Method and apparatus for capturing virtual character, device, and computer-readable storage medium

WO2026200559A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/083116
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-03-12
Publication Date
2026-10-01

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Abstract

A method and apparatus for capturing a virtual character, a device, and a computer-readable storage medium, relating to the technical field of human-computer interaction. The method comprises: displaying a player-controlled virtual object and a first virtual character located in a virtual world, the player-controlled virtual object having a first virtual capture item (201); in response to an operation of capturing the first virtual character by means of the first virtual capture item, displaying the player-controlled virtual object throwing the first virtual capture item toward the first virtual character (202); and displaying the first virtual capture item capturing the first virtual character, wherein the appearance of at least one body part of the first virtual character after being captured is different from that of the first virtual character before being captured (203). The method, the apparatus, the device, and the medium increase the randomness of capturing virtual characters, thereby increasing the enjoyment of capturing virtual characters and, in turn, improving game participation and user retention.
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Description

Methods, apparatus, devices and computer-readable storage media for capturing virtual characters

[0001] This application claims priority to Chinese Patent Application No. 202510372460.5, filed on March 27, 2025, entitled "Method, Apparatus, Device and Computer-Readable Storage Medium for Capturing Virtual Characters", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device, and computer-readable storage medium for capturing virtual characters. Background Technology

[0003] With the continuous development of computer technology, game technology is also constantly evolving. Some games offer virtual characters, which can be various animal or anime characters from the virtual world. In some games, players can control a virtual object to explore or move around in the virtual world. For example, they can explore the game map or capture virtual characters in the virtual world. Summary of the Invention

[0004] This application provides a method, apparatus, device, and readable storage medium for capturing virtual characters, which can solve the problems of limited methods for capturing virtual characters in related technologies, low fun in capturing virtual characters, and reduced game participation and retention rates. The technical solution is as follows:

[0005] On one hand, embodiments of this application provide a method for capturing virtual characters, the method being executed by a computer device, the method comprising:

[0006] Displays a master virtual object and a first virtual character located in the virtual world, wherein the master virtual object has a first virtual capture item;

[0007] In response to the operation of capturing the first virtual character using the first virtual capture prop, the controlling virtual object is shown throwing the first virtual capture prop at the first virtual character;

[0008] The first virtual capture tool is shown capturing the first virtual character;

[0009] Among them, the appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture.

[0010] On the other hand, embodiments of this application provide a virtual character capture device, the device comprising:

[0011] The display module is used to display the main virtual object and the first virtual character located in the virtual world, wherein the main virtual object has a first virtual capture prop;

[0012] The display module is also configured to, in response to the operation of capturing the first virtual character through the first virtual capture prop, display the main virtual object throwing the first virtual capture prop at the first virtual character;

[0013] The display module is also used to display the first virtual capture prop capturing the first virtual character;

[0014] Among them, the appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture.

[0015] On the other hand, embodiments of this application provide a terminal device, which includes a processor and a memory. The memory stores at least one piece of program code, which is loaded and executed by the processor to enable the terminal device to implement any of the virtual character capture methods described above.

[0016] On the other hand, a non-volatile computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the non-volatile computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a terminal device to implement any of the above-described methods for capturing virtual characters.

[0017] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable a terminal device to implement any of the above-mentioned methods for capturing virtual characters.

[0018] The technical solution provided in this application uses a first virtual capture tool to capture a first virtual character located in a virtual world. When the first virtual character is captured, at least one body part of the captured first virtual character differs in appearance from the first virtual character before capture. This increases the randomness and uncertainty of the captured virtual character, thereby enhancing the fun and flexibility of capturing the virtual character, increasing the interaction rate, and ultimately improving user engagement and retention in the game. Attached Figure Description

[0019] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application;

[0020] Figure 2 is a flowchart of a method for capturing a virtual character provided in an embodiment of this application;

[0021] Figure 3 is a schematic diagram of a game screen provided in an embodiment of this application;

[0022] Figure 4 is a schematic diagram of a virtual character provided in an embodiment of this application;

[0023] Figure 5 is a schematic diagram of another game screen provided in an embodiment of this application;

[0024] Figure 6 is a schematic diagram of another game screen provided in an embodiment of this application;

[0025] Figure 7 is a schematic diagram of another game screen provided in an embodiment of this application;

[0026] Figure 8 is a schematic diagram showing a capture effect provided in an embodiment of this application;

[0027] Figure 9 is a schematic diagram of a capture pop-up window provided in an embodiment of this application;

[0028] Figure 10 is a schematic diagram of a virtual character interface provided in an embodiment of this application;

[0029] Figure 11 is a schematic diagram of another virtual character interface provided in an embodiment of this application;

[0030] Figure 12 is a schematic diagram of a detailed information interface provided in an embodiment of this application;

[0031] Figure 13 is a schematic diagram of an appearance page provided in an embodiment of this application;

[0032] Figure 14 is a schematic diagram of a release interface provided in an embodiment of this application;

[0033] Figure 15 is a schematic diagram of a prop page provided in an embodiment of this application;

[0034] Figure 16 is a schematic diagram of a synthetic first virtual capture prop provided in an embodiment of this application;

[0035] Figure 17 is a schematic diagram showing the first virtual character released after capture, provided by an embodiment of this application;

[0036] Figure 18 is a flowchart of a method for generating a fourth virtual character according to an embodiment of this application;

[0037] Figure 19 is a flowchart of a method for releasing a captured first virtual character according to an embodiment of this application;

[0038] Figure 20 is a flowchart of a method for capturing a first virtual character using a first virtual capture prop according to an embodiment of this application;

[0039] Figure 21 is a schematic diagram of the structure of a virtual character capture device provided in an embodiment of this application;

[0040] Figure 22 is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;

[0041] Figure 23 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0042] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0043] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0044] First, let me explain some of the terms used in this application:

[0045] Virtual world: A virtual world displayed (or provided) by an application while it is running on a terminal device. 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 a two-dimensional, 2.5-dimensional, or three-dimensional virtual world; this application does not limit this. The following embodiments use a three-dimensional virtual world as an example, but this is not intended to be limiting. In some embodiments, a virtual world may also be referred to as a virtual environment, virtual scene, etc. In some embodiments, the application may also be referred to as a client.

[0046] Master virtual object: refers to the movable object that the player plays as in the virtual world. Master virtual objects can be virtual characters, virtual animals, anime characters, etc., such as characters or animals displayed in a 3D virtual world. Optionally, the master virtual object is a 3D model created based on animation skeletal technology. Each master virtual object has its own shape and volume in the 3D virtual world, occupying a portion of the space within the 3D virtual world.

[0047] Virtual characters: These are movable objects controlled by artificial intelligence (AI) or players in a virtual world. Virtual characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pets, etc. For example, they are movable objects displayed in a three-dimensional virtual world in the form of animals or other shapes. Virtual characters can be subjected to at least one of the following interactive operations by the controlling virtual object: capture, raising, leveling up, etc. Virtual characters can also assist the controlling virtual object in at least one of the following interactive operations: gathering resources, combat, altering terrain, etc.

[0048] World Scene: This refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots of land on the world map can be displayed. For example, the user interface displays one or more plots of land where the main virtual object or the first virtual character is currently located on the world map, as well as interface elements related to the displayed plots, the main virtual object, and the virtual character. The elements in this application embodiment can be used to compose a scene (such as a world scene), such as plots of land, the main virtual object, and virtual characters. In the world scene, the player can control the main virtual object to move freely, explore, and develop the storyline.

[0049] Turn-based combat scenario: This refers to the scenario corresponding to the battle map. When a turn-based combat scenario is displayed in the user interface, the user interface can display the battle map, such as showing all or part of the tiles contained in the battle map. For example, the user interface can display a virtual character or one or more tiles that the virtual character is currently located on in the battle map, as well as some interface elements related to the displayed tiles, the main virtual object, the virtual character, etc. In a turn-based combat scenario, both sides control the virtual characters to fight in turns. After the battle is completed, the interface switches back to the world scene.

[0050] The world scene and the turn-based battle scene can be switched. For example, you can switch from the world scene to the turn-based battle scene, or vice versa.

[0051] 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 object (such as the first-person or third-person perspective of the main virtual object), resulting in the displayed world scene image. When displaying turn-based combat scenes, the virtual camera captures the turn-based combat scene from a neutral perspective (such as the virtual camera being positioned between the two combatants and diagonally above them), resulting in the displayed turn-based combat scene image. Optionally, in addition to the aforementioned 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 object or virtual character; when displaying turn-based combat scenes, users are not allowed to manually adjust the perspective or control the movement of the main virtual object or virtual 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.

[0052] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application. As shown in Figure 1, the computer system includes a terminal device 101 and a server 102. The terminal device 101 has a client that supports virtual scenes installed and running. The virtual character capture method provided in this embodiment of the application can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102. This embodiment of the application does not limit the execution of the method.

[0053] Server 102 provides background services for the client supporting virtual scenarios installed on terminal device 101. In one possible implementation, server 102 undertakes the main computing work, and terminal device 101 undertakes the secondary computing work. Alternatively, server 102 undertakes the secondary computing work, and terminal device 101 undertakes the main computing work. Or, terminal device 101 and server 102 collaborate on computing using a distributed computing architecture.

[0054] Clients supporting virtual scenes include, but are not limited to, game clients. For example, game clients can be third-person shooter (TPS) game clients, first-person shooter (FPS) game clients, multiplayer online battle arena (MOBA) game clients, multiplayer shooting survival game clients, massively multiplayer online role-playing game (MMO) clients, and action role-playing game (ARPG) clients. Exemplarily, clients supporting virtual scenes can also be other types of clients besides game clients. For example, clients supporting virtual scenes can also be virtual reality (VR) clients, augmented reality (AR) clients, 3D mapping programs, map simulation programs, social clients, interactive entertainment clients, etc.

[0055] This application does not limit the type of client that supports virtual scenes. For example, a client that supports virtual scenes can be an application that needs to be downloaded and installed, a mini-program that does not need to be downloaded, a web application, etc.

[0056] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.

[0057] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0058] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.

[0059] In the virtual character capture method provided in this application, after the game client is launched, a game screen 103 is displayed. The game screen 103 displays a master virtual object 104 and a first virtual character 105 located in the virtual world. The master virtual object 104 has a first virtual capture item.

[0060] When a game object attempts to capture a first virtual character 105 using a first virtual capture item, the terminal device, in response to the operation of capturing the first virtual character 105 with the first virtual capture item, displays the main virtual object 104 throwing the first virtual capture item 106 at the first virtual character. Alternatively, in response to the operation of capturing the first virtual character 105 with the first virtual capture item, and the appearance type of the first virtual character 105 meets the appearance requirements, the terminal device displays the main virtual object 104 throwing the first virtual capture item 106 at the first virtual character. Afterwards, the game screen 107 displays the main virtual object 104 throwing the first virtual capture item 106 at the first virtual character 105. If the first virtual capture item 106 successfully captures the first virtual character 105, and the first virtual capture item 106 successfully changes the appearance of at least one body part of the first virtual character 105, the device displays that the first virtual capture item 106 captured the first virtual character 105, and the appearance of at least one body part of the first virtual character 105 after capture is different from that before capture. The first virtual capture prop 106 successfully captures the first virtual character 105, and the first virtual capture prop 106 successfully changes the appearance of at least one body part of the first virtual character 105, which can be determined by judgment. This application embodiment does not limit the judgment method.

[0061] After capturing the first virtual character 105 using the first virtual capture item 106, if the player is not satisfied with the captured first virtual character 105, they can release it. Releasing the captured first virtual character 105 yields a first quantity of first virtual items, which can then be combined to create the first virtual capture item 106. The player can then use the combined first virtual capture item 106 to capture virtual characters in the virtual world, allowing them to capture the virtual characters they desire.

[0062] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0063] In related technologies, when a player-controlled virtual object encounters a virtual character in a game, the player can control the virtual object to throw virtual capture items at the virtual character in order to capture the virtual character.

[0064] However, the above-mentioned methods for capturing virtual characters can only capture virtual characters encountered by the main virtual object, which limits the way virtual characters can be captured and makes the capture of virtual characters less interesting, thereby reducing player participation and user retention.

[0065] This application provides a method for capturing a virtual character, which can be applied to the computer system shown in FIG1. ​​For example, the method for capturing a virtual character can be executed by a computer device, which may include a terminal device (terminal device 101 in FIG1) or a server (server 102 in FIG1). In other words, the method for capturing a virtual character provided in this application can be executed by a terminal device or by both a terminal device and a server. Taking the flowchart of a method for capturing a virtual character provided in this application, shown in FIG2, as an example, the method can be executed by the terminal device 101 in FIG1. ​​As shown in FIG2, the method includes the following steps 201 to 203.

[0066] In step 201, a master virtual object and a first virtual character located in the virtual world are displayed, and the master virtual object has a first virtual capture item.

[0067] The first virtual capture prop is used to capture virtual characters in the virtual world and change the appearance of the captured virtual characters.

[0068] In an exemplary embodiment of this application, a client supporting virtual scenes is installed and runs on the terminal device, and the display interface of the terminal device displays relevant information about the client supporting virtual scenes. For example, the client supporting virtual scenes can be a game client, or it can be a virtual reality client, an augmented reality client, a 3D map program, a map simulation program, a social client, an interactive entertainment client, etc. Taking a game client as an example, the relevant information about the game client can be the name of the game client, the icon of the game client, or other information that can uniquely identify the game client; this embodiment of the application does not limit this.

[0069] When a game object wants to launch the game client, it selects the relevant information for the game client. The terminal device receives the trigger operation for this information and displays the game screen, which shows a master virtual object and a first virtual character located in the virtual world. The master virtual object possesses a first virtual capture item, used to capture the virtual character in the virtual world and alter its appearance. The master virtual object is a virtual object controlled by the game object. The master virtual object and the first virtual character reside within the world scene. In some embodiments, the game object may also be referred to as a player, user, etc.

[0070] Optionally, the game object selects the relevant information of the game client by clicking on the relevant information of the game client, by using a game controller, by using a voice command, or by other means. This application embodiment does not limit this.

[0071] Figure 3 is a schematic diagram of a game screen provided in an embodiment of this application. It shows a main virtual object 301 and a first virtual character 302 located in the virtual world, wherein the main virtual object 301 has a first virtual capture item.

[0072] Of course, other content can also be displayed in the game screen, and this application embodiment does not limit this. Optionally, a fourth virtual character is also displayed in the game screen. The appearance type of the fourth virtual character can be a normal appearance or a non-normal appearance (rare appearance). For example, a normal appearance can refer to a free appearance, or an appearance commonly found in the game, or an appearance whose usage probability is greater than or equal to a probability threshold. A non-normal appearance is an appearance that is paid for or based on virtual resources, or an appearance whose usage probability is lower than a probability threshold. The probability threshold can be obtained based on experience or configuration, and this application embodiment does not limit the method of determining normal and non-normal appearances. For example, whether the appearance type of the fourth virtual character is a normal appearance is determined by the server, and when the appearance type of the fourth virtual character is a non-normal appearance, the appearance information of the fourth virtual character is also determined by the server. Optionally, the process by which the server determines whether the appearance type of the fourth virtual character is a normal appearance includes: generating a third random number, and determining the appearance type of the fourth virtual character based on the third random number and the probability that the appearance type of the fourth virtual character is a non-normal appearance.

[0073] In one possible implementation, if the probability that the third random number is not greater than the probability that the appearance type of the fourth virtual character is a non-normal appearance, the appearance type of the fourth virtual character is determined to be a non-normal appearance; if the probability that the third random number is greater than the probability that the appearance type of the fourth virtual character is a non-normal appearance, the appearance type of the fourth virtual character is determined to be a normal appearance.

[0074] For example, the probability that the fourth virtual character's appearance type is a non-normal appearance is 30%. The server-generated third random number is 0.5. Since the third random number is greater than the probability that the fourth virtual character's appearance type is a non-normal appearance, the fourth virtual character's appearance type is determined to be a normal appearance. Alternatively, the server-generated third random number is 0.23. Since the third random number is less than the probability that the fourth virtual character's appearance type is a non-normal appearance, the fourth virtual character's appearance type is determined to be a non-normal appearance.

[0075] When the appearance type of the fourth virtual character is determined to be normal, the server sends the character data of the fourth virtual character to the terminal device, so that the terminal device can render according to the character data of the fourth virtual character, obtain the fourth virtual character, and display the fourth virtual character in the game screen.

[0076] When it is determined that the appearance type of the fourth virtual character is a non-standard appearance, the server determines the second appearance information of the fourth virtual character, records the second appearance information into the character data of the fourth virtual character, and then returns the character data of the fourth virtual character to the terminal device. The terminal device then renders the fourth virtual character based on the character data to obtain the fourth virtual character, which is then displayed in the game screen. The appearance type of this fourth virtual character is a non-standard appearance, and the appearance of the fourth virtual character is the appearance corresponding to the second appearance information. As shown in Figure 3, virtual character 303 is the fourth virtual character with a non-standard appearance type.

[0077] The process by which the server determines the second appearance information of the fourth virtual character is similar to the process by which the server determines the first appearance information, as detailed in the description of determining the first appearance information below. This application embodiment will not repeat the details here.

[0078] Figure 4 is a schematic diagram of a virtual character provided in an embodiment of this application. In Figure 4, (1) is a virtual character with a normal appearance, (2) is a virtual character with a non-normal appearance, and (3) is another virtual character with a non-normal appearance. The appearances of the virtual characters shown in Figure 4 (2) and (3) are different.

[0079] In one possible implementation, before displaying the master virtual object and the first virtual character located in the virtual world, it is necessary to obtain a first virtual capture item. This application embodiment does not limit the method of obtaining the first virtual capture item. Optionally, the first virtual capture item can be purchased from a game store, obtained by participating in game activities, or obtained by releasing a third virtual character. The first virtual capture item is then synthesized using the first virtual item. The third virtual character is a captured virtual character with a non-standard appearance. The process of obtaining the first virtual item by releasing the third virtual character includes: in response to the release operation of the third virtual character, displaying a second quantity of the first virtual item obtainable by releasing the third virtual character; in response to confirming the release operation of the third virtual character, transferring the second quantity of the first virtual item to the account of the game object controlling the master virtual object. The second quantity of the first virtual item is used to synthesize the first virtual capture item.

[0080] In this context, the second quantity can be either a fixed value, or different types of third virtual characters have different second quantities, or different levels of third virtual characters have different second quantities, or different character categories of third virtual characters have different second quantities. That is, the second quantity can be either a fixed value, or a quantity corresponding to the type of the third virtual character, or a quantity corresponding to the level of the third virtual character, or a quantity corresponding to the character category of the third virtual character.

[0081] A second quantity of the first virtual item is transferred to the account of the game object controlling the main virtual object, so that the game object can obtain the second quantity of the first virtual item. This allows the game object to synthesize the first virtual capture item using the first virtual item. When the game object synthesizes the first virtual capture item, it obtains the first virtual capture item. The process of synthesizing the first virtual capture item is described in step 203 below, and will not be elaborated further here.

[0082] In this implementation, a second number of first virtual items are obtained by releasing a captured third virtual character with a non-standard appearance. These second number of first virtual items are then used to synthesize a first virtual capture item, equipping the main virtual object with the first virtual capture item. This allows the main virtual object to capture virtual characters using the first virtual capture item, resulting in at least one body part of the captured virtual character being different from the virtual character to be captured. This enhances the fun of capturing virtual characters and increases the probability of capturing a virtual character that satisfies the game object.

[0083] In step 202, in response to the operation of capturing the first virtual character through the first virtual capture prop, the main virtual object is shown throwing the first virtual capture prop at the first virtual character.

[0084] In one possible implementation, the master virtual object carries a second virtual character, which is any virtual character captured by the master virtual object. A release control is also displayed on the game screen to release the second virtual character; as shown in Figure 3, 304 represents the release control.

[0085] When a game object wants to release a second virtual character, it selects the release control, displaying the character icon of the second virtual character carried by the main virtual character controlled by the game object. In response to a trigger action on the second virtual character's icon, the second virtual character is released and displayed. In response to interaction commands to the second virtual character, the game object controls the second virtual character to interact with the first virtual character. After the second virtual character is released, the game switches from the world scene to a turn-based combat scene.

[0086] The release control for the selected game object can be achieved by long-pressing the game object or by clicking the game object; this embodiment does not limit this. The character icon for the second virtual character can be determined based on the application scenario; this embodiment does not limit the type and content of the character icon for the second virtual character.

[0087] Figure 5 is a schematic diagram of another game screen provided in an embodiment of this application, which shows the character icon 501 of the second virtual character carried by the main virtual object controlled by the game object.

[0088] Figure 6 is a schematic diagram of another game screen provided in an embodiment of this application, in which the first virtual character 601 and the second virtual character 602 interact.

[0089] Optionally, after displaying the released second virtual character, a control corresponding to the first virtual capture item can also be displayed, as shown in Figure 6, where 603 represents the control corresponding to the first virtual capture item. When the game object wants to capture the first virtual character using the first virtual capture item, the game object selects the control corresponding to the first virtual capture item. The terminal device receives a trigger operation for the item information of the first virtual capture item. In response to the trigger operation for the item information of the first virtual capture item, the operation of capturing the first virtual character using the first virtual capture item is triggered. In response to the operation of capturing the first virtual character using the first virtual capture item, the main virtual object is shown throwing the first virtual capture item at the first virtual character.

[0090] Figure 7 is a schematic diagram of another game screen provided in an embodiment of this application. In it, the main virtual object 701 throws the first virtual capture item 703 at the first virtual character 702.

[0091] In this implementation, the second virtual character carried by the main virtual object is released, allowing the second virtual character to interact with the first virtual character. During the interaction between the second and first virtual characters, the item information of the first virtual capture item is triggered, thereby displaying the main virtual object throwing the first virtual capture item at the first virtual character, making the way the first virtual capture item is thrown more flexible.

[0092] In one possible implementation, a throwing control for the first virtual capture item (not shown in the figure) can also be displayed on the game screen. In response to a triggering operation on the throwing control, an operation to capture the first virtual character using the first virtual capture item can be initiated. This method allows the first virtual capture item to be thrown at the first virtual character by triggering the throwing control, making the throwing method of the first virtual capture item more flexible.

[0093] In one possible implementation, the game object can also control the main virtual object to move. When the distance between the main virtual object and the first virtual character is less than a distance threshold, the world scene switches to a turn-based combat scene. At this time, the item information of the first virtual capture item is displayed. In response to the trigger operation of the item information of the first virtual capture item, the operation of capturing the first virtual character through the first virtual capture item is triggered.

[0094] The distance threshold is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the distance threshold is 10 centimeters.

[0095] In one possible implementation, in response to an operation of capturing a first virtual character using a first virtual capture prop, and the appearance type of the first virtual character meets the appearance requirements, the main virtual object is shown throwing the first virtual capture prop at the first virtual character.

[0096] The first virtual character's appearance type meeting the appearance requirements means that the first virtual character's appearance type is a normal appearance. Optionally, the identifier of the first virtual character is sent to the server. If the server determines that the first virtual character's appearance type is a normal appearance, it returns captureable information to the terminal device. Then, the terminal device determines that the first virtual character's appearance type meets the appearance requirements and displays the main virtual object throwing the first virtual capture item at the first virtual character.

[0097] In this implementation, the first virtual capture prop is used to capture virtual characters with a normal appearance in the virtual world. When the appearance type of the first virtual character is normal, the first virtual capture prop can be used to capture the first virtual character. Therefore, the main virtual object can be displayed to throw the first virtual capture prop at the first virtual character, thereby realizing the capture of the first virtual character through the first virtual capture prop.

[0098] In another possible implementation, in response to the operation of capturing a first virtual character through a first virtual capture prop, and the appearance type of the first virtual character does not meet the appearance requirements, a prompt message is displayed, indicating that the first virtual character cannot be captured through the first virtual capture prop.

[0099] For example, the appearance type of the first virtual character not meeting the appearance requirements means that the appearance type of the first virtual character is a non-standard appearance. Optionally, the identifier of the first virtual character is sent to the server, and if the server determines that the appearance type of the first virtual character is a non-standard appearance, it returns an uncaptureable information to the terminal device, thereby determining that the appearance type of the first virtual character does not meet the appearance requirements and displaying a prompt message.

[0100] In this implementation, the first virtual capture item is used to capture virtual characters with a normal appearance in the virtual world. When the appearance type of the first virtual character is not normal, a prompt message will be displayed when the first virtual capture item is used to capture the first virtual character, so as to indicate to the game object that the first virtual capture item cannot be used to capture the first virtual character.

[0101] In one possible implementation, in response to the operation of capturing a first virtual character using a first virtual capture prop, a capture animation corresponding to the first virtual capture prop can also be displayed. This capture animation instructs the user to use the first virtual capture prop to capture the virtual character. The capture animation corresponding to the first virtual capture prop can be an animation of the first virtual capture prop gradually increasing in size, or it can be other animations; this application does not limit the specific animation to these possibilities.

[0102] Optionally, in response to the operation of capturing a first virtual character using a first virtual capture prop, and the appearance type of the first virtual character meets the appearance requirements, a capture animation corresponding to the first virtual capture prop is displayed. For example, the appearance type of the first virtual character meeting the appearance requirements means that the appearance type of the first virtual character is a normal appearance. Alternatively, the appearance type of the first virtual character meeting the appearance requirements means that the appearance type of the first virtual character is a non-normal appearance, or other appearance requirements, which can be determined based on the application scenario or configuration. This application embodiment does not limit this.

[0103] Since the first virtual capture item is a special capture item in the game, when using the first virtual capture item to capture a virtual character, the capture animation corresponding to the first virtual capture item can be displayed to reflect the characteristics and value of the first virtual capture item, and also to let the game object know that the capture item currently being used is the first virtual capture item.

[0104] In step 203, the first virtual capture prop is shown to capture the first virtual character, wherein the appearance of at least one body part of the captured first virtual character is different from that of the first virtual character before capture.

[0105] In one possible implementation, if the first virtual capture tool successfully captures the first virtual character, a message is displayed indicating that the first virtual capture tool has captured the first virtual character. For example, if it is determined that the first virtual capture tool has successfully captured the first virtual character, a message is displayed indicating that the first virtual capture tool has captured the first virtual character. The method for determining whether the first virtual capture tool has successfully captured the first virtual character is not limited in this embodiment. For example, it can be determined that the first virtual capture tool has successfully captured the first virtual character based on the distance between the first virtual capture tool and the first virtual character being less than a distance threshold.

[0106] In this implementation, the first virtual capture item is only displayed as having captured the first virtual character if it is confirmed that the first virtual capture item has successfully captured the first virtual character, thus making the capture accuracy of the virtual character higher.

[0107] Furthermore, if the first virtual capture tool successfully captures the first virtual character, and the first virtual capture tool successfully changes the appearance of at least one body part of the first virtual character, then the capture of the first virtual character by the first virtual capture tool is displayed. The appearance of at least one body part of the first virtual character after capture differs from that of the first virtual character before capture. The determination that the first virtual capture tool successfully changed the appearance of at least one body part of the first virtual character can be made by comparing the appearance of at least one body part of the first virtual character with its appearance before capture.

[0108] Optionally, the process of determining whether the first virtual capture tool has successfully captured the first virtual character, and the process of determining whether the first virtual capture tool has successfully changed the appearance of at least one body part of the first virtual character, can be implemented by a terminal device or both can be executed by a server. The determination method of the terminal device is consistent with the principle of the determination method of the server, as can be referred to in the following description. This application embodiment does not limit the process of the server determining whether the first virtual capture tool has successfully captured the first virtual character, and the process of determining whether the first virtual capture tool has successfully changed the appearance of at least one body part of the first virtual character.

[0109] Optionally, the process by which the server determines whether the first virtual capture item has successfully captured the first virtual character includes: if the first virtual character is within the capture range of the first virtual capture item and the capture success rate of the first virtual character meets the capture requirements, then the first virtual capture item has successfully captured the first virtual character. If the first virtual character is outside the capture range of the first virtual capture item, and / or the capture success rate of the first virtual character does not meet the capture requirements, then the first virtual capture item has failed to capture the first virtual character.

[0110] Before determining whether the first virtual character is within the capture range of the first virtual capture item, it is necessary to first determine the capture range of the first virtual capture item. This embodiment of the application does not limit the method for determining the capture range of the first virtual capture item. Optionally, a circle is defined with the throwing location of the first virtual capture item as the center and a first length as the radius. The area covered by this circle is taken as the capture range of the first virtual capture item. The first length is set based on experience or adjusted according to the implementation environment; this embodiment of the application does not limit this. For example, the first length is 5 meters.

[0111] A capture success rate that meets the capture requirements means that the capture success rate is not less than the capture threshold. A capture success rate that does not meet the capture requirements means that the capture success rate is less than the capture threshold. The capture threshold is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit it. For example, the capture threshold is 80%. The capture success rate of the first virtual character is determined by at least one of the item level of the first virtual capture item, the level of the first virtual character, the current health of the first virtual character, the current state of the first virtual character, and the level of the master virtual object. Optionally, the capture success rate of the first virtual character is obtained by weighted summation of the item level of the first virtual capture item, the level of the first virtual character, the current health of the first virtual character, the current state of the first virtual character, and the level of the master virtual object.

[0112] The process by which the server determines whether the first virtual capture item has successfully changed the appearance of at least one body part of the first virtual character includes: generating a fourth random number, and determining whether the first virtual capture item has successfully changed the appearance of at least one body part of the first virtual character based on the probability of the appearance of at least one body part of the first virtual character changing and the fourth random number.

[0113] Optionally, if the fourth random number is not greater than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture item has successfully changed the appearance of at least one body part of the first virtual character. If the fourth random number is greater than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture item has not successfully changed the appearance of at least one body part of the first virtual character.

[0114] For example, the probability that the appearance of at least one body part of the first virtual character changes is 50%, and the fourth random number is 0.3. Since the fourth random number is less than the probability that the appearance of at least one body part of the first virtual character changes, it is determined that the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character.

[0115] For example, if the probability of at least one body part of the first virtual character changing its appearance is 50%, and the fourth random number is 0.7, since the fourth random number is greater than the probability of at least one body part of the first virtual character changing its appearance, it is determined that the first virtual capture item has failed to change the appearance of at least one body part of the first virtual character.

[0116] In one possible implementation, when the server determines that the first virtual capture tool has successfully captured the first virtual character and that the first virtual capture tool has successfully changed the appearance of at least one body part of the first virtual character, a message is sent to the terminal device indicating that the first virtual capture tool has successfully captured the first virtual character and that the first virtual capture tool has successfully changed the appearance of at least one body part of the first virtual character, so that the terminal device displays that the first virtual capture tool has captured the first virtual character.

[0117] In one possible implementation, before the first virtual capture prop captures the first virtual character, it is necessary to obtain first appearance information so that the appearance of at least one body part of the captured first virtual character is as indicated by the first appearance information. The process of obtaining the first appearance information includes: sending an acquisition request to the server to obtain the first appearance information; and receiving the first appearance information returned by the server based on the acquisition request. Optionally, in addition to sending a request to the server to obtain the first appearance information, the terminal device may also obtain the first appearance information by referring to the method by which the server obtains the first appearance information; this will not be elaborated further here.

[0118] After receiving the retrieval request, the server randomly determines at least one color as the first color and randomly determines a shape as the first shape, and then uses at least one of the first color and the first shape as the first appearance information and returns the first appearance information to the terminal device.

[0119] The process by which the server randomly determines at least one color as the first color includes: the server stores M colors, each color corresponding to a probability, and the sum of the probabilities of the M colors is 1. The server randomly determines at least one color from the M colors and uses the determined color as the first color. M is an integer greater than or equal to 1.

[0120] For example, the server stores five colors: Color 1, Color 2, Color 3, Color 4, and Color 5, with probabilities of 20%, 30%, 10%, 25%, and 15%, respectively. The server generates a first random number between 0 and 100. If the first random number is not greater than 20, the first color is determined to be Color 1; if the first random number is greater than 20 but not greater than 50, the first color is determined to be Color 2; if the first random number is greater than 50 but not greater than 60, the first color is determined to be Color 3; if the first random number is greater than 60 but not greater than 85, the first color is determined to be Color 4; and if the first random number is greater than 85 but not greater than 100, the first color is determined to be Color 5. Alternatively, the server can generate another random number between 0 and 100, and based on this second random number, determine a color that is also used as the first color.

[0121] The process by which the server randomly selects a shape as the first shape includes: the server stores N shapes, each with a corresponding probability, and the sum of the probabilities of the N shapes is 1. The server randomly selects one shape from the N shapes and uses this selected shape as the first shape. N is an integer greater than or equal to 1.

[0122] For example, the server stores five shapes: Shape 1, Shape 2, Shape 3, Shape 4, and Shape 5, with probabilities of 20%, 30%, 10%, 25%, and 15%, respectively. The server generates a second random number between 0 and 100. If the second random number is not greater than 20, the first shape is determined to be Shape 1; if the second random number is greater than 20 but not greater than 50, the first shape is determined to be Shape 2; if the second random number is greater than 50 but not greater than 60, the first shape is determined to be Shape 3; if the second random number is greater than 60 but not greater than 85, the first shape is determined to be Shape 4; and if the second random number is greater than 85 but not greater than 100, the first shape is determined to be Shape 5.

[0123] In this implementation, the server randomly determines the first color and the first shape, making the appearance of the first body part of the captured first virtual character random. This increases the uncertainty of the captured first virtual character, thereby enhancing the fun of capturing the virtual character.

[0124] In one possible implementation, at least one body part differs for different types of first virtual characters, and the appearance of at least one body part includes at least one of color or shape. That is, at least one body part is determined based on the type of the first virtual character.

[0125] For example, if the type of the first virtual character is a fish, then at least one body part is a tail. Or, for example, if the type of the first virtual character is a bird, then at least one body part is a wing.

[0126] In this implementation, different types of first virtual characters correspond to at least one different body part, so that the body parts with non-ordinary appearances of various types of first virtual characters are different, thereby diversifying the appearance of virtual characters and increasing the probability that the game object captures a virtual character with a desired appearance.

[0127] Optionally, at least one body part may differ for each of the first virtual characters of different character types; that is, at least one body part may be determined based on the character type of the first virtual character. The character type of the first virtual character may be at least one of the following: Normal, Grass, Fire, Water, Light, Earth, Ice, Dragon, Electric, Poison, Insect, Fighting, Winged, Cute, Ghost, Demon, Mechanical, and Illusion.

[0128] For example, if the first virtual character's element is fire, and the corresponding body part is the head, then at least one body part is the head. As another example, if the first virtual character's element is grass, and the corresponding body part is the feet, then at least one body part is the feet. Yet another example, if the first virtual character's element is wing, and the corresponding body part is the wings, then at least one body part is the wings.

[0129] In one possible implementation, after the main virtual object throws the first virtual capture item at the first virtual character, if it is determined that the first virtual capture item has successfully captured the first virtual character, it can also be displayed that the first virtual capture item has captured a fifth virtual character. The fifth virtual character is a virtual character that is different from the first virtual character among the virtual characters with the first character category, and the first character category is the character category of the first virtual character.

[0130] For example, if the first virtual character's element is "fire", and the virtual characters with the "fire" element are virtual character A, virtual character B, and virtual character C, and the first virtual character is virtual character A, then the fifth virtual character is virtual character B, or the fifth virtual character is virtual character C.

[0131] In another implementation, after the main virtual object throws the first virtual capture item at the first virtual character, if it is determined that the first virtual capture item has successfully captured the first virtual character, it can also be displayed that the first virtual capture item has captured the sixth virtual character. The sixth virtual character is any virtual character with a second character category, and the second character category is different from the first character category.

[0132] For example, if the first virtual character's element is "fire", and the second character's element is any element other than "fire", such as "water", then the sixth virtual character is any virtual character with the "water" element.

[0133] In the two implementation methods described above, when capturing virtual characters, a fifth virtual character with the same character category as the first virtual character can be captured, or a sixth virtual character with a different character category than the first virtual character can be captured. This increases the uncertainty of the virtual characters captured by the game object, thereby enhancing the fun of capturing virtual characters and improving the game experience.

[0134] In one possible implementation, if it is determined that the first virtual capture prop has successfully changed the appearance of at least one body part of the first virtual character, a capture effect may also be displayed, which is used to preview the appearance of at least one body part of the first virtual character after capture.

[0135] In this implementation, if it is determined that the first virtual capture prop has successfully changed the appearance of at least one body part of the first virtual character, the game object can know in advance the appearance of at least one body part of the first virtual character after capture by displaying capture effects, so as to achieve the purpose of previewing the appearance of the first virtual character after capture.

[0136] Optionally, the capture effect includes at least one of the color and the shape of at least one body part of the first virtual character after capture.

[0137] Figure 8 is a schematic diagram of a capture effect provided in an embodiment of this application. The capture effect shown in Figure 8(1) foreshadows that at least one body part of the captured first virtual character is white and black. The capture effect shown in Figure 8(2) foreshadows that at least one body part of the captured first virtual character displays a four-pointed star. The capture effect shown in Figure 8(3) foreshadows that at least one body part of the captured first virtual character is white and black, and displays a four-pointed star.

[0138] Optionally, the capture effect may also include the material of at least one body part of the first virtual character after capture, so that the capture effect can also preview the material of at least one body part of the first virtual character after capture.

[0139] Optionally, the capture effect may also include at least one body part, so that the capture effect can predict which body part of the first virtual character after capture will look different from the first virtual character before capture.

[0140] This application does not limit the form of the capture effect. Optionally, the form of the capture effect corresponds to the character type of the first virtual character. For example, if the character type of the first virtual character is fire, the capture effect will be in the shape of fire. As another example, if the character type of the first virtual character is water, the capture effect will be in the shape of a water droplet. Yet another example, if the character type of the first virtual character is electricity, the capture effect will be in the shape of lightning.

[0141] In one possible implementation, after the first virtual capture item captures the first virtual character, a capture pop-up window can be displayed. This pop-up window shows the character information of the captured first virtual character, indicating that the first virtual character has been captured. The character information includes at least one of the following: character name, character class, character level, character icon, and character appearance type. The character appearance type indicates whether the virtual character's appearance is a standard appearance.

[0142] In this implementation, displaying a capture pop-up window allows the game object to know that the main virtual object has captured the first virtual character. Furthermore, the capture pop-up window displays the character information of the captured first virtual character, allowing the game object to understand the captured character and increasing its familiarity with the game.

[0143] Optionally, character appearance types include standard appearance and non-standard appearance. Non-standard appearance refers to an appearance that has undergone mutation. Standard appearance refers to an appearance that has not undergone mutation.

[0144] Optionally, the capture pop-up can be overlaid on the game screen or displayed separately. This application embodiment does not limit the display method of the capture pop-up.

[0145] Figure 9 is a schematic diagram of a capture pop-up window provided in an embodiment of this application. It displays the character name "AAA", character type "AA", character level "34", character icon 901, and character appearance type "non-normal appearance" of the first virtual character after capture.

[0146] Optionally, the display duration of the capture pop-up is a target duration. If the display duration of the capture pop-up is not less than the target duration, the capture pop-up is canceled. The target duration is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the target duration is 3 seconds.

[0147] Since the capture pop-up will cover part of the game screen when it is superimposed on the game screen, if the capture pop-up is always displayed, it will affect the game object's viewing of the game screen. Therefore, the display duration of the capture pop-up is set. This way, it is convenient to inform the game object of the information of the captured virtual character, without affecting the game object's viewing of the game screen, thereby improving the game experience.

[0148] In one possible implementation, after the first virtual capture prop captures the first virtual character, the captured first virtual character can be viewed. The process of viewing the captured first virtual character includes: displaying the character icon of the captured first virtual character in response to a viewing operation on the captured first virtual character; displaying the captured first virtual character based on the triggering of the character icon of the captured first virtual character; and displaying appearance information of at least one body part of the captured first virtual character in response to an appearance viewing operation on the captured first virtual character.

[0149] Optionally, in response to a viewing operation on the captured first virtual character, a virtual character interface is displayed, showing the character icon of the captured first virtual character. In response to a triggering operation on the capture pop-up, a viewing operation on the captured first virtual character is received. Alternatively, a viewing control is displayed on the game screen, and in response to a triggering operation on the viewing control, a viewing operation on the captured first virtual character is received. Figure 3 shows 305 as the viewing control.

[0150] Figure 10 is a schematic diagram of a virtual character interface provided in an embodiment of this application. It displays the character icon 1001 of the first captured virtual character. The virtual character interface also displays the character icons of other virtual characters captured by the game object, and shows the number of virtual characters captured by the game object. For example, the game object has captured 35 first virtual characters.

[0151] Optionally, the virtual character interface displays a "My Team" box and a "Backpack" box. The character icon displayed in the "My Team" box refers to the character icon of the virtual character that can be released in the virtual world, while the character icon displayed in the "Backpack" box refers to the character icon of the virtual character that has been captured by the game object, excluding the character icon displayed in the "My Team" box.

[0152] Upon triggering the character icon of the captured first virtual character, the captured first virtual character is displayed in the virtual character interface. Figure 11 is a schematic diagram of another virtual character interface provided in this application embodiment, which displays the captured first virtual character 1101. The interface may also display the character name "AAA", character type "AA", and a detailed information control 1102 for the captured first virtual character. Optionally, in the virtual character interface displaying the captured first virtual character, the game object can view the captured first virtual character from all angles by swiping on it.

[0153] When a game object wants to view the details of the first captured virtual character, the game object selects the details control. In response to the triggering operation on the details control, the details interface is displayed, which shows the details of the first captured virtual character.

[0154] Optionally, a detailed information interface can be overlaid on the virtual character interface, or a separate detailed information interface can be displayed. This application embodiment does not limit the display method of the detailed information interface. Figure 12 is a schematic diagram of a detailed information interface provided in this application embodiment. A detailed information interface 1201 is overlaid on the virtual character interface. The detailed information interface 1201 displays the captured first virtual character's character name "AAA", character type "AA", character level "27", highest character level "50", current experience points "0", highest experience points "5360", a radar chart, and an evaluation "average talent". The radar chart is used to represent the various abilities of the captured first virtual character. The evaluation refers to the assessment of the captured first virtual character.

[0155] Optionally, the details interface also displays an appearance viewing control, which allows the game object to view the appearance information of at least one body part of the captured first virtual character. Figure 12 shows the appearance viewing control, 1202.

[0156] When a game object wants to view the appearance information of at least one body part of the captured first virtual character, the game object selects the appearance viewing control. In response to the trigger operation of the appearance viewing control, the terminal device displays the appearance information of at least one body part of the captured first virtual character. The appearance information of at least one body part of the captured first virtual character includes at least one of the color and the displayed shape of at least one body part of the captured first virtual character.

[0157] Optionally, an appearance page is displayed, which shows appearance information of at least one body part of the captured first virtual character. Optionally, the appearance page is displayed overlaid on the virtual character interface, or the appearance page is displayed separately. This application embodiment does not limit the display method of the appearance page. Figure 13 is a schematic diagram of an appearance page provided by an embodiment of this application. An appearance page 1301 is displayed overlaid on the virtual character interface. The appearance page 1301 displays the color 1302 and the shape 1303 of at least one body part of the captured first virtual character.

[0158] Optionally, the appearance page 1301 also displays an appearance style diagram of at least one body part of the captured first virtual character. For example, 1304 in Figure 13 shows an appearance style diagram of at least one body part of the captured first virtual character.

[0159] In this implementation, the game object can view which virtual characters have been captured by displaying the character icon of the first captured virtual character. Selecting the character icon of the first captured virtual character displays the captured virtual character, allowing the game object to view it from all angles. Furthermore, an entry point is provided for the game object to view the appearance information of at least one body part of the first captured virtual character, enabling the game object to understand the appearance of at least one body part, further enhancing the game object's familiarity with the captured virtual character and facilitating its use in the game.

[0160] In one possible implementation, after displaying the first virtual capture item to capture the first virtual character, if the game object is not satisfied with the captured first virtual character, the game object can also release the captured first virtual character. The process of releasing the captured first virtual character includes: in response to the release operation for the captured first virtual character, displaying a first quantity of first virtual items that can be obtained by releasing the captured first virtual character, the first virtual items being used to synthesize the first virtual capture item; and in response to confirming the release operation for the captured first virtual character, transferring a first quantity of the first virtual items to the account of the game object controlling the master virtual object. For example, releasing the captured first virtual character means removing the captured first virtual character from the virtual characters already captured by the game object. Transferring a first quantity of the first virtual items to the account of the game object controlling the master virtual object means increasing the quantity of the first virtual items in the game object's account by a first quantity. For example, if the game object's account has 10 first virtual items and the first quantity is 20, then after releasing the captured first virtual character, the quantity of the first virtual items in the game object's account becomes 30.

[0161] In this implementation, the present application provides a method for releasing a captured first virtual character. This allows the game player to release the captured first virtual character if they are not satisfied with it. Furthermore, after releasing the character, the player can obtain a first number of virtual items for synthesizing a first virtual capture item. This encourages the game player to release the captured virtual character, thereby encouraging them to capture virtual characters in the game, which enhances the game's fun, user engagement, and user retention.

[0162] Optionally, the first quantity can be a fixed value, or the first quantity can vary depending on the type of the first virtual character, or the first quantity can vary depending on the level of the first virtual character, or the first quantity can vary depending on the character category of the first virtual character. That is, the first quantity can be a fixed value; or the first quantity can be determined based on the type of the first virtual character; or the first quantity can be determined based on the level of the first virtual character; or the first quantity can be determined based on the character category of the first virtual character. This application embodiment does not limit the method of determining the first quantity. When the first quantity is a fixed value, the fixed value is set based on experience or adjusted according to the implementation environment. This application embodiment does not limit this, for example, the fixed value is 1. When the first quantity corresponds to the type of the first virtual character, releasing different types of captured first virtual characters can yield different quantities of first virtual items. When the first quantity corresponds to the level of the first virtual character, the first quantity is directly proportional to the level of the first virtual character. When the first quantity corresponds to the character category of the first virtual character, releasing different categories of captured first virtual characters can yield different quantities of first virtual items.

[0163] Determining the first quantity in the above manner makes the method of determining the first quantity more flexible and can increase the playability of the game.

[0164] Optionally, the virtual character interface also displays a release control, as shown in Figure 10 (1002 is the release control), which is used to release the virtual character. After the first captured virtual character is displayed in the virtual character interface, in response to the trigger operation on the release control, a release operation is received for the first captured virtual character.

[0165] In response to the release operation on the first captured virtual character, a release interface is displayed, showing the first quantity of the first virtual item that can be obtained by releasing the first captured virtual character. The release interface may also display the item icon of the first virtual item that can be obtained by releasing the first captured virtual character, as well as the item icons and quantities of other virtual items that can be obtained by releasing the first captured virtual character. These other virtual items are different from the first virtual item and cannot be used to synthesize the first captured virtual item.

[0166] Optionally, the release interface can be overlaid on the virtual character interface or displayed separately. This application embodiment does not limit the display method of the release interface.

[0167] Figure 14 is a schematic diagram of a release interface provided in an embodiment of this application. It displays a first quantity "1" of a first virtual item that a first virtual character can obtain after being released and captured. It also displays an item icon 1401 of the first virtual item that a first virtual character can obtain after being released and captured, item icons 1402 and a quantity "3" of a first other virtual item that a first virtual character can obtain after being released and captured, and item icons 1403 and a quantity "11" of a second other virtual item that a first virtual character can obtain after being released and captured.

[0168] The release interface also displays a release prompt message, which indicates that the first captured virtual character cannot be retrieved after release. As shown in Figure 14, the release prompt message reads, "Cannot be retrieved after release. Do you wish to release this virtual character?"

[0169] In one possible implementation, the release interface also displays a confirmation release control, which indicates whether the first virtual character captured after release has been confirmed. As shown in Figure 14, 1404 represents the confirmation release control. In response to a trigger operation on the confirmation release control, and upon receiving confirmation of the first virtual character captured after release, a first quantity of the first virtual items is transferred to the account of the game object controlling the main virtual object, so that the game object obtains the first quantity of the first virtual items. Optionally, other virtual items obtainable after the first virtual character captured after release may also be transferred to the game object's account.

[0170] Optionally, the release interface also displays a cancel control, which is used to cancel the release of the first captured virtual character, as shown in Figure 14, where 1405 is the cancel control. When the game object does not want to release the first captured virtual character, it can select the cancel control to cancel the release of the first captured virtual character.

[0171] Optionally, in response to confirming the operation of the first virtual character after release and capture, the process of transferring a first quantity of the first virtual items to the account of the game object controlling the main virtual object includes: in response to confirming the operation of the first virtual character after release and capture, sending a first transfer request to the server, the first transfer request including the game object's object information and the first virtual character's character information. After receiving the first transfer request, the server determines the first quantity based on the first virtual character's character information, and then transfers the first quantity of the first virtual items to the game object's account.

[0172] In one possible implementation, in response to a release operation on the captured first virtual character, an item icon of a first virtual item that can be obtained by the captured first virtual character can also be displayed; in response to a trigger operation on the item icon of the first virtual item, item information of the first virtual item is displayed, the item information including at least one of item name, item icon, item use, item description information, and the number of first virtual items already obtained by the game object controlling the main virtual object.

[0173] In this implementation, the game object can view the item information of the first virtual item so that the game object can understand the first virtual item and then determine whether to release the captured first virtual character.

[0174] Optionally, in response to a trigger operation on the item icon of the first virtual item, an item page is displayed, showing the item information of the first virtual item. The item page can be displayed overlaid on the release interface, or it can be displayed separately; this embodiment does not limit the display method of the item page.

[0175] Figure 15 is a schematic diagram of an item page provided in an embodiment of this application. It displays the item name "AAAA" of the first virtual item, the item icon 1501, the item use "alchemy material", the item description information "precious alchemy material, which can be used to synthesize the first virtual capture item", and the quantity of the first virtual item that the game object controlling the main virtual object has acquired is "0".

[0176] In one possible implementation, if the number of first virtual items already acquired by the game object exceeds a quantity threshold, in response to a crafting operation, the first virtual capture item is transferred to the game object's account. The quantity threshold is the number of first virtual items required to craft the first virtual capture item. Transferring the first virtual capture item to the game object's account means enabling the game object to acquire the first virtual capture item.

[0177] The quantity threshold is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit it in this way. For example, the quantity threshold is 10.

[0178] Optionally, the process of transferring the first virtual capture item to the game object's account includes sending a second transfer request to the server, the second transfer request including the game object's object information and the identifier of the first virtual capture item, and the server transferring the first virtual capture item to the game object's account.

[0179] In this implementation, a method for synthesizing the first virtual capture item is provided, so that the game object can synthesize the first virtual capture item when the number of the first virtual items already obtained by the game object is greater than the quantity threshold, thereby increasing the playability of the game and improving the game experience.

[0180] Optionally, a crafting interface is displayed, showing the item icon of the first virtual item, the quantity of the first virtual item already acquired by the game object, the crafting tool, and the crafting controls. In response to a trigger operation on the item icon of the first virtual item, it is determined whether the quantity of the first virtual item already acquired by the game object exceeds a quantity threshold. If the quantity of the first virtual item already acquired by the game object exceeds the quantity threshold, the item icon of the first virtual item, the quantity of the first virtual item already acquired by the game object, and the quantity threshold are displayed above the crafting tool. In response to a trigger operation on the crafting controls, upon receiving a crafting operation, an animation of adding the first virtual item to the crafting tool is displayed to demonstrate that the first virtual captured item was crafted from the first virtual item. Then, the item icon of the first virtual captured item is displayed, indicating that the first virtual captured item has been crafted and transferred to the game object's account.

[0181] Figure 16 is a schematic diagram of synthesizing a first virtual capture item according to an embodiment of this application. Figure 16(1) shows the item icon 1601 of the first virtual item, the number of first virtual items acquired by the game object "20", the synthesis tool 1602, and the synthesis control 1603. In response to a trigger operation on the item icon of the first virtual item, Figure 16(2) is displayed, in which the item icon 1601 of the first virtual item, the number of first virtual items acquired by the game object "20", and the quantity threshold "10" are displayed on the synthesis tool. In response to a trigger operation on the synthesis control, Figure 16(3) is displayed, the first virtual item has been put into the synthesis tool, and then Figure 16(4) is displayed, in which the item icon 1604 of the synthesized first virtual capture item is displayed.

[0182] In one possible implementation, the controlling virtual object also possesses a second virtual capture tool, which is used to capture virtual characters in the virtual world. This second virtual capture tool differs from the first virtual capture tool. In response to an operation that captures the first virtual character using the second virtual capture tool, the controlling virtual object is shown throwing the second virtual capture tool at the first virtual character. If it is determined that the second virtual capture tool has successfully captured the first virtual character, it is shown that the second virtual capture tool has captured the first virtual character. This allows the game object to capture the first virtual character using the second virtual capture tool.

[0183] In this implementation, the game provided in this application embodiment also provides a second virtual capture prop, which allows the game object to capture the first virtual character, making the capture of the virtual character more flexible.

[0184] This application does not limit the method by which game objects obtain the second virtual capture item. Optionally, game objects can collect virtual items (such as ores, flowers, etc.) in the virtual world to synthesize the second virtual capture item. There are multiple synthesis recipes for the second virtual capture item. For example, a certain number of virtual items A or a certain number of virtual items B can be used to synthesize the second virtual capture item. As for the first virtual capture item, since it has high value and limited distribution channels, it can only be obtained by synthesizing a certain number of first virtual items, participating in game activities, or purchasing it from the game store.

[0185] Optionally, the process of determining whether the second virtual capture item has successfully captured the first virtual character is executed by the server. The process of determining whether the second virtual capture item has successfully captured the first virtual character is similar to the process of determining whether the first virtual capture item has successfully captured the first virtual character, and will not be described again in this embodiment.

[0186] In this implementation, when the second virtual capture tool is used to capture the first virtual character, as long as the first virtual capture tool successfully captures the first virtual character, the second virtual capture tool will be displayed as having captured the first virtual character, making the capture of the first virtual character more flexible.

[0187] In one possible implementation, after the first virtual capture item captures the first virtual character, the game object can release the captured first virtual character to assist the controlling virtual object in the game, or for the captured first virtual character to fight against virtual characters in the virtual world. Optionally, in response to a release operation on the captured first virtual character, the released captured first virtual character is displayed, wherein the appearance of at least one body part of the released captured first virtual character differs from that of a reference virtual character, which is a virtual character of the same type as the captured first virtual character and has a normal appearance.

[0188] In this implementation, after capturing the first virtual character, the captured first virtual character can be released to play the game through the captured first virtual character, thereby improving the interactivity and playability of the game, and thus increasing user engagement and user retention.

[0189] For example, before releasing the captured first virtual character, it is necessary to equip the captured first virtual character into the team of the master virtual object. The process of equipping the captured first virtual character into the team of the master virtual object is the same as the process of equipping other virtual characters into the team of the master virtual object, and will not be described again in this embodiment.

[0190] After the first captured virtual character is equipped into the main virtual object's team, the game object can trigger the release control in the game interface, thereby displaying the character icon of the first captured virtual character. In response to the trigger operation on the character icon of the first captured virtual character, the first captured virtual character is released and displayed.

[0191] Figure 17 is a schematic diagram showing a captured first virtual character after being released, according to an embodiment of this application. It shows the captured first virtual character 1701.

[0192] It should be noted that the captured first virtual character can be released either in the world scene or in a turn-based combat scene; this application does not limit the scene in which the captured first virtual character is released. When the captured first virtual character is released in the world scene, it can assist the main virtual object in the game. When the captured first virtual character is released in a turn-based combat scene, it can fight against other virtual characters in the virtual world.

[0193] When the above method captures a first virtual character located in the virtual world using a first virtual capture prop, it can capture the first virtual character, and the appearance of the captured first virtual character differs from that of the first virtual character before capture in at least one body part. This method makes the appearance of the captured first virtual character different from that of the first virtual character before capture, increasing the randomness and uncertainty of the captured virtual character, thereby enhancing the fun and flexibility of capturing virtual characters, and ultimately improving user engagement and user retention in the game.

[0194] Furthermore, since the first virtual character actually captured and the first virtual character to be captured differ in appearance in at least one body part, the probability of the game object capturing a first virtual character that matches one's aesthetic preferences can be increased to some extent.

[0195] Furthermore, the appearance information of the virtual characters in the game is randomly determined, which makes the appearance of the virtual characters more diverse and not limited to a single appearance, giving game objects more choices when capturing virtual characters.

[0196] Figure 18 is a flowchart of a method for generating a fourth virtual character according to an embodiment of this application. The fourth virtual character is a virtual character in a world scene. The method is implemented by the interaction between the server and the terminal device. The method includes the following steps 1801 to 1805.

[0197] 1801. The server determines the appearance type of the fourth virtual character.

[0198] In one possible implementation, the process by which the server determines the appearance type of the fourth virtual character has been described in step 201 above and will not be repeated here.

[0199] If the appearance type of the fourth virtual character is determined to be a non-normal appearance, proceed to step 1802; if the appearance type of the fourth virtual character is determined to be a normal appearance, proceed to step 1804.

[0200] 1802. The server determines the second appearance information of the fourth virtual character.

[0201] In one possible implementation, the process by which the server determines the second appearance information of the fourth virtual character has been described in step 201 above and will not be repeated here.

[0202] 1803. The server will include the second appearance information of the fourth virtual character in the character data of the fourth virtual character.

[0203] 1804. The server sends the role data of the fourth virtual character to the terminal device.

[0204] 1805. The terminal device renders and generates the fourth virtual character based on the character data of the fourth virtual character, and displays the fourth virtual character in the game screen.

[0205] Figure 19 is a flowchart of a method for releasing a captured first virtual character according to an embodiment of this application. As shown in Figure 19, the method is executed by a terminal device and includes the following steps 1901 to 1903.

[0206] 1901. In response to the release operation for the first virtual character after capture, display the first quantity of the first virtual item that can be obtained by releasing the first virtual character after capture.

[0207] In one possible implementation, the process of displaying the first quantity of the first virtual item that can be obtained by releasing the captured first virtual character in response to the release operation of the captured first virtual character has been described in step 203 above and will not be repeated here.

[0208] 1902. In response to the operation of the first virtual character after confirming the release and capture, transfer a first quantity of the first virtual item to the account of the game object controlling the master virtual object.

[0209] In one possible implementation, the process of transferring a first number of first virtual items to the account of the game object controlling the main virtual object in response to the operation of the first virtual character after confirmation of release and capture has been described in step 203 above and will not be repeated here.

[0210] 1903. If the number of first virtual items already acquired by the game object is not less than the quantity threshold, in response to the synthesis operation, transfer the first virtual captured item to the game object's account.

[0211] In one possible implementation, if the number of first virtual items already acquired by the game object is not less than a quantity threshold, the process of transferring the first virtual captured item to the game object's account in response to the synthesis operation has been described in step 203 above and will not be repeated here.

[0212] Figure 20 is a flowchart of a method for capturing a first virtual character using a first virtual capture prop according to an embodiment of this application. As shown in Figure 20, the method is executed by a terminal device and includes the following steps 2001 to 2005.

[0213] 2001. In response to the operation of capturing a first virtual character through a first virtual capture prop, determine the appearance type of the first virtual character.

[0214] In one possible implementation, the process of determining the appearance type of the first virtual character in response to the operation of capturing the first virtual character through the first virtual capture prop has been described in step 202 above and will not be repeated here.

[0215] If the appearance type of the first virtual character does not meet the appearance requirements, proceed to step 2002; if the appearance type of the first virtual character meets the appearance requirements, proceed to step 2003.

[0216] 2002. Display a prompt message.

[0217] In one possible implementation, the process of displaying the prompt message has been described in step 203 above, and will not be repeated here.

[0218] 2003. Display the main virtual object throwing the first virtual capture item at the first virtual character.

[0219] In one possible implementation, the process of displaying the main virtual object throwing the first virtual capture item to the first virtual character has been described in step 202 above, and will not be repeated here.

[0220] 2004. If the first virtual capture item successfully captures the first virtual character, obtain the first appearance information.

[0221] In one possible implementation, the process of obtaining the first appearance information when the first virtual capture prop successfully captures the first virtual character has been described in step 203 above, and will not be repeated here.

[0222] 2005. Display the first virtual capture prop to capture the first virtual character, and the appearance of at least one body part of the captured first virtual character is the appearance corresponding to the first appearance information.

[0223] In one possible implementation, the process of displaying the first virtual capture prop capturing the first virtual character has been described in step 203 above, and will not be repeated here.

[0224] Figure 21 is a schematic diagram of a virtual character capture device provided in an embodiment of this application. As shown in Figure 21, the device includes:

[0225] Display module 2101 is used to display the main virtual object and the first virtual character located in the virtual world. The main virtual object has a first virtual capture prop.

[0226] The display module 2101 is also used to respond to the operation of capturing the first virtual character through the first virtual capture prop by displaying the main virtual object throwing the first virtual capture prop at the first virtual character;

[0227] The display module 2101 is also used to display the first virtual capture prop capturing the first virtual character;

[0228] Among them, the appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture.

[0229] In one possible implementation, the master virtual object carries a second virtual role;

[0230] Display module 2101 is also used to display the released second virtual character;

[0231] The device also includes:

[0232] The control module 2102 is used to control the interaction between the second virtual character and the first virtual character in response to the interaction command of the second virtual character;

[0233] Trigger module 2103 is used to trigger an operation to capture a first virtual character through the first virtual capture item in response to a trigger operation on the item information of the first virtual capture item.

[0234] In one possible implementation, the appearance of at least one body part includes at least one of color or shape.

[0235] In one possible implementation, the display module 2101 is further configured to, in response to a release operation for the captured first virtual character, display a first quantity of first virtual items that can be obtained by releasing the captured first virtual character, the first virtual items being used to synthesize a first virtual capture item;

[0236] The device also includes:

[0237] The transfer module 2104 is used to transfer a first number of first virtual items to the account of the game object that controls the main virtual object in response to the operation of the first virtual character after confirming the release and capture.

[0238] In one possible implementation, the first quantity is a fixed value; or, the first quantity corresponds to different types of first virtual characters; or, the first quantity corresponds to different levels of first virtual characters.

[0239] In one possible implementation, the display module 2101 is further configured to, in response to a release operation for the captured first virtual character, display the item icon of the first virtual item that can be obtained by the captured first virtual character; and in response to a trigger operation for the item icon of the first virtual item, display the item information of the first virtual item.

[0240] In one possible implementation, the item information includes at least one of the following: item name, item icon, item purpose, item description information, and the number of first virtual items acquired by the game object controlling the main virtual object.

[0241] In one possible implementation, the transfer module 2104 is further configured to transfer the first virtual captured item to the game object's account in response to a synthesis operation if the number of the first virtual items already acquired by the game object exceeds a quantity threshold.

[0242] For example, the quantity threshold is the number of first virtual items required to synthesize the first virtual capture item.

[0243] In one possible implementation, the display module 2101 is further configured to display, in response to a release operation for a third virtual character, a second quantity of the first virtual item that can be obtained by releasing the third virtual character;

[0244] The transfer module 2104 is also configured to, in response to confirming the release of the third virtual character, transfer a second quantity of the first virtual items to the account of the game object controlling the main virtual object, the second quantity of the first virtual items being used to synthesize the first virtual capture item.

[0245] In one possible implementation, the display module 2101 is further configured to display the capture animation corresponding to the first virtual capture prop in response to the operation of capturing the first virtual character through the first virtual capture prop.

[0246] In one possible implementation, the display module 2101 is used to display that the first virtual capture prop has captured the first virtual character when the first virtual capture prop has successfully captured the first virtual character.

[0247] In one possible implementation, the display module 2101 is further configured to display a capture effect when the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character. The capture effect is used to preview the appearance of at least one body part of the first virtual character after capture.

[0248] In one possible implementation, the device further includes:

[0249] The sending module is used to send an acquisition request to the server, and the acquisition request is used to obtain the first appearance information;

[0250] A receiving module is used to receive first appearance information returned by the server based on the acquisition request, wherein the appearance of at least one body part of the captured first virtual character is the appearance indicated by the first appearance information.

[0251] In one possible implementation, the first appearance information includes at least one of a first color or a first shape, the server stores M colors and N shapes, the first color is determined based on a first random number and the probability of the M colors, the first shape is determined based on a second random number and the probability of the N shapes, and M and N are integers not less than 1.

[0252] In one possible implementation, the display module 2101 is used to respond to an operation of capturing a first virtual character through a first virtual capture prop, and the appearance type of the first virtual character meets the appearance requirements, by displaying the main virtual object throwing the first virtual capture prop at the first virtual character.

[0253] The display module 2101 is also used to respond to the operation of capturing the first virtual character through the first virtual capture prop, and the appearance type of the first virtual character does not meet the appearance requirements, and to display a prompt message, the prompt message being used to indicate that the first virtual character cannot be captured through the first virtual capture prop.

[0254] In one possible implementation, the display module 2101 is further configured to display the character icon of the captured first virtual character in response to a viewing operation on the captured first virtual character;

[0255] The first virtual character captured is triggered based on its character icon, and the first virtual character captured is displayed.

[0256] In response to an operation to view the appearance of a captured first virtual character, display appearance information of at least one body part of the captured first virtual character.

[0257] In one possible implementation, the display module 2101 is further configured to display the released captured first virtual character in response to a release operation for the captured first virtual character, wherein the appearance of the released captured first virtual character differs from that of at least one body part of a reference virtual character, the reference virtual character being a virtual character of the same type as the captured first virtual character and having a normal appearance.

[0258] In one possible implementation, the display module 2101 is also used to display a capture pop-up window, which displays the character information of the first virtual character after capture. The capture pop-up window is used to indicate that the first virtual character has been captured. The character information includes at least one of the following: character name, character class, character level, character icon, and character appearance type.

[0259] When the aforementioned device captures a first virtual character located in the virtual world using a first virtual capture prop, it can capture the first virtual character. The appearance of at least one body part of the captured first virtual character differs from that of the first virtual character before capture. This difference in appearance between the captured and pre-capture first virtual character increases the randomness and uncertainty of the captured virtual character, thereby enhancing the fun and flexibility of capturing virtual characters and ultimately improving user engagement and retention rates in the game.

[0260] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0261] Figure 22 shows a structural block diagram of a terminal device 2200 provided in an exemplary embodiment of this application. The terminal device 2200 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.

[0262] Typically, terminal device 2200 includes a processor 2201 and a memory 2202.

[0263] Processor 2201 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2201 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 2201 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 2201 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2201 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0264] The memory 2202 may include one or more computer-readable storage media, which may be non-transitory. The memory 2202 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 2202 is used to store at least one instruction, which is executed by the processor 2201 to implement the virtual character capture method provided in the method embodiments of this application. In some embodiments, the non-transitory computer-readable storage media may also be referred to as a non-volatile computer-readable storage medium.

[0265] In some embodiments, the terminal device 2200 may also optionally include a display screen 2205.

[0266] Display screen 2205 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 2205 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2201 for processing. In this case, display screen 2205 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2205, disposed on the front panel of terminal device 2200; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 2200 or in a folded design; in still other embodiments, display screen 2205 may be a flexible display screen, disposed on a curved or folded surface of terminal device 2200. Furthermore, display screen 2205 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode). In some embodiments, the master virtual object, the first virtual character, the first virtual capture prop, etc. involved in the method embodiments of this application are displayed on the display screen 1605.

[0267] Those skilled in the art will understand that the structure shown in FIG22 does not constitute a limitation on the terminal device 2200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0268] Figure 23 is a schematic diagram of the server structure provided in the embodiment of this application. The server 2300 can vary considerably due to different configurations or performance. It may include one or more processors (Central Processing Units, CPUs) 2301 and one or more memories 2302. The one or more memories 2302 store at least one piece of program code, which is loaded and executed by the one or more processors 2301 to implement the virtual character capture method provided in the above-described method embodiments. Of course, the server 2300 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 2300 may also include other components for implementing device functions, which will not be elaborated here.

[0269] In an exemplary embodiment, a non-volatile computer-readable storage medium is also provided, wherein a computer program is stored in the non-volatile computer-readable storage medium, and the computer program, when executed by a processor, implements the aforementioned method for capturing virtual characters. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0270] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the terminal device to perform the aforementioned virtual character capture method.

[0271] It should be noted that the collection and processing of relevant data (such as object information) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0272] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0273] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.

Claims

1. A method for capturing a virtual character, wherein, The method is performed by a computer device, and the method includes: Displays a master virtual object and a first virtual character located in the virtual world, wherein the master virtual object has a first virtual capture item; In response to the operation of capturing the first virtual character using the first virtual capture prop, the controlling virtual object is shown throwing the first virtual capture prop at the first virtual character; The first virtual capture tool is shown capturing the first virtual character; Among them, the appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture.

2. The method according to claim 1, wherein, The master virtual object carries a second virtual role; After displaying the master virtual object and the first virtual character located in the virtual world, the method further includes: Display the released second virtual character; In response to an interaction command to the second virtual character, control the second virtual character to interact with the first virtual character; In response to a trigger operation on the item information of the first virtual capture item, an operation to capture the first virtual character using the first virtual capture item is triggered.

3. The method according to claim 1 or 2, wherein, The appearance of at least one body part includes at least one of color or shape.

4. The method according to any one of claims 1-3, wherein, After the first virtual capture prop captures the first virtual character, the method further includes: In response to the release operation for the captured first virtual character, a first quantity of first virtual items that can be obtained by releasing the captured first virtual character is displayed, the first virtual items being used to synthesize the first virtual capture item; In response to confirming the release of the captured first virtual character, the first quantity of the first virtual items is transferred to the account of the game object controlling the master virtual object.

5. The method of claim 4, wherein, The first quantity is a fixed value; or, the first quantity corresponds to different types of the first virtual characters; or, the first quantity corresponds to different levels of the first virtual characters.

6. The method of claim 4 or 5, wherein, The method further includes: In response to the release operation for the captured first virtual character, the item icon of the first virtual item that can be obtained by releasing the captured first virtual character is displayed; In response to a trigger operation on the item icon of the first virtual item, the item information of the first virtual item is displayed.

7. The method according to claim 6, wherein, The item information includes at least one of the following: item name, item icon, item purpose, item description information, and the number of first virtual items acquired by the game object controlling the main virtual object.

8. The method according to any one of claims 4-7, wherein, After transferring the first quantity of the first virtual items to the account of the game object controlling the main virtual object in response to the operation of confirming the release of the captured first virtual character, the method further includes: If the number of first virtual items acquired by the game object exceeds a quantity threshold, in response to the synthesis operation, the first virtual captured items are transferred to the game object's account.

9. The method according to any one of claims 1 to 8, wherein, Before displaying the master virtual object and the first virtual character located in the virtual world, the method further includes: In response to the release operation targeting a third virtual character, a second quantity of the first virtual item that can be obtained by releasing the third virtual character is displayed; In response to confirming the release of the third virtual character, the second quantity of the first virtual item is transferred to the account of the game object controlling the master virtual object, and the second quantity of the first virtual item is used to synthesize the first virtual capture item.

10. The method according to any one of claims 1 to 9, wherein, The method further includes: In response to the operation of capturing the first virtual character using the first virtual capture prop, the capture animation corresponding to the first virtual capture prop is displayed.

11. The method according to any one of claims 1 to 10, wherein, The description of displaying the first virtual capture prop capturing the first virtual character includes: If the first virtual capture item successfully captures the first virtual character, display the message "The first virtual capture item captured the first virtual character".

12. The method according to any one of claims 1-11, wherein, The method further includes: If the first virtual capture prop successfully changes the appearance of at least one body part of the first virtual character, a capture effect is displayed, which is used to preview the appearance of at least one body part of the first virtual character after capture.

13. The method according to any one of claims 1 to 12, wherein, Before displaying the first virtual capture prop capturing the first virtual character, the method further includes: Send an acquisition request to the server, the acquisition request being used to acquire first appearance information; The server receives the first appearance information returned based on the acquisition request, and the appearance of at least one body part of the captured first virtual character is the appearance indicated by the first appearance information.

14. The method according to claim 13, wherein, The first appearance information includes at least one of a first color or a first shape. The server stores M colors and N shapes. The first color is determined based on a first random number and the probability of the M colors. The first shape is determined based on a second random number and the probability of the N shapes. M and N are integers not less than 1.

15. The method according to any one of claims 1 to 14, wherein, The operation of capturing the first virtual character using the first virtual capture prop, which involves displaying the controlling virtual object throwing the first virtual capture prop at the first virtual character, includes: In response to the operation of capturing the first virtual character using the first virtual capture prop, and the appearance type of the first virtual character meets the appearance requirements, the controlling virtual object is shown to throw the first virtual capture prop at the first virtual character.

16. The method according to any one of claims 1-15, wherein, The method further includes: In response to the operation of capturing the first virtual character using the first virtual capture prop, and the appearance type of the first virtual character does not meet the appearance requirements, a prompt message is displayed, indicating that the first virtual character cannot be captured using the first virtual capture prop.

17. The method according to any one of claims 1 to 16, wherein, After the first virtual capture prop captures the first virtual character, the method further includes: In response to a viewing operation of the captured first virtual character, the character icon of the captured first virtual character is displayed; The first virtual character after being captured is displayed when its character icon is triggered. In response to an operation to view the appearance of the captured first virtual character, display appearance information of at least one body part of the captured first virtual character.

18. The method according to any one of claims 1 to 17, wherein, After the first virtual capture prop captures the first virtual character, the method further includes: In response to a release operation for the captured first virtual character, the released captured first virtual character is displayed. The released captured first virtual character has an appearance different from that of at least one body part of a reference virtual character, which is of the same type as the captured first virtual character and has a normal appearance.

19. The method according to any one of claims 1 to 18, wherein, After the first virtual capture prop captures the first virtual character, the method further includes: A capture pop-up window is displayed, showing the character information of the first virtual character after capture. The capture pop-up window is used to indicate that the first virtual character has been captured.

20. A device for capturing virtual characters, wherein, The device includes: The display module is used to display the main virtual object and the first virtual character located in the virtual world, wherein the main virtual object has a first virtual capture prop; The display module is also configured to, in response to the operation of capturing the first virtual character through the first virtual capture prop, display the main virtual object throwing the first virtual capture prop at the first virtual character; The display module is also used to display the first virtual capture prop capturing the first virtual character; Among them, the appearance of at least one body part of the first virtual character after capture is different from that of the first virtual character before capture.

21. A terminal device, wherein, The terminal device includes a processor and a memory, the memory storing at least one piece of program code, which is loaded and executed by the processor to enable the terminal device to implement the virtual character capture method as described in any one of claims 1 to 19.

22. A non-volatile computer-readable storage medium, wherein, The non-volatile computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the terminal device to implement the virtual character capture method as described in any one of claims 1 to 19.

23. A computer program product, wherein, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the terminal device to implement the virtual character capture method as described in any one of claims 1 to 19.