battle process: It can be singles, doubles, or team battle.
[0121] 1. The main virtual character selects the first combat character to be deployed.
[0122] 2. Display the battle scene, and the main virtual character selects the skill to be used by the first combat character.
[0123] 3. Players control the touch controls on the touchscreen to control their first combat character to unleash skills.
[0124] 4. Display skill animation effects.
[0125] 5. The second combat character releases a skill once to complete one round of combat. Repeat steps 2-5 until the battle ends.
[0126] In this embodiment of the application, the turn-based RPG involves two types of maps:
[0127] World map
[0128] The world map comprises multiple plots. Each plot is a polygonal plot, which can be any shape, such as a square, rectangle, or hexagon. For example, each plot is a 50cm x 50cm square. Each plot has its own surface attributes, including grass, rocks, and water. Furthermore, the multiple plots included in the world map can be of the same type or a combination of different types. In different implementations, the plots can also be irregular geographical areas; this is not limited.
[0129] Battle Map
[0130] Referring to Figures 1 and 2, in the virtual environment 10, when a first combat character 12 encounters a second combat character 14 at a location on the world map and enters combat, one or more plots of land within a certain range centered on a reference position determined by the first combat character 12 are defined as the battle map 16. This reference position is the location of the first combat character 12, or the closest suitable combat position to the first combat character 12. In some embodiments, the battle map 16 includes all plots within a circular area with a predetermined radius centered on the reference position; in some embodiments, the battle map 16 includes all plots within a rectangular area with a predetermined length and width centered on the reference position.
[0131] World setting and turn-based combat scenarios
[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 can display one or more plots of land on the world map. For example, the user interface displays one or more plots of land on the world map where the main virtual character or the first combat character is currently located, as well as some interface elements related to the displayed plots, the main virtual character, the first combat character, the second combat 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 user interface can display the battle map, such as displaying all or part of the tiles contained in the battle map. For example, the user interface can display one or more tiles that the main virtual character or the combat character is currently located on in the battle map, as well as some interface elements related to the displayed tiles, the main virtual character, and the combat character.
[0134] The world scene and the turn-based battle scene can be switched, for example, switching from the world scene to the turn-based battle scene, or vice versa.
[0135] When displaying world scenes and turn-based combat scenes, the virtual camera can employ different shooting perspectives. For example, when displaying world scenes, the virtual camera captures the world scene from the perspective of the main virtual character (such as the main virtual character's first-person or third-person perspective), resulting in the displayed world scene image. When displaying turn-based combat scenes, the virtual camera captures the turn-based combat scene from a top-down or center-down perspective (such as the virtual camera being positioned diagonally above and between the two combatants), resulting in the displayed turn-based combat scene image. Optionally, in addition to the differences in shooting perspectives, the permitted user operations can also differ between world scenes and turn-based combat scenes. For example, when displaying world scenes, users can manually adjust the perspective and control the movement of the main virtual character or combat character; when displaying turn-based combat scenes, users are not allowed to manually adjust the perspective or control the movement of the main virtual character or combat character, etc. The above method allows users to perceive a distinction between the world scene and the turn-based combat scene. However, since the world scene and the turn-based combat scene share the same world map, and the combat map used by the turn-based combat scene is one or more plots in the world map, the switching between the world scene and the turn-based combat scene does not bring a strong sense of jarring, but rather a very smooth and natural transition.
[0136] Capture of combat characters
[0137] The main virtual character possesses at least one container item, which is used to capture, store, raise, or release combat characters. The main virtual character captures combat characters by throwing an empty container item, or releases a combat character by throwing a container item containing a combat character. There are no restrictions on the specific name or shape of the container item; any item that has the aforementioned functions of capturing, storing, raising, or releasing subordinate characters can be called a container item.
[0138] When capturing combat characters, a character is considered "capturingable" when the capture threshold exceeds its stamina. A notification indicating this is displayed on the user interface to assist the player. The capture threshold is influenced by factors such as player actions, weather, environment, and the number of times a character has been captured previously. For example, actions like feeding the character fruit, using interactive skills (such as fireworks or water fights), or attacking can cause the capture threshold to change due to weather and time conditions. This notification also encourages players to capture characters through friendly methods like feeding them food or changing the environment, rather than through combat, reflecting the design principle that combat characters are the main virtual character's companions.
[0139] The released combat characters can remain in the virtual scene and interact with the main virtual character, perform resource gathering, and engage in combat with other combat characters. Furthermore, the released combat characters will interact with the virtual environment, such as activating potential energy mechanisms to alter the surrounding environment's potential energy, acquiring virtual items from chests with attribute locks, and influencing the properties of terrain tiles in the virtual environment, such as igniting grass or freezing lakes.
[0140] The container prop also simulates the physical properties of real objects, allowing it to bounce when it hits an obstacle and skip across the water.
[0141] Optionally, a capture threshold is set for each combat character. Optionally, the initial capture threshold is related to a first factor, which includes at least one of the following factors:
[0142] • The type and / or level of the combat character;
[0143] • The type and / or level of the container used in the capture operation;
[0144] • The number of times the main virtual character has captured the combat character in history;
[0145] • The number of times the main virtual character has captured similar combat characters in history;
[0146] • Did the combat character discover the main virtual character?
[0147] • The distance between the main virtual character and the combat character;
[0148] • The personality compatibility between the main virtual character and the combat character;
[0149] • Gender matching degree between the main virtual character and the combat character.
[0150] Optionally, the types of combat characters include, but are not limited to, birds, insects, large animals, and small animals, and the levels include, but are not limited to, beginner, intermediate, and advanced. The initial value of the capture threshold for combat characters 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 item type of the container item includes, but is not limited to, common items, intermediate items, advanced items, etc., and the item level includes, but is not limited to, beginner, intermediate, advanced, etc. The higher the item type and / or the higher the item level of the container item used for the capture operation, the easier it is for the combat character to be captured, 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 main virtual character has captured the combat character in the past, and the number of times the main virtual character has captured the combat character in the past and the initial value of the capture threshold can be positively correlated. For example, the more times the character has been captured in the past, the easier it is for the main virtual character to capture the combat character, and the larger the initial value of the capture threshold will be.
[0153] Optionally, the initial value of the capture threshold is related to the number of times the main virtual character has historically captured the same type of combat character. The number of times the main virtual character has historically captured the same type of combat character and the initial value of the capture threshold can be positively correlated. For example, the more times the main virtual character has historically captured the same type of combat character, the more proficient the main virtual character is at capturing that type of combat character, that is, the larger the initial value of the capture threshold corresponding to that type of combat character.
[0154] Optionally, the initial value of the capture threshold is also related to whether the combat character has detected the master virtual character. When the combat character has not detected the master virtual character, the master virtual character can bypass the combat character's blind spot and directly capture the combat character. In this case, the master virtual character only needs to adopt certain capture strategies to achieve a relatively high capture success rate without engaging in combat. That is, the higher the initial value of the capture threshold, the more likely the combat character has not detected the master virtual character.
[0155] Optionally, the distance between the main virtual character and the combat character can affect the capture threshold, and the initial value of the distance and the capture threshold can be positively correlated. For example, the closer the main virtual character and the combat character are, the more accurate the main virtual character's skill release will be, and the higher the capture success rate of the combat character will be, i.e., the larger the initial value of the capture threshold.
[0156] Optionally, the initial value of the capture threshold is also related to the personality compatibility between the main virtual character and the combat character. The personality compatibility and the initial value of the capture threshold can be positively correlated. Based on the combat character's personality attributes, each combat character may have preferences or dislikes regarding the main virtual character's personality. For example, a combat character with a warlike personality might prefer a main virtual character with a warlike personality, indicating a high degree of personality compatibility. The higher the personality compatibility between the main virtual character and the combat character, the easier it is for the combat character to be captured; that is, the higher the initial value of the capture threshold.
[0157] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the main virtual character and the combat character, and the gender matching degree and the initial value of the capture threshold can be positively correlated. Based on the gender attribute of the combat character, each combat character will have a favorite or disliked gender of the main virtual character. The higher the gender matching degree between the main virtual character and the combat character, the easier it is for the combat character to be captured, that is, the larger the initial value of the capture threshold.
[0158] It should be noted that the values mentioned above are relative, and the specific values need to be determined based on the actual situation. 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 caused by that first factor is large or small needs to be set based on the specific combat character.
[0159] Factors that change the world during battle
[0160] In turn-based combat between different characters, the skills they use affect the virtual world environment, and this effect is synchronized from the turn-based combat scene to the world scene. For example, if a character uses a fire skill in a turn-based combat scene, the grass tiles in that scene will be ignited, and this ignited grass tile will be synchronized to the world scene. Furthermore, changes to the environment of the tiles will also affect the characters, such as influencing the strength of their skills.
[0161] World environment changes combat factors
[0162] In turn-based combat between different characters, environmental factors in the world environment affect these characters, such as influencing skill damage or skill display effects. For example, environmental factors in the virtual world include terrain and weather conditions, both of which collectively influence a character's aversion to or liking of these environmental factors. For example, a character's aversion to or liking of environmental factors can be categorized into several levels: strong affinity, weak affinity, indifferent, weak resistance, and strong resistance.
[0163] If a combat character likes both environmental factors (terrain and weather), they gain a strong affinity effect; if a combat character likes only one environmental factor and doesn't dislike the other, they gain a weak affinity effect; if a combat character likes one environmental factor and dislikes the other, they gain no effect; if a combat character dislikes only one environmental factor and doesn't like the other, they gain a weak resistance effect; if a combat character dislikes both environmental factors, they gain a strong resistance effect.
[0164] During turn-based combat, the server or client needs to periodically (e.g., every turn) acquire environmental factors and determine their impact on combat characters.
[0165] Figure 3 illustrates a schematic diagram of different scene switching provided by an exemplary embodiment of this application. In this embodiment, the behavior pattern of a combat character in one scene affects the behavior pattern in another scene. Taking the switch from a world scene to a turn-based combat scene as an example, a second combat character 1301 and a main virtual character 1302 are displayed in the world scene. The behavior pattern of the second combat character 1301 in the world scene is a stealth behavior pattern. This stealth behavior pattern is the behavior pattern of hiding oneself under the ground. In response to the scene switching condition being met, the world scene switches to a turn-based combat scene, and the main virtual character 1302 releases a first combat character 1303 to fight against the second combat character 1301. In the turn-based combat scene, the second combat character 1301 is still in stealth behavior pattern, and the screen displays the prompt message "The stone monster is burying itself." At the same time, some buff effects 1304 of this stealth behavior pattern are displayed next to the second combat character 1301. If the player clicks on the buff effect 1304, three buff effects will be displayed: "Strong Resistance," "Conserve Energy," and "Bury Underground." Among them, "Strong Resistance" means that the second combat character 1301 dislikes rainy environments and will reduce damage by 20%; "Conserve Energy" means that the second combat character 1301 will increase physical attack power by 50% after resting; "Bury" means that the second combat character 1301 is in a buried and hidden state, and its defense will increase by 25%.
[0166] Clearly, the behavior patterns of the second combat character 1301 in the world scenario will affect their combat capabilities in turn-based combat scenarios. These combat capabilities include, but are not limited to, at least one of the following: buff / debuff effects, combat logic, skill strength, and the types of skills that can be used.
[0167] Similarly, when switching from a turn-based battle scene to a world scene, the outcome of the battle in the turn-based battle scene will also affect at least one world element in the world scene.
[0168] Figure 4 shows a structural block diagram of a computer system provided in an exemplary embodiment of this 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 that supports the virtual world installed and running. This application can be any one of the following: 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 the terminal used by the first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual world to perform activities. The first virtual character acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, using combat characters to harvest, using combat characters to fight, using throwable items, and attacking other virtual characters. For example, the first virtual character is a first virtual persona, such as a simulated character or an anime character. For example, the first user controls the first virtual character's activities through UI controls on the virtual world screen, and the first user controls the first virtual character to throw combat items through 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. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests sent by clients, such as a request to locate an enemy virtual character. The control module 1422 controls the rendering of the virtual world. The sending module 1423 sends responses to clients, such as sending the location of a third virtual character. Server 140 provides background services for applications supporting a three-dimensional virtual world. Optionally, server 140 undertakes the primary computing work, while the first terminal 120, second terminal 160, and third terminal 180 undertake secondary computing work; or, server 140 undertakes secondary computing work, while the first terminal 120, second terminal 160, and third terminal 180 undertake the primary computing work; or, server 140, first terminal 120, second terminal 160, and third terminal 180 collaborate using a distributed computing architecture.
[0172] The second terminal 160 has an application that supports the virtual world installed and running. The second terminal 160 is used by a second user who controls a second virtual character in the virtual world. This second virtual character also acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up and capturing combat characters, controlling combat characters, raising combat characters, using combat characters for harvesting, using combat characters for combat, using throwable items, and attacking at least one of the following:
[0173] Optionally, the first, second, and third virtual characters exist in the same virtual world. The first and second virtual characters belong to different factions, while the second and third virtual characters belong to the same faction.
[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 application on different operating system platforms (Android or iOS). The first terminal 120, the second terminal 160, and the third terminal 180 can all refer to one of multiple terminals; this embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.
[0175] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0176] This application embodiment involves the switching order between two virtual scenes:
[0177] Switching sequence one: Switch from "World Scene" to "Turn-based Battle Scene";
[0178] Switching sequence two: Switch from "turn-based battle scene" to "world scene".
[0179] Regarding the first switching sequence: switching from "World Scene" to "Turn-Based Battle Scene":
[0180] Figure 5 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application. This method can be executed by a terminal device and includes:
[0181] Step 210: Display the main virtual character in the world scene;
[0182] The world scene is rendered based on a world map. A world map is typically a map of a large, open virtual world. The world map consists of multiple plots, each of which is a polygonal plot.
[0183] In some embodiments, the master virtual character possesses at least one first combat character. The first combat character is a combat character that the master virtual character has successfully captured; for example, the first combat character is 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 first combat character that has been successfully captured can be controlled by the current player; it can also be controlled by AI; or the current player can specify a combat strategy, and then the AI controls the character based on the combat strategy. This application does not limit this.
[0184] In this embodiment, it is assumed that initially, at least one of the main virtual character, the first combat character, and the second combat character is located in the world scene.
[0185] Step 220: Control the main virtual character to move to the first area in the world scene;
[0186] The first region refers to the location or area that the main virtual character moves to in the world scene. The first region can be any location in the world scene. The first region includes the second combat character, and the main virtual character moves to the location or area where the second combat character is located. When the main virtual character moves in the world scene, the game system will detect the region where the main virtual character is located. In this application, it is assumed that the main virtual character moves to the region where the second combat character is located in the world scene, i.e., the first region.
[0187] Optionally, the first area can be a designated location where the main virtual character needs to move to the designated location to engage in combat with the second combat character, or the first area can be an area where the second combat character is located, where the main virtual character only needs to enter the area to trigger combat.
[0188] In some embodiments, the second combat character includes at least one of the following: an NPC, an AI-controlled monster, a combat character that was not successfully captured, or a combat character captured by a virtual character controlled by another player.
[0189] Step 230: In response to the scene switching condition being met, display the battle character in the turn-based battle scene;
[0190] Scene switching conditions are used to trigger the switching 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 a container item at an uncaptured combat character and then throws the container item at that combat character, thereby triggering the scene switching condition; in some embodiments, the scene switching condition is manually triggered by other players, such as when another player initiates a battle against the current player; in some embodiments, the scene switching condition is triggered by the terminal device or server, such as when the main virtual character approaches a wild monster and the distance between the main virtual character and a 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, scene switching conditions include, but are not limited to, at least one of the following:
[0192] • The main virtual character throws a container item to the second combat character;
[0193] • The main virtual character uses magic on the second combat character;
[0194] • The main virtual character can interact with the secondary combat character, such as initiating a battle, feeding, or petting.
[0195] • The distance between the main virtual character and the second combat character is less than the first threshold;
[0196] • The distance between the main virtual character and the second combat character is less than the first threshold, and the alertness value of the second combat character is higher than the second threshold;
[0197] • The distance between the main virtual character and the second combat character is less than the first threshold, and the second combat character is in a negative emotional state;
[0198] • The first main virtual character encounters the second main virtual character on the world map. The first main virtual character and the second main virtual character start a conversation, and at the end of the conversation, they agree to start a turn-based battle.
[0199] The first main virtual character is the main virtual character controlled by the first player. The second main virtual character can be a main virtual character controlled by the second player, or it can be an NPC (Non-Player Character) set up in the game. In another example, the first main virtual character encounters the second main virtual character on the world map. The second main virtual character launches a surprise attack on the first main virtual character, forcing the first main virtual character to enter a turn-based battle.
[0200] In response to the fulfillment of scene switching conditions, the world scene is switched to a turn-based combat scene, and the virtual character is displayed in the turn-based combat scene. In some embodiments, the world scene is switched directly to the turn-based combat scene; in some embodiments, a transition animation is inserted during the switch from the world scene to the turn-based combat scene to reduce the abruptness of the switch.
[0201] The turn-based combat scene is rendered based on a combat map. Typically, the area of this combat map is smaller than the area of the world map. In some embodiments, the combat map is independent of and different from the world map; in other embodiments, the combat map is a sub-map based on the world map, for example, dynamically generated by selecting a small sub-map from the world map based on the virtual character's position before the switch, thereby ensuring that the world scene displayed before the switch is the same as, or at least more similar than, a preset condition.
[0202] Step 240: Based on the influencing factors in the world scene, determine the combat elements of the combat characters in the turn-based combat scene.
[0203] After switching to a turn-based combat scenario, the combat elements of the combat character in the turn-based combat scenario are determined based on at least one influencing factor in the world scenario.
[0204] For example, this influencing factor is a factor other than the virtual character's own skills, combat power, combat attributes, health points, and mana points.
[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. This application's embodiments divide these five improvement mechanisms into five branches, which are described below:
[0206] First branch:
[0207] Based on the behavior patterns of combat characters in the world scene, determine the combat capabilities of combat characters in turn-based combat scenarios;
[0208] Second branch:
[0209] Based on the external environment of the combat character in the world scene, determine the internal environment of the combat character when fighting in a turn-based combat scene;
[0210] ·Third branch:
[0211] Based on the external environment of the combat character in the world scene, determine the in-game skill strength of the combat character when fighting in a turn-based combat scene;
[0212] · Fourth branch:
[0213] Based on the external environment of the combat character in the world scene, determine the battle map when the combat character fights in a turn-based combat scene;
[0214] • Fifth branch: During the transition from the world scene to the turn-based battle scene, add a transition animation to smoothly connect the two scenes, thereby reducing the sense of disjointedness when switching from the world scene to the turn-based battle scene.
[0215] In summary, the method of this embodiment, by determining the combat elements of a combat character in a turn-based combat scenario based on influencing factors in the world scenario, can reduce the distinction between the world scenario and the turn-based combat scenario, increase the mutual influence between the world scenario and the turn-based combat scenario, improve the consistency between the world scenario and the turn-based combat scenario, and reduce or avoid the sense of disconnect that players perceive during scenario switching.
[0216] The following sections will introduce each of the five branches mentioned above:
[0217] First branch:
[0218] Referring to Figure 6, step 240 above includes the following sub-step 241:
[0219] Step 241: Based on the behavior patterns of the combat characters in the world scene, determine the combat capabilities of the combat characters when fighting in turn-based combat scenarios.
[0220] A behavior pattern refers to the pattern of actions performed by a combat character under an AI control strategy. The AI control strategy is an automated control strategy based on AI models, behavior trees, behavior groups, and other non-player-controlled mechanisms. Different behavior patterns are controlled using different AI control strategies. In different embodiments, the AI control strategy can be understood as any of the following: AI model, behavior tree, behavior group, control strategy, etc. In some embodiments, a behavior pattern can be understood as at least one set of "conditions + behaviors." A set of "conditions + behaviors" is a control strategy where a condition triggers the combat character to perform one or more behaviors, or a specific type of behavior.
[0221] Taking uncaptured combat characters as an example, in order to simulate the living habits of wild combat characters, multiple behavioral patterns are pre-set for the same combat character.
[0222] Behavioral patterns include at least one of the following:
[0223] • Daily behavioral patterns;
[0224] • Environmental behavior patterns;
[0225] • Perceived behavioral patterns;
[0226] • Community behavior patterns;
[0227] • Ambush behavior patterns;
[0228] Among them, the daily behavior pattern is the behavior pattern of a combat character when it does not perceive a perceived event in the world scene; the environmental behavior pattern is the behavior pattern of a combat character after it perceives a perceived event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of a combat character after it perceives a hostile virtual character in the world scene and a perceived event is triggered; the community behavior pattern is the behavior pattern of multiple combat characters performing actions according to group strategies or population strategies; and the ambush behavior pattern is the behavior pattern aimed at ambushing.
[0229] It should be noted that the aforementioned combat role can be either a second combat role or a first combat role. That is, the combat role in this embodiment includes at least one of a first combat role and a second combat role.
[0230] In one embodiment, in response to the scene switching condition being met, 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 ability that matches the ID of the behavior pattern from the pre-configured combat ability table as the combat ability of the combat character when fighting in a turn-based combat scene.
[0231] For example, as shown in Table 1 below:
[0232] Table 1
[0233] The table above shows the pre-configured combat capabilities for combat characters. A combat character can be either a primary combat character or a secondary combat character. In the table, if the terminal device determines the combat character is in a normal behavior mode, the basic combat capabilities will be determined from the table (different types of combat characters may have the same or different basic combat capabilities). If the terminal device determines the combat character is in an environmental behavior mode, combat capability 1 will be determined from the table (different types of combat characters may have the same or different combat capability 1). If the terminal device determines the combat character is in a perception behavior mode, combat capability 2 will be determined from the table (different types of combat characters may have the same or different combat capability 1). If the terminal device determines the combat character is in a group behavior mode, combat capability 3 will be determined from the table (different types of combat characters may have the same or different combat capability 1). If the terminal device determines the combat character is in an ambush behavior mode, combat capability 4 will be determined from the table (different types of combat characters may have the same or different combat capability 1).
[0234] The following sections will introduce each of the five behavioral patterns mentioned above:
[0235] • Daily behavioral patterns:
[0236] This section describes the daily behavior of the second combat character.
[0237] The daily behavior pattern is the behavior pattern of the second combat character when it is unaware of perceived events in the world scene. In some embodiments, multiple AI control strategies are set for the second combat character, one of which is used to control the behavior of the second combat character when it is unaware of perceived events in the world scene.
[0238] Daily behavior patterns are used to simulate the daily life behaviors of the second combat character, such as walking, patrolling, foraging, sleeping, drinking water, etc.
[0239] • Environmental behavioral patterns (behavioral patterns triggered by perceived specific environmental factors):
[0240] This section explains how the second combat character perceives preset or specific environmental factors.
[0241] An environmental behavior pattern is the behavior pattern of a second combat character after perceiving a perception event triggered by environmental factors in the world scene; the perception event triggered by environmental factors is a perception event triggered by factors other than the main virtual character and the first combat character. For example, a perception event triggered by environmental factors is a behavior pattern triggered by preset or specific environmental factors.
[0242] In some embodiments, a variety of AI control strategies are set for the second combat character, one of which 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] An environmental behavior pattern is a behavior pattern triggered by preset or specific environmental factors. In some embodiments, the environmental behavior pattern is a stealth behavior pattern triggered by preset or specific environmental factors, that is, under preset or specific environmental factors, the second combat character will act according to a behavior pattern that conceals its own whereabouts.
[0244] Environmental behavioral patterns include at least one of the following: stealth behavior pattern, disguise behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied fighting mode, vigilance behavior pattern, etc.
[0245] • Stealth Behavior Pattern: The second combat character will adopt a stealth behavior pattern to avoid being detected or attacked by the main virtual character. This may include hiding in the shadows, concealing behind objects, or using stealth skills.
[0246] • Disguise Behavior Pattern: The second combat character will adopt a disguised behavior pattern to confuse the main virtual character. This may include changing its shape according to the surrounding environment, transforming into other virtual characters, etc.
[0247] In some embodiments, camouflage behavior patterns can also be considered a type of stealth behavior pattern.
[0248] • Sleep Behavior Mode: The second combat character will enter a sleep state, reducing activity and restoring health or energy. This behavior mode may be triggered when the second combat character is severely injured or lacks resources. For example, hibernation mode.
[0249] • Escape Behavior Mode: The second combat character will choose to flee the turn-based combat scenario to avoid being defeated. This behavior mode may be triggered when the second combat character's health falls below a certain threshold or when facing an unfavorable situation.
[0250] • Frenzied Battle Mode: The second battle character will exhibit extreme aggressive behavior, launching attacks on the main virtual character recklessly. This behavior mode may be triggered when the second battle character is enraged or in a state of extreme danger.
[0251] • Alert Behavior Mode: The second combatant will exhibit high alertness and caution in response to potential threats. This behavior mode may automatically activate when the second combatant senses the presence of a hostile combatant or other threat.
[0252] Preset or specific environmental factors include at least one of the following: time period, weather type, and terrain attribute. Different environmental factors may correspond to the same or different environmental behavior patterns.
[0253] In one embodiment, the environmental behavior pattern can be further subdivided into stealth behavior pattern, camouflage behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied combat mode, and vigilance behavior pattern. The terminal device will determine the combat ability corresponding to the obtained subdivided behavior pattern from a pre-configured combat ability table, which will then serve as the combat ability of the combat character in a turn-based combat scenario.
[0254] In an optional example, if the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat ability of the second combat character 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 periods in the world scene. Time periods are represented using elements such as year, season, day / night cycle, and hour in the world scene. When the environmental behavior pattern is triggered by a time period (the first environmental behavior pattern), the combat abilities of the second combat character in a turn-based combat scenario are determined according to the first environmental behavior pattern.
[0256] For example, if the time period is nighttime and the second combat character is a dark-attribute character, their nighttime stealth behavior will enhance their vision. When switching from a world-based scenario to a turn-based combat scenario, the dark-attribute character will receive a positive "enhanced vision" buff. Therefore, their nighttime stealth behavior will reduce the chance of the first combat character detecting them. As another example, if the first time period is nighttime and the second combat character is a ghost-type character, ghost-type characters will enter a transparent stealth mode at night. During this time, the main virtual character can pass directly through the ghost-type character by moving towards them, throwing containers, or using skills. When switching from a world-based scenario to a turn-based combat scenario, the ghost-type character's stealth ability will increase. The ghost-type character's stealth behavior at night further reduces the chance of being caught by the main virtual character.
[0257] In an optional example, if the first environmental behavior pattern is a stealth behavior pattern triggered by a first time period and the combat time belongs to the first time period, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior pattern.
[0258] The first time period is a subset of all times in the world scene. It is represented using elements such as year, season, day / night cycle, and hour within the world scene. Combat time follows the system time within the world scene.
[0259] For example, if the first time period is nighttime and the second combat character is a ghost-type combat character, when switching from a world scene to a turn-based combat scene, the second combat character will enter stealth mode at nighttime. The second combat character will engage in combat with the first combat character at nighttime, and the second combat character's stealth ability will be enhanced.
[0260] Optionally, in some embodiments, when the first environmental behavior mode is a stealth behavior mode triggered in a first time period and the combat time does not belong to the first time period, the combat ability 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 combat time. Optionally, in some embodiments, the combat character is in stealth behavior mode when entering combat, and the combat ability of the combat character can be determined according to stealth mode throughout the entire combat process.
[0261] For example, if the first time period is nighttime and the second combat character is a ghost-type character, when switching from a world scene to a turn-based combat scene, the second combat character will enter stealth mode during nighttime. When the combat time changes from nighttime to dawn, the second combat character will switch from stealth mode to normal mode and engage in combat with the first combat character. If the current combat time reaches dawn, the ghost-type combat character will be unable to hide, meaning that the second combat character's combat ability will return to normal when fighting the first combat character.
[0262] In an optional example, if the environmental behavior pattern is a second environmental behavior pattern triggered by weather type, the combat ability of the second combat character in a turn-based combat scenario is determined according to the second environmental behavior pattern.
[0263] Weather type is a subset of all weather types in the world scenario. Weather types include at least one of the following: sunny, cloudy, overcast, rain, snow, thunder, hail, dust storm, blowing sand, sandstorm, wind, and haze. In the case of a second environmental behavior mode triggered by a weather type, the combat abilities of the second combat character in a turn-based combat scenario are determined according to the second environmental behavior mode.
[0264] For example, if the weather is rainy and the second combat character is a water-type character, the water-type character will remain hidden in the water during normal weather, but will emerge from the water during rain. The water-type character's combat power will be significantly enhanced during rain. When the main virtual character attempts to capture the water-type character, switching from the world scene to a turn-based combat scene will cause the water-type character to enter a frenzied combat mode, potentially increasing its combat power, such as attack power or hit rate. As another example, if the weather is snowy and the second combat character is an ice-type character, the ice-type character will only appear during snowy weather. During snowy weather, the ice-type character will enter a camouflage mode. When switching from the world scene to a turn-based combat scene, the ice-type character will use ice or snow to camouflage its position, allowing it to ambush the first combat character while in this disguised state.
[0265] In an optional example, if the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode.
[0266] The first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of the following: sunny, cloudy, overcast, rain, snow, thunder, hail, dust storm, blowing sand, sandstorm, wind, and haze. The current weather type changes according to the system time in the world scene, or it may be changed 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 and the scene is switched from a world scene to a turn-based combat scene, the second combat character will enter a stealth behavior mode. The second combat character and the first combat character will engage in combat in the rainy weather, and the rain-type combat character will use a stealth skill, thus enhancing the second combat character's stealth ability.
[0268] Optionally, in some embodiments, when the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, the combat ability of the combat character in a turn-based combat scenario is determined according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Optionally, in some embodiments, the combat character is in stealth behavior mode when entering combat, and the combat ability of the combat character can be determined according to stealth mode throughout the entire combat process.
[0269] For example, if the first weather type is rainy and the second combat character is a rain-type character, when switching from a world scene to a turn-based combat scene, the second combat character will engage in battle with the first combat character. The second combat character will enter stealth mode. During the battle, if the current weather type changes from rainy to sunny, the second combat character will switch from stealth mode to normal mode. If the current weather type is sunny, the rain-type combat character cannot use stealth skills, and the second combat character's combat ability when fighting the first combat character will return to normal.
[0270] In an optional example, if the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat ability of the second combat character 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, including at least one of the following types: lakes, rivers, mountains, grasslands, soil, fire, ice, deserts, forests, and sand. In the case of a third environmental behavior mode triggered by terrain attributes, the combat capabilities of the second combat character in a turn-based combat scenario are determined according to this third environmental behavior mode.
[0272] For example, if the terrain attribute is grassland and the second combat character is a plant-type character, when the second combat character is located on a grassland tile, the plant-type character will transform into grass or flowers, entering a camouflage mode. When switching from the world scene to a turn-based combat scene, the plant-type character gains stronger defensive and recovery abilities in camouflage mode. As another example, if the terrain attribute is fire and the second combat character is a fire-type character, when the second combat character is located on a fire tile, the fire-type character will enter a berserk combat mode. When switching from the world scene to a turn-based combat scene, the fire-type character gains positive buffs corresponding to the fire tile, such as increased attack power or speed. Optionally, the fire-type character may gain exclusive skills corresponding to the fire tile, such as controlling the fire tile, making it easier to ignite the terrain or control a virtual character. These skills will make the fire-type character more destructive and intimidating.
[0273] In an optional example, if the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the location of the combat character belongs to the first terrain attribute, the combat ability of the combat character 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. It includes at least one of the following types: lakes, rivers, mountains, grasslands, soil, fire, ice, deserts, forests, and gravel. The location of the combat character changes dynamically during the turn-based combat scenario.
[0275] For example, if the first terrain attribute is soil and the second combat character is an earth-type combat character, when switching from the world scene to a turn-based combat scene, the second combat character and the first combat character will fight on the soil. The earth-type combat character will enter a stealth behavior mode and use the burrowing skill. The combat ability of the second combat character in the turn-based combat scene will be enhanced.
[0276] Optionally, in some embodiments, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the combat character's location does not belong to the first terrain attribute, the combat ability of the combat character 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 of the combat character's location. Optionally, in some embodiments, the combat character is in stealth behavior mode when entering combat, and the combat ability of the combat character can be determined according to stealth mode throughout the entire combat process.
[0277] For example, if the first terrain attribute is a river and the second combat character is a water-type character, when switching from a world scene to a turn-based combat scene, the second combat character will engage in combat with the first combat character in the river. The second combat character will enter stealth mode. During the battle, the positions of the first and second combat characters will change. When the second combat character's position changes from river to mud, the terrain attribute changes, and the second combat character will switch from stealth mode to normal mode. Alternatively, if the first combat character uses a freezing skill on the second combat character, the second combat character's position changes from river to ice, the terrain attribute changes, and the second combat character will also switch from stealth mode to normal mode. The water-type combat character will be unable to use stealth skills, and the second combat character's combat ability when fighting the first combat character will return to normal.
[0278] For example, as shown in part (a) of Figure 7, the second combat character 601 is a plant-based combat character. When the first plot type is grassland, 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 disguise behavior mode, which grants greater stealth capabilities and reduces the probability of being discovered by the main virtual character. Even if discovered by the main virtual character, upon switching from the world scene to a turn-based combat scene, the second combat character 601 can gain at least one of the following: additional defensive capabilities, recovery capabilities, combat logic, or exclusive skills.
[0279] • Perceived Behavioral Patterns (Behavioral Patterns Triggered by the Controlled Virtual Character):
[0280] This example illustrates how the second combat character is triggered by the main virtual character.
[0281] The perception behavior pattern is the behavior pattern of a combat character after a perception event is triggered when the 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 a perception event is triggered when the character perceives the main virtual character and / or the first combat character in the world scene.
[0282] Perceptual behavior patterns include at least one of the following: stealth behavior pattern, disguise behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied combat mode, vigilance behavior pattern, etc.
[0283] In one embodiment, the perceived behavioral pattern can be further subdivided into stealth behavioral pattern, disguise behavioral pattern, sleep behavioral pattern, escape behavioral pattern, frenzied combat mode, and vigilance behavioral pattern. The terminal device will determine the combat ability corresponding to the acquired subdivided behavioral pattern from a pre-configured combat ability table, which will then serve as the combat ability of the combat character in a turn-based combat scenario.
[0284] In an optional example, if the perceived behavior pattern is a first perceived behavior pattern triggered by a restraint relationship between virtual characters with different attributes, the combat ability of the second combat character in a turn-based combat scenario is determined according to the first perceived behavior pattern.
[0285] The elemental advantage / disadvantage relationship between virtual characters refers to the relationship of mutual restraint between different virtual characters. In some embodiments, different virtual characters have different attributes. Attributes include at least one of the following: metal, wood, water, fire, earth, light, dark, lightning, snow, ice, etc. Different attributes have an elemental advantage / disadvantage relationship, such as fire element restraining wood element, water element restraining fire element, etc. When a perceived behavior pattern is associated with the elemental advantage / disadvantage relationship between virtual characters, the behavior of the second combat character in the turn-based combat scenario is changed according to the behavior pattern corresponding to the elemental advantage / disadvantage relationship.
[0286] In some embodiments, when the first combat character counters the second combat character, the perception behavior mode corresponding to the second combat character is at least one of the stealth behavior mode, disguise behavior mode, escape behavior mode, and vigilance behavior mode, and the perception behavior mode corresponding to the first combat character is the frenzied combat mode.
[0287] In some embodiments, when the second combat character counters the first combat character, the perception behavior mode corresponding to the first combat character is at least one of the stealth behavior mode, disguise behavior mode, escape behavior mode, and vigilance behavior mode, and the perception behavior mode corresponding to the second combat character is the frenzied 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 an escape mode. Upon switching from the world-based scenario to a turn-based combat scenario, the wood-type character might prioritize escape, burrowing, or dodging skills to avoid direct combat with the fire-type character. Alternatively, the wood-type character might increase its movement speed to quickly escape the fire-type character's attack range. As another example, if the second combat character is a fire-type character, when it encounters a water-type character, it will also enter an escape mode. Upon switching from the world-based scenario to a turn-based combat scenario, the fire-type character's special skills or spells will be weakened, such as reduced attack power or lower hit rate. The fire-type character might increase its defense to reduce damage from the water-type character and increase its movement speed.
[0289] In an optional example, if the first perceived behavior pattern is a stealth behavior pattern triggered by the restraint relationship between combat characters with different attributes, the combat ability of the combat characters in a turn-based combat scenario is determined according to the stealth behavior pattern.
[0290] Among these, stealth behavior patterns fall under the category of perception behavior patterns. The elemental advantage / disadvantage relationship between combat characters refers to the relationship between combat characters of different attributes. For example, different attributes have an advantage / disadvantage relationship, such as fire element being superior to wood element, water element being superior to fire element, and wind element being superior to water element.
[0291] For example, if the second combat character is a water-type combat character and the first combat character is a wind-type combat character, the wind-type combat character is effective against the water-type combat character, meaning the first combat character is effective against the second combat character. After the second combat character senses the first combat character, the second combat character will enter a stealth behavior mode. At this time, the second combat character will increase its movement speed and use evasion skills to quickly escape in turn-based combat scenarios.
[0292] Optionally, in some embodiments, when an opposing combat character switches, the combat ability of a combat character in a turn-based combat scenario is determined according to its normal behavior pattern or the perceived behavior pattern corresponding to the opposing combat character. Optionally, in some embodiments, the combat character enters combat in stealth mode, and throughout the entire combat process, the combat character can maintain this stealth mode to determine its combat ability.
[0293] For example, if the second combat character is a water-type combat character and the first combat character is a wind-type combat character, the second combat character will enter a stealth mode after sensing the first combat character. After the first combat character switches to a fire-type combat character, the second combat character will sense the first combat character and will change from stealth mode to frenzied combat mode. In turn-based combat scenarios, the second combat character's attack power will be enhanced.
[0294] For example, as shown in part (a) of Figure 8, the second combat character 701 and the first combat character 702 have a restraining relationship. When the second combat character 701 senses the first combat character 702, as shown in part (b) of Figure 8, the second combat character 701 will enter a stealth behavior mode and become a state 703 of curling up underground. The second combat character 701 chooses to take defensive measures to reduce the possibility of being harmed. Hiding in the shell can provide additional defense and protection, increasing the difficulty of being attacked by the first combat character 702.
[0295] In an optional example, if the perceived behavior pattern is a second perceived behavior pattern triggered by a stress response, the combat ability of the combat character in a turn-based combat scenario is determined according to the second perceived behavior pattern.
[0296] In this context, a stress response is the behavioral reaction of a combat character upon perceiving a hostile virtual character. Taking a second combat character as an example, a stress response is the behavioral reaction of the second combat character upon perceiving the behavior of the controlling virtual character and / or the first combat character. In some embodiments, a stress response includes at least one of the following: hiding, warning, fleeing, surprise, confusion, and anger.
[0297] In an optional example, if the second perceptual behavior mode is a stealth behavior mode triggered by a stress response, the combat ability of the combat character in a turn-based combat scenario is determined according to the stealth behavior mode.
[0298] Optionally, when the second perception behavior mode is the stealth behavior mode, when the second combat character perceives the first combat character or the main virtual character, the second combat character will enter the stealth behavior mode and act according to the behavior mode of hiding its own whereabouts.
[0299] For example, if 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, after entering the turn-based combat scene, the second combat character will have a stress response of burrowing underground and enter a stealth behavior mode. The second combat character's vigilance will increase, and the earth-type combat character's stealth ability will be enhanced. At this time, the earth-type combat character will choose an appropriate time to re-reveal itself or wait for the first combat character to be unprepared before launching an attack.
[0300] Optionally, in some embodiments, when the duration of the stress response reaches a first duration switching condition, the combat ability 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 enters combat in stealth mode, and the combat ability of the combat character can be determined in stealth mode throughout the entire combat process. The first duration is a preset duration threshold. Optionally, the value of the first duration is different for different combat characters. Optionally, the value of the first duration is the same for different combat characters, and this application does not limit this.
[0301] For example, when the second combat character senses that the first combat character or the main virtual character is approaching, it will generate a stress response and enter a stealth behavior mode. When the stealth behavior of the second combat character reaches a preset duration, or when the second combat character senses that the danger has passed, it will switch from the stealth behavior mode to the normal behavior mode. At this time, the combat ability of the second combat character when fighting the first combat character changes.
[0302] In some embodiments, the stress response of the second combat character is conveyed to the player through special effects and actions, so that the player is aware that the second combat character has been affected and has reacted. Depending on the personality settings of different second combat characters, their stress responses will vary and can be presented to the main virtual character through the second combat character's facial expressions, actions, or dialogue boxes.
[0303] For example, as shown in Figure 9, the second combat character exhibits different stress responses. The second combat character 801 generates a stress response to alert other combat characters in the vicinity; or, the second combat character 802 generates an angry stress response; or, the second combat character 803 generates a surprised stress response; or, the second combat character 804 generates a confused stress response; or, the stress responses of the second combat character are presented to the player through facial expressions, actions, or dialogue boxes.
[0304] For example, when the stress response is a stealth response, when the second combat character senses the main virtual character, the second combat character will enter a stealth behavior mode. When switching from the world scene to a turn-based combat scene, the second combat character may look for cover or use stealth skills to increase its stealth ability and reduce the probability of being discovered by the main virtual character. In stealth behavior mode, the second combat character may wait for an opportunity to choose a more favorable time to attack or escape.
[0305] In some embodiments, when the perceived behavior mode is stealth behavior mode, the second combat character will act according to the behavior mode of concealing its own whereabouts. The second combat character has two modes of concealment: concealment based on the environment and concealment based on its own abilities.
[0306] • Hide based on environment
[0307] For example, as shown in Figure 10, the second combat character 901 is an earth-type 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 stealth behavior mode. The second combat character 901 will observe the surrounding situation more vigilantly. In the stealth behavior mode, the second combat character 901 may choose to wait for an opportunity to find a suitable time to re-expose itself or launch a surprise attack, waiting for the first combat character of the main virtual character to expose its weaknesses or be distracted, and then take the opportunity to launch an attack.
[0308] For example, as shown in Figure 11, the second combat character 1001 is a water-based combat character. Upon sensing the approach of the main virtual character 1002, the second combat character 1001 will generate a hidden stress response and enter a stealth behavior mode. In stealth behavior mode, the second combat character 1001 typically has higher mobility and agility. In stealth behavior mode, the second combat character 1001 may be more adept at utilizing terrain advantages, choosing to cross waterways, jump, or use other terrain features to evade pursuit, or using speed boosts, invisibility, transformation, etc., to increase its stealth capabilities.
[0309] • Concealing oneself based on one's own abilities
[0310] For example, as shown in Figure 12, the second combat character 1101 is an electric-type combat character. After sensing the approach of the main virtual character 1102, the second combat character 1101 will generate a hidden stress response and enter a stealth behavior mode. In the stealth behavior mode, the second combat character 1101 transforms into lightning, and its movement speed may increase significantly. The second combat character 1101 will use the form of lightning to quickly escape the combat area. In turn-based combat scenarios, the second combat character 1101 may use skills related to electricity, such as releasing electric arcs, lightning storms, or electric energy 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 senses the main virtual character, the second combat character will enter a frenzy battle mode. The second combat character will send out an alarm signal to attract the help of other second combat characters. When switching from a world scene to a turn-based battle scene, the second combat character in frenzy battle mode may increase its defense or summon reinforcements to increase its own combat power.
[0312] For example, as shown in part (a) of Figure 13, the second combat character 1201 is conducting 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 frenzied combat mode and confront the main virtual character 1202. When switching from the world scene to the turn-based combat scene, the second combat character 1201 will be more aggressive and take the initiative to attack. The second combat character 1201 will use more powerful skills or attack methods in order to win quickly.
[0313] For example, when the stress response is an escape response, when the second combat character senses the main virtual character, the second combat character will enter an escape behavior mode. When switching from the world scene to a 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. In the escape state, the second combat character may look for cover or use the environment to disguise itself in order to increase the success rate of escape.
[0314] • Community behavior patterns (behavioral patterns within a team or population):
[0315] This example illustrates the situation using the second combat character being in a group.
[0316] Community behavior pattern refers to the behavior pattern in which a secondary combat role executes its actions according to the group strategy of the entire team when it is in a team. The same team can be composed of different types of virtual roles. When a secondary combat role is in a population, it executes its actions according to the population strategy of the entire population. The same population is composed of the same type of virtual role.
[0317] For example, when a second combat character is alone, it will enter an escape behavior mode; when a second combat character is in a group, it will fight according to the group combat mode. When switching from a world scene to a turn-based combat scene, second combat characters belonging to the same group will fight together, demonstrating even greater skill power.
[0318] The following explanation will use the first combat character as an example.
[0319] • Daily behavioral patterns:
[0320] This section describes the daily behavior of the first combat character.
[0321] The daily behavior pattern is the behavior pattern of the first combat character when they are unaware of perceived events in the world scene. In some embodiments, multiple AI control strategies are set for the first combat character, one of which is used to control the behavior of the first combat character when they are unaware of perceived events in the world scene.
[0322] Daily behavior patterns are used to simulate the daily life behaviors of the primary combat character, such as walking, patrolling, foraging, sleeping, drinking water, etc.
[0323] • Environmental behavioral patterns (behavioral patterns triggered by perceived pre-set or specific environmental factors):
[0324] This section will explain how the first combat character perceives environmental factors.
[0325] An environmental behavior pattern is the behavior pattern of a combat character after perceiving a perceived event triggered by environmental factors in the world scene; for example, a perceived 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, one of which 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] An environmental behavior pattern is a behavior pattern triggered by preset or specific environmental factors. In some embodiments, the environmental behavior pattern is a stealth behavior pattern triggered by preset or specific environmental factors, that is, under specific environmental factors, the first combat character will act according to a behavior pattern that conceals its own whereabouts.
[0328] Environmental behavioral patterns include at least one of the following: stealth behavior pattern, disguise behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied fighting mode, vigilance behavior pattern, etc.
[0329] • Stealth Behavior Pattern: The first combat character will adopt a stealth behavior pattern to avoid being detected or attacked by the second combat character. This may include hiding in the shadows, concealing themselves behind objects, or using stealth skills.
[0330] • Disguise Behavior Pattern: The first combat character will adopt a disguised behavior pattern to confuse the second combat character. This may include changing its shape according to the surrounding environment, transforming into other virtual characters, etc.
[0331] In some embodiments, camouflage behavior patterns can also be considered a type of stealth behavior pattern.
[0332] • Sleep Behavior Mode: The first combat character will enter a sleep state, reducing activity and restoring health or energy. This behavior mode may be triggered when the first combat character is severely injured or lacks resources.
[0333] For example, hibernation mode.
[0334] • Escape Behavior Pattern: The first combat character will choose to flee the combat scene to avoid being defeated. This behavior pattern may be triggered when the first combat character's health falls below a certain threshold or when facing an unfavorable situation.
[0335] • Frenzied Battle Mode: The first combat character will exhibit extreme aggressive behavior, recklessly attacking the second combat character. This behavior mode may be triggered when the first combat character is enraged or in a state of extreme danger.
[0336] • Alert Behavior Mode: The primary combatant will exhibit high alertness and caution in response to potential threats. This behavior mode may automatically activate when the primary combatant senses the presence of a hostile combatant or other threat.
[0337] Preset or specific environmental factors include at least one of the following: time period, weather type, and terrain attribute. Different environmental factors may correspond to the same or different environmental behavior patterns.
[0338] In some embodiments, the environmental behavior pattern can be further subdivided into stealth behavior pattern, camouflage behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied combat mode, and vigilance behavior pattern. The terminal device will determine the combat ability corresponding to the behavior pattern from a pre-configured combat ability table based on the ID of the obtained subdivided behavior pattern, and use it as the combat ability of the first combat character in a turn-based combat scenario.
[0339] In an optional example, if the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat ability of the first combat character 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 scene. Time periods are represented using methods such as year, season, day / night cycle, and hour in the world scene. When the environmental behavior pattern is the first environmental behavior pattern triggered by a time period, the combat ability of the first combat character in a turn-based combat scenario is determined according to the first environmental behavior pattern.
[0341] For example, if the time period is nighttime and the first combat character is a dark-attribute character, the dark-attribute character's vision will be enhanced at night according to the nighttime stealth activity pattern. When switching from the world scene to the turn-based combat scene, the dark-attribute character will gain a positive "vision enhancement" buff. Therefore, the nighttime stealth activity pattern will reduce the chance of the dark-attribute character being discovered by the second combat character.
[0342] In an optional example, if the first environmental behavior pattern is a stealth behavior pattern triggered by a first time period and the combat time belongs to the first time period, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior pattern.
[0343] The first time period is a subset of all times in the world scene. It is represented using elements such as year, season, day / night cycle, and hour within the world scene. Combat time follows the system time within the world scene.
[0344] For example, if the first time period is nighttime and the first combat character is a ghost-type combat character, when switching from a world scene to a turn-based combat scene, the first combat character will enter stealth mode at nighttime. The first combat character and the second combat character will engage in combat at nighttime, and the first combat character's stealth ability will be enhanced.
[0345] Optionally, in some embodiments, when the first environmental behavior mode is a stealth behavior mode triggered in a first time period and the combat time does not belong to the first time period, the combat ability 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 combat time. Optionally, in some embodiments, the combat character is in stealth behavior mode when entering combat, and the combat ability of the combat character can be determined according to stealth mode throughout the entire combat process.
[0346] For example, if the first time period is nighttime and the first combat character is a ghost-type character, when switching from a world scene to a turn-based combat scene, the first combat character will enter stealth mode during nighttime. When the combat time changes from nighttime to dawn, the first combat character will switch from stealth mode to normal mode. The first combat character will then engage in combat with the second combat character. During the first time period, which is dawn, the ghost-type combat character cannot hide, meaning that the first combat character's combat ability will return to normal when fighting the second combat character.
[0347] In an optional example, if the environmental behavior mode is a second environmental behavior mode triggered by weather type, the combat ability of the first combat character in a turn-based combat scenario is determined according to the second environmental behavior mode.
[0348] Weather type is a subset of all weather types in the world scenario. Weather types include at least one of the following: sunny, cloudy, overcast, rain, snow, thunder, hail, dust storm, blowing sand, sandstorm, wind, and haze. In the case of a second environmental behavior mode triggered by weather type, the combat abilities of the first combat character in a turn-based combat scenario are determined according to the second environmental behavior mode.
[0349] For example, if the weather type is rainy and the first combat character is a water-type character, the water-type character will hide in the water when it's not raining, but will jump out of the water when it rains. The water-type character's combat power will be greatly enhanced when it rains. When the water-type character engages in battle with the second combat character, and the battle mode switches from the world scene to a turn-based battle scene, the water-type character will enter a frenzy battle mode, which may increase its combat power, such as increasing attack power and hit rate.
[0350] In an optional example, if the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode.
[0351] The first weather type is a subset of all weather types in the world scene. The first weather type includes at least one of the following: sunny, cloudy, overcast, rain, snow, thunder, hail, dust storm, blowing sand, sandstorm, wind, and haze. The current weather type changes according to the system time in the world scene, or it may be changed by a combat character's skill.
[0352] For example, if the first weather type is rainy and the first combat character is a rain-type combat character, when the first weather type is rainy and the scene is switched from a world scene to a turn-based combat scene, the first combat character will enter a stealth behavior mode. The first combat character and the second combat character will engage in combat in the rainy weather, and the rain-type combat character will use the stealth skill, thus enhancing the stealth ability of the first combat character.
[0353] Optionally, in some embodiments, when the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, the combat ability of the combat character in a turn-based combat scenario is determined according to the daily behavior mode or the environmental behavior mode corresponding to the current weather type. Optionally, in some embodiments, the combat character is in stealth behavior mode when entering combat, and the combat ability of the combat character can be determined according to stealth mode throughout the entire combat process.
[0354] For example, if the first weather type is rainy and the first combat character is a rain-type combat character, when switching from a world scene to a turn-based combat scene, the first combat character will engage in battle with the second combat character. During the rainy weather, the first combat character will enter stealth mode. During the battle, when the current weather type changes from rainy to sunny, the first combat character will switch from stealth mode to normal mode. When the first weather type is sunny, the rain-type combat character cannot use stealth skills, and the first combat character's combat ability in the battle with the second combat character will return to normal.
[0355] In an optional example, if the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat ability of the first combat character 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, including at least one of the following types: lakes, rivers, mountains, grasslands, soil, fire, ice, deserts, forests, and sand. In the case of a third environmental behavior mode triggered by terrain attributes, the combat capabilities of the first combat character in a turn-based combat scenario are determined according to this 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 on a grassland tile, the plant-type combat character will transform into grass or flowers and other plants. At this time, the first combat character enters a disguise behavior mode. When switching from the world scene to a turn-based combat scene, the plant-type combat character may gain higher stealth ability in the disguise behavior mode, making it more difficult for the second combat character to detect or attack it.
[0358] In an optional example, if the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the location of the combat character belongs to the first terrain attribute, the combat ability of the combat character 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. It includes at least one of the following types: lakes, rivers, mountains, grasslands, soil, fire, ice, deserts, forests, and gravel. The location of the combat character changes dynamically during the turn-based combat scenario.
[0360] For example, if the first terrain attribute is soil and the first combat character is an earth-type combat character, when switching from the world scene to a turn-based combat scene, the first combat character and the second combat character will fight on the soil. The earth-type combat character will enter a stealth behavior mode and use the burrowing skill. The first combat character's combat ability in the turn-based combat scene will be enhanced.
[0361] Optionally, in some embodiments, when the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the combat character's location does not belong to the first terrain attribute, the combat ability of the combat character 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 of the combat character's location. Optionally, in some embodiments, the combat character is in stealth behavior mode when entering combat, and the combat ability of the combat character can be determined according to stealth mode throughout the entire combat process.
[0362] For example, if the first terrain attribute is a river and the first combat character is a water-type combat character, when switching from a world scene to a turn-based combat scene, the first combat character and the second combat character engage in combat in the river. The first combat character will enter stealth mode. During the battle, the positions of the first and second combat characters will change. When the first terrain attribute changes from river to mud, the first combat character will switch from stealth mode to normal mode. Alternatively, if the second combat character uses a freezing skill on the first combat character, the first combat character's position will change from river to ice block, and the first combat character will also switch from stealth mode to normal mode. The water-type combat character will be unable to use stealth skills, and the first combat character's combat ability when fighting the second combat character will return to normal.
[0363] • Sneak attack behavior pattern:
[0364] This example illustrates how the first combat character ambushes the second combat character.
[0365] The ambush behavior pattern is a behavior pattern aimed at ambushing. In some embodiments, the ambush behavior pattern is a behavior pattern in which the master virtual character controls a first combat character to ambush a second combat character.
[0366] The Ambush Behavior Mode is a combat strategy designed to gain an advantage by ambushing a second combatant. In this mode, the first combatant approaches the second combatant stealthily and stealthily, launching an attack before the second combatant becomes aware of the attack.
[0367] In one possible implementation, the first combat character can choose to take cover before the battle begins, trying to avoid being detected by the second combat character. This could include hiding in the shadows, using stealth skills, or choosing a suitable tactical position. Once the second combat character enters the first combat character's attack range, the first combat character can choose to launch a surprise attack, using rapid attack power and high burst damage to attack the second combat character, including using powerful skills, critical hits, or exploiting the second combat character's weaknesses.
[0368] Optionally, in the ambush mode, the first combat character is not suitable for prolonged direct combat with the second combat character. Once the ambush is completed or an unexpected situation arises, the first combat character can choose to quickly withdraw from the combat scene to avoid being counterattacked by the second combat character or discovered by other second combat characters. In some embodiments, the first combat character can utilize environmental factors in the combat scene to enhance the effectiveness of the ambush, such as using cover for ambushes, or using traps or environmental objects to inflict damage on the second combat character.
[0369] Optionally, if the first combat character enters the ambush behavior mode and successfully defeats the second combat character, the main virtual character can use a container item to aim at the second combat character, throw the container item at the second combat character, and attempt to capture the second combat character and make it a member of the first combat character.
[0370] Among the various behavioral patterns of the combat characters mentioned in the above embodiments, the combat ability of the combat character in a turn-based combat scenario is determined, including at least one of the following:
[0371] • Add positive or negative buff statuses to combat characters that correspond to their behavior patterns.
[0372] Optionally, based on the combat character's behavior pattern, positive or negative buffs can be applied to the combat character. Buffs can increase or decrease the combat character's attributes, skill effects, or combat abilities.
[0373] Positive buffs refer to beneficial effects applied to combat characters, which can improve their combat abilities. These effects include at least increasing attributes such as attack power, defense, and speed, or providing additional skill effects such as restoring health or increasing damage output. Positive buffs can give combat characters a greater advantage in battle, as they enhance their combat capabilities.
[0374] For example, consider a second combat character. During nighttime, this second combat character is a dark-attribute character and enters stealth mode. When transitioning from the world map to a turn-based combat scenario, because the second combat character was in stealth mode in the world map, it gains a positive stealth buff in turn-based combat. This means its combat abilities are enhanced; for example, it gains additional evasion ability.
[0375] Negative buffs are unfavorable effects inflicted on combat characters, weakening their combat abilities. These effects may include reducing attributes such as attack power, defense, and speed, or restricting movement. Negative buffs can put combat characters at a disadvantage in battle, thus reducing their overall combat effectiveness.
[0376] For example, if the second combat character is a fire-type combat character and the first combat character is a water-type combat character, when the second combat character encounters the first combat character, the second combat character will enter an escape behavior mode. When switching from the world scene to a turn-based combat scene, the second combat character will receive a negative buff status, and the second combat character's attack power will be reduced.
[0377] Optionally, positive and negative buff status information will be explicitly displayed to the player controlling the main virtual character at the start of turn-based combat through special effects and actions. Corresponding icons will be added to the buff status area, allowing the player controlling the main virtual character to click and view detailed information. The player controlling the main virtual character will be aware of the positive or negative buff status effects resulting from the character's behavior before entering turn-based combat in the open world through these effects and actions. Optionally, corresponding icons will also be added to the positive buff status area of the user interface. The player controlling the main virtual character can click these icons to view detailed information, including the specific effects and durations.
[0378] For example, as shown in part (a) of Figure 14, the terrain attribute is soil, and the second combat character 1301 is an earth-type combat character. When the second combat character 1301 senses the appearance of the main virtual character 1302, it will trigger a stealth behavior mode and hide underground. In the turn-based combat scene, as shown in part (b) of Figure 14, the main virtual character 1302 will release the first combat character 1303 to fight against the second combat character 1301. The second combat character 1301 will gain a positive "buried" buff, allowing it to accumulate power underground to gain additional attack bonuses in the next attack. The positive buff status of the second combat character 1301 can be displayed through icon 1304. Players can click on icon 1304 to view detailed information and learn that the second combat character 1301 is in a stealthy behavior mode of hiding underground and has gained corresponding enhanced abilities. By viewing the information of the second combat character 1301, players can choose skills and tactics for the first combat character 1303 to overcome the enhanced abilities gained by the second combat character 1301 due to terrain attributes.
[0379] • Change the combat logic of the combat character to a combat logic that corresponds to their behavior pattern.
[0380] Combat logic refers to the control logic that governs the actions of combat characters in a game. It's the logic by which AI controls combat characters during battle. This AI broadly 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, escape, and ambush types. Each combat logic has different characteristics and strategies. By changing the combat logic, combat characters can better demonstrate the characteristics and strategies of the corresponding behavioral patterns in turn-based combat.
[0382] For example, if the second combat character's combat logic is offensive, this character will tend to use attack skills in turn-based combat to deal more damage to the first combat character. This includes choosing skills with high attack power, prioritizing attacks on the first combat character's weaknesses, or using combo skills. Alternatively, if the second combat character's combat logic is defensive, this character will tend to use defensive skills in turn-based combat to increase their own defensive capabilities. This includes choosing skills with high defensive power, prioritizing the protection of teammates, or using counter-attack skills. Finally, if the second combat character's combat logic is escape-oriented, this character will tend to prioritize using escape skills to flee when the battle situation deteriorates.
[0383] In some embodiments, the master virtual character controls only a portion of the first combat character's behavior, while the remaining behavior is controlled by AI control logic. Therefore, the AI control logic can modify the first combat character's combat logic based on its behavioral patterns, allowing 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 entirely controlled by AI control logic. Therefore, the AI control logic can modify the second combat character's combat logic based on its behavioral patterns.
[0384] For example, if the second combatant senses that the first combatant has higher attack power, the second combatant may prioritize defensive or recovery skills to protect itself. Alternatively, if the second combatant senses that it is at a disadvantage, it may choose to run away or seek help.
[0385] • Control your combat character to use unique skills that correspond to their behavior patterns during combat.
[0386] Unique skills refer to a set of skills that correspond to a combat character's current behavior pattern. Alternatively, unique skills are skills that can only be used under the current behavior pattern. Unique skills can better leverage a combat character's characteristics and strengths. Optionally, different behavior patterns may correspond to different unique skills.
[0387] For example, if the second combat character is a dark-attribute character, they can use stealth skills at night, becoming harder for the first combat character to detect in turn-based combat, thus increasing their own evasion rate or decreasing the first combat character's hit rate. As another example, if the second combat character is a water-attribute character, they can use stealth escape skills in rivers, quickly disappearing in turn-based combat and increasing their escape success rate.
[0388] Mechanism for switching between different behavioral patterns
[0389] In some embodiments, the above method further includes the following steps:
[0390] Control your combat character to switch between at least two behavior modes.
[0391] At least two behavioral patterns include at least one of the following: daily behavior pattern, environmental behavior pattern, sensory behavior pattern, community behavior pattern, and ambush behavior pattern.
[0392] In some embodiments, controlling a 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, the character switches from the daily behavior mode to the environmental behavior mode.
[0394] Perception events triggered by environmental factors are those triggered by factors other than the main virtual character. Environmental factors include at least one of the following: time of day, weather type, and terrain attribute.
[0395] Daily behavior patterns are the behavioral patterns of combat characters when they are unaware of perceived events in the world environment. Environmental behavior patterns are behavioral patterns triggered by environmental factors.
[0396] In some embodiments, when a combat character perceives a perception event triggered by environmental factors in the world scene, that is, when the combat character notices certain environmental changes, it will switch from the daily behavior mode to the environmental behavior mode, and the combat character will make corresponding behavioral adjustments according to the triggering of environmental factors.
[0397] For example, if the combat character is from the Meteor System, the combat character from the Meteor System will only fall with the meteor during the twilight period and will not appear at other times. During non-twilight periods, the combat character is in a dormant or inactive state and does not perform any activities. When the time period is twilight, the combat character falls with the meteor, flies in the air, etc., and the combat character will change from the daily behavior mode to the environmental behavior mode.
[0398] • When environmental factors disappear or the duration after their disappearance reaches the first time, switch from environmental behavior mode to daily behavior mode;
[0399] The first duration refers to the period of time calculated from the point when the environmental factors disappear. The first duration can be a fixed time interval or it can be determined according to specific circumstances.
[0400] Optionally, when the environmental factor no longer exists or disappears after a period of time, the combat character will switch from environmental behavior mode back to normal behavior mode. When a specific environmental factor is triggered, the combat character exhibits behaviors related to that environmental factor, but once that environmental factor no longer exists or after a period of time, the combat character will revert to normal daily behavior.
[0401] For example, if a combat character is a combat character from a meteoroid system, when the time period is dusk, the combat character falls with the meteor and changes from the daily behavior mode to the environmental behavior mode. After dusk has passed, or after a certain time interval has elapsed since dusk, the combat character will change back from the environmental behavior mode to the daily behavior mode, that is, the combat character will be in a dormant or inactive state again and will not perform any activities.
[0402] • When the duration of the environmental behavior pattern reaches the second duration, switch from the environmental behavior pattern to the daily behavior pattern;
[0403] The second duration refers to the duration during which the combat character is in environmental behavior mode. The second duration can be a fixed time interval or it can be determined according to specific circumstances.
[0404] In some embodiments, the environmental behavior mode lasts for a second duration, at which point the combat character will switch back to the daily behavior mode.
[0405] • When a combat character senses a hostile virtual character in the world scene, the character switches from the normal behavior mode to the perception behavior mode.
[0406] Perceptual behavior pattern is the behavior pattern triggered after a combat character perceives a hostile virtual character in the world scene.
[0407] Taking an enemy combat character as an example, the perception behavior pattern is the behavior pattern of the second combat character after it perceives a perception event triggered by the main virtual character in the world scene.
[0408] For example, if the second combat character is a fire-type combat character and the first combat character is a water-type combat character, in the daily behavior mode, the second combat character will perform normal activities, such as walking and exploring the environment. When the second combat character senses the first combat character, it will enter the escape behavior mode, which will increase its movement speed to get away from the first combat character's attack range as soon as possible and reduce the risk of being damaged.
[0409] • When the perceived event disappears or the duration after its disappearance reaches three hours, switch from the perceived behavior mode to the daily behavior mode.
[0410] The third duration refers to the period of time calculated from the moment the perceived event disappears. The third duration can be a fixed time interval or it can be determined according to specific circumstances.
[0411] Optionally, when a 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 is triggered, the combat character exhibits behaviors related to that event, but once the perceived event ceases to exist or after a period of time, the combat character will revert to normal daily behavior.
[0412] For example, if 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 senses the first combat character, it will trigger an escape behavior mode, that is, switch from the normal behavior mode to the perception behavior mode. When the second combat character escapes the perception range of the first combat character, or after a certain period of time, the second combat character will switch back from the perception behavior mode to the normal 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, switch from the perceived behavior pattern to the daily behavior pattern.
[0414] The fourth duration refers to the duration during which a combat character is in the perception behavior mode. The fourth duration can be a fixed time interval or it can be determined according to specific circumstances.
[0415] In some embodiments, the duration of the perceived behavior mode reaches a fourth duration, at which point the combat character will switch back to the normal behavior mode.
[0416] For example, taking the 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 increase its movement speed to get away from the first combat character's attack range as soon as possible. After the second combat character's escape behavior mode lasts for a period of time, it will leave the escape behavior mode and re-enter the normal behavior mode.
[0417] • When the combat character is in a group or population, switch from daily behavior mode to community behavior mode;
[0418] Community behavior pattern refers to the behavior pattern in which a combat character acts in accordance with the group strategy of the entire team when the character is in a team. The same team can be composed of different types of virtual characters. When a combat character is in a population, the behavior pattern in which the character acts in accordance with the population strategy of the entire population. The same population is composed of the same type of virtual character.
[0419] For example, let's take the second combat role as an example. This second combat role is an animal-type character. In its normal behavior mode, it forages and patrols its territory alone. When within a group, it switches to a group behavior mode. This second combat role cooperates with other virtual characters in the group to forage and defend its territory. When foraging, the group adopts a cooperative approach to hunt prey, with each character playing a different role to ensure successful foraging.
[0420] • When a combat character is separated from a team or group, switch from group behavior mode to daily behavior mode;
[0421] In some embodiments, when a combat character is in a team or population, it acts according to the behavioral rules and strategies of the entire team or population. The combat character cooperates with other virtual characters in the team or population to perform group activities. Once the combat character leaves its original team or population, it switches from the community behavior mode back to the daily behavior mode. In this case, the combat character will re-exhibit individual characteristics, such as acting independently and searching for food.
[0422] • When a combat character receives a stealth order or a stealth-triggered event, they switch from normal behavior mode to ambush behavior mode.
[0423] The ambush behavior pattern is a behavior pattern aimed at ambushing. In some embodiments, the ambush behavior pattern is a behavior pattern in which the master virtual character controls a first combat character to ambush a second combat character.
[0424] A stealth command or stealth trigger event refers to an instruction or event received by a combat character. The purpose of these instructions or events is to put the combat character into a stealth state and prepare to ambush an enemy virtual character.
[0425] For example, consider a combat character as the first combat character. When the first combat character receives a stealth command from the controlling virtual character, it attacks the second combat character. The first combat character is an animal-type character, and the second combat character is a plant-type character. After the controlling virtual character issues the stealth command to the first combat character, the first combat character will switch from its normal behavior mode to a stealth behavior mode. In stealth behavior mode, the first combat character will begin to move silently, conceal its form, and wait for a suitable opportunity to attack the second combat character to achieve its stealth objective.
[0426] • If the duration of the ambush behavior pattern reaches the fifth time, switch from the ambush behavior pattern to the normal behavior pattern;
[0427] The fifth duration refers to the duration during which a combat character is in ambush mode. This fifth duration can be a fixed time interval or it can be determined based on specific circumstances.
[0428] In some embodiments, the ambush behavior mode lasts for a period of five hours, at which point the combat character will switch back to normal behavior mode.
[0429] For example, taking the scenario of the first combat character ambushing the second combat character as an example, the first combat character, in ambush mode, will quietly approach the second combat character and wait for a suitable opportunity to attack. When the ambush mode lasts for a certain time interval, the first combat character will end the ambush mode and return to normal behavior mode.
[0430] • If a combat character is discovered during a stealth attack, switch from stealth behavior mode to normal behavior mode.
[0431] For example, taking the scenario of the first combat character ambushing the second combat character as an example, when the first combat character is in ambush behavior mode, he will quietly approach the second combat character and wait for a suitable opportunity to launch an attack on the second combat character. During the process of the first combat character approaching the second combat character, the second combat character discovers the first combat character and takes corresponding defensive actions. The first combat character will then abandon the attack and switch from ambush behavior mode to normal behavior mode.
[0432] Optionally, combat characters can switch between any two behavior modes. In some embodiments, switching between at least two behavior modes is based on a state machine.
[0433] For example, as shown in part (a) of Figure 15, the combat character initially enters a daily behavior mode, performing normal daily activities. When the combat character senses a perception event triggered by environmental factors, as shown in part (b) of Figure 15, 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 and performs stealth actions. After sensing a perception event triggered by a hostile virtual character, as shown in figure (c) of Figure 15, the combat character switches to a stress behavior mode (a perception behavior mode). For example, a Water-type combat character will react to a Fire-type combat character and enter stress behavior mode. When the combat character senses danger, as shown in figure (d) of Figure 15, the combat character enters an escape behavior mode. For example, a Wood-type combat character will enter escape behavior mode and choose to escape when it senses a nearby Fire-type combat character. After the escape behavior mode has reached a preset duration, the combat character will return to the daily behavior mode.
[0434] The state machine shown in Figure 15 is for illustrative purposes only. In different embodiments, the state machine may be varied as appropriate due to the diversity of behavioral patterns and state transition conditions.
[0435] Perception mechanism
[0436] This explanation uses the perception mechanism of the second combat character as an example. The perception mechanism of the first combat character 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 character, control the combat character to perceive the perception event with a probability of perception.
[0438] The perception range includes at least one of the auditory perception range and the visual perception range, and the perception probability is related to the angle and / or distance of the perceived event relative to the combat character. Perception probability refers to the probability that a combat character can perceive the perceived event within its perception range. Further, perception probability refers to the probability that a second combat character perceives a first combat character when the first combat character is within the perception range of the second combat character; or, perception probability refers to the probability that the first combat character perceives the second combat character when the second combat character is within the perception range of the first combat character.
[0439] Taking the second combat role as an example, the perception event is an event triggered by the main virtual character 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. This 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 degree of perception of the second combat character for that event can be controlled by the perception probability.
[0441] Auditory perception range refers to the area within which a second combat character perceives their surroundings through hearing. In games, auditory perception range is typically implemented by simulating the second combat character's hearing range. The auditory perception range can be a circular, elliptical, or fan-shaped area centered on the second combat character, with its radius or major axis determining the distance at which the second combat character can hear sounds.
[0442] Visual perception range refers to the area within which a secondary combat character perceives their surroundings through vision. In games, visual perception range is typically implemented by simulating the field of vision of the secondary combat character. The visual perception range can be a circular, elliptical, or fan-shaped area centered on the secondary combat character. The angle determines the range the secondary combat character can see, and there can also be a field of vision radius to limit the distance the secondary combat character can see.
[0443] Optionally, the auditory perception range and the visual perception range can be the same or different. For example, the auditory perception range may be larger than the visual perception range, or the visual perception range may be larger than the auditory perception range, or the auditory perception range may be equal to the visual perception range; this application does not limit this.
[0444] In one possible implementation, let's take an example where the probability of perception is related to both the angle and distance of the perceived event relative to the second combat character:
[0445] When a perception event occurs, the second combat character will calculate the perception probability based on the angle and distance between itself and the detection object within the perception range. The detection object can be the main control virtual character or the first combat character.
[0446] Regarding the angle: If the detection object is located directly in front of the second combat character, the second combat character will perceive it with the first perception probability. If the detection object is located at other angles of the second combat character, the second combat character will perceive it with the second perception probability. The probability of the second combat character perceiving the detection object directly in front of him is greater than the probability of the detection object being located at other angles, that is, the first perception probability is greater than the second perception probability.
[0447] Regarding distance: the closer the detection object is to the second combat character, the higher the probability that the second combat character will perceive the detection object.
[0448] For example, when the primary virtual character enters the perception range of the secondary combat character, and the primary virtual character is directly in front of the secondary combat character, the secondary combat character is more likely to perceive the primary virtual character. Similarly, the closer the primary virtual character is to the secondary combat character, the higher the probability that the secondary combat character will perceive the primary virtual character.
[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 that the second combat character perceives the master virtual character or the first combat character is calculated based on the distance and the angle.
[0450] In one possible implementation, when the second combat character perceives a perceived event with a probability of perception, the second combat character will switch behavioral modes. For example, the second combat character will switch from a normal behavioral mode to a perception behavioral mode, such as triggering a stress behavior mode, a stealth behavior mode, an escape behavior mode, or a frenzied combat behavior mode, and the second combat character will take corresponding actions, such as preparing to attack, taking evasive action, 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 control virtual character 1402 approaches the second combat character, a perception probability is calculated based on the distance and angle between the main control virtual character 1402 and the second combat character. This perception probability is the probability that the second combat character 1401 perceives the main control virtual character 1402. When the second combat character 1401 perceives the main control virtual character or the first combat character with the perception probability, the second combat character 1401 will switch its behavior mode.
[0452] For example, if the perception probability is 80%, a pseudo-random algorithm is used to generate a random number with a value between 0 and 100. When the value of the random number is less than 80, it is considered that the main virtual character 1402 has been perceived; when the value of the random number is equal to or greater than 80, it is considered that the main virtual character 1402 has not been perceived.
[0453] Second branch:
[0454] Referring to Figure 17, step 240 above may include the following sub-step 242:
[0455] Step 242: Based on the external environment of the combat character in the world scene, determine the internal environment of the combat character when fighting in a turn-based combat scene;
[0456] In some embodiments, in response to the fulfillment of a scene switching condition, the user interface switches from displaying a world map to displaying a battle map, that is, from an external environment in the world scene to an internal environment in a turn-based battle scene. The scene switching condition is used to trigger the switch from the world scene to the turn-based battle scene.
[0457] • Before switching to a turn-based combat scenario, determine the in-game environment of the combat character during the turn-based combat scenario based on the out-of-game environment of the combat character in the world scenario;
[0458] The external environment includes at least one of weather, time, and terrain features. 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, if the external environment is a water-type terrain, but the main virtual character uses a skill or triggers a mechanism, the water-type terrain can be transformed into an ice-type terrain. When switching to a turn-based combat scenario, the in-game environment for the combat character will also be ice-type.
[0460] • In turn-based combat, there may be environmental factors that simultaneously change the in-game environment due to changes in the external environment caused by reasons outside of turn-based combat.
[0461] That is, the environmental factors within the game will change as the environmental factors outside the game change. Optionally, reasons outside of turn-based combat refer to reasons unrelated to turn-based combat, i.e., events that occur in the external environment that change environmental factors.
[0462] Optionally, if the i-th environmental factor in the external environment changes, the j-th environmental factor in the internal environment is changed; where the i-th environmental factor is any one of weather conditions, day and night conditions, and landform; the j-th environmental factor is any one of weather conditions, day and night conditions, and landform, and i and j are both positive integers.
[0463] This is illustrative of a turn-based battle between two combat characters. During the battle, if the external environment changes from sunny to rainy, the weather in the game environment will also change from sunny to rainy. Also illustratively, if the external environment changes from sunny to rainy, and the terrain in the game environment was previously burning, the fire will be extinguished, and the previously burning terrain will change to grass.
[0464] Indicatively, the first and second combat characters are engaged in a turn-based battle. During the battle, the external environment changes from daytime to nighttime, and the time in the internal environment also changes to nighttime.
[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 weather data, time data, and terrain data in the world scene in real time, and synchronously update the weather data of the turn-based battle scene to the weather data of the world scene, synchronously update the time data of the turn-based battle scene to the time data of the world scene, and synchronously update the terrain data of the turn-based battle scene to the terrain data of the world scene.
[0467] ·Third branch:
[0468] Referring to Figure 18, step 240 above may include the following sub-step 243:
[0469] Step 243: Based on the external environment of the combat character in the world scene, determine the in-game skill strength of the combat character when fighting in a turn-based combat 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 in-game skills in the turn-based combat scene.
[0471] In some embodiments, the base skill strength of a combat character in a turn-based combat scenario is determined based on the character's attributes. The final skill strength of the combat character in the turn-based combat scenario, i.e., the in-game skill strength, is determined based on the influence of the external environment on the combat character. This in-game skill strength is equal to the sum of the base skill strength and an adjustment value associated with at least one environmental factor in the external environment.
[0472] In some embodiments, the visual effects of a combat character's in-game skills are obtained by combining 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-type environment (the ground is covered in flames), and the combat character has wind-type skills, then in a fire-type environment, the combat character will unleash a skill that combines wind and fire attributes: "Flame Tornado." Similarly, if the external environment is a water-type environment (the ground is covered in flowing water), and the combat character has light-type skills, then in a water-type environment, the combat character will unleash a skill that combines light and water attributes, with the combined skill having a "shimmering" visual effect.
[0474] In one embodiment, the visual effects of in-game skills are obtained by combining environmental factors of the terrain 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 a skill to the second combat character.
[0476] For example, if the second combat character is located on a fire-type tile (the surface is fire), and the first combat character has a wind-type skill, then the skill released by the first combat character in the game will be "Fire Tornado".
[0477] For example, if it is raining on the plot where the second combat character is located (weather condition is rainy), and the first combat character has a water-based skill, then the skill released by the first combat character in the game will be "water tornado".
[0478] For example, if the second combat character is located on a water-type plot (the surface is water), and the first combat character has light-type skills, then the skills released by the first combat character in the game will have a "shimmering" visual effect.
[0479] Schematic illustration: Part (a) of Figure 19 shows the basic skills (light-type skills) of combat character 1901; Part (b) of Figure 19 shows the in-game skills of combat character 1901; the opposing combat character is located on a water-type tile, and the user interface displays a "shimmering" visual effect. Figure 20 shows the in-game skills of combat character 2001; the opposing combat character is located on a fire-type tile, and the user interface displays a "fiery" visual effect. Figure 21 shows the in-game skills of combat character 2101; the opposing combat character is located on a grass-type tile (the terrain is grass), and the user interface displays a "growing vegetation" visual effect.
[0480] In one embodiment, the skill strength of the merged in-game skill is greater than the skill strength of the basic skill; and / or, the skill effect of the merged in-game skill is better than the skill effect of the basic skill.
[0481] For example, the in-game skill strength of "Flame Tornado" is greater than that of a wind-type skill possessed by a combat character. "Flame Tornado" also inflicts a burning effect, unlike a wind-type skill. Similarly, the in-game skill strength of "Sparkling Ripples" is greater than that of a light-type skill possessed by a combat character. "Sparkling Ripples" also inflicts a slowing effect, unlike a light-type skill.
[0482] In some embodiments, at least one of the skill strength, skill effect, and visual effect of a combat character's in-game skill is associated with at least two environmental factors of the out-of-game environment.
[0483] The external environment corresponds to at least two environmental factors, including weather conditions, day and night conditions (or time), landform, temperature, etc.
[0484] For example, if the in-game skill is a fire-type skill and the world environment is a forest (the terrain is a forest), the skill strength (power), skill effect (smoke effect), and visual effect (flame size) of the fire-type 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 in relation to the external environment. This emotional state 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 likes grass, then the combat character's in-game skills will be stronger in a grass-type environment, and the skills will have additional binding effects. Conversely, if it's raining outside the game and the combat character dislikes rain, then the combat character's in-game skills will be weaker in a grass-type environment.
[0487] In one embodiment, based on the combat character's emotional state 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 action, the user interface will also display the impact of the combat character's emotional state on in-game skills. Illustratively, 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 action, it will display "Affinity [Strong], the combat character greatly likes the surrounding environment, damage increased by 50%", that is, it will show that the "Affinity State" will increase skill strength by 50%.
[0488] In one embodiment, the external environment corresponds to at least two environmental factors, including weather conditions, day and night conditions, landform, temperature, etc.
[0489] • When, in at least two environmental factors, the combat character likes more environmental factors than dislikes, an affinity effect is displayed in the turn-based battle scene to indicate that the combat character is in an affinity state.
[0490] • In S2, if the combat character's preferred environmental factor is less than the averse environmental factor in at least two environmental factors, a resistance effect will be displayed in the turn-based battle scene to indicate that the combat character is in a resistant state.
[0491] Among them, the in-game skill strength corresponding to the affinity state is higher than that corresponding to the resistance state, and the skill effect corresponding to the affinity state is better than that corresponding to the resistance state.
[0492] Regarding S1:
[0493] For example, if the weather in the external environment is sunny and the terrain is tiled, and the combat character likes sunny weather but dislikes and does not dislike tiled terrain, then it is determined that the combat character likes more environmental factors (1) than dislikes environmental factors (0).
[0494] Combat characters' emotional states are categorized into strong affinity, weak affinity, emotionless, weak resistance, and strong resistance. The first affinity state is a strong affinity state, the second affinity state is a weak affinity state, the first resistance state is a strong resistance state, and the second resistance state is a weak resistance state.
[0495] In one embodiment, the external environment corresponds to a first environmental factor and a second environmental factor. S1 can be further subdivided into S1-1 and S1-2 as described below.
[0496] S1-1, when a combat character likes both the first environmental factor and the second environmental factor, the turn-based combat scene will also display a first affinity effect to indicate that the combat character is in the first affinity state.
[0497] For example, if the weather in the external environment is sunny and the terrain is grass, and the combat character likes both sunny weather and grass, then the combat character is in the first affinity state, and the user interface will display the first affinity effect.
[0498] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0499] In one embodiment, if the combat character prefers certain weather conditions, the first environmental factor is day / night cycle, and the second environmental factor is terrain topography; if the combat character dislikes certain weather conditions, the first environmental factor is weather conditions, and the second environmental factor is terrain topography.
[0500] For illustration, the environmental factors of the external environment are sunny, daytime, and grass. If the combat character prefers sunny, then it is determined that the combat character prefers daytime. If the combat character prefers grass, then it is determined that the combat character prefers 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", then it is necessary to further judge whether the combat character likes or dislikes the "day and night conditions". If the combat character dislikes the "weather conditions", then it is not necessary to further judge whether the combat character likes or dislikes the "day and night conditions". Based on this, the judgment of the combat character's liking or disliking 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 will also display a second affinity effect to indicate that the combat character is in the second affinity state;
[0503] For example, if the weather in the external environment is sunny and the terrain is tiled, and the combat character likes sunny weather but doesn't dislike tiled terrain, then the combat character is in a second affinity state, and the user interface will display the second affinity effect.
[0504] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0505] In one embodiment, if the combat character prefers certain weather conditions, the first environmental factor is day / night cycle, and the second environmental factor is terrain topography; if the combat character dislikes certain weather conditions, the first environmental factor is weather conditions, and the second environmental factor is terrain topography.
[0506] For illustration, the environmental factors of the external environment are sunny day, night, and grass. If the combat character likes sunny day, then it is determined that the combat character does not dislike night. If the combat character likes grass, 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, if the weather in the external environment is rainy and the surface of the external environment is paved tiles; if the combat character dislikes rainy weather and dislikes but does not dislike paved tiles, then it is determined that the combat character likes fewer environmental factors (0) than dislikes environmental factors (1).
[0509] In one embodiment, the external environment corresponds to a first environmental factor and a second environmental factor. S2 can be further subdivided into S2-1 and S2-2 as described below.
[0510] S2-1, when a combat character simultaneously dislikes the first environmental factor and the second environmental factor, the turn-based combat scene will also display a first resistance effect to indicate that the combat character is in the first resistance state.
[0511] For example, if the weather in the external environment is rainy and the terrain is sandy, and the combat character dislikes both rainy weather and sandy terrain, then the combat character is in the first resistance state, and the user interface will display the first resistance effect.
[0512] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0513] In one embodiment, if the combat character prefers certain weather conditions, the first environmental factor is day / night cycle, and the second environmental factor is terrain topography; if the combat character dislikes certain weather conditions, the first environmental factor is weather conditions, and the second environmental factor is terrain topography.
[0514] For illustration, the environmental factors of the external environment are rainy days, daytime, and sandy terrain. If the combat character dislikes rainy days, and it is also determined that the combat character dislikes sandy terrain, then it is determined that the combat character dislikes both the first and second environmental factors.
[0515] S2-2, when a combat character dislikes the first environmental factor and also dislikes the second environmental factor, the turn-based combat scene will also display a second resistance effect to indicate that the combat character is in a second resistance state.
[0516] For example, if the weather in the external environment is rainy and the terrain is tiled, and the combat character dislikes rainy weather and dislikes tiled terrain, then the combat character is in a second state of resistance, and the user interface will display a second resistance effect.
[0517] Optionally, the first environmental factor is weather conditions or day / night cycle, and the second environmental factor is landform; or, the first environmental factor is landform, and the second environmental factor is weather conditions or day / night cycle.
[0518] In one embodiment, if the combat character prefers certain weather conditions, the first environmental factor is day / night cycle, and the second environmental factor is terrain topography; if the combat character dislikes certain weather conditions, the first environmental factor is weather conditions, and the second environmental factor is terrain topography.
[0519] For illustration, the environmental factors of the external environment are sunny day, night, and sand. If the combat character likes sunny day, then it is determined that the combat character dislikes night. If the combat character dislikes sand, then it is determined that the combat character dislikes the first environmental factor and dislikes the second environmental factor.
[0520] In one embodiment, the terminal device will detect weather data, time data, and terrain data in the world scene in real time. Based on the weather data, time data, and terrain data in the world scene, the in-game skill strength of the combat character is mapped from the skill strength configuration table. Different combat characters correspond to different skill strength configuration tables. Different skills correspond to different skill strength configuration tables.
[0521] For example, regarding the first skill, the terminal device detects that the current world scene is "sunny daytime grass" and maps the first skill's strength from the skill strength configuration table.
[0522] The terminal device detects that the current world scene is "cloudy daytime grassy area" 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 land". From the skill strength configuration table of the first skill, the third strength is mapped; the second strength is greater than the third strength.
[0524] In summary, by setting the skill strength and / or skill effect of in-game skills in relation to 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, the skills released by the combat character when they are in harmony with the combat map have greater power.
[0525] Different environmental factors in the external environment will have different effects on the in-game skills of combat characters in turn-based combat scenarios.
[0526] Optionally, emotion effects can be used to influence the skill strength and / or skill effect of in-game skills. If the emotion effect is affinity, the skill strength of the in-game skill is enhanced and the skill effect is optimized; if the emotion effect is conflict, the skill strength of the in-game skill is reduced and the skill effect is weakened.
[0527] It's important to note that before each combat character unleashes a skill, the environmental factors of the character's current location are reassessed, and emotional effects are displayed based on these factors. Therefore, in turn-based combat, the skills a combat character uses each turn are closely related to their current location. Dividing the external environment into multiple plots, different environmental factors in these plots will have varying impacts on the strength of in-game skills, thus influencing the power of skills based on the environmental factors of the plots.
[0528] · Fourth branch:
[0529] Referring to Figure 23, step 240 above 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 combat scene.
[0531] World scenes are represented using a world map, and turn-based battle scenes are represented using a battle map.
[0532] In some embodiments, in response to the scene switching condition being met, the battle map when the combat character is fighting in a turn-based battle scene is displayed.
[0533] In response to switching to a turn-based battle scene, the user interface will switch from displaying the world map to displaying the turn-based battle scene with the battle map.
[0534] Turn-based battle maps are scenarios where characters engage in turn-based battles, and they are selected from the world map.
[0535] In response to the activation of turn-based combat, determine the first position of the combat character on the world map; determine the target position that matches the first position, and use the map within the selected range on the world map as the turn-based combat map, with the selected range including the target position.
[0536] The turn-based battle map is selected from the world map, and the turn-based battle scene is displayed based on the world map. Since the world scene is already displayed and the world map is fully loaded, the turn-based battle map can be directly selected from the world map, and the turn-based battle scene is displayed directly based on the world map without the need for additional loading. This results in high efficiency in displaying the turn-based battle scene and smoother scene display, thus improving the human-computer interaction rate. In other words, the turn-based battle map is selected from the world map and does not require loading.
[0537] For example, the process of selecting a turn-based battle map from the world map includes: in response to the activation of a turn-based battle, determining the first position of the battle character on the world map; determining a target position matching the first position; and using the map within the 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 location of the combat character on the world map when the turn-based battle is activated. After determining the first position, a target position matching the first position is identified, and the map within a reference range including the target position is then used as the turn-based battle map.
[0539] The target location refers to a location that matches the first location and can be used to assist in selecting a turn-based battle map. The type and size of the reference range are set based on experience or can be flexibly adjusted according to the application scenario. This application embodiment does not limit this, as long as the reference range includes the target location. For example, the reference range is a circular range with the target location as the center and the reference value as the radius. For example, the reference range is a rectangular range with the target location as the center and the first target value and the second target value as side lengths. For example, the reference range is a sector-shaped range starting from the target location, extending in a specified direction at a specified angle. The reference value, the first target value, the second target value, the specified direction, and the specified angle are set based on experience or can be flexibly adjusted according to the application scenario. This application embodiment does not limit this.
[0540] As mentioned above, after determining the target location, a turn-based battle map can be selected from the world map. Next, we will introduce how to determine the target location that matches the first location.
[0541] In one possible implementation, the terminal records the matching locations of various locations on the world map, so the matching location of the first location can be used as the target location to match the first location.
[0542] In one possible implementation, determining the target location matching the first location includes: if the first location satisfies a reliability condition, then the first location is taken as the target location; if the first location does not satisfy the reliability condition, then the location closest to the first location among all locations that satisfy the reliability condition is taken as the target location. Exemplarily, the embodiments of this application do not limit the method of calculating the distance between two locations; for example, the Euclidean distance between the two locations can be calculated.
[0543] The reliability criteria are used to measure the reliability of locations on the world map. If a location on the world map meets the reliability criteria, it indicates that the location has high reliability, meaning that the location is suitable as the basis for selecting a turn-based battle map. The method for determining whether a location on the world map meets the reliability criteria is set based on experience or flexibly adjusted according to the application scenario; this application embodiment does not limit this.
[0544] For example, a world map is composed of at least one polygonal face, which can be a triangular face, a quadrilateral face, etc. For example, determining whether a first location meets the reliability condition can include: if the slope of the polygonal face where the first location is located is not greater than a slope threshold, then the first location is determined to meet the reliability condition; if the slope of the polygonal face where the first location is located is greater than the slope threshold, then the first location is determined not to meet the reliability condition. For example, the slope of the polygonal face is calculated by using the angle between the normal of the polygonal face and the normal of the horizontal plane as the slope of the polygonal face. The slope threshold is set empirically or flexibly adjusted according to the application scenario; this embodiment does not limit this.
[0545] For example, determining whether the first position meets the reliability condition may further include: if the type of the polygon face where the first position is located is the target type, determining that the first position meets the reliability condition; if the type of the polygon face where the first position is located is not the target type, determining that the first position does not meet the reliability condition. The target type refers to the type of polygon face that supports turn-based combat for combat characters. For example, the target type includes, but is not limited to, flat ground, grass, etc.
[0546] For example, the method of determining whether the first position meets the reliability condition may also include: if the slope of the polygonal face where the first position is located is not greater than the slope threshold and the type is the target type, the first position is determined to meet the reliability condition; if the slope of the polygonal face where the first position is located is greater than the slope threshold, or the type is not the target type, the first position is determined not to meet the reliability condition.
[0547] If the first position meets the reliability criteria, it indicates that the first position has high reliability, and this first position will be directly used as the target position for selecting the turn-based battle map. If the first position does not meet the reliability criteria, it indicates that the first position has low reliability. In this case, the position that is closest to the first position among all positions that meet the reliability criteria will be used as the target position for selecting the turn-based battle map.
[0548] In one possible implementation, the process of determining the target location that matches the first location includes the following steps 1 to 3.
[0549] Step 1: Map the first position to the query image to obtain the mapped 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 the display style corresponding to at least one query sub-region, and different query sub-regions correspond to different locations on the world map.
[0551] The terminal contains mapping rules that map locations on a world map to query images. Based on these rules, a first location can be mapped to the query image, thus obtaining the mapped position of the first location in the query image. For example, the mapping rules indicate how to map locations on a world map to query images. These rules can be set based on experience or flexibly adjusted according to the method of obtaining the query image; this embodiment does not limit the specific implementation of these rules.
[0552] The query image is the image obtained by displaying at least one query sub-region using the display style corresponding to at least one query sub-region. The process of obtaining the query image will be described in detail below. The display style corresponding to any query sub-region is either the first style or another style besides 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 provides a clear visual representation of 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 application embodiment does not limit it. For example, the first style is to display the color as black; or, the first style is to display the color as brown, etc. Other styles besides the first style are colors different from the first style. This application embodiment does not limit the other styles besides the first style. The number of other styles besides the first style may be one or more, as long as they are all different from the first style.
[0554] This application does not limit the size of the query sub-regions. For example, different query sub-regions may have the same size or different sizes. For example, a query sub-region is a region obtained by pixelating an image with the same size as a world map; that is, each query sub-region can be regarded as 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 query sub-regions and locations on the world map is pre-defined. This application embodiment does 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 where the mapping location is located can be determined, and the query region where the mapping location is located is called 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 mapped location is located, the display style corresponding to the first query sub-region is set to the first style. The location on the world map corresponding to the first query sub-region is taken as the target location. The first style is the style used to display the query sub-region that meets the selection criteria.
[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 criteria. At this time, the location on the world map corresponding to the first query sub-region is directly used as the target location.
[0559] The target location 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 location is the scene corresponding to the position of the battle character. The process of switching from the world map to the turn-based battle map is an integrated process with high smoothness of scene switching.
[0560] Step 3: In response to the fact that the display style corresponding to the first query sub-region where the mapped location is located is not the first style, the location in the world map corresponding to the second query sub-region is taken as the target location.
[0561] The first style is the style used to display the query sub-regions that meet the selection criteria; the second query sub-region is the query sub-region that is closest to the first query sub-region among the various reference query sub-regions, and each reference query sub-region is the 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 indicates that the first query sub-region does not meet the selection criteria. In this case, the second query sub-region is determined. The second query sub-region is the query sub-region that is closest to the first query sub-region among the reference query sub-regions whose display style is the first style. This application embodiment does not limit the calculation method of the distance between 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 (e.g., the upper left corner, the lower right corner, etc.) of the two sub-regions is calculated.
[0563] After determining the second query sub-region, the location on the world map corresponding to the second query sub-region is used as the target location, thereby determining the target location.
[0564] The target location determined in this way is a position that is offset from the first position. The turn-based battle map selected based on the target location refers to the scene corresponding to the location near the position of the battle character. However, since the distance between the query sub-region corresponding to the target location and the query sub-region corresponding to the first position is small, the offset of the target location relative to the first position is also small. This ensures that the visual abruptness caused by scene switching is weak. This weak visual abruptness can be further reduced by displaying animation, thereby ensuring the interactive experience of interactive objects and improving the human-computer interaction rate.
[0565] After determining the target location, a reference range is defined with the target location as the center, and the maps within the reference range on the world map are used as turn-based battle maps. This completes the process of selecting a turn-based battle map from the world map.
[0566] The selection process for the turn-based battle map relies on the combat character's initial position on the world map and the query image. If the display style of the first query sub-region where the mapped position of the initial position is located is the first style (e.g., the display color is black), then 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 can be constructed for the combat character to engage in turn-based combat. If the display style of the first query sub-region where the mapped position of the initial position is located is not the first style (e.g., the display color is not black), then a second query sub-region with the first style that is 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 can be constructed for the combat character to engage in turn-based combat.
[0567] In other words, each query sub-region with the first display style in the query image is a valid center point for constructing a turn-based battle map. When a turn-based battle map needs to be selected, the query sub-region with the first display style that is closest to the mapped position of the battle character's location will be retrieved, and then the turn-based battle map will be constructed with the corresponding position on the world map of that query sub-region as the center.
[0568] As described above regarding the implementation of selecting a turn-based battle map from the world map, in this embodiment, the turn-based battle map is selected from the world map based on the target location. 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 location for selecting the turn-based battle map. If the first position is suitable as the location for selecting the turn-based battle map, then the position with no offset relative to the first position is taken as the target location. If the first position is not suitable as the location for selecting the turn-based battle map, then the position that is suitable as the location for selecting the turn-based battle map and has a small offset relative to the first position is taken as the target location.
[0569] In this approach, when it is necessary to switch the world map to a turn-based combat map, the turn-based combat map can be directly selected from the world map based on the target location, without the need to load an additional turn-based combat map. This results in high efficiency in scene switching and displaying turn-based combat maps. Furthermore, since the selection process determines whether the first location is suitable as the basis for selecting the turn-based combat map, regardless of the world map's configuration, the method provided in this application can select a suitable turn-based combat map for the combat characters, thereby improving the flexibility of world map configuration.
[0570] Furthermore, when the target position is slightly offset from the first position, although the switching of virtual scenes may cause some visual abruptness, the visual abruptness caused by scene switching can be further reduced by displaying animations during the scene switching process, thereby improving the interactive experience of interactive objects.
[0571] In one related technology, the world map for the combat characters to carry out their first activity and the turn-based battle map for the combat characters to carry out turn-based battles are two completely independent scenes. When it is determined that turn-based battles are needed, 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] This method requires a considerable amount of time to load the turn-based battle map, resulting in prolonged switching between virtual scenes. Furthermore, black or white screens interrupt the scene display process, reducing the immersion of the interactive object and leading to a poor user experience, thus lowering the human-computer interaction rate. In contrast, in this embodiment, the turn-based battle map is selected from the world map. When a turn-based battle is determined, only the target location needs to be identified, and the turn-based battle map can be selected from the world map accordingly. There is no need to load the turn-based battle map or display black or white screens, which improves the smoothness of scene display, thereby enhancing the immersion of the interactive object, improving the user experience, and ultimately increasing the human-computer interaction rate.
[0573] In another related technology, the scene for combat characters to carry out their first activity and turn-based combat is a world map. When it is determined that turn-based combat is required, the current position of the combat character is directly used as the position for turn-based combat.
[0574] This method requires pre-configuring the world map so that all locations are suitable for turn-based combat, ensuring smooth gameplay. This places high demands on the world map configuration, potentially resulting in a monotonous landscape—for example, a world map consisting mainly of flat terrain with gentle slopes and grasslands. A monotonous world map reduces the interactive experience for users, thus lowering the human-computer interaction rate.
[0575] In this embodiment, it is first determined whether the first position of the combat character when turn-based combat is required is suitable as the location for selecting the turn-based combat map. If the first position is suitable, the location with no offset relative to the first position is selected as the target location. If the first position is not suitable, the location that is suitable and has a small offset relative to the first position is selected as the target location. This method can select a suitable turn-based combat map for the combat character regardless of the world map configuration, thus ensuring that the combat character can smoothly engage in turn-based combat. The configuration requirements for the world map are low, eliminating the need to pre-configure the world map so that all locations are suitable for turn-based combat, which improves the flexibility of world map configuration and the richness of the world map's landscape, thereby improving the interactive experience of the interacting objects and increasing the human-computer interaction rate.
[0576] · Fifth branch:
[0577] During the transition from the world scene to the turn-based combat scene, a transition animation is added to seamlessly connect the two scenes, thereby reducing the sense of disjointedness when switching from the world scene to the turn-based combat scene.
[0578] In one embodiment, a smooth transition of the scene is achieved by playing a transition animation.
[0579] During the transition from a world scene to a turn-based combat scene, a first transition animation is displayed. This draws the player's attention to the animation, reducing their focus on the virtual scene transition process. This helps to alleviate the visual abruptness caused by the virtual scene transition, improves the player's interactive experience, and ultimately increases the human-computer interaction rate.
[0580] For example, when the main virtual character explores the world scene, the world scene is displayed. When the main virtual character encounters a second combat character in the world scene, it is determined whether to activate turn-based combat. In response to not activating turn-based combat, the world scene continues to be displayed. In response to activating turn-based combat, the first transition animation of the second combat character and the first transition animation of the main virtual character are displayed sequentially. Specifically, the first transition animation of the second combat character is displayed before the world scene switches to a turn-based combat scene, and the first transition animation of the main virtual character is displayed after the world scene switches to a turn-based combat scene.
[0581] After the initial transition animation of the main virtual character is displayed, a turn-based combat scene is shown based on the world environment to indicate that the main virtual character is engaged in turn-based combat. It is then determined whether the turn-based combat has ended; if not, the turn-based combat scene continues to be displayed.
[0582] The first transition animation is used to reduce the jarring feeling of switching from the world scene to the turn-based combat scene. The first transition animation contains multiple animation frames, including close-up shots of the main virtual character and close-up shots of the secondary combat character.
[0583] In some embodiments, the main virtual character explores the world scene. When turn-based combat is activated, for example, when the main virtual character encounters a second combat character, a first transition animation shows a close-up of the second combat character, and then a first transition animation shows a close-up of the main virtual character. The main virtual character throws a virtual item, releasing the first combat character from the virtual item. At this time, the screen of the turn-based combat scene is entered. The screen of the turn-based combat scene includes the first combat character and the second combat character, and the first combat character and the second combat character enter turn-based combat.
[0584] For example, the display process of the scene can be divided into a process of switching the world scene to a turn-based combat scene (the transition process), as shown in Figure 24. The transition process includes: in response to the activation of turn-based combat, sequentially displaying the first transition animation of the second combat character and the first transition animation of the main virtual character. In response to the completion of the first transition animation of the main virtual character, displaying the turn-based combat scene based on the world scene to indicate that the main virtual character is engaged in turn-based combat in the turn-based combat scene.
[0585] During the transition, 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 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 virtual scene 901 in (1) of Figure 25, and the turn-based battle scene is shown as virtual scene 902 in (2) of 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 for switching between world scenes and turn-based combat scenes provided in this application embodiment does not require reloading of the turn-based combat scene. Instead, it directly selects a suitable scene from the world scene as the turn-based combat scene. By combining artistic expression (such as display animations) and camera language, the scene in which the main virtual character is located can be quickly switched while the main subject (such as the main virtual character or the secondary combat character) is always present. This avoids black screens or white screens. At the same time, the selection algorithm for the turn-based combat scene makes it as close as possible to the world scene, achieving a seamless and smooth experience. Based on the display method provided in this application embodiment, the player's immersion in exploration activities in the world scene and turn-based combat in the turn-based combat scene is not interrupted by scene switching. From the player's perspective, the entire scene switching process is "unified" rather than fragmented, thereby enhancing the player's sense of immersion and improving the enjoyment of the game.
[0588] In some embodiments, in response to the scene switching condition being met, the terminal device obtains a first transition animation stored locally, or the terminal device obtains a first transition animation from a backend server and displays it.
[0589] Regarding the second switching sequence: switching from "turn-based combat scene" to "world scene":
[0590] Figure 26 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application. The method can be executed by a terminal device and includes:
[0591] Step 810: Display the combat character in the turn-based combat scene;
[0592] The combat roles include a first combat role and a second combat role. The first combat role is a combat role owned by the main virtual character.
[0593] Turn-based combat scenarios are rendered based on a battle map. The battle map is typically a large, open-world map. The battle map consists of multiple tiles, each of which is a polygonal tile.
[0594] In some embodiments, the master virtual character has at least one first combat character. The first combat character is a combat character that the master virtual character has successfully captured. The master virtual character is a virtual character controlled by the current player. The first combat character that has been successfully captured can be controlled by the current player, controlled by AI, or controlled by AI based on a combat strategy specified by the current player; this application does not limit this.
[0595] In this embodiment, it is assumed that initially, the main virtual character and the combat character are in a turn-based combat scenario.
[0596] Step 820: Control the first and second combat characters to fight in a turn-based combat scenario;
[0597] In this context, the first combat character is the combat character owned by the main virtual character, and the second combat character is the combat character owned by the enemy virtual character, or the second combat character is an AI-controlled combat character, or the second combat character is a wild combat character. Optionally, the first combat character and the second combat character are in an adversarial relationship.
[0598] In some embodiments, a first combat character and a second combat character are controlled to fight in a turn-based combat scenario.
[0599] Step 830: In response to the end of battle in a turn-based battle scenario, display the battle character's location in the world scene;
[0600] In turn-based combat scenarios, a first combat character and a second combat character engage in battle. When the battle ends, either because one combat character is defeated or a certain victory condition is met, the game will respond with a battle end event. After responding to the battle end event, the game will switch to the combat character's location in the world scene.
[0601] In response to the end of a battle in a turn-based combat scenario, the turn-based combat scenario is switched to a world scenario, displaying the virtual character in the world scenario. In some embodiments, the turn-based combat scenario is switched directly to the world scenario; in other embodiments, a transition animation is inserted during the switch from the turn-based combat scenario to the world scenario to reduce the abruptness of the transition.
[0602] The world scene is rendered based on a world map. Typically, the area of this world map is larger than that of the battle map. In some embodiments, the world map is independent of and different from the battle map; in other embodiments, the world map is a parent map based on the battle map, ensuring that the turn-based battle scene displayed before the switch is the same as the world scene displayed after the switch, or that the similarity is higher than a preset condition.
[0603] Step 840: Based on the influencing factors in the turn-based combat scenario, determine at least one world element in the world scenario for the combat character.
[0604] After switching to the world scene, based on at least one influencing factor in the turn-based combat scene, determine at least one world element of the combat character in the world scene.
[0605] In some embodiments, to maintain consistency between the world setting and the turn-based combat scenario, the following three improvements are provided, which are divided into three branches, and are described in detail below:
[0606] Branch 1:
[0607] Based on the battle results in turn-based combat scenarios, determine the behavior of combat characters in the world scenario;
[0608] Branch Two:
[0609] Based on the in-game environment of the combat character in the turn-based combat scenario, determine the out-of-game environment of the combat character in the world scenario.
[0610] Branch 3:
[0611] During the transition from turn-based battle scenes to world scenes, a transition animation is added to seamlessly connect the two scenes, thereby reducing the jarring feeling of switching from turn-based battle scenes to world scenes.
[0612] In summary, the method of this embodiment, by determining at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scene, 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 disconnect that players perceive during scene switching.
[0613] The following sections will introduce each of the three branches mentioned above:
[0614] Branch 1:
[0615] Referring to Figure 27, step 840 above may include the following sub-step 841:
[0616] Step 841: Based on the battle results in the turn-based battle scenario, determine the behavior of the battle character in the world scenario.
[0617] This includes the following two situations:
[0618] • Scenario 1: When a combat character wins a turn-based combat scenario, control the character's behavior in the world scenario based on the victory behavior pattern;
[0619] The combat role includes at least one of the first combat role and the second combat role.
[0620] Victory behavior pattern refers to the behavior of a combat character in the world scene determined by the game system according to set rules or logic after the combat character wins.
[0621] Optionally, victory behavior patterns may include the following: Combat characters will receive rewards and growth; for example, after a victory, a combat character may receive experience points, gold, items, or other rewards to help the combat character grow and improve their abilities. Combat characters will gain exploration and discovery opportunities; after a victory, a combat character will receive additional exploration or discovery opportunities, such as unlocking new map areas, hidden quests, or secret paths.
[0622] In the case where a combat character wins a battle in a turn-based battle scenario, this includes situations where either the first combat character wins a battle in a turn-based battle scenario or the second combat character wins a battle in a turn-based battle scenario.
[0623] In one possible implementation, the first combat character wins the battle in the turn-based combat scenario. When switching from the turn-based scenario to the world scenario, the main virtual character can choose to continue capturing the second combat character, or the main virtual character can choose to continue exploring in the world scenario, such as unlocking new map areas.
[0624] In one possible implementation, the second combat character wins the battle in the turn-based combat scenario. When switching from the turn-based scenario to the world scenario, 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 launch another attack on the first combat character.
[0625] In one embodiment, the terminal device obtains that the first combat character has won the battle in a turn-based battle scenario. In a pre-configured first behavior pattern table, it maps to a first victory behavior pattern, and the terminal device controls the first combat character's actions based on the first victory behavior pattern.
[0626] In another embodiment, the terminal device obtains that the second combat character has won the battle in the turn-based combat scenario. In the pre-configured second behavior pattern table, it maps to the second victory behavior pattern, and the terminal device controls the second combat character's actions based on the second victory behavior pattern.
[0627] • Scenario 2: When a combat character fails in a turn-based combat scenario, control the character's behavior in the world scenario based on the failure behavior pattern.
[0628] Failure behavior pattern refers to the game system's decision on how a combat character behaves in the world scene after the character fails in battle, based on pre-defined rules or logic.
[0629] Optionally, the failure behavior pattern may include the following: The combat character will be penalized. After failing, the combat character may be penalized, such as losing some experience points, gold coins or items, or being affected by other negative effects. The combat character will have the opportunity to challenge the opposing combat character again after failing, in order to try to achieve victory. The combat character may learn from the failure and improve their skills or strategies.
[0630] In the case where a combat character loses a battle in a turn-based battle scenario, this includes situations where the first combat character loses a battle in a turn-based battle scenario or where the second combat character loses a battle in a turn-based battle scenario.
[0631] In one possible implementation, the first combat character loses the battle in the turn-based combat scenario. When switching from the turn-based scenario to the world scenario, the first combat character is penalized, such as losing experience points or gold coins. Alternatively, the first combat character may choose to run away to avoid the attack of the second combat character.
[0632] In one possible implementation, the second combat character loses the battle in the turn-based combat scenario. When switching from the turn-based scenario to the world scenario, the second combat character will choose to run away to avoid being captured by the main virtual character.
[0633] In one embodiment, the terminal device obtains that the first combat character has lost the battle in a turn-based combat scenario. In the configured first behavior pattern table, it maps to the first failure behavior pattern, and the terminal device controls the first combat character's actions based on the first failure behavior pattern.
[0634] In another embodiment, the terminal device obtains that the second combat character has failed in a turn-based combat scenario. In the configured second behavior pattern table, it is mapped to a second failure behavior pattern. The terminal device controls the second combat character's actions based on the second failure behavior pattern.
[0635] The following section introduces how combat characters switch states in the world scene based on the outcome of the battle.
[0636] In the above-described method, when the second combat character wins in a turn-based combat scenario, the behavior of the second combat character in the world scenario is controlled based on the victory behavior pattern, including at least one of the following:
[0637] • If the combat character wins a battle in a turn-based battle scenario and is in stealth mode in the turn-based battle scenario, control the combat character to remain in stealth mode in the world scenario.
[0638] • If a combat character wins a battle in a turn-based battle scenario and is in a stealthy state that has been discovered, control the combat character to re-enter stealth mode in the world scenario.
[0639] • If a battle character wins a battle in a turn-based battle scenario and is awakened from a sleep state in the turn-based battle scenario, control the battle character to re-enter a sleep state in the world scenario.
[0640] • If a character wins a battle in a turn-based battle scenario and was in an exploration state before entering the turn-based battle scenario, control the character to re-enter the exploration state in the world scenario.
[0641] Let's take the example of a second combat character to illustrate this.
[0642] In an optional example, if the second combat character wins a battle in a turn-based combat scenario and is in stealth mode in the turn-based combat scenario, control the second combat character to remain in stealth mode in the world scenario.
[0643] Stealth refers to the ability of a second combat character in a game to conceal themselves in a way that makes them difficult to detect or be noticed in the world.
[0644] Optionally, the concealed state includes at least one of the following states: stealth state, disguise state, lurking state, deceptive state, etc.
[0645] Stealth Mode: The second combat character can use special skills or items to enter stealth mode, making them transparent or invisible in the world scene.
[0646] Disguise: The second combat character can impersonate the first combat character or an object in the surrounding environment to hide their true identity, thereby confusing the main virtual character.
[0647] Lurking: The second combat character can choose to hide in a certain location and not take the initiative to act or attack, so as to avoid being discovered by the first combat character or attracting the attention of the first combat character.
[0648] Confusion Status: The second combat character can use confusion skills or items to make it impossible for the main virtual character or the first combat character to accurately determine their position or actions in the world scene.
[0649] For example, if the second combat character is a Ghost-type character, and this character wins a turn-based battle while in stealth mode, they will remain stealthed when switching from the turn-based battle scene to the world scene. As another example, if the second combat character is a Plant-type character, and this character wins a turn-based battle while in disguise mode, they will transform into a plant in the world scene upon switching from the turn-based battle scene, continuing to remain stealthy.
[0650] In an optional example, if the second combat character wins a battle in a turn-based combat scenario and is in a stealthy state that has been discovered in the turn-based combat scenario, control the second combat character to re-enter stealth in the world scenario.
[0651] For example, if the second combat character is a wind-type combat character, and the second combat character wins the battle in the turn-based combat scene, and the second combat character is in a stealthy and discovered state in the turn-based combat scene, the second combat character can use a special wind-type skill to re-enter the stealthy state when switching from the turn-based combat scene to the world scene.
[0652] In an optional example, if the second combat character wins a battle in a turn-based combat scenario and is awakened from a sleep state in the turn-based combat scenario, control the second combat character to re-enter a sleep state in the world scenario.
[0653] The "sleep state" refers to a resting state where the second combat character is unable to act or participate in combat. When the second combat character is asleep, it cannot take initiative to act or attack, and can only be awakened by other virtual characters to return to a normal combat state.
[0654] The awakened state refers to the second combat character being awakened from a sleep state, at which point the second combat character can act or participate in combat.
[0655] For example, if the second combat character is an animal-type combat character, and this second combat character is in a sleeping state before entering the turn-based battle scene, and enters the turn-based battle scene after being awakened by the first combat character, and if the second combat character wins the battle in the turn-based battle scene, the second combat character can re-enter a sleeping state when switching from the turn-based battle scene to the world scene.
[0656] In an optional example, if the second combat character wins a battle in a turn-based battle scenario and was in an exploration state before entering the turn-based battle scenario, control the second combat character to re-enter the exploration state in the world scenario.
[0657] Exploration mode refers to the state in which the second combat character explores the world scene, searching for new locations, quests, or resources. In exploration mode, the second combat character may move freely, interact with other virtual characters, and discover hidden items or locations.
[0658] Based on the above method, when a combat character loses a turn-based combat scenario, the virtual character's behavior in the world scenario is controlled based on the failure behavior pattern, including:
[0659] • If a combat character loses a turn-based battle and is in a fleeing state within the turn-based battle scene, control the combat character to remain in a fleeing state within the world scene.
[0660] The explanation will focus on the combat character as the second combat character.
[0661] The "escape state" refers to the state in which the second combat character chooses to leave the combat scene or avoid fighting the first combat character.
[0662] Optionally, the escape state can be triggered under different circumstances during combat: The second combat character can choose to actively escape, that is, the second combat character actively chooses to leave the combat scene to avoid fighting the first combat character again. The second combat character can choose to passively escape, and the second combat character may be forced to escape due to serious damage or other adverse circumstances in a turn-based combat scene, including the second combat character having too low health or abnormal status.
[0663] Branch Two:
[0664] Referring to Figure 28, step 840 above may include the following sub-step 842:
[0665] Step 842: Based on the in-game environment of the combat character in the turn-based combat scenario, determine the out-of-game environment of the combat character in the world scenario.
[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, from the in-game environment of the turn-based battle scene to the out-of-game environment of the world scene.
[0667] Upon returning to the outside environment, traces of combat will appear on parts of the world map. For example, if intense fighting during a turn-based battle ignites grass in the game environment, the grass in the outside environment will also be on fire upon returning. If the fire was extinguished in the game environment, the burn marks will be displayed in the outside environment.
[0668] For example, consider the effect of a halo on terrain attributes in the local environment. If the initial type of the terrain attribute is grass, the type changes to fire under the influence of a fire-type halo, resulting in a rendering of burning grass on the plot; or, if the initial type of the terrain attribute is water, the type changes to ice under the influence of an ice-type halo, resulting in a rendering of frozen water on the plot; or, if the initial type of the terrain attribute is earth, the type changes to grass under the influence of a grass-type halo, resulting in a rendering of growing grass on the plot. This embodiment does not limit the specific examples.
[0669] For example, referring to Figures 29 and 30, in a turn-based combat scene 1500, when a fire-attribute combat character 1501 attacks, a spherical fire aura 1502 with a radius of 4 meters will be applied to their location. The spherical fire aura 1502 will change the terrain within it from grass to fire, effectively igniting the grass within the aura. Optionally, at the end of the turn-based combat, if the spherical fire aura 1502 is a remaining aura, the scene control process will also render and display the spherical fire aura 1502 at the location of the virtual character 1501, and show that the grass within the spherical fire aura 1502 has been ignited.
[0670] In this embodiment, when a combat character is the attacker, they may actively move. When a combat character is the victim, they may passively move, experiencing a knockback process when attacked by a skill. As the combat character's position changes, their environment (including the environment of the terrain and the weather) may also change, thus affecting the combat character's subsequent rounds.
[0671] In one embodiment, the terminal device will detect weather data, time data, and terrain data in the turn-based combat scenario in real time, and synchronously update the weather data of the world scenario to the weather data of the turn-based combat scenario, synchronously update the time data of the world scenario to the time data of the turn-based combat scenario, and synchronously update the terrain data of the world scenario to the terrain data of the turn-based combat scenario.
[0672] • Branch 3: Add a transition animation to seamlessly connect the two scenes during the transition from turn-based battle scene to world scene, thereby reducing the sense of disjointedness when switching from turn-based battle scene to world scene.
[0673] In one embodiment, a smooth transition of the scene is achieved by playing a transition animation.
[0674] Before returning from the turn-based battle scene to the real-world scene, that is, before switching the virtual scene where the first battle character is located from the turn-based battle scene back to the real-world scene, displaying the second transition animation of the first battle character can draw the player's attention to the animation, reduce the player's attention to the virtual scene switching process, thereby helping to reduce the visual abruptness brought to the player by the virtual scene switching, improve the player's interactive experience, and thus increase the human-computer interaction rate.
[0675] In response to the end of a turn-based battle, a second transition animation is displayed for the main virtual character. There are multiple second transition animations for the main virtual character; some are displayed before the turn-based battle scene switches back to the world scene, and the remaining ones are displayed after the switch. After the main virtual character's second transition animations have finished, the world scene is displayed to indicate that the main virtual character has returned to the world scene for exploration.
[0676] The second transition animation is used to reduce the jarring feeling when switching from turn-based combat scenes to world scenes. The second transition animation contains multiple animation frames and includes close-up shots of the main virtual character.
[0677] In some embodiments, after a turn-based battle ends, a second transition animation shows a close-up of the main virtual character recalling the first combat character to a virtual item. The main virtual character recalls the first combat character from the virtual item. If the main virtual character wins the battle, the second transition animation shows a close-up of the main virtual character celebrating. If the main virtual character loses the battle, the second transition animation shows a close-up of the main virtual character fleeing, or the second transition animation shows a close-up of the main virtual character continuing to explore the world scene.
[0678] For example, the process of displaying the scene can be divided into the process of switching the turn-based battle scene back to the world scene (the cutout process). The cutout process can be shown in Figure 31. The cutout process includes: in response to the end of the turn-based battle, displaying the second transition animation of the main virtual character; in response to the completion of the second transition animation of the main virtual character, displaying the world scene to indicate that the main virtual character has returned to the world scene to carry out exploration activities.
[0679] In some embodiments, in response to the end of a battle, the terminal device retrieves a second transition animation stored locally, or retrieves a second transition animation from a backend server, and displays it.
[0680] During the cutout process, after the turn-based battle ends, the same set of animations is used to switch the scene behind the character when switching cameras.
[0681] The process for switching between world scenes and turn-based combat scenes provided in this application embodiment does not require reloading of the turn-based combat scene. Instead, it directly selects a suitable scene from the world scene as the turn-based combat scene. By combining artistic expression (such as display animations) and camera language, the scene in which the main virtual character is located can be quickly switched while the main subject (such as the main virtual character or the secondary combat character) is always present. This avoids black screens or white screens. At the same time, the selection algorithm for the turn-based combat scene makes it as close as possible to the world scene, achieving a seamless and smooth experience. Based on the display method provided in this application embodiment, the player's immersion in exploration activities in the world scene and turn-based combat in the turn-based combat scene is not interrupted by scene switching. From the player's perspective, the entire scene switching process is "unified" rather than fragmented, thereby enhancing the player's sense of immersion and improving the enjoyment of the game.
[0682] Figure 32 is a flowchart of a virtual scene switching method provided in an exemplary embodiment of this application. This method can be executed by a terminal in the system shown in Figure 4 or a client on the terminal. The method includes:
[0683] Step 2501: Begin;
[0684] Step 2502: The combat character is in normal behavior mode;
[0685] When a combat character does not perceive any events in the world scene, the combat character is in a normal behavior mode, such as walking, patrolling, foraging, sleeping, drinking water, etc.
[0686] Step 2503: Trigger the perception event and determine the type of perception 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, which are perception events triggered by factors other than the main virtual character and the first combat character.
[0689] In some embodiments, the type of perception event includes a perception event triggered when a combat character perceives a hostile virtual character in the world scene, at which point the combat character enters a perception behavior mode.
[0690] Step 2504: When the perceived event is triggered by environmental factors, enter the environmental behavior mode;
[0691] Environmental behavioral patterns include at least one of the following: stealth behavior pattern, disguise behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied fighting mode, vigilance behavior pattern, etc.
[0692] Taking the environmental behavior pattern as the stealth behavior pattern as an example, after a combat character enters the stealth behavior pattern, he will act according to the behavior pattern of hiding his own whereabouts.
[0693] Step 2505: If the perceived event is triggered by a hostile virtual character, enter the perceived behavior mode;
[0694] Perception behavior patterns are the behavior patterns triggered by a combat character's perception of a hostile virtual character in the world scene. Perception behavior patterns include at least one of the following: stealth behavior pattern, disguise behavior pattern, sleep behavior pattern, escape behavior pattern, frenzied combat mode, vigilance behavior pattern, etc.
[0695] In this embodiment, it is assumed that the perceived behavior pattern in step 2505 is the vigilance behavior pattern.
[0696] Step 2506: Determine whether the combat character meets the stress conditions;
[0697] Under stress conditions, this vigilance behavior pattern will switch to a stealth behavior pattern.
[0698] Step 2507: Enter stealth behavior mode;
[0699] When stress conditions are met, the combat character will exhibit a stress response. When the stress response is a stealth response, the combat character will enter a stealth behavior mode.
[0700] In one possible implementation, the perceptual behavior pattern is a perceptual behavior pattern triggered by a stress response, which is the behavioral reaction of a combat character after perceiving a hostile virtual character. Stress responses include at least one of the following: stealth, alarm, escape, surprise, confusion, and anger.
[0701] Step 2508: Determine if the hidden event has ended;
[0702] After a combat character enters stealth mode for a preset duration, or after the combat character senses that the danger has passed (at which point the combat character changes from sensing a hostile virtual character to not sensing a hostile virtual character), the combat character will enter normal behavior mode; if the combat character does not enter stealth mode for a preset duration, or if the combat character does not sense that the danger has passed, the combat character will maintain a stress response and continue to hide.
[0703] Step 2509: Determine whether the combat character has entered a turn-based combat scene;
[0704] If the result is yes, proceed to step 2510; if the result is no, proceed to at least one of steps 2502 to 2508.
[0705] Step 2510: Perform behavioral pattern detection;
[0706] When switching to a turn-based combat scenario, the behavior patterns of the combat characters are detected, and the combat characters maintain the behavior patterns that are present in the world scenario.
[0707] Step 2511: Conduct environmental testing;
[0708] In turn-based combat scenarios, environmental factors are detected, including at least one of the following: time period, weather type, and terrain attributes.
[0709] Step 2512: Determine the in-game mechanics of combat characters in turn-based combat scenarios;
[0710] Turn-based combat scenarios contain at least one of three in-game mechanics: buffs, combat logic, and unique skills.
[0711] Based on behavioral patterns and environmental factors, the combat capabilities of a combat character in a turn-based combat scenario are determined. Depending on the specific implementation, at least one of steps 2513 to 2515 below may be performed.
[0712] Step 2513: Add buffs to the combat character that correspond to the behavior pattern;
[0713] Buff states include positive and negative buff states. Positive buff states refer to beneficial effects applied to combat characters, which can improve their combat abilities. Negative buff states refer to detrimental effects applied to combat characters, which can weaken their combat abilities.
[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 a game. It is the logic by which AI controls combat characters during combat. Combat characters have different combat logics, such as offensive, defensive, escape, and ambush types. The combat character itself may adjust its combat logic based on the current situation and influencing factors. In some embodiments, a second combat character is entirely controlled by AI control logic. Therefore, the AI control logic can change the combat logic of the second combat character based on its behavioral patterns.
[0716] Step 2515: Control the combat character to use exclusive skills corresponding to the behavior pattern during the battle;
[0717] Unique skills refer to a set of skills that correspond to a combat character's current behavior pattern. Alternatively, unique skills are skills that can only be used under the current behavior pattern. Unique skills can better leverage a combat character's characteristics and strengths; optionally, different combat character behavior patterns may correspond to different unique skills.
[0718] Step 2516: Determine if the turn-based battle scene has ended;
[0719] If the result indicates the end, proceed to step 2517; if the result indicates the end, proceed to 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 outcome of a battle in a turn-based combat scenario will affect the character's behavior in the world environment. Combat outcomes include both victory and defeat in a turn-based combat scenario.
[0722] Step 2518: The battle result is victory;
[0723] Step 2519: The battle resulted in defeat;
[0724] Step 2520: If the battle is won, the combat character continues exploring;
[0725] In one possible scenario, if the battle results in victory, the combat character might remain in the world scene to continue exploring.
[0726] Step 2521: If the battle results in defeat, the combat character flees;
[0727] In one possible implementation, if the battle results in defeat, the combat character may choose to flee within the world scene.
[0728] Step 2522: End.
[0729] In summary, the method of this embodiment, by determining the combat elements of a combat character in a turn-based combat scenario based on influencing factors in the world scenario, can reduce the distinction between the world scenario and the turn-based combat scenario, increase the mutual influence between the world scenario and the turn-based combat scenario, improve the consistency between the world scenario and the turn-based combat scenario, and reduce or avoid the sense of disconnect that players perceive during scenario switching.
[0730] Figure 33 shows a schematic diagram of a virtual scene switching device provided in an exemplary embodiment of this application. This 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 main virtual character located in the world scene, wherein the main virtual character has at least one first combat character;
[0732] The first control module 1520 is used to control the main virtual character to move to a first area in the world scene, the first area including a second combat character;
[0733] The 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 determining module 1530 determines the combat elements of the combat character in the turn-based combat scenario based on the influencing factors in the world scene.
[0735] In some optional embodiments, the first determining module 1530 further includes a first determining submodule.
[0736] In an optional example, the first display module 1510 is used to display the main virtual character located in the world scene, the main virtual character having at least one first combat character;
[0737] The first control module 1520 is used to control the main virtual character to move to a first area in the world scene, the first area including a second combat character;
[0738] The 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 determining submodule is used to determine the combat ability of the combat character in the turn-based combat scenario based on the character's behavior pattern in the world scene.
[0740] In an optional embodiment, the behavior pattern includes at least one of the following:
[0741] Daily behavioral patterns;
[0742] Environmental behavioral patterns;
[0743] Perceived behavioral patterns;
[0744] Community behavior patterns;
[0745] Ambush behavior patterns;
[0746] The daily behavior pattern is the behavior pattern of the combat character when it does not perceive any perceived events in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after it perceives a perceived event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after it perceives a hostile virtual character in the world scene and a perceived event is triggered; the community behavior pattern is the behavior pattern of multiple combat characters performing actions according to group strategies or population strategies; and the ambush behavior pattern is the behavior pattern aimed at ambushing.
[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 the combat ability of the combat character in the turn-based combat scenario according to the first environmental behavior pattern, when the environmental behavior pattern is a first environmental behavior pattern triggered by a time period.
[0749] The first determining unit is used to determine the combat ability of the combat character when fighting in the turn-based combat scenario, according to the second environmental behavior mode, when the environmental behavior mode is a second environmental behavior mode triggered by weather type.
[0750] The first determining unit is used to determine the combat ability 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] If the first environmental behavior mode is a stealth behavior mode triggered by a first time period and the battle time belongs to the first time period, the combat ability of the combat character in the turn-based battle scene is determined according to the stealth behavior mode.
[0753] If the first environmental behavior mode is a stealth behavior mode triggered by the first time period and the battle time does not belong to the first time period, the combat ability of the combat character in the turn-based battle scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the battle time.
[0754] The battle time varies 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 the first weather type and the current weather type belongs to the first weather type, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode.
[0757] When the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, the combat ability 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.
[0758] The current weather type changes with the system time in the world scene, or the current weather type is changed by the skill 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 the first terrain attribute and the location of the combat character belongs to the first terrain attribute, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode.
[0761] If 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, the combat ability of the combat character in the turn-based combat scenario is determined 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 turn-based combat scenario.
[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 ability of the combat character in the turn-based combat scenario according to the first perceptual behavior pattern, when the perceptual behavior pattern is a first perceptual behavior pattern triggered by a restraint relationship between virtual characters with different attributes.
[0765] The first determining unit is configured to determine the combat ability of the combat character in the turn-based combat scenario according to the second perceptual behavior mode when the perceptual behavior mode is a second perceptual behavior mode triggered by a stress response; wherein the stress response is the behavioral reaction 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 the case where the first perception behavior mode is a stealth behavior mode triggered by the restraint relationship between combat characters with different attributes, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode.
[0768] When the opposing combat character switches, the combat ability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern or the perception behavior pattern corresponding to the opposing combat character.
[0769] In some optional embodiments, the first determining unit is further configured to:
[0770] When the second perception behavior mode is a stealth behavior mode triggered by stress response, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode.
[0771] When the duration of the stress response reaches the first duration switching condition, the combat ability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern.
[0772] In some optional embodiments, the first determining unit is further configured to:
[0773] Add a positive or negative gain state corresponding to the behavior pattern to the combat character;
[0774] Change the combat logic of the combat character to the combat logic corresponding to the behavior pattern;
[0775] Control the combat character to use exclusive skills corresponding to the behavior pattern during combat.
[0776] In an optional embodiment, the environmental behavior pattern and / or the perceived behavior pattern includes at least one of the following behavior patterns:
[0777] Hidden behavioral patterns;
[0778] Disguised behavioral patterns;
[0779] Sleep behavior patterns;
[0780] escape behavior pattern;
[0781] Crazy Battle Mode;
[0782] Vigilance behavior pattern.
[0783] In an optional example, the first control module 1520 is used to control the combat character to switch between at least two behavior modes.
[0784] In some alternative embodiments, the first control module 1520 may further include a first control submodule.
[0785] In an optional example, the first control submodule is used to switch from the daily behavior mode to the environmental behavior mode when the combat character perceives a perception event triggered by the environmental factors in the world scene.
[0786] The first control submodule is used to switch from the environmental behavior mode to the daily behavior mode when the environmental factors disappear or the time after disappearance reaches a first time.
[0787] The first control submodule is used 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] The first control submodule is used 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] The first control submodule is used to switch from the perceived behavior mode to the daily behavior mode when the perceived event disappears or the duration after disappearance reaches a third duration.
[0790] The first control submodule is used to switch from the perceived behavior mode to the daily behavior mode when the duration of the perceived behavior mode reaches a fourth duration.
[0791] The first control submodule is used to switch from the daily behavior mode to the community behavior mode when the combat character is in a group or population.
[0792] The first control submodule is used to switch from the community behavior mode to the daily behavior mode when the combat character leaves the team or the population.
[0793] The first control submodule is used to switch from the normal behavior mode to the ambush behavior mode when the combat character receives a stealth command or a stealth trigger event.
[0794] The first control submodule is used to switch from the ambush behavior mode to the daily behavior mode when the duration of the ambush behavior mode reaches the fifth duration.
[0795] The first control submodule is used to switch from the ambush behavior mode to the normal behavior mode when the combat character is discovered during a stealth attack.
[0796] In an optional example, the first control submodule is also used for:
[0797] If a perception event occurs within the perception range centered on the combat character, control the combat character to perceive the perception event with a perception probability;
[0798] The perception range includes at least one of the auditory perception range and the visual perception range, and the perception probability is related to the angle and / or distance of the perception event relative to the combat character.
[0799] Figure 34 shows a schematic diagram of a virtual scene switching device provided in an exemplary embodiment of this application. This 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 the combat characters in the turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character.
[0801] The second control module 1620 is used to control the first combat character and the second combat character to fight in the turn-based combat scenario.
[0802] The second display module 1610 is used to display the location of the combat character in the world scene in response to the end of the battle in the turn-based battle scene;
[0803] The second determining module 1630 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.
[0804] In some optional embodiments, the second determining module 1630 further includes a second determining submodule.
[0805] In an optional embodiment, the second display module 1610 is used to display a combat character in a turn-based combat scene, the combat character including a first combat character and a second combat character, the first combat character being a combat character owned by the main virtual character;
[0806] The second control module 1620 is used to control the first combat character and the second combat character to fight in the turn-based combat scenario.
[0807] The second display module 1610 is used to display the location of the combat character in the world scene in response to the end of the battle in the turn-based battle scene;
[0808] The second determining submodule is used to determine the behavior of the combat character in the world scene based on the combat results in the turn-based combat scene.
[0809] In some alternative embodiments, the second control module 1620 includes a second control submodule.
[0810] In an optional embodiment, the second control submodule is used 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 scenario.
[0811] The second control submodule is used to control the behavior of the combat character in the world scene based on the failure behavior pattern when the combat character fails in the turn-based combat scene.
[0812] In an optional embodiment, the second control submodule is further configured to:
[0813] If the combat character wins the battle in the turn-based battle scene and is in a hidden state in the turn-based battle scene, control the combat character to maintain the hidden state in the world scene;
[0814] If the combat character wins the battle in the turn-based battle scene and is in a hidden / discovered state in the turn-based battle scene, control the combat character to re-enter the hidden state in the world scene;
[0815] If the combat character wins the battle in the turn-based battle scene and is awakened from a sleep state in the turn-based battle scene, control the combat character to re-enter the sleep state in the world scene;
[0816] If the combat character wins the battle in the turn-based battle scene and was in the exploration state before entering the turn-based battle scene, control the combat character to re-enter the exploration state in the world scene.
[0817] In an optional embodiment, the second control submodule is further configured to:
[0818] If the combat character loses a battle in the turn-based battle scene and is in a fleeing state in the turn-based battle scene, control the combat character to maintain the fleeing state in the world scene.
[0819] Figure 35 shows a structural block diagram of a computer device 2400 provided in an exemplary embodiment of this application. The 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). The computer device 2400 may also be referred to as a user device, portable terminal, or other names.
[0820] Typically, computer device 2400 includes a processor 2401 and a memory 2402.
[0821] Processor 2401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 2401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational 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 or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2402 are used to store at least one instruction, which is executed by the processor 2401 to implement the virtual world-based human-computer interaction method provided in the embodiments of this application.
[0823] In some embodiments, the computer device 2400 may also optionally include a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit, a touch display screen, a camera, an audio circuit, and a power supply. Those skilled in the art will understand that the structure shown in FIG24 does not constitute a limitation on the computer device 2400, and may include more or fewer components than illustrated, or combine certain components, or employ different component arrangements.
[0824] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual scene switching method provided in the above-described method embodiments.
[0825] This application also provides a computer storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the virtual scene switching method provided in the above-described method embodiments.
[0826] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. The computer program is read from and executed by a processor of a computer device, causing the computer device to execute the virtual scene switching method provided in the above-described method embodiments.
Claims
1. A method for switching virtual scenes, the method being executed by a terminal device, the method comprising: The main virtual character is located in the world scene, and the main virtual character has at least one subordinate first combat character; The main virtual character is controlled to move to a first area in the world scene, and the first area includes a second combat character; In response to the fulfillment of scene switching conditions, the combat character is displayed as being in a turn-based combat scene, wherein the combat character includes at least one of the first combat character and the second combat character; Based on the behavior patterns of the combat character in the world scene, the combat ability of the combat character in the turn-based combat scene is determined.
2. The method according to claim 1, wherein, The behavioral pattern includes at least one of the following: Daily behavioral patterns; Environmental behavioral patterns; Perceived behavioral patterns; Community behavior patterns; Ambush behavior patterns; The daily behavior pattern is the behavior pattern of the combat character when it does not perceive any perceived events in the world scene; the environmental behavior pattern is the behavior pattern of the combat character after it perceives a perceived event triggered by environmental factors in the world scene; the perception behavior pattern is the behavior pattern of the combat character after it perceives a hostile virtual character in the world scene and a perceived event is triggered; the community behavior pattern is the behavior pattern of multiple combat characters performing actions according to group strategies or population strategies; and the ambush behavior pattern is the behavior pattern aimed at ambushing.
3. The method according to claim 2, wherein, The determination of the combat ability of the combat character in the turn-based combat scenario based on the character's behavior pattern in the world scene includes at least one of the following: When the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, the combat ability of the combat character in the turn-based combat scenario is determined according to the first environmental behavior pattern. In the case where the environmental behavior mode is a second environmental behavior mode triggered by weather type, the combat ability of the combat character in the turn-based combat scenario is determined according to the second environmental behavior mode. When the environmental behavior mode is a third environmental behavior mode triggered by terrain attributes, the combat ability of the combat character in the turn-based combat scenario is determined according to the third environmental behavior mode.
4. The method according to claim 3, wherein, When the environmental behavior pattern is a first environmental behavior pattern triggered by a time period, determining the combat ability of the combat character in the turn-based combat scenario according to the first environmental behavior pattern includes: If the first environmental behavior mode is a stealth behavior mode triggered by a first time period and the battle time belongs to the first time period, the combat ability of the combat character in the turn-based battle scene is determined according to the stealth behavior mode. The method further includes: If the first environmental behavior mode is a stealth behavior mode triggered by the first time period and the battle time does not belong to the first time period, the combat ability of the combat character in the turn-based battle scene is determined according to the daily behavior mode or the environmental behavior mode corresponding to the battle time. The battle time varies according to the system time in the world scene.
5. The method according to claim 3, wherein, When the environmental behavior mode is a second environmental behavior mode triggered by weather type, the combat ability of the combat character in the turn-based combat scenario is determined according to the second environmental behavior mode, including: If the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type belongs to the first weather type, then according to the stealth behavior mode, the combat character is determined to be in the turn-based combat arena. Combat capabilities during battles in the scene; The method further includes: When the second environmental behavior mode is a stealth behavior mode triggered by the first weather type and the current weather type does not belong to the first weather type, the combat ability 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. The current weather type changes with the system time in the world scene, or the current weather type is changed by the skill 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, the combat ability of the combat character in the turn-based combat scenario is determined according to the third environmental behavior mode, including: When the third environmental behavior mode is a stealth behavior mode triggered by the first terrain attribute and the location of the combat character belongs to the first terrain attribute, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode. The method further includes: When the third environmental behavior mode is the stealth behavior mode triggered by the first terrain attribute and the location of the combat character does not belong to the first terrain attribute, the combat ability 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 terrain attribute of the location of the combat character. The position of the combat character changes dynamically during the turn-based combat scenario.
7. The method according to any one of claims 2 to 6, wherein, The determination of the combat ability of the combat character in the turn-based combat scenario based on the character's behavior pattern in the world scene includes at least one of the following: In the case where the perception behavior mode is a first perception behavior mode triggered by the restraint relationship between combat characters with different attributes, the combat ability of the combat character in the turn-based combat scenario is determined according to the first perception behavior mode. In the case where the perception behavior mode is a second perception behavior mode triggered by a stress response, the combat ability of the combat character in the turn-based combat scenario is determined according to the second perception behavior mode. The stress response is the behavioral reaction of the combat character after sensing an enemy combat character.
8. The method according to claim 7, wherein, When the perceived behavior mode is a first perceived behavior mode triggered by a restraint relationship between combat characters of different attributes, determining the combat ability of the combat character in the turn-based combat scenario according to the first perceived behavior mode includes: In the case where the first perception behavior mode is a stealth behavior mode triggered by the restraint relationship between combat characters with different attributes, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode. The method further includes: When the opposing combat character switches, the combat ability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern or the perception behavior pattern corresponding to the opposing combat character.
9. The method according to claim 7, wherein, In the case where the perceived behavior mode is a second perceived behavior mode triggered by a stress response, determining the combat ability of the combat character in the turn-based combat scenario according to the second perceived behavior mode includes: When the second perception behavior mode is a stealth behavior mode triggered by stress response, the combat ability of the combat character in the turn-based combat scenario is determined according to the stealth behavior mode. The method further includes: When the duration of the stress response reaches the first duration switching condition, the combat ability of the combat character in the turn-based combat scenario is determined according to the daily behavior pattern.
10. The method according to any one of claims 3 to 9, wherein, Determining the combat ability of the combat character in the turn-based combat scenario includes at least one of the following: Add a positive or negative gain state corresponding to the behavior pattern to the combat character; Change the combat logic of the combat character to the combat logic corresponding to the behavior pattern; Control the combat character 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 perceived behavior pattern includes at least one of the following behavior patterns: Hidden behavioral patterns; Disguised behavioral patterns; Sleep behavior patterns; escape behavior pattern; Crazy Battle Mode; Vigilance behavior pattern.
12. The method according to any one of claims 3 to 9, wherein, The method further includes: Control the combat character to switch between at least two behavior modes.
13. The method according to claim 12, wherein, The control of 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 factors in the world scene, it switches from the daily behavior mode to the environmental behavior mode. If the environmental factors disappear or the duration after their disappearance reaches a first duration, switch from the environmental behavior mode to the daily behavior mode. If the duration of the environmental behavior pattern reaches a second duration, switch from the environmental behavior pattern to the daily behavior pattern; When the combat character perceives the hostile virtual character in the world scene, it switches from the daily behavior mode to the perception behavior mode. If the perceived event disappears or the duration after its disappearance reaches a third duration, switch from the perceived behavior mode to the daily behavior mode. When the duration of the perceived behavior pattern reaches the fourth duration, switch from the perceived behavior pattern to the daily behavior pattern; When the combat character is in a group or population, switch from the daily behavior mode to the community behavior mode; When the combat character leaves the team or the population, switch from the community behavior mode to the daily behavior mode; When the combat character receives a stealth command or a stealth trigger event, it switches from the normal behavior mode to the ambush behavior mode; If the duration of the ambush behavior pattern reaches the fifth duration, switch from the ambush behavior pattern to the daily behavior pattern; If the combat character is discovered during a stealth attack, the character switches from the stealth behavior mode to the normal behavior mode.
14. The method according to claim 13, wherein, The method further includes: If a perception event occurs within the perception range centered on the combat character, control the combat character to perceive the perception event with a perception probability; The perception range includes at least one of the auditory perception range and the visual perception range, and the perception probability is related to the angle and / or distance of the perception event relative to the combat character.
15. A method for switching virtual scenes, the method being executed by a terminal device, the method comprising: The combat characters are displayed in a turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character. Control the first combat character and the second combat character to fight in the turn-based combat scenario; In response to the end of the battle in the turn-based combat scenario, the combat character is displayed in the world scene; Based on the battle results in the turn-based battle scenario, determine the behavior of the battle character in the world scenario.
16. The method according to claim 15, wherein, The determination of the combat character's behavior in the world scene based on the combat results in the turn-based combat scenario includes: If the combat character wins the battle in the turn-based combat scenario, the character's behavior in the world scenario is controlled based on the victory behavior pattern. If the combat character fails in the turn-based combat scenario, the character's behavior in the world scenario is controlled based on the failure behavior pattern.
17. The method according to claim 16, wherein, When the combat character wins the battle in the turn-based combat scenario, controlling the virtual character's behavior in the world scenario based on the victory behavior pattern includes at least one of the following: If the combat character wins the battle in the turn-based battle scene and is in a stealthy state in the turn-based battle scene, control the combat character to maintain the stealthy state in the world scene; If the combat character wins the battle in the turn-based battle scene and is in a state of being discovered while in stealth in the turn-based battle scene, control the combat character to re-enter the stealth state in the world scene; If the combat character wins the battle in the turn-based battle scene and is awakened from a sleep state in the turn-based battle scene, control the combat character to re-enter the sleep state in the world scene; If the combat character wins the battle in the turn-based battle scene and was in the exploration state before entering the turn-based battle scene, control the combat character to re-enter the exploration state in the world scene.
18. The method according to claim 16, wherein, When the combat character loses in the turn-based combat scenario, the method of controlling the virtual character's behavior in the world scenario based on the failure behavior pattern includes: If the combat character loses a battle in the turn-based battle scene and is in a fleeing state in the turn-based battle scene, control the combat character to maintain the fleeing state in the world scene.
19. A method for switching virtual scenes, the method being executed by a terminal device, the method comprising: The main virtual character is displayed in the world scene, and the main virtual character has at least one primary combat character; The main virtual character is controlled to move to a first area in the world scene, and the first area includes a second combat character; In response to the fulfillment of scene switching conditions, the combat character is displayed as being 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 scenario, the combat elements of the combat character in the turn-based combat scenario are determined.
20. The method according to claim 19, wherein, The determination of the combat elements of the combat character in the turn-based combat scenario based on the influencing factors in the world scene includes at least one of the following: Based on the behavior pattern of the combat character in the world scene, determine the combat ability 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, 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, determine the in-game skill strength 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, determine the battle map when the combat character fights in the turn-based combat scene.
21. A method for switching virtual scenes, the method being executed by a terminal device, the method comprising: The combat characters are displayed in a turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character. Control the first combat character and the second combat character to fight in the turn-based combat scenario; In response to the end of the battle in the turn-based combat scenario, the combat character is displayed in the world scene; Based on the influencing factors in the turn-based combat scenario, determine at least one world element of the combat character in the world scenario.
22. The method according to claim 21, wherein, The determination of at least one world element of the combat character in the world scene based on the influencing factors in the turn-based combat scenario includes at least one of the following: Based on the combat results of the combat character in the turn-based combat scenario, determine the behavior of the combat character in the world scenario; Based on the in-game environment of the combat character in the turn-based combat scenario, determine the out-of-game environment of the combat character in the world scenario.
23. A virtual scene switching device, the device comprising: The first display module is used to display the main virtual character located in the world scene, wherein the main virtual character has at least one first combat character; The first control module is used to control the main virtual character to move to a first area in the world scene, and the first area includes a second combat character; The first display module is further configured to display the combat character being located in a turn-based combat scene in response to the scene switching condition being met; the combat character includes at least one of the first combat character and the second combat character; The first determining module is used to determine the combat elements of the combat character in the turn-based combat scenario based on the influencing factors in the world scene.
24. A virtual scene switching device, the device comprising: The second display module is used to display the combat characters in the turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character. The second control module is used to control the first virtual character and the second virtual character to fight in the turn-based combat scenario. The second display module is also used to display the location of the combat character in the world scene in response to the end of the battle in the turn-based combat scene; The second determining 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: The first display module is used to display the main virtual character located in the world scene, wherein the main virtual character has at least one first combat character; The first control module is used to control the main virtual character to move to a first area in the world scene, and the first area includes a second combat character; The first display module is further configured to display the combat character in a turn-based combat scene in response to the scene switching condition being met, wherein the combat character includes at least one of the first combat character and the second combat character; The first determining submodule is used to determine the combat ability of the combat character in the turn-based combat scenario based on the character's behavior pattern in the world scene.
26. A virtual scene switching device, the device comprising: The second display module is used to display the combat characters in the turn-based combat scene. The combat characters include a first combat character and a second combat character. The first combat character is a combat character owned by the main virtual character. The second control module is used to control the first combat character and the second combat character to fight in the turn-based combat scenario. The second display module is also used to display the location of the combat character in the world scene in response to the end of the battle in the turn-based combat scene; The second determining submodule is used to determine the behavior of the combat character in the world scene based on the combat results in the turn-based combat scene.
27. A computer device, wherein, The computer device includes a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor 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.
28. A computer-readable storage medium storing a computer program, wherein, When the computer program is executed by the 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 stored in a computer-readable storage medium, wherein a processor reads from and executes the computer instructions 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.