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教程/生成骑士

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生成一名骑士(一个生物骑在另一只生物上)对于冒险地图来说是有用的,而且真正实验起来也很有趣。

自然生成[编辑 | 编辑源代码]

在游戏中,少数自然生成的骑士包括蜘蛛骑士(骷髅骑蜘蛛),鸡骑士(小僵尸骑鸡),以及陷阱骷髅马(骷髅骑马)。

蜘蛛骑士有1%的几率从每只蜘蛛上生成,而在下界中,有80%的几率蜘蛛骑士变成凋灵骷髅骑士。小僵尸有5%的几率在鸡上生成,并且如果在10x6x10区域没有鸡的话,还会增加5%的几率。一个陷阱骷髅马会在雷击下以四匹为一组生成(简单难度的几率是0.75-1.5%,普通的几率是1.5-4%,困难的几率是2.8125-6.75%,这取决于区域难度)。

它们也可以用指令生成:

  • 蜘蛛骑士:

/summon spider ~ ~ ~ {Passengers:[{id:skeleton,HandItems:[{id:bow,Count:1b}]}]}

  • 鸡骑士:

/summon chicken ~ ~ ~ {Passengers:[{id:zombie,IsBaby:1}]}

  • 陷阱骷髅马:

/summon skeleton_horse ~ ~ ~ {SkeletonTrap:1}

行为[编辑 | 编辑源代码]

骑士的行为[编辑 | 编辑源代码]
3 wolves turned hostile, using their cow mounts to chase the player and attack him.

1.12版本,“骑士”或顶部的生物将始终控制它所骑乘的生物。这就意味着无论顶部生物的意图是什么(比如袭击村民),都可以控制它的坐骑。例如,如果你生成一个底部为骷髅,顶部为僵尸时,僵尸会控制坐骑,去追捕一个村民而不是你(只有当它首先注意到村民,就像所有僵尸一样)。在底部的生物会产生小的阻力,他们可以慢慢地向自己的目标移动(攻击一个玩家),但骑士的移动会让坐骑被迫移动骑士想要到那个位置。

  • /summon Skeleton ~ ~ ~ {Passengers:[{id:Zombie,HandItems:[{id:iron_shovel,Count:1b}]}]}

简而言之,如果骑士和坐骑的意图一致,他们的行为会有规律的,但是他们会有速度提升(相当于玩家的步行速度,或者如果骑士本身的速度快于玩家的速度,这时就会是骑士的速度)。例如,如果你有一只狼骑在一头母牛身上,你打了那头狼,那头狼就会骑着那头牛向你走来攻击你,而且这还会让附近的狼(甚至是被生物骑乘的狼)产生敌意。如果是生物骑乘骷髅,它就会射箭(就像骷髅攻击时那样)。唯一的例外是末影人。如果有一个弹射物击中他们,他们就会(和骑士)传送走。然而,如果末影人是骑士,它不会传送,但它不能被弹射物伤害。

  • /summon Cow ~ ~ ~ {Passengers:[{id:Enderman}]}

-如果玩家传送了骑士,它会强制骑士离开坐骑并离开之前的位置。例如,如果你传送所有的骷髅到你的位置,它会把所有的骷髅从蜘蛛身上离开并传送到你的位置。

-如果你的骑士标签正确,在1.12版本骑士可以无限叠罗汉。

  • /summon Spider ~ ~ ~ {Passengers:[{id:Skeleton,Passengers:[{id:Zombie,Passengers:[{id:Creeper,Passengers:[{id:Enderman,Passengers:[{id:Blaze}]}]}]}]}]}
6 different Monsters stacked on top of each other
Mount Behavior[编辑 | 编辑源代码]

The mount, or the mob being ridden has little control since 1.12. (Before this update, the mount had complete control, the exception being chicken jockeys). They will have "resistance", however, where they will slowly (about 1/4th of their normal walking speed) try to do whatever they are intending (attacking a player, chasing a villager). However, the passenger will always have dominance over the mount and can move it at it's will. Mounts will always give the passenger a speed boost, equivalent of the player's walking speed, faster if the mount is naturally faster than the player (such as a hostile enderman).

However, if there are multiple mobs of the same genre this rule can cancel out. Let say you have 3 zombies stacked on top of each other and a cow on the very top. Well, if there are 5 zombies that's 5 x 0.25% of the speed, which means the zombies can go as fast as they want, but the cow still has dominance over movement and can easily move a different direction, but the second the cow stops moving the zombies will resume their intentions.

If the mount is a passive mob it cannot inflict its own damage, the passenger has to inflict its own damage. If you have a skeleton riding a cow the Skeleton can attack, not the cow. The only case is where the Mount is hostile, such as a spider, if can attack as well and leap (this is the only exception where a Mount can jump on its own), making it deadly for the player. A neutral mob, such as a polar bear can attack on its own if the polar bear itself is provoked.

It is always easier to defeat a jockey if you attack the mount before the passenger. Knockback will have no effect whatsoever on the passenger. However, setting the mount on fire will also set the passenger on fire. If a mount is a hostile mob (such as an skeleton), it can still shoot arrows at the player if the passenger is facing the player, as mount can turn on its own, but it takes a while due to its very small "resistance".

Making a vex a mount does not take away its ability to fly through solid blocks. This can be useful if you mount a zombie on a vex, making it have the ability to fly into houses and attack players or villagers (the zombie is still in control of the vex).

Always remember that no matter what, the passenger has complete control over movement of the mount. If you summon a cow riding a zombie the zombie can try to slowly move towards the player and attack him but the second the cow moves the Jockey will move wherever the cow desires with no resistance. The only exception to this rule would be flying mobs. Bats, ghasts and blazes cannot fly if they are passengers, but they can move the mount at higher speeds. If you place a ghast onto a spider, the ghast will strafe or move forwards (as it does when its attacking).

The only mobs that can move freely even with a passenger are the wither, The ender dragon, bats, squids, parrots, and horses. Passengers have no control over these mounts whatsoever (except horses - see below).

-If a mob is summoned onto a horse, that mob will have control over the horse until it bucks them off - just like a player. It will never be "tamed" by the mob, and will only stay on for a limited time.

-If a mount is teleported by the player, the passenger will stay on, even if it was not the specified mob. For example, if you teleport all spiders to your location, it will also teleport spiders with passengers (spider jockeys).

As of 1.12, skeletons summoned through 'passenger' or 'mount' will not have a bow. You have to either equip them with a weapon (or item) or summon a skeleton with one pre-equipped.

  • /summon Spider ~ ~ ~ {Passengers:[{id:Skeleton,HandItems:[{id:bow,Count:1b}]}]}

Examples[编辑 | 编辑源代码]

  • /summon Bat ~ ~ ~ {Passengers:[{id:Skeleton,HandItems:[{id:bow,Count:1b}]}]}

A flying skeleton, you can make the bat invisible with /effect.

  • /summon Enderman ~ ~ ~ {Passengers:[{id:Creeper}]}

A teleporting creeper.

  • /summon pig ~ ~ ~ {Passengers:[{id:zombie, ArmorItems:[{},{},{},{id:diamond_helmet,Count:1b}],HandItems:[{id:carrot_on_a_stick,Count:1b}]}]}

A zombie wearing a diamond helmet riding a pig. The zombie can also control the pig's movement.

  • /summon spider ~ ~1 ~ {Passengers:[{id:skeleton,HandItems:[{Count:1,id:bow},{Count:1,id:shield}],ArmorItems:[{Count:1,id:diamond_boots},{Count:1,id:diamond_leggings},{Count:1,id:diamond_chestplate},{Count:1,id:diamond_helmet}],CustomName:Killer,Visible:1,HandDropChances:[1.0f,1.0f],ArmorDropChances:[1.0f,1.0f,1.0f,1.0f],ActiveEffects:[{Id:1,Amplifier:1,Duration:999999},{Id:5,Amplifier:1,Duration:999999},{Id:8,Amplifier:1,Duration:999999},{Id:12,Amplifier:0,Duration:999999}]}]}

An overpowered skeleton jockey wearing full diamond armor, a bow, a shield, and with Strength, Speed, Jump Boost, and Fire Resistance effects.

  • /summon Vex ~ ~1 ~ {Passengers:[{id:skeleton,HandItems:[{Count:1,id:diamond_sword},{Count:1,id:shield}],ArmorItems:[{Count:1,id:diamond_boots},{Count:1,id:diamond_leggings},{Count:1,id:diamond_chestplate},{Count:1,id:diamond_helmet}],CustomName:Killer,Visible:1,HandDropChances:[1.0f,1.0f],ArmorDropChances:[1.0f,1.0f,1.0f,1.0f],ActiveEffects:[{Id:1,Amplifier:1,Duration:999999},{Id:5,Amplifier:1,Duration:999999},{Id:8,Amplifier:1,Duration:999999},{Id:12,Amplifier:0,Duration:999999}]}]}

A similarly overpowered skeleton riding a vex.

  • /summon vindicator ~ ~1 ~ {HandItems:[{Count:1,id:diamond_axe}],Passengers:[{id:evoker,Passengers:[{id:illusioner,HandItems:[{id:bow,Count:1}]}]}

An illusioner riding an evoker riding a vindicator which has a diamond axe.