搬运一批Bedrock wiki内容,完善翻译
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title: Introduction to AOE Clouds
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category: Tutorials
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title: AOE云区域效果介绍
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category: 教程
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tags:
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- intermediate
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- 中阶
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mentions:
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- Sprunkles137
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- MedicalJewel105
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---
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**Area-of-effect clouds**, also known as AOE clouds and `minecraft:area_effect_cloud` internally, are special entities that have many unique properties. Normally these entities are created through throwing lingering potions, but with structures and some NBT editing magic we can manipulate them in very powerful ways for map-making.
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# AOE云区域效果介绍
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## Overview
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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Area-of-effect clouds have several special features we can take advantage of:
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**区域效果云**(Area-of-effect clouds),在内部也被称为AOE云或`minecraft:area_effect_cloud`,是一种具有独特属性的特殊实体。这些实体通常通过投掷滞留药水生成,但借助结构文件和NBT编辑魔法,我们可以在地图制作中以极其强大的方式操控它们。
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- As [dummy entities](/entities/dummy-entities), they are highly performant and barely affect framerate, and they are also completely static and have no collision with the world. This makes them perfect for situations around players or where precise positioning is important.
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- It does not send the client updates. Once it spawns in, it will visually appear to be frozen in place until it despawns. However, it can still be moved around through commands just fine.
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- It can apply any potion effect in highly configurable ways. The duration can be set down to the tick, as well as whether or not the effect is ambient, or displays on the screen, if it emits particles, etc.
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- Entities with a runtime identifier of `minecraft:area_effect_cloud` inherit these same properties.
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## 概述
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## Method 1: Projectile Component
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区域效果云具备以下可被利用的特性:
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The projectile component supports spawning in area-of-effect clouds on hit. Minecraft uses this to spawn in AOE clouds from lingering potions.
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- 作为[虚拟实体](/entities/dummy-entities),它们在性能表现优异,几乎不影响帧率,且完全静态且不与世界发生碰撞。这使其非常适用于需要围绕玩家或精确定位的场景。
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- 不会向客户端发送更新。生成后视觉上会定格在初始位置直至消失,但仍可通过指令自由移动。
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- 能以高度可配置的方式施加任何药水效果(精准到游戏刻的持续时间设定,调节环境效果、屏幕提示显示、粒子发射等属性)。
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- 具有运行时标识符`minecraft:area_effect_cloud`的实体将继承相同属性。
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[Projectiles Documentation](/documentation/projectiles#spawn-aoe-cloud)
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## 方法一:投射物组件
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## Method 2: NBT Editing
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投射物组件支持在命中时生成区域效果云。Minecraft正是通过此机制实现投掷滞留药水生成AOE云。
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Another way to spawn in these area-of-effect clouds is through structure files. This grants us finer control over the potion effects the cloud can have. So, our first order of business is getting a means to edit these structures.
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[投射物组件文档](/documentation/projectiles#spawn-aoe-cloud)
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### NBT Editors
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## 方法二:NBT编辑
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One of the following NBT editors are recommended:
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另一种方式是通过结构文件生成区域效果云。这使我们可以更精细控制云效果属性。首先需要准备合适的NBT编辑工具。
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- [NBT Studio](https://github.com/tryashtar/nbt-studio) (a standalone program by tryashtar)
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- [NBT Viewer](https://marketplace.visualstudio.com/items?itemName=Misodee.vscode-nbt) (a Visual Studio Code extension by Misode)
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### NBT编辑器
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### Structure file
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推荐使用以下任一NBT编辑器:
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For convenience, this article contains a premade structure file you can download and use. Inside is an AOE cloud that exists for the maximum possible time.
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- [NBT Studio](https://github.com/tryashtar/nbt-studio)(由tryashtar开发的独立程序)
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- [NBT Viewer](https://marketplace.visualstudio.com/items?itemName=Misodee.vscode-nbt)(由Misode开发的VSCode扩展)
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<BButton
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link="/assets/packs/entities/aec/aec.mcstructure" download
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color=blue
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>Download MCSTRUCTURE</BButton>
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### 结构文件
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Refer to this article for editing structure files: [.mcstructure](/nbt/mcstructure)
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本文包含预制的结构文件可供下载使用。文件内设置了一个存在时间最大化的AOE云效果。
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### NBT Format
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::: code-group
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```json [点击下载MCSTRUCTURE文件]
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```
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:::
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| Tag | Type | Description |
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| --------------------- | ------- | ----------------- |
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| Duration | Integer | How long the cloud exists for before expiring, in ticks. |
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| DurationOnUse | Integer | How much the duration should change when effects are applied. |
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| InitialRadius | Float | The size of this cloud's radius when created. |
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| ParticleColor | Integer | The color of the particle effect, in decimal. |
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| ParticleId | Integer | The particle effect this cloud emits. 0 emits no particles. |
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| PotionId | Short | This cloud's potion effect ID when created. Has no effect. |
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| RadiusChangeOnPickup | Float | Unknown. |
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| RadiusOnUse | Float | How much the radius should change when effects are applied. |
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| RadiusPerTick | Float | How much the radius changes every tick. |
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| ReapplicationDelay | Integer | The interval at which effects can be applied, in ticks. |
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| mobEffects | List | Describes what potion effects should be applied. |
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结构文件编辑指南请参考:[.mcstructure文件解析](/nbt/mcstructure)
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Below are the parameters for the `mobEffects` tag.
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### NBT数据格式
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| Tag | Type | Description |
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| ------------------------------- | ------- | --------------- |
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| Ambient | Byte | Defines whether this effect's particles should be translucent or not. |
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| Amplifier | Byte | The strength of this potion effect. |
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| DisplayOnScreenTextureAnimation | Byte | Unknown. |
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| Duration | Integer | The amount of time this effect is applied for, in ticks. |
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| DurationEasy | Integer | Unknown, seemingly unused. |
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| DurationNormal | Integer | Unknown, seemingly unused. |
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| DurationHard | Integer | Unknown, seemingly unused. |
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| Id | Byte | The potion effect ID for this effect. |
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| ShowParticles | Byte | Defines whether this effect's particles should appear or not. |
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| 字段 | 类型 | 说明
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| --------------------- | ------- | -------------
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| Duration | 整型 | 效果云存在总时长(单位:刻)
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| DurationOnUse | 整型 | 应用效果后持续时间的增量
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| InitialRadius | 浮点型 | 初始生成时的半径
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| ParticleColor | 整型 | 粒子颜色(十进制数值)
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| ParticleId | 整型 | 发射的粒子类型ID(0表示无粒子)
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| PotionId | 短整型 | 药水效果ID(创建时使用,无实质效果)
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| RadiusChangeOnPickup | 浮点型 | (未知用途)
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| RadiusOnUse | 浮点型 | 应用效果后的半径变化量
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| RadiusPerTick | 浮点型 | 每刻半径的变化量
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| ReapplicationDelay | 整型 | 两次效果应用的最小间隔(刻)
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| mobEffects | 列表 | 实体携带的药水效果配置
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以下是`mobEffects`标签的参数说明:
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| 字段 | 类型 | 说明
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| ------------------------------- | ------- | -------------
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| Ambient | 字节 | 效果粒子是否为半透明形态
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| Amplifier | 字节 | 效果强度等级(0表示I级)
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| DisplayOnScreenTextureAnimation | 字节 | (未知用途)
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| Duration | 整型 | 效果持续时间(刻)
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| DurationEasy | 整型 | (未知用途,疑似未使用)
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| DurationNormal | 整型 | (未知用途,疑似未使用)
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| DurationHard | 整型 | (未知用途,疑似未使用)
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| Id | 字节 | 药水效果类型ID
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| ShowParticles | 字节 | 是否显示效果粒子
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