卡角

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卡角 是一种允许玩家在非正常的高度落地的机制,能够以此来跳得更高。

这是步行辅助应用于下落运动的结果。

在 1.8 中,有三种类型的卡角。


  • “正常卡角”,其中包括在墙旁边落地,导致玩家走上墙的上方。
  • 卡角, 其中包括在矮墙旁边落地,从而欺骗游戏,使玩家在半空中落地。
  • 墙卡角,其中包括在 X 朝向的墙旁边落地,并且上面有一个天花板。(与卡角的效果相同)


卡角

当玩家落地时,游戏会检查玩家与墙的碰撞情况,并试图让玩家踩到周围的方块。它的做法和一般的步行辅助是一样的。

  • 重置玩家的边界箱
  • 提高边界箱(最多提高 0.6b)。
  • 水平移动边界箱(先 X 后 Z)。
  • 降低边界箱(最多 0.6b)


这一程序的目的是让玩家跳过低矮的障碍物。但有一个很大的缺陷,边界箱先被重置为玩家在刻(Tick)开始时的位置,然后再应用步行辅助。如果玩家在刻开始时是在空中,那么步行辅助动作就会在玩家应该在的位置的上方运作。在这种情况下,边界箱可能没有得到足够的降低而停在空中。在这种情况下,这种漏洞被称为卡角

在这个漏洞下,玩家能够在半空中“落地”,并保留跳跃的能力,因此能够比正常情况下跳得更高。


Requirements:

  • (通过下坠或跳跃的方式)拥有负的垂直速度。
  • 在一面相对较低的墙边落地(例如地毯,睡莲)——应当低于玩家在落地那一 tick 的高度。


Setups:

当建造一个卡角跳时,大体的原则是两个上表面相对于起点高度在同一 tier 中。

  • 玩家下落速度越快,卡角的加成一般就越多。
  • 应当仔细调整跳跃,使得在落地那一 tick 玩家与地面之间有尽可能多的距离。

Examples of a simple setups:


墙卡角

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。


墙的作用是为了触发步行辅助机制(即便玩家并不能走上墙)。

天花板的作用是在游戏试图利用“二选优”程序时将玩家重定向到一条不同的路线。


Requirements:

  • 天花板必须至少比地面高 1.8b,且在玩家落地的那一 tick 最多比玩家的头顶高 0.6b。
  • 墙必须是 X 轴向的(为了将初始路线引导至洞中)。
  • 玩家的位置和速度必须能使重定向的路线比初始路线在水平方向上走得更远。


最后一项要求有些让人困惑,让我们用图表和公式来说明:

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+ :