我的世界最新手机版手机版巾activ!

From Minecraft Wiki
This article is about the hooks.  For the tripwire connecting the hooks, see .
A tripwire hook is a
that can be used to detect entities (players, mobs, items, etc.) when part of a tripwire circuit.
To remove a tripwire hook, mine it. Tripwire hooks can be broken instantly using any tool, or without a tool.
A tripwire hook will also be removed and drop itself as an item if:
its attachment block is moved, removed, or destroyed
flows into its space
tries to push it or moves a block into its space
A tripwire hook will be destroyed without dropping itself as an item if
flows into its space.
Ingredients
 + +Any
Tripwire hooks can be obtained as a "junk" item from .
Four tripwire hooks are generated naturally in each .
Tripwire hooks can be used as crafting ingredients or as redstone components.
Tripwire hooks can be used to craft .
Ingredients
A tripwire hook can be used to detect mobs, items, and other
over a large area.
To place a tripwire hook, use the Place Block .
A tripwire hook can be attached to the side of any full solid
In order to function correctly, a tripwire hook must be part of a "tripwire circuit": a straight line of blocks consisting of a block with a tripwire hook attached to it, a "tripwire line" (1 to 40 blocks of ), and a second tripwire hook attached to another block, with both tripwire hooks facing the tripwire.
To place tripwire, use the Place Block
with a . Tripwire in a valid tripwire circuit has a short hitbox (0.09375 or 3/32 blocks high, with the bottom 0.0625 or 1/16 blocks above the block below), while tripwire not in a valid tripwire circuit has a taller hitbox (0.5 blocks high, bottom not raised).
The three states of a tripwire hook: not attached (folded), attached (straight), activated (depressed).
A tripwire hook in an invalid tripwire circuit appears "folded", while a tripwire hook in a valid tripwire circuit appears extended straight. Tripwire lines from separate tripwire circuits can be placed next to each other (in parallel), above each other, and even intersecting each other.
Activation
A tripwire hook in a valid tripwire circuit activates when certain
(players, mobs, items, etc.) intersect the tripwire hook's tripwire line "hit box" (but not the tripwire hook itself), and deactivates when all entities leave or are removed from the tripwire line.
Entities that will not activate a tripwire circuit include thrown , some arrows, fireworks, thrown , and thrown .
A tripwire hook also activates for 5 redstone ticks (0.5 seconds, barring lag) when any of its tripwires are destroyed, except when
are used to destroy the tripwire.
Breaking the tripwire hook, or breaking the block it is attached to, does not generate a pulse.
The tripwire hooks and the blocks they are attached to provide power, but the tripwire does not.
While active, a tripwire hook appears to move downwards and it:
powers any adjacent
15, including beneath the tripwire hook
powers any adjacent
facing away from the tripwire hook to power level 15
strongly powers its attachment block to power level 15
activates any adjacent , including above or below, such as , , etc.
Tripwire produces no power itself, but its state change can be detected with an .
Although destroying tripwire with shears will not activate a tripwire hook, it will change the tripwire hook's block state (its "attached" state from true to false) which can be detected with an observer.
A tripwire hook has an ID name of tripwire_hook and is further defined by its block data. A tripwire hook also has a block state which is expected to replace the functionality of block data in a future version.
A tripwire hook's block data stores its orientation, connection status, and activation status:
A two-bit field storing a value from 0 to 3:
0: Tripwire hook on block side facing south
1: Tripwire hook on block side facing west
2: Tripwire hook on block side facing north
3: Tripwire hook on block side facing east
If set, the tripwire hook is connected and ready to trip ("middle" position).
If set, the tripwire hook is currently activated ("down" position)
Description
 attachedtruefalseTrue if the tripwire hook is connected to a valid tripwire circuit.
 facingnorthsoutheastwest
The direction in which the tripwire hook juts out from the block it is attached to.
For example, a tripwire hook facing north will be attached to a block to its south.
 poweredtruefalseTrue if the tripwire hook is active.
Dinnerbone released a series of cryptic tweets, starting with "I think I'm taking a big liking towards adventure maps. It's starting to show in my choice of new blocks." He hinted at shears being used to disable the tripwire, then posted a series of images before revealing the name. Afterwards, he posted a video to reveal the functionality of the tripwire and finally credited the idea to his fiancee MissMarzenia.
Added tripwire hooks.
Tripwire hooks are used to craft .
Tripwire hooks can be obtained as one of the "junk" items by fishing.
The model was slightly changed.
The model was changed: the stick is now affected by the Smooth Lighting option, the iron is bigger, and the top, side, and stick textures were slightly changed.
The suspended block state is removed from tripwire hook.
Added tripwire hooks. They are used to craft .
Added tripwire hooks.
Issues relating to “Tripwire“ are maintained on the . Report issues there.
The first image of tripwires
The second image of tripwires
by Mojang.
The third image of tripwires
by Mojang.
A comparison between a tripwire hook and a lever
by Mojang.
: Hidden categories:From Minecraft Wiki
Arrows are ammunition for
and . They can be modified to imbue status effects on players and mobs.
may drop between 0 to 2 arrows upon death, and the maximum amount dropped can be increased by 1 per level of looting used.
may drop 1 arrow of
when killed by a player, not increased by looting. Arrows shot by a skeleton or stray cannot be .
fletchers will sell 8 to 12 arrows for 1
as part of their tier 1 trades.
Ingredients
Description
 + +
Java Edition only
 +Matching
Arrows of decay are
exclusive.
Arrows can be found in
in stacks of 2–7.
Arrows stuck in a block that were originally shot by dispensers or by players in
without the
enchantment may be collected. Arrows originally shot by skeletons, , by players in , or by players using the
enchantment cannot be collected, and arrows cannot be retrieved from players they are stuck in, and will not drop them when killed.
Tipped arrows can be obtained by using arrows on
that have potions.[ only]
When fired, arrows will fly in a
affected by gravity and drag in , , and
and will travel approximately 3
when fired parallel to a flat plane with no charge, 15 blocks average with medium charge, and 24 blocks average with maximum charge. Arrows in water get much more drag than in air: they will move less than 8 blocks before completely losing horizontal speed and starting to fall straight down, however the knockback of the arrow is not affected. They also leave a trail of bubbles in their wake. Arrows (with bow at full strength) can travel 120 blocks when fired from the optimal angle. The maximum height an arrow fired by a bow can reach is around 66 blocks.
An arrow's damage is determined by its speed. When fired from a fully-charged bow, arrows do about 9 () of damage, with a small chance to damage for 10 (). They inflict about 6 () damage from a medium-charged bow, and about 1 () from a bow with no charge. Arrows fired from dispensers do about 3 () of damage.
Immediately after hitting the target, there is a 0.5 second cooldown period during which the target will be immune to further . Arrows hitting the mob in this state will lose all speed and drop to the ground.
Arrows can be deflected by snowballs.
An arrow shot into a
Two players with arrows sticking out of them.
Arrows will also stick into objects they come in contact with and will remain there for exactly a minute the distance from the object and the angle determine how far into the target the arrow will go. Such arrows may be .
The custom effects (NBT tag CustomPotionEffects) of tipped arrows will evaporate after the arrow has been stuck for 30 seconds, but the primary effect (NBT tag Potion) is not subject to evaporation.
If an arrow is stuck in a block and the block in which the arrow is stuck in is broken or disappears (e.g., ), then the arrow will fall straight down and damage entities below them.
Arrows can bounce off entities like
and mobs immune to damage. The
under the "wither armor" effect and a perching
are immune to arrows.
Arrows shot through
(but not ) will catch on fire and show an appropriate animation until they pass through water. Like arrows shot from a bow with the Flame enchantment, they can set other entities they hit on fire and ignite TNT.
An arrow shot at a boat or any kind of minecart will cause the vehicle to break, dropping any components (including container contents).
Arrows can get stuck in players[ only], although not any other mobs.
An arrow can activate a , , or . If the arrow sticks in the switch they will remain activated until the arrow despawns after one minute. Other switches are not affected by arrows.
When arrows are fired into the sides of blocks, they change their orientation to point more downwards than their original flight path might indicate. This can cause them to intersect and thus trigger switches above them that they didn't actually hit, or block rails above them.
Arrows are affected by explosions while they are in flight. Since explosions increase the speed of an arrow, they can also increase the damage dealt by them.
Tipped arrows are arrows that imbue a potion effect when hitting a mob or player. The duration of the effect is 1⁄8 that of the corresponding potion, if applicable, and is not affected by the power of the arrow. The status effect is the same as the regular power effect for the potion. If a bow is enchanted with , tipped arrows will still be consumed.
The types of arrows are:
Arrow of Regeneration
Arrow of Swiftness
Arrow of Fire Resistance
Arrow of Healing
Arrow of Night Vision
Arrow of Strength
Arrow of Leaping
Arrow of Invisibility
Arrow of Poison
Arrow of Weakness
Arrow of Slowness
Arrow of Harming
Arrow of Water Breathing
Arrow of Luck[ and  editions only]
Arrow of Decay[ only]
The spectral arrow[ only] imbues the
status effect for 10 seconds. The Glowing effect creates an outline of the target, which is visible through blocks, and colored based on the target's team (white by default).
If a bow is enchanted with , spectral arrows will still be consumed.
Arrows have entity data which define various properties of the entity. Their entity ID is arrow.
Entity data
 shake: The "shake" when arrows hit a block.
 inData: Metadata of tile arrow is in.
 pickup: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can only be picked up by players in creative.
 player: 1 or 0 (true/false) - If pickup is not used, and this is true, the arrow can be picked up by players.
 life: Increments each tick when an resets to 0 if it moves. When it ticks to 1200, the arrow despawns.
 damage: Damage dealt by the arrow, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5).
 inGround: 1 or 0 (true/false) - If the Projectile is in the ground or hit the ground already (F you cannot pickup arrows in the air)
 crit: 1 or 0 (true/false) - Whether the arrow will deal critical damage.
An Arrow entity is a tipped arrow if it has either the Potion or CustomPotionEffects tag.
The tipped_arrow item uses these tags, but the arrow item does not.
Entity/item data
 Color (since ): Used by the arrow entity, for displaying the custom potion color of a fired arrow item that had a CustomPotionColor tag.
The numeric color code are calculated from the Red, Green and Blue components using this formula: Red16 + Green&&8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.
 CustomPotionEffects: The custom
(status effects) this potion or tipped arrow has.
A potion getting its effects from this tag will be named "Water Bottle".
A tipped arrow will be named "Arrow of Splashing".
One of these for each effect.
 Id: The .
 Amplifier: The amplifier of the effect, with level I having value 0.
Negative levels are discussed . Optional, and defaults to level I.
 Duration: The duration of the effect in .
Values 0 or lower are treated as 1.
Optional, and defaults to 1 tick.
 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. Optional, and defaults to false. Due to a bug, it has no effect on splash potions.
 ShowParticles: 1 or 0 (true/false) - whether or not this effect produces particles. Optional, and defaults to true. Due to a bug, it has no effect on splash potions.
 Potion (since ): The . This name differs from the
name. For example, the value for an "Instant Health II" potion is "minecraft:strong_healing".
A potion or tipped arrow getting its effects from this tag will be named with the proper effect.
 CustomPotionColor: The item uses this custom color, and area-of-effect clouds, arrows, and splash and lingering potions use it for their particle effects. This color does not extend, however, to the particles given off by entities who ultimately receive the effect. The numeric color code are calculated from the Red, Green and Blue components using this formula: Red16 + Green&&8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.
Spectral arrows also have entity data which define various properties of the entity. Their entity ID is spectral_arrow.
Entity data
 shake: The "shake" when arrows hit a block.
 inData: Metadata of tile arrow is in.
 pickup: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can only be picked up by players in creative.
 player: 1 or 0 (true/false) - If pickup is not used, and this is true, the arrow can be picked up by players.
 life: Increments each tick when an resets to 0 if it moves. When it ticks to 1200, the arrow despawns.
 damage: Damage dealt by the arrow, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5).
 inGround: 1 or 0 (true/false) - If the Projectile is in the ground or hit the ground already (F you cannot pickup arrows in the air)
 crit: 1 or 0 (true/false) - Whether the arrow will deal critical damage.
 Duration: The time in ticks that the Glowing effect will last.
Main article:
In-game description
Actual requirements (if different) Availability
Xbox points earned
Trophy type (PS)
Sniper DuelKill a
with an arrow from more than 50 metersUse a launched
to kill a , , or a
from 50 or more blocks away, horizontally.YesYesYesYes30GSilver
ArcherKill a creeper with arrows.YesYesYesYes10GBronze
CupidKill 2 players in a round of a public Battle mini game using a bow and arrow.YesYesNoYes20GBronze
Main article:
In-game description
Actual requirements (if different)
Internal ID
Not Today, Thank YouDeflect an arrow with a shieldSuit UpDeflect a projectile with a .minecraft:story/deflect_arrowTake AimShoot something with a bow and arrowMonster HunterFire a
so that the
strikes any .minecraft:adventure/shoot_arrowSniper duelKill a skeleton with an arrow from more than 50 metersTake AimUse a launched
from 50 or more blocks away, horizontally.minecraft:adventure/sniper_duel
Note: This video is outdated. As of 1.9, there are 15 new arrows added to Minecraft: The Spectral Arrow and 14 Tipped Arrows
Arrows were added and were fired by pressing Tab ?.
Arrows deal more damage.
You now only have a limited number of arrows.
Skeletons now fire arrows.
Arrows are dropped when a skeleton is killed.
Skeleton arrows were purple. The purple arrow texture can still be found in the
file, in the same image as the normal arrows, but it is not in use.
Arrows are no longer available in single player.
Arrows now have a sound effect.
Arrows are now available in single player again and can only be shot with a bow.
Arrows are now craftable.Arrows now took the item form.
The tip of an arrow in crafting is now made from
rather than .
Arrows used to stick in any block before this update, even some non-solid ones. For example, they could stick in , , and .
Arrows can no longer be rapid-fired from bows. Arrows (with bow at full strength) can travel 120 blocks when fired from the optimal angle, and stick to mobs.
Arrow firing sounds changed.
Arrows no longer stick to mobs.
Arrow landing sounds changed.
Arrows which are on fire now set entities they hit on fire. Before, arrows could be on fire (like other ), but they did not set what they hit on fire, and there was no
to fire flaming arrows.
now sell 9–12 arrows for 1 .
Arrows can activate the
switch and wooden .
Arrows can activate the new wooden .
Arrows on fire can ignite .
Arrows stick to players again, but not mobs.
no longer sell arrows.
Fletcher villagers now sell 8–12 arrows for 1 .
An underwater arrow will lose all velocity after a few blocks and slowly fall.
A flaming arrow underwater will be extinguished.
Fire arrow can be used to detonate .
Added 15 new arrow types, 14 of which are tipped with a different potion effect. However some of them don't function yet.
Added spectral arrows. They show mob and player outlines in their team color when hit.
A though they fully blocked damage from arrows, arrows would still visually stick into the player.
Arrows now ricochet off of shields.
Added the initial method for obtaining tipped arrows, which lasted until snapshot
– firing arrows into a
Arrows now ricochet off of Creative mode players, whereas before they would pass straight through.
Tipped and spectral arrows are no longer affected by the
enchantment.
Tipped arrows are given a crafting recipe, and are no longer obtained by shooting them into a lingering potion cloud.
may drop from
when killed by a player.
The entity IDs are changed from Arrow and SpectralArrow to arrow and spectral_arrow.
Tipped Arrows of instant healing and instant damage now function. Previously the fact that tipped arrows have 1/8th the duration was reducing 1 game tick to zero game ticks.
Arrows now have a crit tag that determines whether it will deal .
The arrow entity now has a Color integer tag, for displaying the custom potion color of a fired arrow item that has a CustomPotionColor tag.
Added arrows.
Arrows which are on fire now set entities they hit on fire. Before, arrows could be on fire (like other entities), but they did not set what they hit on fire, and there was no enchantment to fire flaming arrows.Arrows on fire can ignite .An underwater arrow will lose all velocity after a few blocks and slowly fall.
Arrows now update sand and gravel.
Added tipped arrows, which are made by using cauldrons filled with potions.
As a version exclusive, added Arrows of Decay.
Currently have a white pixelated texture.
Tipped Arrows are now craftable, but they can still be obtained
using cauldrons filled with potions.
The entity ID is changed from arrow.skeleton to arrow.
Updated the Arrows of Decay texture.
Added arrows.
An underwater arrow will lose all velocity after a few blocks and slowly fall.
A flaming arrow underwater will be extinguished.
Added tipped arrows.
All the arrow types present in Minecraft.
Examples of custom arrow types using /give
Issues relating to “Arrow” are maintained on the . Report issues there.
By default, arrows spawn slightly offset to the right. If the player stands close to a wall and fires several arrows without moving their crosshair, the arrows will cluster around a point slightly to the right of the crosshair. If the player switches their main hand to be the left hand in options, the arrows will instead be offset to the left.
Arrows fired at
will often skip through the portal block completely and fail to collide, thus continuing through to the opposite side of the block.
A tipped arrow with no potion effect (obtained via commands) will be called "Arrow of Splashing".
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