搬运一批Bedrock wiki内容,完善翻译

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---
title: Throwable Items
category: Tutorials
tags:
- intermediate
mentions:
- Fabrimat
- MedicalJewel105
- Luthorius
- IlkinQafarov
- seeit360
- TheItsNameless
- SmokeyStack
- ThomasOrs
---
::: tip
This tutorial assumes you have a basic understanding of Molang, animation controllers and entity definitions.
:::
Items like the Splash Potion or the Trident are special items that can be thrown. Currently, there are two ways to accomplish something similar in your add-on, one that can be done in the stable release and one that needs the `Holiday Creator Features` experimental toggle to be enabled.
## Stable method
This method lets you detect the usage of an item through the `minecraft:food` component from an animation controller, and modifying the `player.json` you can then spawn an entity when that happens.
### The Item
First, you'll want to make the actual item:
<CodeHeader>BP/items/throwable_item.item.json</CodeHeader>
```json
{
"format_version": "1.16.0",
"minecraft:item": {
"description": {
"identifier": "wiki:throwable_item"
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:use_duration": 12000,
"minecraft:food": {
"can_always_eat": true
}
}
}
}
```
We can notice several things here:
- `format_version` must be `1.16.0`
- `minecraft:use_duration` should be a high number, in order to stop the eating sound to play and to prevent the player from eating the item
- `minecraft:food` is used to allow player to actually "use" the item, so we can detect it
Because the format version is `1.16.0`, your item needs an RP definition too:
<CodeHeader>RP/items/throwable_item.item.json</CodeHeader>
```json
{
"format_version": "1.16.0",
"minecraft:item": {
"description": {
"identifier": "wiki:throwable_item",
"category": "Equipment"
},
"components": {
"minecraft:icon": "throwable_item"
}
}
}
```
### The Entity
The entity will be the actual thrown item, and it will behave like a projectile.
Make sure to add snowball runtime identifier to make your projectile to actually be shoot, not spawned. You can also experiment with other projectile runtime id's.
<CodeHeader>BP/entities/throwable_item_entity.se.json</CodeHeader>
```json
{
"format_version": "1.16.0",
"minecraft:entity": {
"description": {
"identifier": "wiki:throwable_item_entity",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false,
"runtime_identifier": "minecraft:snowball"
},
"components": {
"minecraft:collision_box": {
"width": 0.25,
"height": 0.25
},
"minecraft:projectile": {
"on_hit": {
"grant_xp": {
"minXP": 3,
"maxXP": 5
},
"impact_damage": {
"damage": 16
},
"remove_on_hit": {}
},
"power": 0.7,
"gravity": 0.03,
"angle_offset": -20.0,
"hit_sound": "glass"
},
"minecraft:physics": {},
"minecraft:pushable": {
"is_pushable": true,
"is_pushable_by_piston": true
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 10,
"use_motion_prediction_hints": true
}
}
}
}
}
```
This entity is based on the Vanilla splash potion.
You can then customize its behavior by editing the `minecraft:projectile` component, in this case the thrown item will grant some exp and will damage any entity it will hit.
### The Animation Controller
The animation controller is responsible for detecting the usage of the item and for telling the player entity to spawn a throwable entity.
<CodeHeader>BP/animation_controllers/throwables.ac.json</CodeHeader>
```json
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.player.throwables": { // The ID we will reference in the player's entity description
"states": {
"default": {
"transitions": [
{
// Current "q.is_item_name_any" takes 3 arguments, first is slot name, second is slot id, third is the item we want to check for
"throw_item": "q.is_item_name_any('slot.weapon.mainhand', 0, 'wiki:throwable_item') && q.is_using_item"
// "q.is_using_item" returns 'true' or 'false', in our case if player uses item it is going to return 'true'
}
],
"on_entry": [
// Resets the player entity in order to be able to throw another item
"@s wiki:reset_player"
]
},
"throw_item": {
"transitions": [
{
"default": "1.0"
}
],
"on_entry": [
// Call the event in the player entity responsible of throwing the item
"@s wiki:throw_item",
// Remove the item from player's inventory
"/clear @s wiki:throwable_item -1 1"
]
}
}
}
}
}
```
#### player.json
:::tip
Always make sure that your `player.json` file is updated to the latest version available, depending on the game version you are working on.
You can do that [here](https://bedrock.dev/packs).
:::
:::warning
Do not edit/remove existing parts of the `player.json` file unless you know what you are doing, as it could (and probably will) break the game.
:::
Now, you have to register the animation controller to the `player.json` file:
<CodeHeader>BP/entities/player.json</CodeHeader>
```json
{
"format_version": "1.18.20",
"minecraft:entity": {
"description": {
"identifier": "minecraft:player",
"is_spawnable": false,
"is_summonable": false,
"is_experimental": false,
"scripts": {
"animate": [
"throwables_controller" // This should exactly match the same as the one below
]
},
"animations": {
"throwables_controller": "controller.animation.player.throwables" // ID as referenced in animation controller file
}
},
"components": {
"minecraft:breathable": { // keeps breath timer bubbles from appearing
"total_supply": 15,
"suffocate_time": -1,
"inhale_time": 3.75,
"generates_bubbles": false
}
},
...
}
```
Then, you need to add all the events and component groups to the `player.json` file:
<CodeHeader>BP/entities/player.json#minecraft:entity</CodeHeader>
```json
"component_groups": {
"wiki:throw_entity": { // Contains a component that will spawn the entity
"minecraft:spawn_entity": {
"entities": {
"min_wait_time": 0,
"max_wait_time": 0,
"single_use": true,
"spawn_entity": "wiki:throwable_item_entity",
"num_to_spawn": 1
}
}
}
},
"events": {
"wiki:reset_player": {
"remove": {
"component_groups": [
"wiki:throw_entity"
]
}
},
"wiki:throw_item": {
"add": {
"component_groups": [
"wiki:throw_entity"
]
}
}
}
```
## Experimental method
This method requires the `Holiday Creator Features` experimental toggle to be enabled.
### The Item
<CodeHeader>BP/items/throwable_item.item.json</CodeHeader>
```json
{
"format_version": "1.16.100",
"minecraft:item": {
"description": {
"identifier": "wiki:throwable_item"
},
"components": {
"minecraft:max_stack_size": 16,
"minecraft:on_use": {
"on_use": {
"event": "throw"
}
},
"minecraft:icon": {
"texture": "apple"
}
},
"events": {
"throw": {
"shoot": {
"projectile": "wiki:throwable_item_entity",
"launch_power": 2,
"angle_offset": 1
},
"swing": {},
"decrement_stack": {},
"run_command": {
"command": [
"playsound fire.ignite",
"playsound mob.witch.throw"
]
}
}
}
}
}
```
We can notice several things here:
- `format_version` must be `1.16.100`
- `minecraft:on_use` will call an event every time the item is used (right-clicked)
In the event:
- `shoot` will shoot our entity
- `swing` will run the swing animation on the player
- `decrement_stack` will remove one item from the player's inventory
- `run_command` will execute commands when the item is shot, like playing sounds
### The Entity
The entity file is the same as the Stable version.
<Spoiler title="BP/entities/throwable_item_entity.se.json">
<CodeHeader>BP/entities/throwable_item_entity.se.json</CodeHeader>
```json
{
"format_version": "1.16.0",
"minecraft:entity": {
"description": {
"identifier": "wiki:throwable_item_entity",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false,
"runtime_identifier": "minecraft:snowball"
},
"components": {
"minecraft:collision_box": {
"width": 0.25,
"height": 0.25
},
"minecraft:projectile": {
"on_hit": {
"grant_xp": {
"minXP": 3,
"maxXP": 5
},
"impact_damage": {
"damage": 16
},
"remove_on_hit": {}
},
"power": 0.7,
"gravity": 0.03,
"angle_offset": -20.0,
"hit_sound": "glass"
},
"minecraft:physics": {},
"minecraft:pushable": {
"is_pushable": true,
"is_pushable_by_piston": true
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 10,
"use_motion_prediction_hints": true
}
}
}
}
}
```
</Spoiler>
## Conclusion
Once you have your throwable item you can start trying several things, like playing with its power, effects, animations or combining it with an [AOE Cloud](/entities/introduction-to-aec). The only limit is your imagination.