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(Created page with "该卡角变体同样是源于碰撞代码的漏洞,但是理解与表现起来更复杂。")
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由于所需的精确建造与触发条件,'''墙卡角'''的发现要比卡角晚很多。
由于所需的精确建造与触发条件,'''墙卡角'''的发现要比卡角晚很多。


该卡角变体同样是源于碰撞代码的漏洞,但是理解与表现起来更复杂。
<div lang="en" dir="ltr" class="mw-content-ltr">
This blip variant happen due to the same quirks of the code concerning collisions, but are trickier to understand and perform.
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Revision as of 13:52, 24 January 2022

Other languages:

卡角 是一種允許玩家在非正常的高度落地的機制,能夠以此來跳得更高。

這是步行輔助應用於下落運動的結果。

在 1.8 中,有三種類型的卡角。


  • 「正常卡角」,其中包括在牆旁邊落地,導致玩家走上牆的上方。
  • 卡角, 其中包括在矮牆旁邊落地,從而欺騙遊戲,使玩家在半空中落地。
  • 牆卡角,其中包括在 X 朝向的牆旁邊落地,並且上面有一個天花板。(與卡角的效果相同)


卡角

當玩家落地時,遊戲會檢查玩家與牆的碰撞情況,並試圖讓玩家踩到周圍的方塊。它的做法和一般的步行輔助是一樣的。

  • 重置玩家的邊界箱
  • 提高邊界箱(最多提高 0.6b)。
  • 水平移動邊界箱(先 X 後 Z)。
  • 降低邊界箱(最多 0.6b)


這一程序的目的是讓玩家跳過低矮的障礙物。但有一個很大的缺陷,邊界箱先被重置為玩家在刻(Tick)開始時的位置,然後再應用步行輔助。如果玩家在刻開始時是在空中,那麼步行輔助動作就會在玩家應該在的位置的上方運作。在這種情況下,邊界箱可能沒有得到足夠的降低而停在空中。在這種情況下,這種漏洞被稱為卡角

在這個漏洞下,玩家能夠在半空中「落地」,並保留跳躍的能力,因此能夠比正常情況下跳得更高。


Requirements:

  • (通過下墜或跳躍的方式)擁有負的垂直速度。
  • 在一面相對較低的牆邊落地(例如地毯,睡蓮)——應當低於玩家在落地那一 tick 的高度。


Setups:

當建造一個卡角跳時,大體的原則是兩個上表面相對於起點高度在同一 tier 中。

  • 玩家下落速度越快,卡角的加成一般就越多。
  • 應當仔細調整跳躍,使得在落地那一 tick 玩家與地面之間有儘可能多的距離。

Examples of a simple setups:


牆卡角

由於所需的精確建造與觸發條件,牆卡角的發現要比卡角晚很多。

該卡角變體同樣是源於碰撞代碼的漏洞,但是理解與表現起來更複雜。


The role of the wall is to trigger the stepping mechanic (even though the wall itself cannot be stepped onto) The role of the ceiling is to redirect the player in a different route, in an attempt to exploit the "best of 2 routes" procedure.


Requirements:

  • The ceiling must be at least 1.8b above the ground, and at most 0.6b above the player's head on the landing tick.
  • The wall must be X-facing (in order to direct the initial route inside the hole)
  • The player must have position and velocity such that the redirected route goes further horizontally than the initial route.


This last requirement is a bit confusing, so let's illustrate it with a diagram and formula:

On the landing tick, if is the player's velocity, and is the offset between the player and the corner of the wall, the requirement is:




Chained Blips

Graph illustrating a double blip-up (+1.4375b jump) with a carpet setup. Each consecutive blip adds 0.104

Blip-Ups and Wall Blips can be performed repeatedly on the same setup to gain more and more height.

This trick cannot be stacked to reach unlimited heights: eventually, the player is high enough that the jump takes one more tick to land, thereby losing most of the height gained.


Chained Blip-Ups

Each consecutive blip-up adds an extra 0.104 height, with occasional height losses every 1-4 jumps.

  • You can only blip once on 3 snow layers (4px) -> +0.104
  • You can chain up to 2 blips on a trapdoor (3px) -> +0.208
  • You can chain up to 3 blips on a carpet* (1px) -> +0.312
  • You can chain up to 4 blips on a lilypad (0.25 px) -> +0.416

You can chain 4 blip-ups on a carpet if you start from the lower part of the blip, but at the cost of some initial height (+0.353 total).

The player will eventually reach a height lower than the top surface, thereby losing all their progress. In that sense, chained blip-ups are cyclic.



Chained Wall Blips

Wall Blips can be chained in the same way as Blip-ups.

Unlike chained blip-ups, wall blips can be chained indefinitely, and it's possible to create artificially difficult jumps.


Version Differences


Pre-1.8 :

  • 1.8.0 is slightly different from 1.8.1+ (always lowers the bounding box by 0.6b, even when a ceiling was encountered) This difference generally has no effect on blips, but it does affect Jump-Cancelling (makes grinding impossible in 1.8.0)


1.9+ :

Because you jump higher in 1.9+ (1.252 compared to 1.249), blips are slightly affected but the mechanic still behaves the same.

For chained blips in 1.9+, each consecutive blip adds 0.121 to your initial Y position (instead of 0.104)

  • You can only blip once on 3 snow layers -> +0.121
  • You can chain up to 2 blips on a repeater -> +0.242
  • You can chain up to 3 blips on a carpet -> +0.363
  • You can no longer chain 4 blips on a lilypad or carpet.


1.14+ :

Blip-ups and Wall blips are patched. "Normal" blips still works, suggesting it's an intended mechanic.

  • Instead of lowering the bounding box by a maximum of 0.6m, the game now lowers it until it reaches the player's height minus their vertical speed.
  • This introduces a new glitch called Blip-Down, where the player can land below ground level under the right conditions. To perform a blip-down, the player must land on the edge of a block, collide with a steppable wall, while moving outwards to ensure the stepping region doesn't encounter any ground.


1.15+ :