WO2026031808A1 - Procédé et appareil de capture fondée sur un monde virtuel, dispositif, support et produit - Google Patents

Procédé et appareil de capture fondée sur un monde virtuel, dispositif, support et produit

Info

Publication number
WO2026031808A1
WO2026031808A1 PCT/CN2025/103124 CN2025103124W WO2026031808A1 WO 2026031808 A1 WO2026031808 A1 WO 2026031808A1 CN 2025103124 W CN2025103124 W CN 2025103124W WO 2026031808 A1 WO2026031808 A1 WO 2026031808A1
Authority
WO
WIPO (PCT)
Prior art keywords
capture
pet
virtual character
effect
type
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/CN2025/103124
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English (en)
Chinese (zh)
Inventor
宋修圣
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
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Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Publication of WO2026031808A1 publication Critical patent/WO2026031808A1/fr
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium and product for capturing data in a virtual world.
  • Role-playing game is a genre of games in which players control a main virtual character to explore or move around in a virtual world.
  • players control their main virtual character to capture (tam) pet virtual characters in the virtual world, and then raise these pet virtual characters or use them to fight and interact.
  • players when capturing virtual pet characters, players can control the main virtual character to use capture tools. After aiming the capture tool at the virtual pet character, the capture tool will capture the virtual pet character after flying in the air or rolling on the ground for a certain distance.
  • This application provides a method, apparatus, device, medium, and product for capturing virtual worlds, and the technical solution is as follows.
  • a method for capturing virtual worlds executed by a computer device, the method comprising:
  • Display capture item control which is a control used to control the main virtual character to capture the pet virtual character
  • the capture spell effect released by the main virtual character on the pet virtual character and the capture result of the pet virtual character are displayed.
  • a virtual world-based capture device comprising:
  • the display module is used to display at least one of the main virtual character and the pet virtual character located in the virtual world;
  • the display module is used to display the capture prop control, which is a consumable control used to control the main virtual character to capture the pet virtual character;
  • a receiving module is used to receive release operations for the capture prop control
  • the display module is used to respond to the release operation by displaying the capture spell effect released by the main virtual character on the pet virtual character and the capture result of the pet virtual character.
  • a computer device comprising: a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual world-based capture method as described above.
  • a computer storage medium wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the virtual world-based capture method as described above.
  • a computer program product comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based capture method as described above.
  • Figure 1 is a schematic diagram of the architecture of a computer system provided in an embodiment of this application.
  • Figure 2 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 3 is a flowchart of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 4 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 5 is a flowchart of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 6 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 7 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 8 is a schematic diagram of capturing spellcasting effects provided in an embodiment of this application.
  • Figure 9 is a schematic diagram of capturing spellcasting effects provided in an embodiment of this application.
  • Figure 10 is a schematic diagram of capturing spellcasting effects provided in an embodiment of this application.
  • Figure 11 is a flowchart of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 12 is a flowchart of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 13 is a flowchart of a virtual world-based capture method provided in an embodiment of this application.
  • Figure 18 is an overall flowchart of a virtual world-based capture method provided in an embodiment of this application.
  • Virtual world This refers to the virtual world displayed (or provided) by an application when it runs on a terminal.
  • the client displays a scene of the main virtual character 10 in the virtual world, which also includes at least one pet virtual character 20 to be captured.
  • the pet virtual character 20 refers to an active object in the virtual world.
  • the pet virtual character 20 can be subjected to at least one interactive operation such as capture, raising, or upgrading by the main virtual character 10, but this is not limited thereto.
  • the pet virtual character 20 can assist the main virtual character 10 in performing at least one interactive operation such as gathering, fighting, or changing terrain, but this is not limited thereto.
  • the scene also displays a capture item control 30, which is a control used by the main virtual character 10 to control the capture of the pet virtual character 20.
  • a targeting reticle 40 corresponding to the capture item control 30 is displayed on the scene, which assists the main virtual character 10 in aiming.
  • the aiming reticle 40 is aligned with the target object in a first guiding manner.
  • the aiming reticle 40 is aligned with the target object using an arrow-shaped ray.
  • the target object can be any object, such as terrain or buildings.
  • the capture probability will be displayed around the pet virtual character 20.
  • the capture probability indicates the probability that the main virtual character 10 will capture the pet virtual character 20. For example, a capture probability of "38%" indicates that the main virtual character 10 has a 38% chance of successfully capturing the pet virtual character 20.
  • Players can use this capture probability to determine whether to proceed with the next capture operation for the pet virtual character.
  • the main virtual character 10 performs the capture spell effect on the pet virtual character 20, and the corresponding taming effect of the pet virtual character 20 is displayed.
  • the capture item control is a first capture item control, which corresponds to a first capture item, and the first capture item has one of a variety of item types.
  • the main virtual character 10 executes a spellcasting effect of a first type, wherein the first type of capture spellcasting effect is related to the item type of the first capture item.
  • the first capture item is an attack-type capture item, and the first type of capture spell effect is an attack-type spell effect;
  • the first capture item is a feeding-type capture item, and the first type of capture spell effect is a feeding-type spell effect;
  • the first capture item is a healing-type capture item, and the first type of capture spell effect is a healing-type spell effect;
  • the first capture item is a hypnosis-type capture item, and the first type of capture spell effect is a hypnosis-type spell effect;
  • the first capture item is an interaction-type capture item, and the first type of capture spell effect is an interaction-type spell effect;
  • the first capture item is an attribute-advantage type capture item, and the first type of capture spell effect is an attribute-advantage type spell effect.
  • the capture item control is a second capture item control, and the second capture item control corresponds to a second capture item.
  • the main virtual character 10 executes a spellcasting effect of a second type, wherein the second type of capture spellcasting effect is related to the status information of the pet virtual character.
  • the status information of the pet virtual character includes at least one of the pet virtual character's attributes, personality, and status.
  • the first type of capture spell effect is an attack-type spell effect; if the pet's virtual character is in an injured state, the first type of capture spell effect is a healing-type spell effect; if the pet's virtual character is in a hungry state, the first type of capture spell effect is a feeding-type spell effect; if the pet's virtual character's attribute is dark, the first type of capture spell effect is a light-type spell effect.
  • different types of capture spell effects have different display styles, and the display style of the capture spell effect is related to the type.
  • the display style corresponding to this healing-type spell effect is "releasing hypnotic notes"; or, for another example, if the first type of capture spell effect is a fire-type spell effect, the display style of this fire-type spell effect is "throwing fireballs".
  • the taming effect corresponding to the pet virtual character 20 is displayed.
  • the taming effect of the pet virtual character 20 gradually changes from a first effect to a second effect, with the second effect being stronger than the first effect.
  • the pet virtual character 20 initially appears to be in a dazed state, and as the main virtual character 10 continues to cast the spell, the pet virtual character 20 gradually transitions to a comatose state.
  • a first progress bar is displayed around the pet virtual character 20, indicating the taming progress of the pet virtual character 20.
  • the first progress bar can be represented by at least one of the following: a progress bar, a status bar, a buffer circle, or an icon.
  • the pet virtual character 20 is displayed as successfully captured.
  • the first casting state includes at least one of the following: the casting duration of the first type of capture spell effect reaches the first duration; the attack effect of the first type of capture spell effect reaches the first attack effect; the capture progress of the pet virtual character 20 reaches the first progress; the combat power of the pet virtual character 20 is reduced to the first combat power.
  • the capture result of the pet virtual character 20 is displayed. If the main virtual character 10 successfully captures the pet virtual character 20, that is, the capture result is a successful capture, then one capture item is consumed; if the main virtual character 10 fails to successfully capture the pet virtual character 20, that is, the capture result is a failed capture, then the capture item is returned to the main virtual character 10.
  • the successfully captured pet virtual character 20 is placed into container item 50, and a success message 60 is displayed on the client.
  • the success message 60 indicates that the pet virtual character 20 has been successfully captured.
  • the success message 60 displays "Capture successful".
  • the pet virtual character 20 is added to a pet list control.
  • the pet list control displays at least one pet control corresponding to container item 50, and the container item is used to hold the pet virtual character 20.
  • one container item in the pet list control corresponds to one pet control of a captured pet virtual character.
  • the captured pet virtual character 20 can be summoned, showing that the captured pet virtual character 20 and the main control virtual character 10 are in the same camp.
  • the player can control the captured pet virtual character 20 to work for the main control virtual character 10, or control the captured pet virtual character 20 to fight against enemy virtual characters.
  • the main virtual character executes a capture spell effect on the pet virtual character.
  • the capture spell effect can be determined based on any one of the pet virtual character's attributes, personality, and status.
  • the main virtual character completes the spell, the capture result is displayed.
  • Figure 3 is a flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application.
  • the method When applied to the first terminal 120 shown in Figure 1, or to a virtual world-supporting client installed on the first terminal 120, the method includes steps 210 to 240.
  • Step 210 Display at least one of the main virtual character and the pet virtual character located in the virtual world.
  • a client that supports virtual environments runs within the terminal device.
  • the game interface of the client displays a scene of the main virtual character in the virtual world, and the scene also includes at least one pet virtual character.
  • the main virtual character is the virtual character that plays the role of the attacker in the game.
  • the main virtual character can be a virtual character controlled by a player, or it can be a virtual character controlled by AI.
  • This application embodiment uses a virtual character controlled by a player as an example for illustration.
  • players participate in the game or interact with the virtual environment by manipulating the main virtual character.
  • the player's first account, logged in through the client, has control permissions over the main virtual character.
  • a pet virtual character refers to an active object in a virtual world.
  • a pet virtual character can be at least one of the following: an NPC, an AI-controlled monster, a pet virtual character to be captured, or a combat character captured by another player-controlled virtual character.
  • a pet virtual character can be displayed in any possible form.
  • the form of a pet virtual character is related to its level, environment (weather, time, terrain), and items used.
  • the pet virtual character can be a pet virtual character to be captured.
  • the pet virtual character can be subjected to at least one of the interactive operations such as capturing, raising, and leveling up by the main virtual character, but is not limited thereto, and this application does not limit this.
  • the pet virtual character can assist the main virtual character in performing at least one of the interactive operations such as gathering, fighting, and changing land plots, but is not limited thereto, and this application does not limit this.
  • the virtual pet character to be captured can be located anywhere possible in the virtual world.
  • the location of the virtual pet character can be associated with its type, attributes, etc.
  • a grass-type virtual pet character is often found near grasslands, jungles, etc., in the virtual world.
  • a water-type virtual pet character is often found near lakes, oceans, etc., in the virtual world.
  • the location of the virtual pet character can also be randomly set.
  • the terminal displays a virtual environment through a virtual environment screen.
  • the virtual environment screen is a view of the virtual environment from the perspective of the main virtual character.
  • the perspective refers to the angle of observation when observing the virtual environment from a first-person or third-person perspective.
  • the perspective is the angle from which the main virtual character is observed in the virtual environment through a camera model.
  • the camera model When using a first-person perspective, the camera model is located near or at the head of the main virtual character; when using a third-person perspective, the camera model can be located behind the main virtual character and bound to it, or it can be located at any position at a first distance from the main virtual character (the first distance can be a preset distance or a distance that can be flexibly adjusted according to scene changes).
  • the viewpoint can also include other perspectives, such as a top-down view.
  • the camera model When using a top-down view, the camera model can be located above the head of the main virtual character.
  • the top-down view is a perspective of observing the virtual environment from an aerial viewpoint.
  • the camera model will not be actually displayed in the virtual environment; that is, the camera model will not be displayed in the virtual environment shown in the game interface.
  • Step 220 Display the capture item control.
  • the capture item control is used to control the main virtual character to capture the pet virtual character.
  • a capture item control in response to a capture trigger operation, is displayed on the game interface.
  • the capture trigger operation is an action initiated by the player to engage in battle with a virtual pet character to capture that pet character.
  • the capture item control is used to control the main virtual character to capture the pet virtual character.
  • a capture item control refers to an interactive UI element in the game interface used to trigger a capture operation.
  • the capture item control is typically presented as an icon, button, text, or other form, and this application is not limited thereto.
  • a capture item control can be a capture item button.
  • a crosshair corresponding to the capture item control is displayed.
  • the crosshair assists the main virtual character in aiming at the target.
  • the aiming reticle is a visual indicator that, in response to a touch operation on the capture item control, displays the aiming reticle corresponding to the capture item control aligned with the target in a first guiding form.
  • the first guiding form includes at least one of the following: a ray, a dotted line, an arrow, an animation effect, and font.
  • the touch operation is an operation triggered by the capture item control, such as a click operation, a long press operation, a drag operation, or other operation forms.
  • the target refers to the object that the player aims at with the aiming reticle, which can be anything in the virtual world, such as terrain, units (e.g., other virtual characters), buildings, etc.
  • the above describes the interface presentation based on touch controls, displaying the aiming reticle and guiding the player to align with the target.
  • This first-guided aiming reticle display enriches the game interface with a clear and concise design, effectively guiding the player's attention to the correct location and significantly improving operational accuracy and the gaming experience.
  • the aiming reticle can dynamically adjust based on the player's actions, further ensuring more precise aiming and allowing players to more effectively adjust their angle and direction, thereby greatly increasing the success rate of capturing virtual pet characters.
  • the capture probability is displayed at the first circumferential position of the virtual pet character.
  • the aiming operation is an operation performed by the player in the hope of accurately capturing the virtual pet character; optionally, the aiming operation includes at least one of dragging the capture item control, clicking the capture item control, and double-clicking the capture item control, but is not limited thereto, and this application does not specifically limit it.
  • the capture probability is used to indicate the probability that the controlling virtual character will successfully capture the pet virtual character.
  • the client reads the capture probability of the pet virtual character being successfully captured and presents the capture probability as a percentage or other form at the first perimeter position of the pet virtual character.
  • the first perimeter position can be any position near the pet virtual character to be captured.
  • the first perimeter position can be above, below, above, or below the pet virtual character's right, right, left, or right. This application does not limit the specific location of the first perimeter position.
  • the above describes how the capture probability is displayed on the first side of the pet's virtual character based on aiming input. Since the capture probability indicates the likelihood of the main virtual character successfully capturing the pet, different aiming positions may display different capture probabilities. This quantifiable capture probability provides players with clearer aiming feedback, enhancing the game's interactivity and strategic depth. Furthermore, the capture probability, which changes in real-time with the aiming position, accurately reflects the current capture difficulty, improving operational accuracy and game immersion, and to some extent reducing the difficulty of capturing pets, thus increasing human-computer interaction efficiency.
  • the capture probability is related to the status values of the pet virtual character, such as its energy and stamina.
  • the capture probability is negatively correlated with the pet virtual character's status values; that is, the higher the pet virtual character's status values, the lower the capture probability of the controlling virtual character; conversely, the lower the pet virtual character's status values, the higher the capture probability of the controlling virtual character. For example, a pet virtual character with an energy value of 100 has a capture probability of 30%, while a pet virtual character with an energy value of 50 has a capture probability of 60%.
  • the capture probability is related to the status values of the main virtual character, such as the main virtual character's energy, stamina, health, and level.
  • the capture probability is positively correlated with the pet virtual character's status values; that is, the higher the status values of the main virtual character, the higher the capture probability of the main virtual character for that pet virtual character; conversely, the lower the status values of the main virtual character, the lower the capture probability of the main virtual character for that pet virtual character.
  • a capture probability threshold can be set based on the status values of the master virtual character and/or the pet virtual character.
  • the capture probability threshold is a critical or limit value for successfully capturing the pet virtual character.
  • the master virtual character has a higher probability of successfully capturing the pet virtual character; when the actual capture probability is less than or equal to the capture probability threshold, the master virtual character has a lower probability of successfully capturing the pet virtual character.
  • the capture probability threshold can be a specific numerical value, a range, or a set of conditions.
  • the client can remind the player of the difficulty of capturing the pet virtual character by comparing the actual capture probability with the capture probability threshold.
  • a capture item control 201 is displayed on the game interface.
  • a crosshair 202 corresponding to the capture item control 201 is displayed on the game interface.
  • the crosshair 202 is aligned with the target in the form of an arrow.
  • the client reads the capture probability 204 of the pet virtual character 203.
  • the capture probability of the pet virtual character 203 is 38%.
  • the client presents the capture probability 204 as a percentage on the right side of the pet virtual character 203.
  • the capture probability 204 is used to indicate the probability that the pet virtual character 203 is successfully captured.
  • players can decide whether to capture a virtual pet character based on the capture probability. If the capture probability is high (greater than the capture probability threshold), the player may decide to capture it; if the probability is low (less than or equal to the capture probability threshold), the player may choose to give up or look for other pet objects (other virtual pet characters). By displaying the capture probability, players can adaptively adjust their capture strategy.
  • Step 230 Receive the release operation for the capture item control.
  • the release operation is used to trigger the main virtual character to perform a capture spellcasting effect.
  • the release operation refers to performing at least one of the following operations on the virtual buttons: clicking, long-pressing, or sliding; or, the release operation is pressing a specific button on a physical controller or keyboard. This application does not limit this.
  • Step 240 In response to the release operation, display the capture spell effect released by the main virtual character on the pet virtual character and the capture result of the pet virtual character.
  • the capture casting effect refers to the visual effect presented when the main virtual character performs a capture operation.
  • the capture casting effect applies to the pet virtual character, and the main virtual character performs different capture casting effects for different pet virtual characters.
  • the controlling virtual character performs a capture spell effect on the pet virtual character, and the pet virtual character simultaneously displays the taming effect corresponding to the capture spell effect.
  • the taming effect refers to the visual effect presented when the pet virtual character is tamed.
  • the capture result of the pet virtual character is displayed.
  • the capture result for the pet virtual character includes two capture results: capture success and capture failure.
  • the capture item control is a consumable control used to trigger the consumption of the capture item; in response to a release operation on the capture item control, the number of uses of the capture item is consumed.
  • the capture item control is a consumable control that consumes capture items; each trigger of the capture item control is considered as consuming one capture item.
  • the design of the consumable capture item control requires players to consider the timing and effect of each use of the capture item, enhancing strategic thinking during gameplay. For example, players cannot easily rely on a single capture item but need to use it appropriately at crucial moments, which increases the depth and interactivity of the game.
  • the capture item control displays the remaining number of uses. This remaining number of uses can be displayed using at least one of several methods, such as a counter, icon, or progress bar, clearly indicating the remaining uses of the capture item.
  • the capture item can also be an item obtainable within a virtual scene, such as one picked up by the player controlling a main virtual object, exchanged for a capture item by completing a specified task, or rewarded with a capture item by completing a specified task.
  • the remaining number of uses will increase on the capture item control, such as changing from "5" to "6".
  • the remaining number of uses will decrease, such as changing from "6" to "5".
  • the first capture item is a hypnosis-type capture item, and the first type of capture spell effect is a hypnosis-type spell effect;
  • the first capture item is an attribute-advantage type capture item
  • the first type of capture spell effect is an attribute-advantage type spell effect
  • the attack-type spell effect released by the main virtual character on the pet virtual character is displayed.
  • the attack-type capture item is an item used to inflict damage or negative effects on the pet virtual character.
  • Attack-type spell effects are used to inflict damage or negative status effects on the pet virtual character and are applicable to pet virtual characters that require capture or control through force.
  • the attack-type capture item is an explosive ball
  • the explosion can occur at a first location, causing explosive damage to the pet virtual character.
  • the first location can be a pre-set location point or the location where the explosive ball contacts the virtual ground after being thrown, etc.
  • the system displays the feeding-type spell effect cast by the main virtual character on the pet virtual character.
  • the feeding-type capture item is used to provide buffs to the pet virtual character.
  • Feeding-type spell effects are used to provide food or other resources to the pet virtual character, solving its hunger problem or increasing its affinity.
  • the feeding-type capture item could be an energy drink or a special bait that attracts the pet virtual character's attention and increases the likelihood of capture by satisfying its appetite.
  • the system displays the healing-type spell effect cast by the main virtual character on the pet virtual character.
  • Healing-type capture items are used to heal damage to the pet virtual character or remove negative status effects.
  • Healing-type spell effects restore the pet virtual character's health or alleviate its injured state, and are applicable when the pet virtual character is injured or in a poor condition.
  • a healing-type capture item could be a healing potion, which increases the likelihood of capture by restoring the pet virtual character's health or healing its injuries.
  • the hypnosis-type spell effect cast by the main virtual character on the pet virtual character is displayed.
  • a hypnosis-type capture item is used to put the pet virtual character to sleep or reduce its alertness.
  • the hypnosis-type spell effect is used to put the pet virtual character to sleep, reducing its resistance and mobility, making it easier to capture.
  • a hypnosis-type capture item might be a hypnotic note, which puts the pet virtual character into a brief sleep state, increasing the likelihood of capture by reducing its mobility.
  • the interactive type spell effect cast by the controlling virtual character on the pet virtual character is displayed.
  • the interactive type capture item is used to promote interaction or build a relationship with the selected pet virtual character.
  • Interactive type spell effects are used for direct interaction with the pet, increasing the pet virtual character's intimacy or friendliness, and increasing its receptivity to capture, such as petting, interacting, or training.
  • the interactive type capture item is an interactive toy that increases the likelihood of capture by establishing a connection with the pet virtual character and increasing its affinity towards the controlling virtual character.
  • the system displays the attribute-advantage type spell effect cast by the main virtual character on the pet virtual character.
  • Attribute-advantage type capture items are used to counter specific attributes or reduce the attribute advantage of the pet virtual character.
  • Attribute-advantage type spell effects utilize the attribute relationships between the pet virtual character to cast spells with attribute-advantage effects, increasing the likelihood of a successful capture.
  • an attribute-advantage type capture item is an attribute weakening charm, which increases the capture success rate based on the principle of attribute counteraction.
  • the above content describes how to display the corresponding first-type capture spell effects based on the item type of the first capture item.
  • item type as a condition for displaying differences in capture spell effects provides richer visuals and facilitates more diverse interactive methods for players, enhancing the game's fun. It also allows players to choose more suitable virtual items during gameplay to improve the smoothness of the experience.
  • establishing the correlation between item type and capture spell effects facilitates flexible control and centralized management of the presentation of capture spell effects. By indirectly assisting players in improving interaction efficiency within the virtual scene through capture spell effects, it demonstrates good technical scalability and ensures efficient human-computer interaction.
  • the player's first capture item is related to the level of the main virtual character.
  • First capture items are divided into high-level and low-level types.
  • the type of first capture item chosen by the player is positively correlated with the level of the main virtual character; that is, the higher the level of the main virtual character, the higher the level of the first capture item that can be selected.
  • the number of first capture items chosen by the player is positively correlated with the level of the main virtual character; that is, the higher the level of the main virtual character, the more first capture items that can be selected. This application does not limit this to any particular method.
  • feeding-type capture items are low-level capture items, which players can use when their level is between 1 and 10.
  • Attribute-advantage type capture items are high-level capture items, which players can use when their level reaches 15.
  • Hypnotic-type capture items allow players to control their main virtual character to perform tasks and level up their main virtual character.
  • the method of obtaining the first capture item includes, but is not limited to, at least one of the following:
  • the first level can be a pre-set level, a level set by the player, or a level flexibly assigned based on the main virtual character's historical game situation.
  • the process involves acquiring raw materials based on the main virtual character
  • this type-advantage capture item can be created based on the attribute of the captured pet character. For instance, if the main control pet character successfully captures a pet character with the Fire attribute, the Fire-type pet character can create a Fire-type capture item based on its own attribute. This Fire-type capture item can then be used as a Grass-type type-advantage capture item to attack the Grass-type pet character.
  • this feeding-type capture item can be obtained through interaction between the main virtual character and the pet virtual character.
  • the main virtual character can obtain a feeding-type capture item by completing a feeding task for the pet virtual character.
  • this attack-type capture item can be obtained as a drop from a pet virtual character defeated by the main virtual character. For instance, if the main virtual character defeats a pet virtual character of level 1 (such as a pre-set level, or the level of any attacked pet virtual character), it can obtain an attack-type capture item of the first attack level.
  • This attack-type capture item of the same attack level can be used to capture pet virtual characters of level 1 or lower. For example, if the main virtual character defeats a pet virtual character of level 4, the pet virtual character will automatically drop a capture item of attack level 4 after the defeat. This capture item of attack level 4 can be used to capture pet virtual characters of level 4 or lower.
  • the capture effect is determined based on the type of capture item selected. Players need to adjust their capture strategy and select appropriate capture effects according to different situations. This targeted capture strategy increases the probability of successful capture.
  • different types of capture spellcasting effects may have different display formats.
  • the display formats of capture spellcasting effects may include at least one of the following: light effects, sound effects, animation effects, energy fluctuations, particle effects, or magic circles, but are not limited thereto, and this application does not limit them.
  • the display form of capturing spellcasting effects is light effects.
  • light rays or beams may appear.
  • Different colors and intensities of light effects represent the capture of different types of pet virtual characters. For example, red light effects are used to capture fire-type pet virtual characters, and blue light effects are used to capture water-type pet virtual characters.
  • the capture spellcasting effect is displayed as energy fluctuations.
  • the capture difficulty and the rarity of the pet virtual character are determined based on the intensity and frequency of the energy fluctuations. For instance, the intensity and frequency of energy fluctuations are lower for more common pet virtual characters, and higher for rarer pet virtual characters.
  • the energy fluctuations can be an aura, ripples, or other forms of energy manifestation surrounding the main virtual character.
  • the capture spellcasting effect is displayed as particle effects; the main virtual character may generate sparks, stardust, or other magical particles during spellcasting.
  • different types of particle effects can be associated with the attributes of the pet virtual character; for example, the capture spellcasting effect of a fire-type pet virtual character is displayed as fire particles, and the capture spellcasting effect of a water-type pet virtual character is displayed as water droplet particles.
  • the master virtual character performs a capture spell effect on the pet virtual character, and the pet virtual character simultaneously displays the taming effect corresponding to the capture spell effect.
  • the taming effect refers to the visual effect presented when the pet virtual character is tamed.
  • Figure 8 illustrates a schematic diagram of the capture spellcasting effect provided in an exemplary embodiment of this application.
  • the capture spellcasting effect of the main virtual character 501 is a hypnotic spellcasting effect.
  • the display form of the hypnotic spellcasting effect is the release of hypnotic notes.
  • Symbol icons of hypnotic notes appear around the main virtual character 501 and on the spellcasting path. Sound effects fluctuate during the spellcasting process, indicating the transmission of the hypnotic notes.
  • the pet virtual character 502 is affected by the hypnotic notes and displays the corresponding taming effect. For example, symbol icons of hypnotic notes surround the pet virtual character 502, and light or beams appear around the pet virtual character 502, indicating that it is being tamed.
  • FIG 9 illustrates a schematic diagram of the capture spellcasting effect provided in an exemplary embodiment of this application.
  • the capture spellcasting effect of the main virtual character 601 is an attack-type spellcasting effect.
  • the display form of the attack-type spellcasting effect is a gale animation. Rotating winds and rocks appear around the main virtual character 601, displaying the gale effect.
  • the pet virtual character 602 is affected by the gale effect and displays the corresponding taming effect.
  • the taming effect of the pet virtual character 602 is shown as being surrounded by winds, in a suspended state, and unable to move freely, indicating that it is being tamed.
  • FIG 10 illustrates a schematic diagram of the capture spell effect provided in an exemplary embodiment of this application.
  • the capture spell effect of the main virtual character 701 is an attack-type spell effect, displayed as a magic circle.
  • the main virtual character 701 is using a capture skill based on a magic circle to capture the pet virtual character 702.
  • a large magic circle with glowing symbols and patterns appears on the ground, and light effects are emitted around the magic circle.
  • the pet virtual character 702 is affected by the magic circle and displays the corresponding taming effect, for example, showing the pet virtual character 702 in the center of the magic circle and surrounded by light effects, indicating that it is being tamed.
  • Step 232 In response to the end of the capture spell effect, display the capture result of the pet virtual character.
  • the capture result of the pet virtual character is displayed.
  • the capture result for the pet virtual character includes two types of capture results: capture success and capture failure. Capture success can also be referred to as successful taming, and capture failure can be referred to as failed taming.
  • the main virtual character successfully captures the pet virtual character, i.e., the capture result is a successful capture, then the first capture item is consumed, or the number of uses of the first capture item is consumed; if the main virtual character fails to successfully capture the pet virtual character, i.e., the capture result is a failed capture, then the first capture item is returned to the main virtual character, or the number of uses of the first capture item is returned.
  • the method provided in this application determines the type of capture effect (such as attack, feeding, healing, hypnosis, interaction, attribute advantage, etc.) based on the type of capture item.
  • Players can then select capture items and determine appropriate capture strategies when capturing virtual pet characters, making each capture personalized and dynamic, thereby enhancing game interactivity and player engagement. This significantly increases the game's interactivity and strategic depth, making the capture process more interesting and challenging. This process also helps optimize resource utilization and improve player operational efficiency during gameplay. By promptly displaying the corresponding taming effects and capture results for the virtual pet character, it not only enhances the interactive experience between the player and the virtual pet character but also improves the efficiency of human-computer interaction during gameplay.
  • the second scenario Determine the type of capture spellcasting effect based on the status information of the pet virtual character.
  • the capture spell effect applies to a pet virtual character
  • the controlling virtual character executes different capture spell effects for different pet virtual characters.
  • the controlling virtual character determines the type of capture spell effect based on the pet virtual character's status information, which includes at least one of the pet virtual character's personality, status, and attributes.
  • FIG 11 is a flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application. Steps 230 to 240 described above can be replaced by steps 233 and 234.
  • Step 233 In response to the release operation of the second capture item control, display the second type of capture spell effect released by the main virtual character on the pet virtual character.
  • the capture item control is a second capture item control, which corresponds to a second capture item.
  • the second capture item control is a consumable control used by the main virtual character to capture the pet virtual character.
  • the second capture item control is an interactive element in the game interface used to trigger the capture operation.
  • the second capture item control is typically presented as an icon, button, text, or other form, and this application is not limited in this regard.
  • the second capture item control can be a capture item button.
  • the use count of the second capture item is consumed, and a second type of capture spell effect released by the main virtual character on the pet virtual character is displayed.
  • the second type of capture spell effect is related to the status information of the pet virtual character.
  • the status information of the pet virtual character includes at least one of the pet virtual character's personality, status, and attributes. That is, the second type of capture spell effect is determined based on the pet virtual character's status information.
  • Personality indicates the pet virtual character's behavioral characteristics and inherent traits, and can influence the pet's behavioral patterns and reaction methods. For example, the pet virtual character's personality might be aggressive, docile, lively, or timid.
  • Status indicates the pet virtual character's current physiological or psychological state, and can influence the pet virtual character's health level, energy level, emotional state, etc. For example, the pet virtual character's status might be hungry or injured. Attributes indicate the pet virtual character's elemental attributes, such as fire, water, electric, or dark.
  • the status information of the pet virtual character to be captured is first obtained, that is, at least one of the pet virtual character's personality, status and attributes is obtained; then, based on the obtained status information of the pet virtual character, a second type of capture spell effect is selected.
  • the second type of capture spellcasting effect includes at least one of the following:
  • the second type of capture spell effect is an attack-type spell effect
  • the second type of capture spell effect is a feeding-type spell effect
  • the second type of capture spell effect is a healing spell effect
  • the second type of capture spell effect is a hypnotic spell effect
  • the second type of capture spellcasting effect is an interactive spellcasting effect
  • the second type of capture spell effect is an attribute-advantage type spell effect.
  • attack-type spell effects are used to damage or inflict negative status effects on pet virtual characters, applicable to pet virtual characters that require capture or control through force.
  • Feeding-type spell effects are used to provide food or other resources to pet virtual characters, resolving their hunger or increasing their affinity.
  • Healing-type spell effects are used to restore the health of pet virtual characters or alleviate their injuries, applicable when pet virtual characters are injured or in poor condition.
  • Hypnotic-type spell effects are used to put pet virtual characters to sleep, reducing their resistance and mobility, making them easier to capture.
  • Interaction-type spell effects are used for direct interaction with the pet, increasing the pet virtual character's intimacy or affinity, and increasing their receptivity to capture, such as petting, interacting, or training.
  • Attribute-advantage-type spell effects utilize the attribute advantages of pet virtual characters to cast spell effects with attribute-advantage effects, increasing the likelihood of successful capture.
  • the status information includes the pet virtual character's personality
  • the correspondence between the pet virtual character's personality and the second type of capture spell effect includes at least one of the following:
  • the pet's virtual character has a warlike personality, and the second type of capture spell effect is an attack-type spell effect;
  • the pet's virtual character has a docile personality, and the second type of capture spell effect is a feeding-type spell effect;
  • the pet's virtual character has a lively personality, and the second type of capture spell effect is an interactive spell effect;
  • the pet's virtual character has a timid personality, and the second type of capture spell effect is a hypnotic spell effect.
  • the type of capture spell effect is related to the pet character's personality. For example, if the pet character has a belligerent personality, it typically possesses strong aggression and resistance. In this case, using an attack-type capture spell effect weakens the pet character's combat power, making it easier to capture. For example, if the pet character has a docile personality, it is typically friendly and approachable. In this case, using a feeding-type capture spell effect increases its receptivity to capture. For example, if the pet character has a lively personality, it is typically easy to approach. Using an interaction-type capture spell effect, such as a petting effect, increases its acceptance of capture.
  • determining the capture spell effects based on the virtual pet character's personality allows players to experience a more personalized gaming experience, increasing player engagement and emotional investment in the virtual pet character. It also makes it easier for players to intuitively see each virtual pet character's personality and understand its corresponding spell effects, improving player coordination efficiency. Furthermore, different personalities displaying different capture spell effects facilitates more standardized management of different virtual pet characters by developers, thereby providing players with a more immersive and flexible operational experience, enhancing the game's immersion and enjoyment.
  • the status information includes the status of the pet virtual character
  • the correspondence between the status of the pet virtual character and the second type of capture spell effect includes at least one of the following:
  • the pet's virtual character is in a hungry state, and the second type of capture spell effect is a feeding spell effect;
  • the pet's virtual character is in an injured state, and the second type of capture spell effect is a healing spell effect;
  • the pet's virtual character is in an alert state, and the second type of capture spell effect is a hypnotic spell effect;
  • the type of capture spell effect is also related to the pet virtual character's state.
  • a feeding-type capture spell effect (Type 1) can increase its friendliness and acceptability, thereby increasing the capture success rate.
  • Type 1 can restore health or repair injuries to improve the pet virtual character's state, making it easier to capture.
  • the pet virtual character is in an alert state, it becomes very wary and difficult to approach.
  • a hypnotic-type capture spell effect (Type 1), such as casting a hypnotic note, can relax the pet virtual character and put it to sleep, reducing its resistance.
  • Type 1 a hypnotic-type capture spell effect
  • this application does not limit the correspondence between the pet virtual character's state and the type of capture spell effect.
  • the capture spell effect is determined based on the pet virtual character's state. Selecting a capture spell effect according to the pet virtual character's current state can strengthen the relationship between the player and the pet virtual character, allowing the player to better understand the pet virtual character's status and enhancing the strategic and tactical aspects of the game. By selecting a capture spell effect that matches the pet virtual character's current state, the player can protect the pet virtual character to a certain extent or maximize its abilities while enhancing the interactive experience between the player and the pet virtual character, increasing player participation, and improving the interactive efficiency of pet virtual character-based games.
  • the status information includes attributes of the pet virtual character
  • the correspondence between the attributes of the pet virtual character and the second type of capture spell effect includes at least one of the following:
  • the pet's virtual character attribute is fire-type, and the second type of capture spell effect is a water-type counter-type spell effect;
  • the pet virtual character's attribute is water-type, and the second type of capture spell effect is an ice-type counter-type spell effect;
  • the pet's virtual character is of the Grass type, and the second type of capture spell effect is a Fire-type spell effect that is effective against it.
  • the pet virtual character's attribute is dark, and the second type of capture spell effect is a light-type counter-type spell effect.
  • the type of capture spell effect is also related to the attributes of the pet virtual character. For example, if the pet virtual character's attribute is fire, and fire-type pets are more sensitive to water-type spells, then using the first type of capture spell effect—an attribute-advantage type spell effect—such as using a water-type spell effect (water attack), can effectively weaken the fire-type pet virtual character's abilities, making it easier to capture. For example, if the pet virtual character's attribute is grass, and grass-type pets are more sensitive to fire-type spells, then using the first type of capture spell effect—an attribute-advantage type spell effect—such as using a fire-type spell effect, can quickly subdue the pet virtual character.
  • the first type of capture spell effect such as using a water-type spell effect (water attack)
  • an attribute-advantage type spell effect such as using a fire-type spell effect
  • This application embodiment describes displaying corresponding capture spell effects based on the attributes of the pet virtual character. Displaying capture spell effects differently based on attributes clearly indicates the attributes of the captured pet virtual character to the player, improving interface visibility and operational intuitiveness, and making the player's interactive experience more vivid. Furthermore, the attribute configurations of different pet virtual characters balance the differences between them, enhancing the fairness and challenge of the game, and helping to provide more diverse possibilities in the game process. Players can adjust their capture strategies and choose appropriate capture spell effects according to different situations. This targeted capture strategy increases the probability of successful capture and facilitates improved human-computer interaction efficiency for players.
  • different types of capture spellcasting effects may have different display formats.
  • the display formats of capture spellcasting effects may include at least one of the following: light effects, sound effects, animation effects, energy fluctuations, particle effects, or magic circles, but are not limited thereto, and this application does not limit them.
  • the display form of capturing spellcasting effects is light effects.
  • light rays or beams may appear.
  • Different colors and intensities of light effects represent the capture of different types of pet virtual characters. For example, red light effects are used to capture fire-type pet virtual characters, and blue light effects are used to capture water-type pet virtual characters.
  • the display form of capturing spellcasting effects is energy fluctuations.
  • the intensity and frequency of the energy fluctuations can be adjusted based on the capture difficulty and the rarity of the pet virtual character. For instance, the intensity and frequency of the energy fluctuations are lower for more common pet virtual characters, and higher for rarer pet virtual characters.
  • the energy fluctuations can be an aura, ripples, or other forms of energy manifestation surrounding the main virtual character.
  • the capture spellcasting effect is displayed as a particle effect, where the main virtual character may generate sparks, stardust, or other magical particles during the spellcasting process.
  • particle effects can be associated with the attributes of the pet virtual character; for example, the capture spellcasting effect of a fire-type pet virtual character is displayed as fire particles, and the capture spellcasting effect of a water-type pet virtual character is displayed as water droplet particles.
  • the master virtual character performs a capture spell effect on the pet virtual character, and the pet virtual character simultaneously displays the taming effect corresponding to the capture spell effect.
  • the taming effect refers to the visual effect presented when the pet virtual character is tamed.
  • Figure 8 shows a schematic diagram of a capture spell effect provided in an exemplary embodiment of this application.
  • the capture spell effect of the master virtual character 501 is a hypnosis-type spell effect.
  • the display form of the hypnosis-type spell effect is the release of hypnotic notes.
  • Symbol icons of hypnotic notes appear around the master virtual character 501 and on the spell path. During the spell casting process, sound effects fluctuate, indicating the transmission of hypnotic notes.
  • the pet virtual character 502 is affected by the hypnotic notes and displays the corresponding taming effect.
  • the symbol icons of hypnotic notes surround the pet virtual character 502, and light or beams appear around the pet virtual character 502, indicating that it is being tamed.
  • FIG 9 illustrates a schematic diagram of the capture spellcasting effect provided in an exemplary embodiment of this application.
  • the capture spellcasting effect of the main virtual character 601 is an attack-type spellcasting effect.
  • the display form of the attack-type spellcasting effect is a gale animation. Rotating winds and rocks appear around the main virtual character 601, displaying the gale effect.
  • the pet virtual character 602 is affected by the gale effect and displays the corresponding taming effect.
  • the taming effect of the pet virtual character 602 is shown as being surrounded by winds, in a suspended state, and unable to move freely, indicating that it is being tamed.
  • FIG 10 illustrates a schematic diagram of the capture spell effect provided in an exemplary embodiment of this application.
  • the capture spell effect of the main virtual character 701 is an attack-type spell effect, displayed as a magic circle.
  • the main virtual character 701 is using a capture skill based on a magic circle to capture the pet virtual character 702.
  • a large magic circle with glowing symbols and patterns appears on the ground, and light effects are emitted around the magic circle.
  • the pet virtual character 702 is affected by the magic circle and displays the corresponding taming effect, for example, showing the pet virtual character 702 in the center of the magic circle and surrounded by light effects, indicating that it is being tamed.
  • Step 234 In response to the end of the capture spell effect, display the capture result of the pet virtual character.
  • the second type of capture spell effect is related to the status information of the pet virtual character.
  • the status information of the pet virtual character includes at least one of the pet virtual character's personality, status, and attributes.
  • the capture result of the pet virtual character is displayed.
  • the capture result for the pet virtual character includes two types of capture results: capture success and capture failure. Capture success can also be referred to as successful taming, and capture failure can be referred to as failed taming.
  • the main virtual character successfully captures the pet virtual character, i.e., the capture result is a successful capture, then the second capture item is consumed, or the number of uses of the second capture item is consumed; if the main virtual character fails to successfully capture the pet virtual character, i.e., the capture result is a failed capture, then the second capture item is returned to the main virtual character, or the number of uses of the second capture item is returned.
  • the method provided in this application introduces various types of capture effects (such as attack, feeding, healing, hypnosis, interaction, and attribute advantage/disadvantage).
  • capture effects such as attack, feeding, healing, hypnosis, interaction, and attribute advantage/disadvantage.
  • players need to select appropriate capture strategies based on the virtual pet character's status information (personality, status, attributes), making each capture personalized and dynamic, thereby enhancing the game's interactivity and player engagement. This significantly increases the game's interactivity and strategic depth, making the capture process more interesting and challenging. Displaying the corresponding taming effects and capture results for the virtual pet character enhances the interactive experience between the player and the virtual pet character.
  • the taming effect of virtual pet characters gradually changes from the first effect to the second effect.
  • the controlling virtual character performs a capture spell effect on the pet virtual character, and the pet virtual character simultaneously displays the taming effect corresponding to the capture spell effect.
  • the taming effect refers to the visual effect presented when the pet virtual character is tamed.
  • the taming effect of the pet virtual character gradually changes from a first effect to a second effect; for example, the visual prominence of the taming effect gradually increases.
  • FIG 12 is a flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application. Step 232 or step 234 described above can be replaced by steps 232a and 232b.
  • Step 232a During the process of the main virtual character releasing the capture spell effect, the taming effect corresponding to the pet virtual character is displayed to gradually change from the first effect to the second effect.
  • the first effect and the second effect refer to the subjugation effect displayed at different stages or with different casting levels.
  • the effect strength of the second effect is higher than that of the first effect.
  • the first effect refers to the taming effect displayed at the start of the capture, that is, the initial state of the taming effect.
  • the second effect refers to the taming effect displayed some time after the start of the capture or after the casting strength of the capture spell increases, that is, the second effect refers to an intermediate or advanced state of the taming effect.
  • the taming effect corresponding to the pet virtual character will change from the first effect to a more significant second effect.
  • the capture spell progresses to a certain extent can be understood as the casting duration of the capture spell or the casting effect of the capture spell reaching a certain level.
  • the intensity of the second effect is higher than that of the first effect.
  • Effect intensity refers to the prominence of a visual effect.
  • effect intensity includes, but is not limited to, at least one of the following: display size of visual elements, display brightness, richness of displayed content, degree of animation rendering, and interactivity intensity.
  • the second effect is displayed at a larger size than the first effect.
  • display size refers to the size of a visual element or the amount of space it occupies.
  • visual element refers to the display element corresponding to the taming effect.
  • the visual element such as a halo
  • the size of the visual element may increase, covering a wider area.
  • the second effect has a higher display brightness than the first effect.
  • display brightness refers to the brightness or luminous intensity of a visual element.
  • the taming effect is the first effect, the brightness of the visual element may be lower, appearing softer; for example, the taming effect is manifested as a low-brightness light effect.
  • the taming effect is the second effect, the brightness increases, making the visual element more conspicuous; for example, the taming effect is manifested as a high-brightness light effect.
  • the second effect displays more content than the first effect.
  • display content richness refers to the amount of information or detail contained in a visual element.
  • higher display content richness may result in the taming effect including more patterns, symbols, or animated elements.
  • the visual elements may be relatively simple, for example, the taming effect may only display basic light and particle effects; when the taming effect is the second effect, the visual elements will be richer, for example, the taming effect may display more types of particle effects and color changes.
  • the animation quality of the second effect is higher than that of the first effect.
  • the degree of animation presentation refers to the complexity, smoothness, and expressiveness of the animation corresponding to the visual element.
  • the animation may be relatively simple and slow; when the taming effect is the second effect, the animation becomes more complex, containing more actions, more frequent changes, and smoother animation, making the entire taming effect more dynamic and vivid.
  • the second effect has a higher level of interactivity than the first effect.
  • interactivity intensity refers to the depth and responsiveness of the interaction between the controlling virtual character and the taming effect.
  • interactivity may be low, such as the controlling virtual character stroking the pet virtual character's forehead; when the taming effect is a second effect, interactivity will be enhanced, such as the controlling virtual character stroking the pet virtual character's forehead while simultaneously interacting with the pet virtual character.
  • the display method of effect intensity can be any one of the above, or a free combination of at least two display methods. This application does not limit this.
  • Step 232b In response to the capture spell effect reaching the first casting state, display the capture success result of the pet virtual character.
  • the first spellcasting state refers to the main virtual character performing a capture spell to meet the pre-set conditions, so as to ensure that the pet virtual character can be successfully captured.
  • the first casting state includes at least one of the following:
  • the casting duration for capturing the spell effect reaches the first duration.
  • the first duration can be the default duration, the duration configured by the player, or the duration determined based on the object level of the main virtual object.
  • the first attack effect is usually the default attack effect, or it can be the duration configured by the player.
  • the taming progress of the pet virtual character has reached the first progress.
  • the first progress is usually a fixed progress value set by default, or it can be a progress value determined based on the type of pet virtual character, or it can be a progress value determined based on the interaction relationship between the pet virtual character and the main virtual object (such as a smaller progress value if there has been interaction).
  • the combat power of the virtual pet character is reduced to the first combat power.
  • the first combat power is usually a fixed combat power value set by default, or it can be a combat power value determined in real time based on the state of the virtual game (such as the first combat power being larger at the beginning of the game and smaller in the middle of the game).
  • the first casting state indicates that the casting duration of the captured spell effect has reached a first duration.
  • casting duration refers to the duration of the captured spell effect
  • the first duration refers to the duration of the captured spell effect reaching a preset time length.
  • the captured spell effect ends, and the capture result of the pet virtual character is displayed.
  • the captured spell effect is a hypnosis-type spell effect
  • the first casting duration of a hypnosis-type spell effect is 10 seconds.
  • the pet virtual character When the casting duration of the hypnosis-type spell effect executed by the main virtual character reaches 5 seconds, the pet virtual character is in a dazed state; when the casting duration of the hypnosis-type spell effect reaches 10 seconds, the pet virtual character is in a coma state, thus reaching the first casting state.
  • the first casting state indicates that the attack effect of the captured casting effect has reached the first attack effect.
  • the attack effect refers to the damage value of the captured casting effect
  • the first attack effect means that the captured casting effect has reached a predetermined damage value. If the attack effect (such as damage or status change) inflicted on the pet virtual character during the casting process reaches the first attack effect, the first casting state will be triggered.
  • the captured casting effect is an attack-type casting effect; the main virtual character performs an attack-type casting effect on the pet virtual character, and the first attack effect is to reduce the pet virtual character's health to below 50%. When the main virtual character continues to attack the pet virtual character, and the pet virtual character's health is reduced to below 50%, the first casting state is reached.
  • the first casting state is used to indicate that the taming progress of the pet virtual character has reached a first progress level.
  • the taming progress refers to the degree to which the pet virtual character has been tamed by the controlling virtual character.
  • the first progress level refers to the degree to which the pet virtual character has been tamed by the controlling virtual character reaching a first indicator.
  • the capture progress is displayed on the second perimeter of the pet virtual character.
  • the capture progress can be displayed in at least one of the following forms: a progress bar, a status bar, a buffer circle, and an icon. For example, during the capture process, a progress bar is displayed on the perimeter of the pet virtual character, progressing from 0% to 100%, showing the degree of capture progress.
  • the above describes the display of capture progress on the second side of the pet's virtual character.
  • This capture progress provides players with immediate feedback, helping them better understand the capture situation and adjust their pet-capturing strategies.
  • Displaying the progress bar on the side of the pet's virtual character ensures it doesn't interfere with the player's main control area, enhancing the intuitiveness of the capture status and facilitating strategic adjustments at different stages, thus increasing the game's playability and challenge.
  • the capture progress display can be calculated in real-time based on the main virtual character's capture item usage, the pet's virtual character's status, and environmental factors. Dynamically updating the progress bar or other visual elements ensures players receive accurate operational guidance, reduces operational errors, increases the pet's virtual character's capture success rate, and improves human-computer interaction efficiency.
  • the progress bar when the progress bar is completely full, i.e., reaches 100%, it indicates that the capture progress of the pet virtual character has reached the first casting state.
  • the first casting state is used to indicate that the pet virtual character's combat power has been reduced to a first combat power level.
  • combat power refers to the pet virtual character's combat ability or combat effectiveness
  • the first combat power level means that the pet virtual character's combat ability or combat effectiveness has been reduced to a minimum combat power threshold.
  • combat power includes, but is not limited to, at least one of the pet virtual character's attack power, defense power, health points, health bar, and energy points.
  • the pet virtual character's initial health point is 100%
  • the minimum combat power threshold of the pet virtual character is 30%
  • the controlling virtual character continuously executes the capture casting effect on the pet virtual character until the pet virtual character's combat power is less than 30%, i.e., the first casting state has been reached.
  • the capture operation is ensured to be not completely random, but conditionally achieved.
  • This positive feedback mechanism can encourage players to continue to engage in the game and reach the first spell-casting state through spell casting, attacking, capturing, and reducing the combat power of the pet virtual character, thereby increasing the gameplay richness of the capture process and the player's gaming experience.
  • the first spell-casting state can also ensure the accuracy and fairness of the capture results.
  • the corresponding taming effect of the pet virtual character gradually changes from a first effect to a second effect.
  • Players can intuitively feel the progress and changes in the capture process. This gradual transition also increases the player's expectation of a successful capture, while enhancing the dynamism and strategic depth of the game experience.
  • the capture spell reaches the first casting state, the game displays the successful taming result of the pet virtual character. This display and feedback mechanism enhances the player's sense of accomplishment and satisfaction, while also guiding players on how to achieve their pet-capturing goals through in-game tasks and challenges.
  • the capture result for the virtual pet character is "capture successful”.
  • the capture result of the pet virtual character is displayed.
  • a success message is displayed and the successfully captured pet virtual character is added to the pet list control.
  • Figure 13 is a flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application. The method includes step 410.
  • Step 410 In response to the capture result of the pet virtual character being successfully captured, display a success message and add the pet virtual character to the pet list control.
  • a success message is displayed on the game interface.
  • the success message indicates that the virtual pet character has been successfully captured.
  • the display format of the success message may include, but is not limited to, at least one of text, icons, and animation effects; this application does not specifically limit this.
  • capture rewards are also displayed on the game interface.
  • capture rewards may include increased experience points or the development of newly acquired skills.
  • detailed information about the captured pet virtual character may also be displayed on the game interface, such as the pet virtual character's name, category, ID, skills, rarity, and personality traits.
  • the tamed pet virtual character is added to a pet list control.
  • the pet list control displays a pet control corresponding to at least one container item, which is used to hold the pet virtual character.
  • the container item can perform at least one of the functions of loading, transferring, or treating pet virtual characters.
  • the shape of the container item includes, but is not limited to, at least one of a sphere, square, rectangle, triangular pyramid, and cylinder; this application does not specifically limit this.
  • a pet list control is displayed on the side of the game interface in a list format.
  • list format refers to displaying the identifiers corresponding to the container items in a sequential order according to a list rule. Taking a list of three container items as an example, the identifiers of the three container items are displayed in the pet list. Each container item is used to hold a virtual pet character that has been captured.
  • the listing rules include, but are not limited to, at least one of the following rules: randomly listing container items; listing container items according to their attributes; listing container items according to the level of the pet virtual character within the container item; and listing container items according to their level.
  • the main virtual character 901 executes the capture spell to reach the first casting state, and the capture result for the pet virtual character is a successful capture.
  • the successfully captured pet virtual character is placed into the container item 902, which is used to hold the successfully captured pet virtual character.
  • a success message 903 is displayed on the game interface, for example, "Capture successful”.
  • a capture reward can also be displayed on the game interface, for example, "Extra experience +14".
  • the successfully captured pet virtual character can be added to the pet list control 1002, that is, the container item 1001 holding the successfully captured pet virtual character is added to the pet list control 1002.
  • the pet list control 1002 displays three controls corresponding to the container items that hold the pet virtual characters.
  • the game when a pet virtual character is successfully captured, the game displays a success message to inform the player of the capture result.
  • This enhances the player's sense of accomplishment and satisfaction, motivating them to continue capturing other pet virtual characters and increasing the probability of interaction.
  • adding the pet virtual character to the pet list control based on the successful capture status not only intuitively notifies the player of obtaining the pet virtual character but also ensures timely feedback on capture results, guaranteeing smooth gameplay and data accuracy.
  • the pet virtual characters in the pet list control are dynamically updated, allowing players to clearly view and manage successfully captured pet virtual characters, further stimulating their desire to explore the game and enhancing its fun and player engagement.
  • each container item in the pet list control corresponds to a pet control of a successfully captured pet virtual character.
  • a trigger operation on the pet control it is displayed that the successfully captured pet virtual character and the main control virtual character are in the same faction; in response to a control operation on the successfully captured pet virtual character, the interactive behavior of the captured pet virtual character is displayed.
  • the trigger operation on the pet control can be a trigger operation on the pet control corresponding to any container item in the pet list control.
  • the successfully captured pet virtual character corresponding to the pet control is summoned.
  • the summoned successfully captured pet virtual character and the main virtual character are in the same faction.
  • "same faction” refers to the character's affiliation or faction grouping in the virtual world.
  • the successfully captured pet virtual character and the main virtual character are in the same faction, sharing a common affiliation, being interconnected, or supporting each other.
  • Affiliation refers to the same team, alliance, faction, or other form of affiliation.
  • the captured pet virtual character 1102 corresponding to the pet control 1101 is summoned, and the captured pet virtual character 1102 and the main control virtual character 1103 are on the same side.
  • interactive behavior in response to a control operation on a successfully captured pet virtual character, the interactive behavior of the captured pet virtual character is displayed.
  • interactive behavior refers to the interaction method between the controlling virtual character and the successfully captured pet virtual character.
  • interactive behavior includes, but is not limited to, at least one of the following:
  • interactive behaviors can manifest as the companionship behavior of a pet virtual character, where the pet virtual character may follow the host virtual character and exhibit similar movements and behaviors; interactive behaviors can manifest as the interactive actions of a pet virtual character, where the host virtual character can perform interactive actions with the pet virtual character, such as feeding, petting, and playing; interactive behaviors can manifest as the combat behavior of a pet virtual character, where the host virtual character can command the pet virtual character to fight against enemy virtual characters; and interactive behaviors can manifest as the release of special skills or effects by a pet virtual character, where the pet virtual character may possess special abilities or skills, such as exploration, puzzle-solving, or enhancing the abilities of the host virtual character.
  • the master virtual character 1201 and the captured pet virtual character 1202 are on the same side.
  • the master virtual character 1201 controls the captured pet virtual character 1202 to fight against the enemy virtual character 1203.
  • the main control virtual character controls the captured pet virtual character and displays the interactive behavior between the two, expanding the scope of interaction in the game.
  • Players can control the pet virtual character to perform more targeted and personalized operations, such as commanding the pet virtual character to perform specific tasks or actions, increasing the strategic depth and fun of the game.
  • Figure 18 shows an overall flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application.
  • the execution entity for each step of this method can be the first terminal device 120 in the computer system shown in Figure 1 or a client on the first terminal device 120.
  • the steps are as follows:
  • Step 1 Begin.
  • a scene is displayed showing the main virtual character in the virtual world, which also includes at least one pet virtual character.
  • Step 2 Trigger the item capture button.
  • the game interface displays a "Catch Items” button, which is a control used to allow the main virtual character to catch pet virtual characters.
  • the client displays the virtual environment through a virtual environment screen, which is the view of the virtual environment observed from the perspective of the main virtual character.
  • the perspective is the angle from which the main virtual character is observed through a camera model in the virtual environment.
  • the aiming reticle corresponding to the capture item button is displayed.
  • the client responds to this trigger operation by switching the camera model's state to aiming mode.
  • the player's perspective may change to more accurately aim at or observe the capture object.
  • aiming mode an aiming reticle appears on the game interface.
  • the aiming reticle assists the main virtual character in aiming at the target object, which is the object the player is aiming at with the aiming reticle.
  • This target object can be anything in the virtual world, such as terrain, units (e.g., other virtual characters), buildings, etc.
  • Step 3 Move the aiming reticle to the pet virtual character.
  • the aiming crosshair in response to a targeting operation on a pet virtual character, is moved to the pet virtual character to be captured.
  • players can adjust the camera model's focus by dragging the capture item button (which could be a virtual button or a control on a touchscreen) on the screen to move the crosshair. This allows players to precisely aim the crosshair at the virtual pet character they want to capture.
  • the capture item button which could be a virtual button or a control on a touchscreen
  • Step 4 Display the capture probability around the pet's virtual character.
  • the aiming reticle is pointed at the virtual pet character to be captured, and the capture probability is displayed on the first side of the virtual pet character.
  • the capture probability indicates the likelihood that the controlling virtual character will successfully capture the virtual pet character.
  • the client reads the capture probability of the virtual pet character being successfully captured and presents the capture probability as a percentage or other form on the first side of the virtual pet character.
  • Players can decide whether to capture the virtual pet character based on the capture probability. By displaying the capture probability, players can adaptively adjust their capture strategy.
  • Step 5 Release the capture item button to start capturing the virtual pet character.
  • the system in response to a release operation on the capture item button, displays the capture spell effect performed by the main virtual character on the pet virtual character, and displays the capture result of the pet virtual character after the capture spell effect is applied.
  • the capture result for the pet virtual character includes two capture results: capture success and capture failure.
  • the capture of the pet virtual character begins.
  • the client sends a capture request to the server, including all relevant information for the capture operation, such as the pet virtual character's data and the capture spell effects of the main virtual character.
  • the server after receiving a capture request from a client, the server will process the capture operation according to the game logic and rules, and calculate the capture result. After processing, the server will return the capture result to the client.
  • Step 6 Determine if the capture was successful.
  • Step 7 If the capture is successful, the capture item will be consumed.
  • the server will consume the capture item and add the captured pet virtual character to the pet list control.
  • Step 8 If the capture is unsuccessful, return the capture item.
  • the server will notify the client that the capture was unsuccessful, ending the capture process.
  • the capture items will not be consumed, and the pet's virtual character's state will be reverted to its state before being captured. This may involve restoring its health or resetting its behavior pattern.
  • Step 9 Add the pet avatar to the pet list control.
  • the pet list control displays at least one pet control corresponding to a container item, which is used to hold the pet virtual character.
  • information about the captured pet avatar is added to the player's pet list control.
  • the server updates the player's account data to reflect the new pet list control.
  • the server then sends the results and the updated pet list control back to the client, where the newly captured pet avatar is displayed.
  • Step 10 The player triggers the pet control.
  • one container item in the pet list control corresponds to a pet control of a successfully captured virtual pet character.
  • the pet list control includes a first number of pet controls.
  • Step 11 The pet virtual character and the main virtual character are in the same faction.
  • the successfully captured pet virtual character corresponding to the pet control is summoned. Simultaneously, the summoned successfully captured pet virtual character and the main control virtual character are in the same faction.
  • “same faction” refers to the character's affiliation or faction grouping in the virtual world.
  • a summoning request is issued.
  • the client sends the summoning request to the server.
  • the server checks whether the requested pet virtual character exists in the player's pet list control. The server then sends the result back to the client, confirming that the pet has been successfully generated and can interact with the player.
  • interactive behavior in response to a control operation on a successfully captured pet virtual character, the interactive behavior of the captured pet virtual character is displayed.
  • interactive behavior refers to the manner of interaction between the controlling virtual character and the successfully captured pet virtual character.
  • interactive behavior refers to the main virtual character controlling a captured pet virtual character to fight against an enemy virtual character.
  • the captured pet virtual character recognizes the main virtual character as an ally, will not cause damage to the main virtual character, and will cooperate with the main virtual character to attack the enemy virtual character.
  • This application significantly reduces the probability of capture failure due to player errors and objective factors.
  • Players no longer need to pay attention to various negative factors such as path obstruction by the virtual pet character, the flight trajectory of flying objects, and the rapid movement of the virtual pet character during capture.
  • the distance between the virtual pet character to be captured and the main virtual character is 20 meters
  • the virtual pet character to be captured is in a normal state
  • the basic capture probability of the virtual pet character to be captured is 50%.
  • the average time to capture a virtual pet character in the related technology is 15 seconds
  • the average time to capture a virtual pet character in the present solution is 3 seconds.
  • the probability of capture failure due to player operation error is 40% in the related technology
  • the probability of capture failure due to player operation error in the present solution is 0%.
  • the player feedback satisfaction rate is 45% in the related technology, while the player feedback satisfaction rate is 80% in the present solution.
  • Figure 20 shows a structural block diagram of a virtual world-based capture device according to an embodiment of this application.
  • This device has the functionality to implement the above-described virtual world-based capture method example; the functionality can be implemented by hardware or by hardware executing corresponding software.
  • the device can be the server described above, or it can be installed within a server.
  • the device 1700 includes: a display module 1710.
  • Display module 1710 is used to display at least one of the main virtual character and the pet virtual character located in the virtual world;
  • Display module 1710 is used to display capture prop control, which is a control used to control the main virtual character to capture the pet virtual character;
  • the receiving module 1720 is used to receive a release operation for the capture prop control
  • Display module 1710 is used to display the capture spell effect released by the main virtual character on the pet virtual character and the capture result of the pet virtual character in response to the release operation.
  • the capture item control is a consumable control used to trigger the consumption of capture items
  • the display module 1710 is also configured to consume the number of times the capture item can be used in response to the release operation of the capture item control.
  • the display module 1710 further includes a display submodule.
  • the capture item control is a first capture item control, which corresponds to a first capture item, and the first capture item has one of a variety of item types;
  • the display submodule is used to consume the usage count of the first capture item in response to a selection operation on the first capture item control, and to display a first type of capture spell effect released by the main virtual character on the pet virtual character, the first type being related to the item type of the first capture item;
  • the display submodule is used to display the capture result of the pet virtual character in response to the end of the capture spell effect.
  • the first type of capture spell effect includes at least one of the following: the first capture item is an attack-type capture item, and the first type of capture spell effect is an attack-type spell effect; the first capture item is a feeding-type capture item, and the first type of capture spell effect is a feeding-type spell effect; the first capture item is a healing-type capture item, and the first type of capture spell effect is a healing-type spell effect; the first capture item is a hypnosis-type capture item, and the first type of capture spell effect is a hypnosis-type spell effect; the first capture item is an interaction-type capture item, and the first type of capture spell effect is an interaction-type spell effect; the first capture item is an attribute-advantage type capture item, and the first type of capture spell effect is an attribute-advantage type spell effect.
  • the capture item control is a second capture item control, which corresponds to a second capture item;
  • the display submodule is used to consume the usage count of the second capture item in response to a release operation on the second capture item control, and to display a second type of capture spell effect released by the main virtual character on the pet virtual character, the second type of capture spell effect being related to the status information of the pet virtual character;
  • the display submodule is used to display the capture result of the pet virtual character in response to the end of the capture spell effect; wherein, the status information includes at least one of the pet virtual character's personality, status, and attributes.
  • the status information includes the personality of the pet virtual character
  • the correspondence between the pet virtual character's personality and the second type of capture casting effect includes at least one of the following: the pet virtual character's personality is aggressive, and the second type of capture casting effect is an attack-type casting effect; the pet virtual character's personality is docile, and the second type of capture casting effect is a feeding-type casting effect; the pet virtual character's personality is lively, and the second type of capture casting effect is an interactive-type casting effect; the pet virtual character's personality is timid, and the second type of capture casting effect is a hypnotic-type casting effect.
  • the status information includes the status of the pet virtual character
  • the correspondence between the pet virtual character's status and the second type of capture casting effect includes at least one of the following: the pet virtual character's status is hungry, and the second type of capture casting effect is a feeding type casting effect; the pet virtual character's status is injured, and the second type of capture casting effect is a healing type casting effect; the pet virtual character's status is alert, and the second type of capture casting effect is a hypnotic type casting effect; the pet virtual character's status is in combat, and the second type of capture casting effect is an attack type casting effect.
  • the status information includes the attributes of the pet virtual character
  • the correspondence between the attributes of the pet virtual character and the second type of capture casting effect includes at least one of the following: the pet virtual character's attribute is fire-type, and the second type of capture casting effect is a water-type advantage casting effect; the pet virtual character's attribute is water-type, and the second type of capture casting effect is an ice-type advantage casting effect; the pet virtual character's attribute is grass-type, and the second type of capture casting effect is a fire-type advantage casting effect; the pet virtual character's attribute is dark-type, and the second type of capture casting effect is a light-type advantage casting effect.
  • a display submodule is used to display, during the process of the main virtual character releasing the capture casting effect, the taming effect corresponding to the pet virtual character gradually changes from a first effect to a second effect, the effect strength of the second effect being higher than that of the first effect; the display submodule is used to display the capture success result of the pet virtual character in response to the capture casting effect reaching the first casting state.
  • the first casting state includes at least one of the following: the casting duration of the capture casting effect reaches a first duration; the attack effect of the capture casting effect reaches a first attack effect; the taming progress of the pet virtual character reaches a first progress; and the combat power of the pet virtual character is reduced to a first combat power.
  • a display submodule is configured to display the aiming reticle corresponding to the capture item control in response to a touch operation on the capture item control; and a display submodule is configured to display the capture probability at a first circumferential position of the pet virtual character in response to an aiming operation on the pet virtual character, the capture probability being used to indicate the probability that the master virtual character will successfully capture the pet virtual character.
  • a display submodule is provided to display, in response to a touch operation on the capture prop control, the aiming reticle corresponding to the capture prop control is aligned with the target in a first guiding form; wherein the first guiding form includes at least one of ray, dashed line, arrow, animation effect, and font.
  • a submodule is shown to display the capture progress at the second circumference position of the pet avatar.
  • a display submodule is configured to display a success message in response to the capture result of the pet virtual character being in a successful capture state, and to add the pet virtual character to a pet list control; wherein the pet list control displays a pet control corresponding to at least one container prop, the container prop being used to hold the pet virtual character.
  • a display submodule is configured to display, in response to a trigger operation on the pet control, that the successfully captured pet virtual character and the main control virtual character are in the same faction; the display submodule is configured to display, in response to a control operation on the successfully captured pet virtual character, the interactive behavior of the successfully captured pet virtual character; wherein the interactive behavior includes at least one of companionship behavior, interactive actions, combat behavior, and releasing special skills.
  • Each module of the above-mentioned device can be implemented entirely or partially by software, hardware, or a combination thereof.
  • Each module can be embedded in the processor of the computer device in hardware form or independent of the processor of the computer device, or it can be stored in the memory of the computer device in software form, so that the processor can call and execute the corresponding operations of each module.
  • sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
  • This application also provides a computer device, which includes a processor and a memory.
  • the memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual world-based capture method provided in the above-described method embodiments.
  • Figure 21 shows a structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application.
  • the computer device 1800 may be a portable mobile terminal.
  • the computer device 1800 includes a processor 1801 and a memory 1802.
  • Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 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).
  • Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices.
  • computer device 1800 may optionally include: peripheral device interface 1803 and at least one peripheral device. Processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal lines.
  • peripheral devices can be connected to peripheral device interface 1803 via buses, signal lines, or circuit boards.
  • the peripheral devices include at least one of the following: radio frequency circuit 1804, touch display screen 1805, camera assembly 1806, audio circuit 1807, and power supply 1808.
  • the peripheral device interface 1803 can be used to connect at least one I/O (Input/Output) related peripheral device to the processor 1801 and memory 1802.
  • the radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals.
  • the radio frequency circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals.
  • the touch display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, video, and any combination thereof.
  • the touch display screen 1805 also has the ability to acquire touch signals on or above the surface of the touch display screen 1805.
  • the camera assembly 1806 is used to acquire images or video.
  • the camera assembly 1806 includes a front-facing camera and a rear-facing camera.
  • the front-facing camera is used for video calls or selfies, while the rear-facing camera is used for taking photos or videos.
  • Audio circuitry 1807 provides an audio interface between the user and computer device 1800. Audio circuitry 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1801 for processing, or input to radio frequency circuitry 1804 for voice communication.
  • Power supply 1808 supplies power to the various components in computer device 1800.
  • Power supply 1808 may be AC power, DC power, a disposable battery, or a rechargeable battery.
  • computer device 1800 also includes one or more sensors 1809. These sensors 1809 include, but are not limited to: an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
  • Accelerometer 1810 can detect the magnitude of acceleration on three coordinate axes of a coordinate system established with respect to computer device 1800.
  • a pressure sensor 1812 may be disposed on the side bezel of the computer device 1800 and/or on the lower layer of the touch display screen 1805.
  • the pressure sensor 1812 When the pressure sensor 1812 is disposed on the side bezel of the computer device 1800, it can detect the user's grip signal on the computer device 1800 and perform left/right hand recognition or quick operation based on the grip signal.
  • An optical sensor 1813 is used to collect ambient light intensity.
  • the processor 1801 can control the display brightness of the touch display screen 1805 based on the ambient light intensity collected by the optical sensor 1813.
  • a proximity sensor 1814 also known as a distance sensor, is typically disposed on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800.

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Abstract

Procédé et appareil de capture fondée sur un monde virtuel, dispositif, support et produit. Le procédé consiste à : afficher un personnage virtuel de commande principal et/ou un personnage virtuel animal de compagnie situé dans un monde virtuel (210) ; afficher une commande d'accessoire de capture, la commande d'accessoire de capture étant une commande utilisée pour commander au personnage virtuel de commande principal de capturer le personnage virtuel animal de compagnie (220) ; recevoir une opération de lancer de sortilège sur la commande d'accessoire de capture (230) ; et, en réponse à l'opération de lancer de sortilège, afficher un effet de sortilège de capture lancé par le personnage virtuel de commande principal sur le personnage virtuel animal de compagnie, et un résultat de capture du personnage virtuel animal de compagnie (240).
PCT/CN2025/103124 2024-08-05 2025-06-24 Procédé et appareil de capture fondée sur un monde virtuel, dispositif, support et produit Pending WO2026031808A1 (fr)

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CN116962835A (zh) * 2023-03-20 2023-10-27 腾讯科技(深圳)有限公司 虚拟对象的互动方法、装置、计算机设备及存储介质

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