Translations:Version Differences/39/zh: Difference between revisions

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*添加了插上蜡烛的蛋糕:
*添加了插上蜡烛的蛋糕:
**在蛋糕的碰撞箱的上面有一个额外的蜡烛碰撞箱
**在蛋糕的碰撞箱的上面有一个额外的蜡烛碰撞箱
*添加了幽匿感测体:
*添加了 Sculk Sensors<ref name=":0">在Java版中暂时被称为潜声传感器,正式译名尚未决定</ref>:
**与下半台阶具有着相同的碰撞箱。
**与下半台阶具有着相同的碰撞箱。
*添加了大型垂滴叶:
*添加了大型垂滴叶:
**碰撞箱根据自身倾斜度(tilt)而变化,而倾斜度会受到站在上方的玩家影响。
**碰撞箱根据自身倾斜度(tilt)而变化,而倾斜度会受到站在上方的玩家影响。
**玩家站在上方 20 刻后,它会倾斜一次并稍微降低自身碰撞箱 <ref name=":1">[https://minecraft.fandom.com/zh/wiki/%E5%A4%A7%E5%9E%8B%E5%9E%82%E6%BB%B4%E5%8F%B6 Minecraft Wiki:大型垂滴叶]</ref>。这在服务端上计算。
**玩家站在上方 20 刻后,它会倾斜一次并稍微降低自身碰撞箱 <ref name=":0">[https://minecraft.fandom.com/zh/wiki/%E5%A4%A7%E5%9E%8B%E5%9E%82%E6%BB%B4%E5%8F%B6 Minecraft Wiki:大型垂滴叶]</ref>。这在服务端上计算。
**再过几刻, 其倾斜度将会再次改变,并将没有碰撞箱<ref name=":1" />。这在服务端上计算。
**再过几刻, 其倾斜度将会再次改变,并将没有碰撞箱<ref name=":0" />。这在服务端上计算。
**对着叶片施加红石信号可以使其不再倾斜<ref name=":1" />。
**对着叶片施加红石信号可以使其不再倾斜<ref name=":0" />。
**如果叶片被弹射物射中将会立即倾斜 <ref name=":1" />
**如果叶片被弹射物射中将会立即倾斜 <ref name=":0" />
*添加了滴水石锥:
*添加了滴水石锥:
**碰撞箱根据自身的厚度(thickness)和垂直方向(vertical direction),并且也用与竹子相同的固定公式随机偏移。
**碰撞箱根据自身的厚度(thickness)和垂直方向(vertical direction),并且也用与竹子相同的固定公式随机偏移。

Revision as of 03:08, 9 April 2022

Message definition (Version Differences)
{| class="wikitable"
!Category
!Changes
|-
|Movement
|
* Pigs, Striders, and Horses check if they are in blocks such as bubble columns another time near the end of the tick.  This applies while the player is riding these entities, but does not apply to the player itself.
|-
|Blocks
|
* Added Candles:
**This has the same hitboxes as a sea pickle.
* Added Candle cakes:
**This has the hitbox of a cake with an additional hitbox on top for a candle.
*Added Sculk Sensors:
**This has the same hitbox as a bottom slab.
*Added big dripleafs:
**The hitbox of this block varies based on its tilt, which is affected by players standing on this block.
**It can be stood on for 20 ticks, before it tilts once and lowers its hitbox slightly <ref name=":0">https://minecraft.fandom.com/wiki/Big_Dripleaf</ref>.  This is calculated server sided.
**After another few ticks, the block's tilt will change once again and the block will have no hitbox <ref name=":0" />.  This is calculated server sided.
**Powered leafs do not tilt. <ref name=":0" />
**The leaf will immediately fully tilt if hit by a projectile. <ref name=":0" />
*Added dripstone:
**The hitbox of this block varies based on its thickness and vertical direction, and is also offset randomly with the same fixed formula as bamboo.
**Unlike bamboo, this block can be offset no more than 0.125 blocks from its original position.
*Added powder snow:
**Entities with more than 2.5 blocks of fall distance will have a hitbox with a height of 0.9.  The stuck speed multiplier will reset fall damage and the entity will fall through the next tick.
**Entities with leather boots will have a full block hitbox, as long as the entity's Y position is above the top of the block.
**Entities with leather boots are able to climb this powder snow.
**Otherwise, this block has no hitbox and the player will fall through.
**Staying in powder snow will slow the player.
*** However, when the player is on an air block, the slow effect will be cleared at the end of the tick, regardless of what the server tells the client
*** The client will apply its own slow effect at the end of the tick, based on the server controlled frozen ticks metadata.
*** The server also sets the frozen speed reduction attribute, applied at the start of the tick which overrides the client's previous tick.  Leading to unpredictable speed.
**Entities in stuck snow get a stuck speed multiplier of (0.9, 1.5, 0.9).  This means the player will move slower horizontally but can jump higher in powder snow than they otherwise would be able to.
*Added azaleas:
**This block has the hitbox of a top slab with an extra hitbox beneath to represent the stem.
*Added amethyst clusters and buds:
**The hitbox varies between clusters, small buds, medium buds, and large buds.
|-
|Other
|
* Bugfix: Standing on top of a boat will no longer rapidly teleport the player.
*Bugfix: Buckets will no longer desync with rapid looking, although they can still desync over a high latency connection.
*The player's block coordinates must be in water for them to start swimming.  This fixes players rapidly switching between swimming and not swimming state when only their heads are touching water, and not their feet.
|}
类别 变化
移动
  • 猪、马和炽足兽会检查它们是否在刻结束时附近的另一个方块中,例如气泡柱。这适用于玩家骑乘这些实体时,但不适用于玩家本身。
方块
  • 添加了插上蜡烛的蛋糕:
    • 在蛋糕的碰撞箱的上面有一个额外的蜡烛碰撞箱
  • 添加了幽匿感测体:
    • 与下半台阶具有着相同的碰撞箱。
  • 添加了大型垂滴叶:
    • 碰撞箱根据自身倾斜度(tilt)而变化,而倾斜度会受到站在上方的玩家影响。
    • 玩家站在上方 20 刻后,它会倾斜一次并稍微降低自身碰撞箱 [1]。这在服务端上计算。
    • 再过几刻, 其倾斜度将会再次改变,并将没有碰撞箱[1]。这在服务端上计算。
    • 对着叶片施加红石信号可以使其不再倾斜[1]
    • 如果叶片被弹射物射中将会立即倾斜 [1]
  • 添加了滴水石锥:
    • 碰撞箱根据自身的厚度(thickness)和垂直方向(vertical direction),并且也用与竹子相同的固定公式随机偏移。
    • 与竹子不同,滴水石锥可以从它的原始位置偏移不超过 0.125 个方块。
  • 添加了细雪:
    • 摔落距离超过 2.5 个方块的实体会有一个高度为 0.9 的碰撞箱。被卡住的速度乘数将重置摔落伤害,实体将在下一刻摔落。
    • 只要实体的 Y 位置高于细雪顶部,装备皮革靴子的实体就会有一个完整的方块碰撞箱。
    • 穿着皮靴的实体能够爬上细雪。
    • 否则这个方块将没有碰撞箱,玩家会掉下来。
    • 留在细雪中会减慢玩家的速度。
    • 被困在细雪中的实体的卡住速度乘数为(0.9,1.5,0.9)。这意味着在细雪中玩家的水平移动速度会变慢,但可以比其他情况下跳得更高。
  • 添加了杜鹃花丛:
    • 有一个上半台阶的碰撞箱,下面有一个额外的碰撞箱来代表茎。
  • 添加了紫水晶簇和紫晶芽:
    • 碰撞箱在小型、中型、大型紫晶芽和紫水晶簇之间有所不同。
其他
  • 漏洞修复:站在船顶将不再快速传送玩家。
  • 漏洞修复:除了高延迟情况下,在快速转向时使用桶不会再让桶与释放的液体不同步。
  • 玩家的方块坐标必须在水中才能开始游泳。这修复了玩家在只有头部接触水而脚部不在水中时会在游泳和不游泳状态之间快速切换的问题。