新闻资讯
看你所看,想你所想

滞留药水

滞留药水

滞留药水

会留下效果停留区域的药水的。关于可抛掷,但不会留下效果停留区域的药水,请参阅喷溅药水。 关于饮用的药水,请参阅药水

滞留药水(Lingering Potion)是可抛掷,且会在地面留下状态效果区域的药水变种。

基本介绍

  • 中文名:滞留药水
  • 外文名:Lingering Potion
  • 类型:药水

获取

酿造
  • 主条目:酿造
滞留药水

用法

滞留药水与喷溅药水一样,可以按使用物品来丢出。遇到撞击则会爆裂,创造出一片云。云由渐渐聚拢到落地点的药水粒子组成。
云一开始的半径为3方块,在30秒内下降到0。在云没有消失之前,任何玩家或生物进入一秒内会得到状态效果;当效果被赋予,云的半径会立即减少0.5方块,使得云的消失变快。
有关于效果的持续时间, 云赋予实体的效果的时间是相应的药水的⁄4时长。对于没有时间的药水,例如瞬间治疗与瞬间伤害,药水的效力会减到原来对应药水的⁄2
滞留药水与喷溅药水一样,可以从发射器中发射。
可以和8只箭合成对应的药箭。

数据值

  • 主条目:药水
Thrown potion
  • See also:Chunk formatandPotion data values
Lingering potions when thrown have entity data which define various properties of the entity. Their entity ID isThrownPotion. What makes it a lingering potion as opposed to a splash potion is that theirPotiontag stores aminecraft:lingering_potionitem.
滞留药水

  • Entity data
Tags common to all entities
Tags common to all projectiles

  • Id: The ID of the effect.

  • Amplifier: The amplifier of the effect, with 0 being level 1.

  • Duration: The duration of the effect inticks.

  • Ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. This tag is optional and defaults to 0. Due to a bug, it has no effect on splash potions.

  • ShowParticles: 1 or 0 (true/false) - whether or not this effect produces particles. This tag is optional and defaults to 1. Due to a bug, it has no effect on splash potions.

  • One of these for each effect.

  • CustomPotionEffects: The customPotion effectsthis potion has.

  • Potion: The name of the default potion effect. This name differs from the potion effect name. For example, the value for an "Instant Health II" potion is "minecraft:strong_healing".

  • tag: Thetagtag.
  • Tags common to all potions

  • Count: Number ofitemsstacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.

  • Damage: The data value for this item. The name "Damage" comes from when only tools used this value, now many other items use this value for other purposes. For blocks, it is the 4-bit "block data" tag that determines a variant of the block. Defaults to 0.

  • id:Item/Block ID. If not specified, Minecraft changes the item tostone(setting ID to 1 and Damage to 0, and ignoring any existing Damage value) when loading the chunk or summoning the item.

  • tag: Additional information about the item, discussed in the below sections. This tag is optional for most items.
  • Tags common to all items

  • shake: The "shake" when arrows hit a block.

  • ownerName: The name of the player this projectile was thrown by.

  • Potion: The item that was thrown. In 1.9, the ThrownPotion entity will render as this stored item, no matter the item.

  • potionValue(deprecated): If the Potion tag does not exist, this value is used as the damage value of the thrown potion.
滞留药水
滞留药水
滞留药水
Area effect cloud
  • See also:Chunk format
The cloud that is created when lingering potions are thrown is the entityAreaEffectCloud. It has entity data that defines the properties of the entity.

  • Entity data

  • Ambient: Reduced particle display

  • Amplifier: potion level.

  • Id: Potion id

  • ShowParticles: particle display

  • Duration: effect duration. 0 if instant.

  • An individual effect.

  • CommandStats: Information identifying scoreboard parameters to modify relative to the last command run

  • SuccessCountObjective: Objective's name about the number of successes of the last command (will be an int)

  • SuccessCountName: Fake player name about the number of successes of the last command

  • AffectedBlocksObjective: Objective's name about how many blocks were modified in the last command (will be an int)

  • AffectedBlocksName: Fake player name about how many blocks were modified in the last command

  • AffectedEntitiesObjective: Objective's name about how many entities were altered in the last command (will be an int)

  • AffectedEntitiesName: Fake player name about how many entities were altered in the last command

  • AffectedItemsObjective: Objective's name about how many items were altered in the last command (will be an int)

  • AffectedItemsName: Fake player name about how many items were altered in the last command

  • QueryResultObjective: Objective's name about the query result of the last command

  • QueryResultName: Fake player name about the query result of the last command
  • See this format (recursive).
  • See this format (recursive).

  • The entity's rotation clockwise around the Y axis (called yaw). Due west is 0. Does not exceed 360 degrees.

  • The entity's declination from the horizon (called pitch). Horizontal is 0. Positive values look downward. Does not exceed positive or negative 90 degrees.

  • id: Entity ID. This tag does not exist for the Player entity.

  • Pos: 3 TAG_Doubles describing the current X,Y,Z position of the entity.

  • Motion: 3 TAG_Doubles describing the current dX,dY,dZ velocity of the entity in meters per tick.

  • Rotation: Two TAG_Floats representing rotation in degrees.

  • FallDistance: Distance the entity has fallen. Larger values cause more damage when the entity lands.

  • Fire: Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning. Default -20 when not on fire.

  • Air: How much air the entity has, in ticks. Fills to a maximum of 300 in air, giving 15 seconds submerged before the entity starts to drown, and a total of up to 35 seconds before the entity dies (if it has 20 health). Decreases while underwater. If 0 while underwater, the entity loses 1 health per second.

  • OnGround: 1 or 0 (true/false) - true if the entity is touching the ground.

  • Dimension: Unknown usage; entities are only saved in the region files for the dimension they are in. -1 forThe Nether, 0 forThe Overworld, and 1 forThe End.

  • Invulnerable: 1 or 0 (true/false) - true if the entity should not take damage. This applies to living and nonliving entities alike: mobs will not take damage from any source (including potion effects), and cannot be moved by fishing rods, attacks, explosions, or projectiles, and objects such as vehicles and item frames cannot be destroyed unless their supports are removed. Note that these entities can be damaged by players in Creative mode.

  • PortalCooldown: The number of ticks before which the entity may be teleported back through a portal of any kind. Initially starts at 900 ticks (45 seconds) after teleportation and counts down to 0.

  • UUIDMost: The most significant bits of this entity's .This is joined with UUIDLeast to form this entity's unique ID.

  • UUIDLeast: The least significant bits of this entity's .
  • UUID(removed in1.9): The .of this entity. Converts a hexadecimal UUID (for example:069a79f4-44e9-4726-a5be-fca90e38aaf5) into the UUIDLeast and UUIDMost tags. Will not apply new UUIDLeast and UUIDMost tags if both of these tags are already present. The "UUID" tag is removed once the entity is loaded.

  • CustomName: The custom name of this entity. Appears in player death messages and villager trading interfaces, as well as above the entity when your cursor is over it. May not exist, or may exist and be empty.

  • CustomNameVisible: 1 or 0 (true/false) - if true, and this entity has a custom name, it will always appear above them, whether or not the cursor is pointing at it. If the entity hasn't a custom name, a default name will be shown. May not exist.

  • Silent: 1 or 0 (true/false) - if true, this entity will not make sound. May not exist.

  • Riding:(deprecated since15w41a)The data of the entity being ridden. Note that if an entity is being ridden, thetopmostentity in the stack has the Pos tag, and the coordinates specify the location of thebottommostentity. Also note that the bottommost entity controls movement, while the topmost entity determines spawning conditions when created by a mob spawner.

  • Passengers: The data of the entity riding. Note that both entities control movement and the topmost entity controls spawning conditions when created by a mob spawner.

  • Glowing: 1 or 0 (true/false) - true if the entity is glowing.

  • Tags: List of custom string data.
滞留药水
tags common to all entities

  • Age: Age of the field.

  • Color: The color of the displayed particle. Uses the same format as thecolortag fromDisplay Properties.

  • Duration: Maximum age of the field. Field dissipates at this age, regardless of radius.

  • ReapplicationDelay: The number of ticks before reapplying the effect.

  • WaitTime: The time before deploying the field. Doesn't apply Potion Effect until it hits the Age number.

  • OwnerUUIDMost: UUIDMost of the owner.

  • OwnerUUIDLeast: UUIDLeast of the owner.

  • DurationOnUse: Unknown. Does not appear to effect age or duration.

  • Radius: The area's radius

  • RadiusOnUse: The amount the radius grows upon applying the effect. Normally negative

  • RadiusPerTick: The amount the radius grows per tick. Normally negative

  • Particle: The particle displayed by the area effect.

  • Potion: The name of the default potion effect. Seepotion data valuesfor valid IDs.

  • EffectsA list of the applied effects

历史

未来
15w33c
修复不能在酿造台里放置喷溅药水的漏洞,这使获得滞留药水变得容易。

转载请注明出处累积网 » 滞留药水

相关推荐

    声明:此文信息来源于网络,登载此文只为提供信息参考,并不用于任何商业目的。如有侵权,请及时联系我们:fendou3451@163.com