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@@ -11,7 +11,15 @@ xmlns:local="clr-namespace:PCL;assembly=Plain Craft Launcher 2">
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<Style TargetType="TextBlock"><Setter Property="TextWrapping" Value="Wrap"/><Setter Property="HorizontalAlignment" Value="Left"/><Setter Property="FontSize" Value="14"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush1}"/></Style>
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<Style TargetType="FlowDocument"><Setter Property="FontFamily" Value="Microsoft YaHei UI"/><Setter Property="FontSize" Value="14"/><Setter Property="TextAlignment" Value="Left"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush1}"/></Style>
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<Style TargetType="FlowDocumentScrollViewer"><Setter Property="IsSelectionEnabled" Value="False"/><Setter Property="VerticalScrollBarVisibility" Value="Hidden"/><Setter Property="Margin" Value="0"/></Style>
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+<Style x:Key="Quote" TargetType="Section"><Setter Property="BorderThickness" Value="5,0,0,0"/><Setter Property="BorderBrush" Value="{DynamicResource ColorBrush4}"/><Setter Property="Padding" Value="10,0"/><Setter Property="Margin" Value="0,12"/></Style>
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+<Style x:Key="typedQuote" BasedOn="{StaticResource Quote}" TargetType="Section"><Setter Property="Padding" Value="10,2"/></Style>
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+<Style x:Key="devnoteQuote" BasedOn="{StaticResource typedQuote}" TargetType="Section"><Setter Property="BorderBrush" Value="{StaticResource ColorBrush4}"/><Setter Property="Background" Value="{StaticResource ColorBrush6}"/></Style>
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<Style x:Key="H4" TargetType="Paragraph"><Setter Property="FontSize" Value="16"/><Setter Property="Margin" Value="0,10,0,1"/><Setter Property="FontWeight" Value="Bold"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush4}"/></Style>
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+<Style x:Key="H3" TargetType="Paragraph"><Setter Property="FontSize" Value="18"/><Setter Property="Margin" Value="0,10,0,3"/><Setter Property="FontWeight" Value="Bold"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush4}"/></Style>
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+<Style x:Key="ContentStack" TargetType="StackPanel"><Setter Property="Margin" Value="20,40,20,20"/></Style>
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+<Style x:Key="H5" TargetType="Paragraph"><Setter Property="FontSize" Value="14"/><Setter Property="Margin" Value="0,8,0,1"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush4}"/></Style>
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+<Style x:Key="BlockCodeBorder" TargetType="Border"><Setter Property="Background" Value="{DynamicResource ColorBrush4}"/><Setter Property="Opacity" Value="0.8"/><Setter Property="CornerRadius" Value="5"/><Setter Property="Margin" Value="2"/></Style>
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+<Style x:Key="translatornoteQuote" BasedOn="{StaticResource typedQuote}" TargetType="Section"><Setter Property="BorderBrush" Value="{StaticResource ColorBrush4}"/><Setter Property="Background" Value="{StaticResource ColorBrush6}"/></Style>
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<Style TargetType="TextBox" x:Key="BlockCode">
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<Setter Property="Foreground" Value="{DynamicResource ColorBrush1}" />
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<Setter Property="FontSize" Value="14" />
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@@ -28,14 +36,9 @@ xmlns:local="clr-namespace:PCL;assembly=Plain Craft Launcher 2">
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</Setter.Value>
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</Setter>
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</Style>
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-<Style x:Key="ContentStack" TargetType="StackPanel"><Setter Property="Margin" Value="20,40,20,20"/></Style>
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-<Style x:Key="H5" TargetType="Paragraph"><Setter Property="FontSize" Value="14"/><Setter Property="Margin" Value="0,8,0,1"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush4}"/></Style>
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-<Style x:Key="Quote" TargetType="Section"><Setter Property="BorderThickness" Value="5,0,0,0"/><Setter Property="BorderBrush" Value="{DynamicResource ColorBrush4}"/><Setter Property="Padding" Value="10,0"/><Setter Property="Margin" Value="0,12"/></Style>
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-<Style x:Key="typedQuote" BasedOn="{StaticResource Quote}" TargetType="Section"><Setter Property="Padding" Value="10,2"/></Style>
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-<Style x:Key="devnoteQuote" BasedOn="{StaticResource typedQuote}" TargetType="Section"><Setter Property="BorderBrush" Value="{StaticResource ColorBrush4}"/><Setter Property="Background" Value="{StaticResource ColorBrush6}"/></Style>
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+<Style x:Key="Lp" TargetType="Paragraph"><Setter Property="LineHeight" Value="16"/><Setter Property="TextIndent" Value="0"/></Style>
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<Style x:Key="Card" TargetType="local:MyCard"><Setter Property="Margin" Value="0,5"/></Style>
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-<Style x:Key="H3" TargetType="Paragraph"><Setter Property="FontSize" Value="18"/><Setter Property="Margin" Value="0,10,0,3"/><Setter Property="FontWeight" Value="Bold"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush4}"/></Style>
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-<Style x:Key="BlockCodeBorder" TargetType="Border"><Setter Property="Background" Value="{DynamicResource ColorBrush4}"/><Setter Property="Opacity" Value="0.8"/><Setter Property="CornerRadius" Value="5"/><Setter Property="Margin" Value="2"/></Style>
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+<Style x:Key="Hr" TargetType="Section"><Setter Property="Margin" Value="0,4,0,0"/><Setter Property="BorderThickness" Value="0,1.5,0,0"/><Setter Property="BorderBrush" Value="{StaticResource ColorBrush4}"/><Setter Property="FontSize" Value="4"/></Style>
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<Style TargetType="TextBox" x:Key="InlineCode">
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<Setter Property="FontSize" Value="14" />
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<Setter Property="IsReadOnly" Value="True" />
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@@ -56,158 +59,191 @@ xmlns:local="clr-namespace:PCL;assembly=Plain Craft Launcher 2">
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</Setter>
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</Style>
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<Style x:Key="H2" TargetType="Paragraph"><Setter Property="FontSize" Value="22"/><Setter Property="Margin" Value="0,10,0,5"/><Setter Property="FontWeight" Value="Bold"/><Setter Property="Foreground" Value="{DynamicResource ColorBrush3}"/></Style>
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-<Style x:Key="Lp" TargetType="Paragraph"><Setter Property="LineHeight" Value="16"/><Setter Property="TextIndent" Value="0"/></Style>
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</StackPanel.Resources>
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-<local:MyCard Title="最新发布候选版 - 26.1-rc-3" CanSwap="True" IsSwaped="false" Style="{StaticResource Card}" >
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-<StackPanel Style="{StaticResource ContentStack}">
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-<FlowDocumentScrollViewer >
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-<FlowDocument>
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-<List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">MC-306989 - 无论末影龙离传送门有多近,一旦其死亡就会播放死亡动画</Paragraph></ListItem>
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-</List>
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-</FlowDocument>
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-</FlowDocumentScrollViewer>
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-
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-<!--<StackPanel Margin="0,4,6,0" Orientation="Horizontal" HorizontalAlignment="Right" VerticalAlignment="Center">
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-<TextBlock Text="最后更新: 2026-03-23" FontSize="12" VerticalAlignment="Center" Foreground="{DynamicResource ColorBrush4}"/>
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-</StackPanel> -->
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-
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-</StackPanel>
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-</local:MyCard><local:MyCard Title="最新正式版 - 1.21.11" CanSwap="True" IsSwaped="True" Style="{StaticResource Card}" >
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+<local:MyCard Title="最新正式版 - 26.1" CanSwap="True" IsSwaped="false" Style="{StaticResource Card}" >
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<StackPanel Style="{StaticResource ContentStack}">
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<FlowDocumentScrollViewer >
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<FlowDocument>
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-<Paragraph>今天,“Mounts of Mayhem(群骑纷争)”强势登陆 Minecraft,带来全新的可操使武器、可驯服坐骑、强敌对手与作战策略!在炽烈的阳光下、夜空之中、甚至深海之底,都有挑战者等待与你交锋——每一次对抗都需要全新的策略。拿起“矛”这把全新的分阶武器,用你的准度与坐骑的速度来造成伤害;上界的骑手们——整装待发,率领坐骑冲锋,迎接群骑纷争更新!</Paragraph><Paragraph Style="{StaticResource H2}">新特性</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增鹦鹉螺与僵尸鹦鹉螺</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增鹦鹉螺甲</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增矛武器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了一些进度以包含鹦鹉螺、僵尸鹦鹉螺、僵尸马、骆驼尸壳与焦骸</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增图形选项“纹理过滤”与“各向异性过滤”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增下界合金马铠,可在锻造台将钻石马铠升级获得</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">鹦鹉螺</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">鹦鹉螺是一种新的中立水生生物</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在所有海洋群系中生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">受激时会使用冲刺攻击</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">偶尔会对范围内的河豚发起冲刺攻击</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">具有类似骆驼的冲刺技能,按跳跃键触发</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">上岸会因窒息受到伤害</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">会为骑乘的玩家添加“鹦鹉螺之息”效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可使用河豚或一桶河豚进行繁殖与驯服</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">会自然消失,但与玩家互动后会变为持久</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">被驯服的鹦鹉螺:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可用鞍进行骑乘</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">装有鞍时游荡半径为 16 格</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">未装鞍时游荡半径为 32 格</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">僵尸鹦鹉螺</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸鹦鹉螺是一种新的水下生物,会与持三叉戟的溺尸骑手一起生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">只有在被敌对生物骑乘时才会敌对</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">行为与鹦鹉螺类似,但无法繁殖</Paragraph></ListItem>
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-</List><Paragraph>珊瑚僵尸鹦鹉螺 —— 僵尸鹦鹉螺拥有一种珊瑚变种,会在暖水海洋群系生成</Paragraph><Paragraph Style="{StaticResource H3}">鹦鹉螺甲</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可供鹦鹉螺与僵尸鹦鹉螺装备</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">提供铜、金、铁、钻石与下界合金版本</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">焦骸</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新的骷髅变种</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在沙漠中于光照等级 0 生成,替代部分普通骷髅</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不会在阳光下燃烧</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">射出虚弱之箭</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">免疫虚弱效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">射速相比普通骷髅更慢,类似沼骸</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不在洞穴生成,遵循尸壳的生成规则</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">骆驼尸壳</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新的亡灵骆驼变种</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在沙漠中于光照等级 0 处生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不会在阳光下燃烧</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">生成时乘有两名骑手:持矛的尸壳与焦骸</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不在洞穴中生成,遵循尸壳的生成规则</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若骑手为敌对生物则敌对</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">无骑手时为被动</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">随其他敌对生物一同自然消失,但与玩家互动后会变为持久</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">最爱食物是兔子脚</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">无法繁殖</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">作为坐骑的行为与普通骆驼相同</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">被杀死时掉落 2–3 个腐肉,每级抢夺额外掉落 0–1 个</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">矛</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新武器,可制作为木、石、铜、铁、金、钻石与下界合金版本</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不同材料拥有不同的计时属性,影响可用速度</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">具有最小伤害距离,过近将不会造成伤害</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">相比其他工具与武器具有更长的最大攻击距离</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">命中时会有回弹的视觉效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">拥有两种攻击:戳刺与冲锋</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不会触发物品交互振动</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸、流浪者、僵尸化猪灵与猪灵可携带矛生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">金矛被猪灵视为偏好武器</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">戳刺</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">快速按下主操作键以使用</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">低伤害并带击退</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">攻击之间有冷却</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">木矛冷却最快;下界合金最慢</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可命中多个敌人</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">不会破坏方块</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">冲锋攻击</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">按住次要操作键使用</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">伤害基于矛材质、玩家视角以及玩家与目标的速度</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">按住期间,攻击会经历三个阶段后回到空闲:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">发动:若速度超过阈值,矛可造成伤害、击退并使被骑乘的实体下马</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">疲惫:矛竖直并抖动以示,此阶段若速度超过阈值可造成伤害与击退(但不下马)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">脱离:矛下垂指向下方以示,此阶段若速度超过阈值只造成伤害,不产生击退或下马</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">生物使用矛时的攻击距离为玩家的一半,但其造成伤害、下马与击退所需速度阈值更低</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸、流浪者、僵尸化猪灵与猪灵会使用矛进行冲锋</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">突进魔咒</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">矛专属附魔</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">仅对戳刺攻击生效</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用突进进行戳刺时,玩家会沿视线方向水平推进</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">视角需完全水平以获得最大突进距离</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用突进会消耗 1 点耐久,且与附魔等级无关</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用突进会通过增加玩家疲劳来消耗饥饿值,类似奔跑或跳跃</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">1 级消耗 1 点饥饿;2 级消耗 2 点;3 级消耗 3 点</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">饥饿槽至少有 6 点时才能使用突进</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在水中或用鞘翅飞行时不生效</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">进度</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了 “生物串串香”:使用矛的冲锋攻击一次戳中五个生物</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “为什么会变成这样呢?” 进度以包含鹦鹉螺之息效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “永恒的伙伴” 进度以包含鹦鹉螺、僵尸鹦鹉螺以及僵尸马</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “鹦鹉与蝙蝠” 进度以包含鹦鹉螺</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “成双成对” 进度以包含鹦鹉螺</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “怪物猎人” 进度以包含僵尸鹦鹉螺、僵尸马、骆驼尸壳与焦骸</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “抖包袱”、“瞄准目标” 与 “它蔓延了” 进度以包含鹦鹉螺、僵尸鹦鹉螺、僵尸马、骆驼尸壳与焦骸</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 “金光闪闪” 进度以包含金矛与金鹦鹉螺甲</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">纹理过滤</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">视频设置中的新选项</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">控制以斜角或远距离观看纹理时的采样方式</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可选值为 “无”、“RGSS” 与 “各向异性”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值取决于图形预设与硬件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“RGSS”是一种基于着色器的过滤方式,在中等性能开销下提升纹理清晰度</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在所有硬件上可用</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“各向异性” 是一种基于硬件的过滤方式,提供最佳纹理清晰度</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">最大各向异性可为 “2x”、“4x”、“8x”,由单独的滑块控制</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">如硬件不支持,各向异性过滤不会产生效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">这会显著增加显存占用(尤其在 mipmap 层数较高时)</Paragraph></ListItem>
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+<Paragraph Style="{StaticResource H3}">史上最萌的一次更新现已到来!</Paragraph><Paragraph>无论你准备与否,小鬼当家更新已经来了!全新版本的幼年生物席卷了整个 Minecraft,在各个生物群系和建筑中掀起一股可爱风暴。竖起耳朵倾听萌翻天的新音效,为你的宠物合成命名牌,用金蒲公英让小宝宝们永远保持幼年模样。孩子们已经正式出笼——准备好去收集、爱抚,并让这些小捣蛋鬼在你的世界里制造一点混乱吧!</Paragraph><Paragraph Style="{StaticResource H2}">新特性</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为狼、猫、猪、马和鸡增加了新的幼年音效</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了金蒲公英</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了下列动物音效的成年音效变体:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猫现在有了新的变体 <TextBox Style="{StaticResource InlineCode}">royal</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猪现在有了新的变体 <TextBox Style="{StaticResource InlineCode}">mini</TextBox> 和 <TextBox Style="{StaticResource InlineCode}">big</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">牛现在有了新的变体 <TextBox Style="{StaticResource InlineCode}">moody</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">鸡现在有了新的变体 <TextBox Style="{StaticResource InlineCode}">picky</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">所有生物原来使用的音效现在命名为 <TextBox Style="{StaticResource InlineCode}">classic</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">上列所有动物其音效变体现在会随机分配新的变体或原始版本</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了当音符盒放在铜块上,音符盒音色为小号</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">音色因铜块的氧化等级不同而不同</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">金蒲公英</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">金蒲公英是一种新的类型的花,可以用于阻止生物成长</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对幼年生物使用金蒲公英可以使其停止成长</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对已经停止成长的幼年生物使用金蒲公英可以使其继续成长</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">金蒲公英不能被用于敌对幼年生物以及村民</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">可以使用蒲公英和金粒合成</Paragraph></ListItem>
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</List><Paragraph Style="{StaticResource H2}">更改</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸、尸壳、猪灵与僵尸猪灵现在可以手持矛</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">猪灵现在会将金矛视为偏好物品之一</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">鹦鹉现在也会模仿僵尸鹦鹉螺、僵尸马、骆驼尸壳与焦骸的声音</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">物品在耐久度发生变化时不再“上下浮动”,例如攻击损耗耐久或被经验修补修复时</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">对调试渲染器进行了一些更改</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">图形模式“流畅”、“高品质”与“极佳!”已被同名的图形预设所替代</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">服务器中的所有玩家现在看到的云移动一致</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">下界合金马铠的护甲值在身体槽位由 11 提升至 19</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若在视频设置中启用,世界中的所有方块现在都应用了 mipmap</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">先前不含 mipmap 的方块(如不同种类的藤蔓、铁轨、除树叶外的植被等)在远距离下的观感应更佳</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">对大多数玩家而言,客户端帧率预计会更高</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">水下生物群系雾的颜色与距离现在会基于玩家在不同生物群系之间的位置进行混合,类似常规生物群系雾与天空颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">下界中的环境雾不再依赖渲染距离设置,将始终在 10 到 96 格范围内应用</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当由玩家骑乘时,马、骡、驴与骆驼不再在水中下沉</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">区块现在会通过渐隐方式载入,而非凭空出现;可在“视频设置”中调整渐隐时间</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">蝙蝠不再在 10 月 20 日至 11 月 3 日期间更频繁、在更高光照等级下生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">日出与日落时的天空颜色现在会受降雨与雷暴影响</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当由生物控制时,马、骡、驴、骆驼、僵尸马与骆驼尸壳不会惊慌失措</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">创造模式物品栏中的刷怪蛋已按类别重新分组</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当游戏规则 <TextBox Style="{StaticResource InlineCode}">minecraft:spawn_mobs</TextBox> 设为 <TextBox Style="{StaticResource InlineCode}">false</TextBox> 时,区块生成过程中不再生成生物</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当关闭“透视树叶”时,树叶之间的空隙现在为深绿色而非黑色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">关闭“透视树叶”现在带来的性能提升比之前更大</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增提示语 “人不可轻易步入远方地”</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">重制了更多幼年生物的外观</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">命名牌现在可以合成了,由一张纸和任意一个金属粒合成</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">从远古城市和林地府邸中移除了命名牌</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">深板岩现在可以在切石机中直接合成为其圆石、磨制、砖和瓦变种</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">石头现在可以在切石机中直接合成为其圆石变种</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">更新了主菜单的背景全景图</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">微调了默认 JVM 选项</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">用于将方块光与天空光等级映射为屏幕上实际亮度的算法已被完全重写</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了小小 Herobrine</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">幼年生物</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">更新了下列幼年生物的模型与纹理:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">牛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">哞菇</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">羊</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猪</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猫</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">豹猫</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">狼</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">鸡</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">调整了边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">兔子</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">成年和幼年兔子也都获得了新的动画</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">调整了边界箱以适配新模型</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">随着兔子重制,其“程序员美术”旧纹理已被移除</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">马</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年马的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">驴</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">骡</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年僵尸马的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">骷髅马</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年骷髅马的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">骆驼</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">羊驼</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">蜜蜂</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">狐狸</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">山羊</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">犰狳</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">北极熊</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">熊猫</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">嗅探兽</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">海豚</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">鱿鱼</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年鱿鱼的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">发光鱿鱼</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年发光鱿鱼的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">海龟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">美西螈</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年美西螈的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">炽足兽</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">疣猪兽</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">僵尸疣猪兽</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">僵尸</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年僵尸的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">尸壳</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年尸壳的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">溺尸</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年溺尸的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猪灵</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年猪灵的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">僵尸猪灵</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年僵尸猪灵的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">村民</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年村民的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">僵尸村民</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">扩大了幼年僵尸村民的边界箱以适配新模型</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">幼年猫现在变大了以匹配幼年豹猫的大小</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">幼年马现在也稍微变大了一些</Paragraph></ListItem>
|
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+<ListItem><Paragraph Style="{StaticResource Lp}">幼年北极熊现在不再攻击狐狸</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">成年马的黑点斑纹已更新,以在视觉上更接近新的幼年马斑纹</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">小型盔甲架现在会通过使用成年的盔甲模型并按比例缩小来渲染以正确显示</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">幼年狼身上的盔甲将不再被渲染</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">幼年猪与幼年骆驼身上的鞍将不再被渲染</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">骆驼尸壳不再拥有幼年模型</Paragraph></ListItem>
|
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|
+</List><Paragraph Style="{StaticResource H3}">交易</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在村民职业解锁的交易将使用确定性随机序列来决定,类似于战利品掉落和猪灵以物易物的战利品</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">重新刷新的村民交易仍然是随机的,但现在这组交易序列由世界种子决定</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">大师级图书管理员现在不再提供命名牌</Paragraph></ListItem>
|
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">大师级图书管理员现在会以三个绿宝石的价格提供红色蜡烛和黄色蜡烛</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">大师级图书管理员现在会有三项可用的交易,以确保在使用“村民交易的平衡性调整”实验性内容时总能提供一个附魔书交易</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">流浪商人现在会以一个绿宝石的价格提供命名牌</Paragraph></ListItem>
|
|
|
+</List><Paragraph Style="{StaticResource H3}">方块、物品与实体的微调</Paragraph><List>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">炽足兽现在会正确继承其所站立的炽足兽的温暖程度,与基岩版保持一致</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马在受伤时不再惊慌奔跑</Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}">更新了长矛的下马速度阈值,使其与基岩版一致</Paragraph></ListItem>
|
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+<ListItem><Paragraph Style="{StaticResource Lp}">绊线的纹理现在以 Alpha 裁剪方式渲染,而非半透明</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">光照贴图算法更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新算法整体效果应与之前大致一致,但:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">算法更简单直观,并修复了旧算法的多个问题</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">黑暗效果与凋零首领战的世界变暗效果现在在所有维度中的表现一致</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">夜视效果现在改为“增加环境光”而非“缩放最终颜色”</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">这意味着完全黑暗区域不再会比有方块光或天空光照亮的区域更亮</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">算法的更多方面(例如方块光着色、环境光颜色与夜视颜色)现在通过环境属性实现数据驱动,详见下方 “数据包”</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">UI</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">随本次版本对世界数据格式的大幅更改,需升级的世界现在会显示 <TextBox Style="{StaticResource InlineCode}">Upgrade and Play</TextBox>(升级并打开世界),而不是 <TextBox Style="{StaticResource InlineCode}">Play Selected World</TextBox>(进入选中的世界);在世界升级完成之前,<TextBox Style="{StaticResource InlineCode}">Edit World</TextBox>(编辑世界)与 <TextBox Style="{StaticResource InlineCode}">Re-Create World</TextBox>(重建世界)按钮将被禁用</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增了一个界面用于显示升级进度</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">调整了在聊天被设置限制时聊天界面的处理方式</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输入法编辑器(IME)的候选列表现在会在游戏内(在当前编辑的文本框上方)显示(目前支持的平台为 Windows 与 macOS)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">当任意文本框被选中时,游戏会尝试恢复上一次的 IME 状态</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若当前没有文本输入被选中,则会取消 IME 输入,且不会更新其状态</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了一个新的显示选项名为“独占全屏”,用于控制在全屏模式下是否应该完全控制该显示器</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">false</TextBox> (即非独占模式)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">仅当游戏重启后更改才会生效</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">警告:独占全屏模式可能会阻止 IME 输入法编辑器的使用</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">调试屏幕</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">looking_at_block</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">looking_at_fluid</TextBox> 调试选项不再显示标签</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增调试选项:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">looking_at_block_tags</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">looking_at_fluid_tags</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">looking_at_entity_tags</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sound_cache</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">重命名调试选项:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">looking_at_block</TextBox> -> <TextBox Style="{StaticResource InlineCode}">looking_at_block_state</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">looking_at_fluid</TextBox> -> <TextBox Style="{StaticResource InlineCode}">looking_at_fluid_state</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">将 <TextBox Style="{StaticResource InlineCode}">day_count</TextBox> 调试选项从 <TextBox Style="{StaticResource InlineCode}">local_difficulty</TextBox> 中拆分出来</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增调试选项 <TextBox Style="{StaticResource InlineCode}">detailed_memory</TextBox>,提供有关已用内存的更多信息</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">可通过按键 <TextBox Style="{StaticResource InlineCode}">F3 + 4</TextBox> 启用新的光照贴图调试渲染器</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">光照贴图调试渲染器</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增光照贴图调试渲染器,可通过按键 <TextBox Style="{StaticResource InlineCode}">F3 + 4</TextBox> 启用</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">与 FPS/TPS 与网络图表互斥</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">会在屏幕右下角实时显示光照贴图纹理</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">纹理的纵轴表示天空光等级(自下而上 0–15)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">纹理的横轴表示方块光等级(自左而右 0–15)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">每个像素的颜色表示在对应的方块光与天空光等级下,应用于方块与实体的最终颜色</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">世界选项</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">暂停菜单中的难度按钮现被替换为一个通往新屏幕“世界选项”的按钮</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">“世界选项” 界面中包含难度按钮以及用于更改游戏规则的按钮</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">游戏规则界面对所有管理员可用,对其他玩家则禁用</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">游戏规则</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">在游戏内与世界创建菜单中的游戏规则界面顶部都新增了一个搜索栏</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">搜索栏会基于 ID、名称、分类与描述来筛选游戏规则</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">聊天</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">即使在设置中限制了聊天,聊天界面现在也始终可以被打开</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">当聊天界面打开时,某些操作与消息类型可能仍然会被限制</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若存在限制,在聊天界面打开时,相关信息会显示在聊天框顶部以及聊天输入框上方</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">同样的信息也可以在世界设置界面中查看</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">由客户端行为(例如截图)产生的聊天记录,现在即使在限制来自玩家和服务器消息时也会显示</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">更改聊天设置时,现在会隐藏所有受限制类型的消息,并丢弃新的此类消息</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对已发布的本地服务器中的聊天消息处理,现在在聊天设置方面与专用服务器更加一致</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">创造模式</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">作为管理员在玩家与假人上使用 <TextBox Style="{StaticResource InlineCode}">Ctrl + 选取方块</TextBox> 输入,现在会显示与对该实体执行 <TextBox Style="{StaticResource InlineCode}">/fetchprofile</TextBox> 命令相同的结果</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">默认 JVM 选项</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">游戏现在默认分配 4 GB 内存(之前为 2 GB)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">垃圾回收(GC)现在对兼容的设备从 G1GC 更改为 ZGC</Paragraph></ListItem>
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</List><Section Style="{StaticResource devnoteQuote}">
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<Paragraph FontWeight="Bold">
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开发者注释
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@@ -216,326 +252,29 @@ xmlns:local="clr-namespace:PCL;assembly=Plain Craft Launcher 2">
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</Paragraph.Foreground>
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</Paragraph>
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-<Paragraph> 上述说法已在 2025 年 10 月 4 日被证伪。(译者注:指 Youtuber KurtJMac 耗时 14 年抵达边境之地)</Paragraph>
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+<Paragraph> 为了使游戏更加流畅并减少卡顿,将默认内存分配从 2GB 提升到了 4GB。除此之外,现在还使用了下一时代的 ZGC,应该会使你的帧率更稳定,尤其是在进行比较吃内存的任务时。如果你需要在内存小于 4GB 的机器上运行 Minecraft,请参阅<Underline><local:MyTextButton Margin="0,0,0,-2" EventType="打开网页" EventData="https://help.minecraft.net/hc/en-us/articles/39083573916941-Fix-Minecraft-Java-Edition-Game-Crashes-by-Checking-Memory-Allocation">这个帮助文章</local:MyTextButton></Underline>。如果你想要更改垃圾回收器,请参阅<Underline><local:MyTextButton Margin="0,0,0,-2" EventType="打开网页" EventData="https://help.minecraft.net/hc/en-us/articles/41950300066573-Change-the-Garbage-Collector-for-Minecraft-Java-Edition">这个帮助文章</local:MyTextButton></Underline>。第三方启动器可能不支持这些更改。</Paragraph>
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-</Section><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">驯服的马不再跑到仙人掌或甜浆果丛</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">僵尸马</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马现在会自然生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马会在黑暗中生成,并会像其他亡灵生物一样在阳光下燃烧</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马计入敌对生物上限,并与其他敌对生物一同生成</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马对玩家本身不表现出任何敌对行为;其敌意仅来自其上的僵尸骑手</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当其骑手被移除后,僵尸马可以被拴绳拴住</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马会像其他敌对生物一样自然消失</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">但与玩家发生交互后会变为持久存在</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马可用与普通马相同的方式进行驯服,随后可由玩家骑乘并控制</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马可用红色蘑菇进行治疗与引诱</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">被驯服的僵尸马可以装备鞍与马铠</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">马铠可使僵尸马免受阳光伤害</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马拥有 25 点生命值(12.5 颗心)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马有可变的移动速度与跳跃力量,在其生成时确定</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马被击杀时掉落 2–3 个腐肉,每级掠夺额外 0–1 个</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">骑乘僵尸马的僵尸现在有几率在死亡时掉落一个红色蘑菇</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">生物生成</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸马现在有几率在平原与热带草原生物群系类型中生成,生成时其上会有一名手持铁矛的僵尸骑手</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">世界生成</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在世界各处的战利品箱中新增了多种矛:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">铁矛可以在埋藏的宝藏箱中找到</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">铜矛与铁矛可以在村庄的武器匠箱中找到</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">石矛可以在海底遗迹的箱子中找到</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">钻石矛可以在堡垒遗迹与末地城的箱子中找到</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">现在有几率在以下结构的箱子中找到铜、铁、金与钻石的鹦鹉螺甲:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">埋藏的宝藏</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">海底遗迹</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">沉船</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">状态效果</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了鹦鹉螺之息效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">作用于骑乘中的玩家</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">暂停玩家氧气消耗(但不会恢复氧气)</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">对方块,物品以及实体的微调</Paragraph><Paragraph Style="{StaticResource H3}">物品</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">创造模式物品栏中的刷怪蛋现在按以下主题分组:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">主世界</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">家畜</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">坐骑</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">宠物</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">野生动物</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">水生</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">杂项</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">傀儡</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">村民</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">亡灵</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">蜘蛛</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">怪物</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">掠夺者</Paragraph></ListItem>
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-</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">下界</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">末地</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">音效</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">铁砧的破坏、落地、放置与使用音效现在以稍低的音量播放</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">辅助功能</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">访问调试特性的按键现在可以重新绑定</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">它属于按键绑定屏幕中的新的 <TextBox Style="{StaticResource InlineCode}">Debug</TextBox> 类别</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">F3 + Q</TextBox> 在聊天中显示调试帮助的按键绑定已被移除</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">调试修饰键现在可以与调试覆盖层按键分开绑定</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">切换 GUI 的按键现在可以重新绑定</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">切换旁观者着色器效果(例如旁观末影人时)的按键现在可以重新绑定</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">输入</Paragraph><Paragraph>在 Mac 上,若干使用 <TextBox Style="{StaticResource InlineCode}">cmd</TextBox> 键的操作已改为使用 <TextBox Style="{StaticResource InlineCode}">ctrl</TextBox>:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">丢弃全部物品的输入修饰键</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在拾取方块时包含所有数据的输入修饰键</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在“视频设置”屏幕中更改 GUI 缩放的输入修饰键</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">阻止配方书在同类物品变体之间循环的输入修饰键</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">性能改进</Paragraph><Paragraph Style="{StaticResource H3}">调试渲染器更改</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">与之前一样,请不要将调试渲染器视为受支持的功能,它们仅用于辅助开发</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">现在可以通过“调试设置”屏幕启用更多调试渲染器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">一些现有的渲染器得到了改进</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">调试渲染器的性能已显著提升</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">图形预设</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“视频设置”屏幕中的设置已重新排序并拆分为 3 个部分:“显示”、“质量与性能”和“界面”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">下列与辅助功能设置重复的选项已从“视频设置”屏幕中移除:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“视角摆动”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“附魔闪烁速度”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“附魔闪烁强度”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“视野效果”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“扭曲效果”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">先前隐藏在“图形”设置后的若干微调已拆分,现可独立配置:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“透视树叶”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“显示暗角”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“天气效果半径”用于配置雨雪可见的方块距离</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“改进透明度”可在显著增加 GPU 开销的代价下解决部分透明几何体渲染问题,先前隐藏在“极佳!”之后</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在“质量与性能”部分顶部增加了“预设”滑块</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">顾名思义,符合游戏行业常见做法,预设会一次性控制大多数“质量与性能”设置,而不止是先前被“图形”设置隐藏的那些</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可用预设为“流畅”、“高品质”、“极佳!”与“自定义”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">对于新玩家,默认预设为“高品质”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若是升级到本版本的玩家,则会将预设设为“自定义”以保留当前配置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">界面</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用鼠标拖动后松开时,菜单滑块现在会“吸附”到最近的可用数值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用键盘更改滑块值时,方向键现在会将滑块移动到下一个可用数值,而非像之前那样仅移动一个像素</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">调试选项屏幕中的 <TextBox Style="{StaticResource InlineCode}">inF3</TextBox> 按钮已重命名为 <TextBox Style="{StaticResource InlineCode}">inOverlay</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">“单一生物群系自定义”屏幕现在有搜索框</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">语言选择屏幕新增搜索框以筛选语言</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将“显示音乐提示”选项重命名为“音乐提示”</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">为“音乐提示”选项新增第三种状态,仅在暂停菜单中显示</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H2}">技术性更改</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">数据包版本现为 94.1</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">资源包版本现为 75.0</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">Minecraft 服务器管理协议版本现为 2.0.0</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了 ClientFps JFR 事件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当经验数据包不会改变玩家的经验进度或等级时,服务器将不再发送这些数据包</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 OSX 上的 KQueue 支持,以提升网络连接性能</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">Minecraft 服务器管理协议版本 2.0.0</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了通知 <TextBox Style="{StaticResource InlineCode}">server/activity</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">表示已开始与服务器的网络连接</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">速率限制为每 30 秒 1 次通知</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在网页浏览器中启用验证</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当打开 WebSocket 连接时通过在 <TextBox Style="{StaticResource InlineCode}">Sec-WebSocket-Protocol</TextBox> 头中传递 token 验证</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">例如:<TextBox Style="{StaticResource InlineCode}">Sec-WebSocket-Protocol: minecraft-v1, <token></TextBox></Paragraph></ListItem>
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-</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">以这种方式进行验证的请求会受到 Origin 头检查。为此需要在服务器端通过配置 <TextBox Style="{StaticResource InlineCode}">management-server-allowed-origins</TextBox> 指定允许的来源。默认值为空,这意味着基于 <TextBox Style="{StaticResource InlineCode}">Sec-Websocket-Protocol</TextBox> 的验证实际上被禁用</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在 <TextBox Style="{StaticResource InlineCode}">typed_game_rule</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">untyped_game_rule</TextBox> 模式中,<TextBox Style="{StaticResource InlineCode}">value</TextBox> 字段的类型由字符串更改为可取布尔值或整型值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">此外,现在以游戏规则的资源定位符作为键</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H2}">数据包版本 89.0 至 94.1</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">stopwatch</TextBox> 命令用于记录真实时间</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">现在可以通过“环境属性”控制特定视觉与游戏效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">世界边界的插值现依赖游戏刻而非真实时间</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">这意味着当游戏暂停时,世界边界将不再移动</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">它也会遵循 <TextBox Style="{StaticResource InlineCode}">/tick</TextBox> 命令所作的更改</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更改了战利品函数 <TextBox Style="{StaticResource InlineCode}">filtered</TextBox>,允许在谓词失败时运行修改</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了战利品函数 <TextBox Style="{StaticResource InlineCode}">discard</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了新的“珊瑚僵尸鹦鹉螺”生物变种</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">僵尸鹦鹉螺的变种现在可通过数据驱动</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">物品纹理已从 <TextBox Style="{StaticResource InlineCode}">blocks</TextBox> 图集拆分到新的独立 <TextBox Style="{StaticResource InlineCode}">items</TextBox> 图集中</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">因此此前在命令中为物品纹理引用 <TextBox Style="{StaticResource InlineCode}">blocks</TextBox> 图集的地方,现在需要改为引用 <TextBox Style="{StaticResource InlineCode}">items</TextBox> 图集</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">僵尸鹦鹉螺变种</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">通过在 <TextBox Style="{StaticResource InlineCode}">data/<namespace>/zombie_nautilus_variant/<id>.json</TextBox> 中添加条目,可以以数据驱动方式定义僵尸鹦鹉螺变种</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">本特性为实验性</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">文件字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">model</TextBox> —— 取值之一:<TextBox Style="{StaticResource InlineCode}">normal</TextBox>、<TextBox Style="{StaticResource InlineCode}">warm</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">asset_id</TextBox> —— 此变种资源的命名空间 ID,解析为 <TextBox Style="{StaticResource InlineCode}">assets/<namespace>/textures/<path>.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">spawn_conditions</TextBox> —— 统一的变种选择规则,见下文</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">生成条件</Paragraph><Paragraph><TextBox Style="{StaticResource InlineCode}">minecraft:biome</TextBox> —— 检查实体是否在特定生物群系中生成
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-* 字段:
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- * <TextBox Style="{StaticResource InlineCode}">biomes</TextBox> —— 单个条目、列表或一个用于描述群系的标签</Paragraph><Paragraph><TextBox Style="{StaticResource InlineCode}">minecraft:moon_brightness</TextBox> —— 检查当前月光亮度是否处于给定范围内
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-* 字段:
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- * <TextBox Style="{StaticResource InlineCode}">range</TextBox> —— 浮点数范围(可为单个数,或形如 <TextBox Style="{StaticResource InlineCode}">{"min": 1, "max": 2}</TextBox> 的对象)</Paragraph><Paragraph><TextBox Style="{StaticResource InlineCode}">minecraft:structures</TextBox> —— 检查实体是否在特定结构中生成
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-* 字段:
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- * <TextBox Style="{StaticResource InlineCode}">structures</TextBox> —— 单个条目、列表或一个用于描述结构的标签</Paragraph><Paragraph Style="{StaticResource H3}">命令</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">资源建议现在会显示任何命名空间的结果,而不再仅限于 <TextBox Style="{StaticResource InlineCode}">minecraft</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">stopwatch</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">一条允许创建“秒表”的新命令,用于记录真实时间</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">秒表不依赖游戏刻</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">它们仅在服务器/世界运行时计时,即使暂停亦然</Paragraph></ListItem>
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-</List><Paragraph>语法:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">stopwatch create <id></TextBox> —— 使用给定的命名空间 ID 创建一个秒表</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">stopwatch query <id> [<scale>]</TextBox> —— 显示指定秒表的已用时间(以秒为单位),并返回按提供的值缩放后向下取整(截断)的结果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认缩放:<TextBox Style="{StaticResource InlineCode}">1</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">stopwatch restart <id></TextBox> —— 重启指定秒表</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">stopwatch remove <id></TextBox> —— 删除指定秒表</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">execute</TextBox> 的更改</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">增加了语法 <TextBox Style="{StaticResource InlineCode}">/execute if|unless stopwatch <id> <range></TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">允许将给定 Stopwatch 的经过时间与一个浮点值区间进行比较</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">Stopwatch 的数值以秒为单位,精度最高可达毫秒</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">示例:<TextBox Style="{StaticResource InlineCode}">/execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yet</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">worldborder</TextBox> 的更改</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time</TextBox> 参数现在默认指定为刻,但也可使用后缀 <TextBox Style="{StaticResource InlineCode}">s</TextBox> 或 <TextBox Style="{StaticResource InlineCode}">d</TextBox> 指定秒或游戏日</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">游戏规则</Paragraph><Paragraph>游戏规则已移入一个注册表中。因此,所有游戏规则已由此前的驼峰命名重命名为蛇形的资源定位符。</Paragraph><Paragraph>此外,下列游戏规则进一步重命名:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">announceAdvancements</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:show_advancement_messages</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">commandBlocksEnabled</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:command_blocks_work</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">command_modification_block_limit</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:max_block_modifications</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">disableElytraMovementCheck</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:elytra_movement_check</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在使用资源定位符的地方,其取值会相应取反</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">disablePlayerMovementCheck</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:player_movement_check</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在使用资源定位符的地方,其取值会相应取反</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">disableRaids</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:raids</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在使用资源定位符的地方,其取值会相应取反</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doDaylightCycle</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:advance_time</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doEntityDrops</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:entity_drops</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doImmediateRespawn</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:immediate_respawn</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doInsomnia</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spawn_phantoms</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doLimitedCrafting</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:limited_crafting</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doMobLoot</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:mob_drops</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doMobSpawning</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spawn_mobs</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doPatrolSpawning</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spawn_patrols</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doTileDrops</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:block_drops</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doTraderSpawning</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spawn_wandering_traders</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doVinesSpread</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spread_vines</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doWardenSpawning</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spawn_wardens</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">doWeatherCycle</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:advance_weather</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">maxCommandChainLength</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:max_command_sequence_length</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">maxCommandForkCount</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:max_command_forks</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">naturalRegeneration</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:natural_health_regeneration</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">snowAccumulationHeight</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:max_snow_accumulation_height</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">spawnRadius</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:respawn_radius</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">spawnerBlocksEnabled</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:spawner_blocks_work</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">取值限制</Paragraph><Paragraph>以下原本没有取值范围限制的游戏规则现在有了限制:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:max_block_modifications</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">1</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:max_command_forks</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">1</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:max_command_sequence_length</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:max_entity_cramming</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:max_snow_accumulation_height</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox>, maximum: <TextBox Style="{StaticResource InlineCode}">8</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:players_nether_portal_creative_delay</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:players_nether_portal_default_delay</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:players_sleeping_percentage</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:random_tick_speed</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:respawn_radius</TextBox>: Minimum <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:fire_spread_radius_around_player</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">控制火焰可在玩家周围蔓延的最大距离</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">该项替代了先前的 <TextBox Style="{StaticResource InlineCode}">doFireTick</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">allowFireTicksAwayFromPlayer</TextBox> 游戏规则(现已移除)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">设为 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 将禁用火焰蔓延</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">设为 <TextBox Style="{StaticResource InlineCode}">-1</TextBox> 将允许在没有玩家时也可蔓延</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">限制:最小 <TextBox Style="{StaticResource InlineCode}">-1</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">游戏测试</Paragraph><Paragraph>在 <TextBox Style="{StaticResource InlineCode}">game_rules</TextBox> 测试环境中,键 <TextBox Style="{StaticResource InlineCode}">bool_rule</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">int_rule</TextBox> 被合并为单个键 <TextBox Style="{StaticResource InlineCode}">rules</TextBox>。它是一个从游戏规则资源定位符到其值的映射。值类型根据游戏规则不同而为整型或布尔值。</Paragraph><Paragraph Style="{StaticResource H3}">时间线</Paragraph><Paragraph>时间线是一个新的实验性概念,定义在数据包的 <TextBox Style="{StaticResource InlineCode}">timeline</TextBox> 注册表下(即位于 <TextBox Style="{StaticResource InlineCode}">data/<namespace>/timeline/<id>.json</TextBox>)。</Paragraph><Paragraph>时间线基于绝对昼夜时间(即 <TextBox Style="{StaticResource InlineCode}">/time set</TextBox> 所设置的时间)来指定游戏行为。时间线可选地指定一个周期,使之循环重复。</Paragraph><Paragraph>时间线的主要用途是作为环境属性的一个来源,从而对环境属性应用修饰符,以修改游戏行为或视觉效果。</Paragraph><Paragraph>格式:包含以下字段的对象</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">period_ticks</TextBox>:可选整数,定义时间线的循环周期刻数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若未指定,则该时间线不循环</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">tracks</TextBox>:可选映射,将环境属性 ID 映射到对应的环境属性轨迹对象</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">详见下文环境属性相关章节</Paragraph></ListItem>
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-</List><Paragraph>时间线默认不会生效,除非被某个维度引用 —— 见下文“维度类型”。</Paragraph><Paragraph Style="{StaticResource H3}">环境属性</Paragraph><Paragraph>环境属性提供了一种数据驱动的方式来控制多种视觉与游戏性系统。</Paragraph><Paragraph>每个环境属性控制一个特定的视觉或游戏效果:例如,<TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_color</TextBox> 控制天空的颜色,而 <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/water_evaporates</TextBox> 控制某位置是否可以放置水。</Paragraph><Section Style="{StaticResource devnoteQuote}">
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+</Section><Section Style="{StaticResource Hr}"/><Section Style="{StaticResource translatornoteQuote}">
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<Paragraph FontWeight="Bold">
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- 开发者注释
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+ 译者注
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<Paragraph.Foreground>
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<Binding Path="BorderBrush" RelativeSource="{RelativeSource Mode=FindAncestor, AncestorType=Section}" />
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</Paragraph.Foreground>
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</Paragraph>
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-<Paragraph> 该系统及本次引入的许多属性应视为高度实验性,它们在后续快照与正式版本中仍可能发生显著变化。与此同时,一如既往,我们期待并欢迎你提出任何反馈或建议!</Paragraph>
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+<Paragraph> 最新版 PCL 可以选择游戏使用的垃圾回收器,默认会选择 G1GC。因为根据实际测试,ZGC 虽然在垃圾回收时造成的卡顿会有所减少,但其会占用更多的内存,而相比之下 G1GC 的内存占用会小很多,你可以按照自己的需求使用。</Paragraph>
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-</Section><Paragraph Style="{StaticResource H4}">来源</Paragraph><Paragraph>环境属性的数值可由以下环境属性来源提供(按优先级从低到高列出):</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">维度</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">生物群系</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">时间线</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">天气(未数据驱动)</Paragraph></ListItem>
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-</List><Paragraph>生物群系作为来源会基于位置修改属性,时间线则可基于时间修改属性。</Paragraph><Paragraph>环境属性的“有效”数值(即游戏中实际呈现的)将根据各来源的优先级,对它们提供的数值进行组合。</Paragraph><Paragraph>例如,以下情形:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">主世界维度提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #00ff00</TextBox>(绿色)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">平原生物群系提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #ff0000</TextBox>(红色)</Paragraph></ListItem>
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-</List><Paragraph>当玩家处于平原群系时,会看到红色的 <TextBox Style="{StaticResource InlineCode}">sky_color</TextBox>;而在主世界的其他位置,则看到绿色。</Paragraph><Paragraph>当某个环境属性来源提供一个环境属性时,它可以:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">覆盖该数值,如上例中平原生物群系覆盖了主世界的 <TextBox Style="{StaticResource InlineCode}">sky_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">对之前的数值应用一个修饰符(见下文“修饰符”章节)</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">修饰符</Paragraph><Paragraph>如上例所述,一个环境属性来源可以直接覆盖某属性数值。然而,有时也希望对低优先级来源提供的数值施加一个修饰符,而非直接覆盖。</Paragraph><Paragraph>例如,以下情形:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">主世界维度提供 <TextBox Style="{StaticResource InlineCode}">water_fog_end_distance = 96.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">平原生物群系使用乘法修饰符(multiply 0.85)修改 <TextBox Style="{StaticResource InlineCode}">water_fog_end_distance</TextBox></Paragraph></ListItem>
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-</List><Paragraph>当处于平原时,<TextBox Style="{StaticResource InlineCode}">water_fog_end_distance</TextBox> 解析为 <TextBox Style="{StaticResource InlineCode}">96.0 * 0.85 = 81.6</TextBox>;在主世界的任何其它群系则解析为 <TextBox Style="{StaticResource InlineCode}">96.0</TextBox>。</Paragraph><Paragraph>可用的修饰符类型取决于环境属性的类型。最基础且每个环境属性都支持的修饰符是 <TextBox Style="{StaticResource InlineCode}">override</TextBox>,它仅作为对前一个数值的覆盖。若来源未显式指定修饰符,则默认为 <TextBox Style="{StaticResource InlineCode}">override</TextBox>。</Paragraph><Paragraph>所有可用修饰符及其行为的完整描述见下文“通用修饰符”章节。</Paragraph><Paragraph Style="{StaticResource H4}">插值</Paragraph><Paragraph>修饰符描述的是某来源提供的数值如何作用于先前来源的数值;而“插值”描述的是同一个来源内部多个数值之间的组合。仅部分环境属性支持插值。这允许在两个或多个数值之间进行平滑过渡,例如在两个生物群系之间移动时。</Paragraph><Paragraph>在多个生物群系之间,插值作用于来源的数值,且发生在修饰符应用之后;在时间线中,插值则作用于修饰符的参数,且发生在修饰符应用之前。</Paragraph><Paragraph>例如,以下情形:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">平原群系提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #ff0000</TextBox>(红)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">沙漠群系提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #ffff00</TextBox>(黄)</Paragraph></ListItem>
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-</List><Paragraph><TextBox Style="{StaticResource InlineCode}">sky_color</TextBox> 就是一个会基于位置平滑过渡的属性:在上述情形中,玩家从平原移动到沙漠时,天空颜色会逐渐从红转为黄。而其它属性,如 <TextBox Style="{StaticResource InlineCode}">water_evaporates</TextBox>,表示离散值,不会进行平滑过渡 —— 只考虑玩家所在精确位置的那个群系。</Paragraph><Paragraph>生物群系之间的平滑过渡基于相机周围 8 格半径内的生物群系。占据该半径更大体积且更接近相机的群系,对最终插值结果影响更大。</Paragraph><Paragraph>时间线可以定义属性轨道——通过关键帧来指定某个环境属性的修饰器随时间如何变化。根据具体属性,关键帧之间可使用插值;若不使用插值,则始终选取上一个关键帧的取值。</Paragraph><Paragraph>例如,周期为 <TextBox Style="{StaticResource InlineCode}">24000</TextBox> 的时间线可如下设置:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在时间 <TextBox Style="{StaticResource InlineCode}">0</TextBox>:提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #ff0000</TextBox>(红)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在时间 <TextBox Style="{StaticResource InlineCode}">1000</TextBox>:提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #ff0000</TextBox>(红)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在时间 <TextBox Style="{StaticResource InlineCode}">6000</TextBox>:提供 <TextBox Style="{StaticResource InlineCode}">sky_color = #ff00ff</TextBox>(品红)</Paragraph></ListItem>
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-</List><Paragraph>在时间 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1000</TextBox> 之间,天空颜色为红色;在 <TextBox Style="{StaticResource InlineCode}">1000</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">6000</TextBox> 之间,颜色将从红逐渐过渡到品红;随后,从 <TextBox Style="{StaticResource InlineCode}">6000</TextBox> 开始直到时间线重复回到 <TextBox Style="{StaticResource InlineCode}">0</TextBox>,颜色会缓慢回到红色。</Paragraph><Paragraph>注意:与生物群系不同,若时间线使用的是修饰器而非覆盖,则插值应用在修饰器的参数上,而非最终被修饰后的取值。</Paragraph><Paragraph Style="{StaticResource H4}">环境属性映射</Paragraph><Paragraph>维度类型与生物群系定义包含一个新的 <TextBox Style="{StaticResource InlineCode}">attributes</TextBox> 字段,允许它们定义环境属性。</Paragraph><Paragraph>该映射通常是一个对象,将环境属性 ID 映射到其对应取值,例如:</Paragraph><BlockUIContainer>
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-<Border Style="{StaticResource BlockCodeBorder}" >
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-<StackPanel Margin="0,2,0,0">
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-<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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-<TextBox Style="{StaticResource BlockCode}" Text=""attributes": {
 "minecraft:visual/fog_color": "#ffaa00",
 "minecraft:gameplay/water_evaporates": true
}"/>
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-</StackPanel>
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-</Border>
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-</BlockUIContainer><Paragraph>像上面这样直接定义的值,总是假定使用 <TextBox Style="{StaticResource InlineCode}">override</TextBox> 修饰符。</Paragraph><Paragraph>不过,也可以展开值对象以表达不同的修饰符,格式为一个对象,字段如下:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">modifier</TextBox> —— 可选 字符串修饰符 ID,依属性类型而定(见下文“通用修饰符”)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">argument</TextBox> —— 修饰符参数(格式取决于所选修饰符)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数的使用方式也取决于修饰符类型</Paragraph></ListItem>
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-</List><Paragraph>例如,以下定义表示将 <TextBox Style="{StaticResource InlineCode}">water_fog_end_distance</TextBox> 乘以 85%:</Paragraph><BlockUIContainer>
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-<Border Style="{StaticResource BlockCodeBorder}" >
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-<StackPanel Margin="0,2,0,0">
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-<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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-<TextBox Style="{StaticResource BlockCode}" Text=""attributes": {
 "minecraft:visual/water_fog_end_distance": {
 "modifier": "multiply",
 "argument": 0.85
 }
}"/>
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-</StackPanel>
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-</Border>
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-</BlockUIContainer><Paragraph Style="{StaticResource H4}">属性轨迹</Paragraph><Paragraph>时间线中的属性轨迹为如下字段的对象:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ease</TextBox> —— 可选缓动类型,用于在关键帧之间对数值插值进行缓动(见下文)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">linear</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若目标属性不支持插值,则缓动类型不生效</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">keyframes</TextBox> —— 关键帧对象列表,必须按 <TextBox Style="{StaticResource InlineCode}">ticks</TextBox> 升序:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ticks</TextBox> —— 整数,位于 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">period_ticks</TextBox>(若已指定)之间,表示该关键帧生效的刻</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">value</TextBox> —— 修饰符参数(格式取决于所选修饰符)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若未指定 <TextBox Style="{StaticResource InlineCode}">modifier</TextBox>(或为 <TextBox Style="{StaticResource InlineCode}">override</TextBox>),该字段类型与环境属性本身一致</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">此值如何使用取决于修饰符类型</Paragraph></ListItem>
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-</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">注意:同一刻最多可放置两个关键帧,以实现瞬时切换</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">modifier</TextBox> —— 可选 字符串修饰符 ID,依属性类型而定(见下文“通用修饰符”)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-</List><Paragraph>例如,下面这个时间线的周期为 <TextBox Style="{StaticResource InlineCode}">24000</TextBox>,仅包含一个对 <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/cat_waking_up_gift_chance</TextBox> 进行修改的属性轨迹。由于缓动类型为 <TextBox Style="{StaticResource InlineCode}">constant</TextBox>,因此在 <TextBox Style="{StaticResource InlineCode}">362</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">23667</TextBox> 之间取值为 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox>,而在 <TextBox Style="{StaticResource InlineCode}">23667</TextBox> 到下一个 <TextBox Style="{StaticResource InlineCode}">362</TextBox> 之间取值为 <TextBox Style="{StaticResource InlineCode}">0.7</TextBox>。</Paragraph><Paragraph>与其他环境属性来源一样,轨迹中指定的数值会作为 <TextBox Style="{StaticResource InlineCode}">modifier</TextBox> 的参数,叠加在较低优先级来源之上。本例中修饰符为 <TextBox Style="{StaticResource InlineCode}">maximum</TextBox>,因此该时间线只会把 <TextBox Style="{StaticResource InlineCode}">cat_waking_up_gift_chance</TextBox> 的取值提高到轨迹所给的数值(不会降低)。</Paragraph><BlockUIContainer>
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-<Border Style="{StaticResource BlockCodeBorder}" >
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-<StackPanel Margin="0,2,0,0">
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-<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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-<TextBox Style="{StaticResource BlockCode}" Text="{}{
 "period_ticks": 24000,
 "tracks": {
 "minecraft:gameplay/cat_waking_up_gift_chance": {
 "ease": "constant",
 "modifier": "maximum",
 "keyframes": [
 { "ticks": 362, "value": 0.0 },
 { "ticks": 23667, "value": 0.7 }
 ]
 }
 }
}"/>
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-</StackPanel>
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-</Border>
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-</BlockUIContainer><Paragraph Style="{StaticResource H4}">缓动类型</Paragraph><Paragraph>缓动类型用于通过一条曲线控制两个关键帧之间的插值。内置的缓动类型有:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">constant</TextBox> - 永远选择前一个关键帧</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">linear</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_back</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_bounce</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_circ</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_cubic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_elastic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_expo</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_quad</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_quart</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_quint</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_sine</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_back</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_bounce</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_circ</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_cubic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_elastic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_expo</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_quad</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_quart</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_quint</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">in_out_sine</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_back</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_bounce</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_circ</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_cubic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_elastic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_expo</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_quad</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_quart</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_quint</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">out_sine</TextBox></Paragraph></ListItem>
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-</List><Paragraph>你也可以使用三次贝塞尔曲线指定缓动类型,格式:<TextBox Style="{StaticResource InlineCode}">{ "cubic_bezier": [ x1, y1, x2, y2 ] }</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">x1</TextBox>: 在 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 和 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 之间的浮点数, 第一个控制点的 x 轴坐标</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">y1</TextBox>: 浮点数,第一个控制点的 y 轴坐标</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">x2</TextBox>: 在 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 和 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 之间的浮点数, 第二个控制点的 x 轴坐标</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">y2</TextBox>: 浮点数,第二个控制点的 y 轴坐标</Paragraph></ListItem>
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+</Section><Paragraph Style="{StaticResource H2}">技术性更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">数据包版本现在为 101.1</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">资源包版本现在为 84</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">游戏可执行文件现在不再进行混淆处理——详情可参阅 <Underline><local:MyTextButton Margin="0,0,0,-3" EventType="打开网页" EventData="https://www.minecraft.net/en-us/article/removing-obfuscation-in-java-edition">这篇 Minecraft.net 文章</local:MyTextButton></Underline></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若服务器磁盘空间不足,现在会向服务器管理员显示提示消息</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">游戏现在需要 Java 25 才能运行</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">内置 Java 发行版现在为 Microsoft 构建的 OpenJDK 25</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">物品组件报告生成器重命名为 “Default Components”,并且现在会为每个具有默认组件的元素分别输出一个文件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">世界及其数据的文件结构已被更改</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">区块几何数据在 GPU 内存中的存储方式以及渲染方式已被更改</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">世界加载完成 / 服务器启动后,游戏现在会进行一次完整的数据保存</Paragraph></ListItem>
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</List><Section Style="{StaticResource devnoteQuote}">
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<Paragraph FontWeight="Bold">
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开发者注释
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@@ -544,954 +283,1116 @@ xmlns:local="clr-namespace:PCL;assembly=Plain Craft Launcher 2">
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</Paragraph.Foreground>
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</Paragraph>
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-<Paragraph> 想要尝试并可视化各种缓动,<Underline><local:MyTextButton Margin="0,0,0,-2" EventType="打开网页" EventData="https://easings.net/">easings.net</local:MyTextButton></Underline> 与 <Underline><local:MyTextButton Margin="0,0,0,-2" EventType="打开网页" EventData="https://cubic-bezier.com/">cubic-bezier.com</local:MyTextButton></Underline> 是很好的参考!</Paragraph>
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+<Paragraph> 如果你遇到任何视觉 Bug、性能下降或崩溃,请在我们的 <Underline><local:MyTextButton Margin="0,0,0,-2" EventType="打开网页" EventData="https://bugs.mojang.com/">漏洞追踪网站</local:MyTextButton></Underline> 上向我们报告。</Paragraph>
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-</Section><Paragraph Style="{StaticResource H4}">通用数据类型</Paragraph><Paragraph>以下数据类型会在环境属性系统的多个部分复用,后续章节会引用它们。</Paragraph><Paragraph Style="{StaticResource H5}">RGB 颜色</Paragraph><Paragraph>格式可以是以下之一:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">十六进制 RGB 颜色字符串,形式为 <TextBox Style="{StaticResource InlineCode}">#rrggbb</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">由 3 个分量组成的浮点数组,范围 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>,形式为 <TextBox Style="{StaticResource InlineCode}">[r, g, b]</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">打包的 RGB 整数值</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}">ARGB 颜色</Paragraph><Paragraph>格式可以是以下之一:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">十六进制 ARGB 颜色字符串,形式为 <TextBox Style="{StaticResource InlineCode}">#aarrggbb</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">由 4 个分量组成的浮点数组,范围 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>,形式为 <TextBox Style="{StaticResource InlineCode}">[a, r, g, b]</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">打包的 ARGB 整数值</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}">粒子选项</Paragraph><Paragraph>一个粒子的完整定义,包括任何特定类型属性(类似 <TextBox Style="{StaticResource InlineCode}">/particle</TextBox> 命令)。</Paragraph><Paragraph>例如:</Paragraph><BlockUIContainer>
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+</Section><Paragraph Style="{StaticResource H3}">世界存档</Paragraph><Paragraph Style="{StaticResource H3}">数据驱动村民交易</Paragraph><Paragraph>村民与流浪商人提供的交易现在为数据驱动,数据包开发者可以进行自定义</Paragraph><Paragraph Style="{StaticResource H4}">村民交易</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">位于 <TextBox Style="{StaticResource InlineCode}">villager_trade</TextBox> 文件夹,表示用于由村民与流浪商人生成实际交易的“交易蓝图”</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">wants</TextBox>:对象,代表完成交易所需的一种物品类型与数量</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">id</TextBox>:物品 ID</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">count</TextBox>:可选,数字提供器,表示所需物品数量</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为常量 <TextBox Style="{StaticResource InlineCode}">1</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">components</TextBox>:可选,组件映射,表示该物品所需的数据组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为空映射</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">additional_wants</TextBox>:可选对象,代表商家要求的额外物品,格式与 <TextBox Style="{StaticResource InlineCode}">wants</TextBox> 相同</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">gives</TextBox>:物品堆叠,代表交易完成后商家给予的物品</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">使用现有物品堆叠格式</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">given_item_modifiers</TextBox>:可选的物品修饰器列表,用于对 <TextBox Style="{StaticResource InlineCode}">gives</TextBox> 中的物品应用如附魔或药水等修改,从而为交易增加动态性而非硬编码固定值</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">使用现有的物品修饰器格式(亦称战利品表修饰器、物品函数、战利品表函数等)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若任一修饰器返回空物品,该条交易将被整体丢弃</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">尚不支持引用物品修饰器</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若最终物品具有 <TextBox Style="{StaticResource InlineCode}">stored_enchantment</TextBox> 组件,且其中包含 <TextBox Style="{StaticResource InlineCode}">#double_trade_price</TextBox> 标签内的任一附魔,则 <TextBox Style="{StaticResource InlineCode}">wants</TextBox> 的数量会加倍</Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">max_uses</TextBox>:可选,数字提供器,表示一条交易可使用的最大次数</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若提供器返回值低于 1,则会被设为 <TextBox Style="{StaticResource InlineCode}">1</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">4</TextBox></Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">reputation_discount</TextBox>:数字提供器,表示需求、折扣与惩罚等因素对 <TextBox Style="{StaticResource InlineCode}">wants</TextBox> 成本的影响幅度</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若提供器返回值低于 0,则会被设为 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">xp</TextBox>:可选,数字提供器,表示交易完成时商家获得的经验值</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若提供器返回值低于 0,则会被设为 <TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">1</TextBox></Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">merchant_predicate</TextBox>:谓词,表示该交易被提供所需满足的商家条件</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">使用现有谓词格式(亦称战利品表条件)</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">尚不支持引用谓词</Paragraph></ListItem>
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+</List></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">double_trade_price_enchantments</TextBox>:可选,附魔 ID、命名空间的附魔 ID 列表或带井号的附魔标签。若物品带有其中任一附魔,且 <TextBox Style="{StaticResource InlineCode}">minecraft:enchant_randomly</TextBox> 或 <TextBox Style="{StaticResource InlineCode}">minecraft:enchant_with_levels</TextBox> 的 <TextBox Style="{StaticResource InlineCode}">include_additional_cost_component</TextBox> 为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,则会加倍附加成本;且物品的 <TextBox Style="{StaticResource InlineCode}">minecraft:stored_enchantments</TextBox> 组件中包含所提供的值之一</Paragraph></ListItem>
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+</List><Paragraph>示例:仅沙漠村民提供的“绿宝石 + 书 -> 附魔书”交易</Paragraph><BlockUIContainer>
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<Border Style="{StaticResource BlockCodeBorder}" >
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<StackPanel Margin="0,2,0,0">
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<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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-<TextBox Style="{StaticResource BlockCode}" Text="{}{
 "type": "minecraft:block_crumble",
 "block_state": {
 "Name": "minecraft:dirt"
 }
}"/>
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+<TextBox Style="{StaticResource BlockCode}" Text="{}{
 "additional_wants": {
 "id": "minecraft:book"
 },
 "double_trade_price_enchantments": "#minecraft:double_trade_price",
 "given_item_modifiers": [
 {
 "function": "minecraft:enchant_randomly",
 "include_additional_cost_component": true,
 "only_compatible": false,
 "options": "#minecraft:trades/desert_common"
 },
 {
 "function": "minecraft:filtered",
 "item_filter": {
 "items": "minecraft:enchanted_book",
 "predicates": {
 "minecraft:stored_enchantments": [
 {}
 ]
 }
 },
 "on_fail": {
 "function": "minecraft:discard"
 }
 }
 ],
 "gives": {
 "count": 1,
 "id": "minecraft:enchanted_book"
 },
 "max_uses": 12.0,
 "merchant_predicate": {
 "condition": "minecraft:entity_properties",
 "entity": "this",
 "predicate": {
 "predicates": {
 "minecraft:villager/variant": "minecraft:desert"
 }
 }
 },
 "reputation_discount": 0.2,
 "wants": {
 "id": "minecraft:emerald"
 }
}"/>
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</StackPanel>
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</Border>
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-</BlockUIContainer><Paragraph Style="{StaticResource H5}">生物活动</Paragraph><Paragraph>来自 <TextBox Style="{StaticResource InlineCode}">minecraft:activity</TextBox> 内置注册表的字符串 ID。可取值之一:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:core</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:idle</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:work</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:play</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:rest</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:meet</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:panic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:pre_raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:hide</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:fight</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:celebrate</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:admire_item</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:avoid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:ride</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:play_dead</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:long_jump</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:ram</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:tongue</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:swim</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:lay_spawn</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:sniff</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:investigate</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:roar</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:emerge</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:dig</TextBox></Paragraph></ListItem>
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|
-</List><Paragraph Style="{StaticResource H4}">通用修饰符</Paragraph><Paragraph>每个环境属性都有一个特定的“值类型”,它描述数值必须如何定义、支持哪些修饰符,以及如何插值。有些类型非常专用,另一些则被多个属性复用。</Paragraph><Paragraph>虽然下表并不穷尽,但以下属性类型在很多环境属性中常用:</Paragraph><Paragraph Style="{StaticResource H5}">布尔修饰符</Paragraph><Paragraph>参数格式:布尔值</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">and</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">nand</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">or</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">nor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">xor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">xnor</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}">浮点修饰符</Paragraph><Paragraph>参数格式:float</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">add</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">subtract</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">multiply</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minimum</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">maximum</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">alpha_blend</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">按公式 <TextBox Style="{StaticResource InlineCode}">result = lerp(alpha, subject, value)</TextBox> 修改 <TextBox Style="{StaticResource InlineCode}">subject</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:对象,字段如下:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">value</TextBox>:要混合趋近的浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">alpha</TextBox>:位于 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 之间的浮点数</Paragraph></ListItem>
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+</BlockUIContainer><Paragraph Style="{StaticResource H4}">交易集合</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">位于 <TextBox Style="{StaticResource InlineCode}">trade_set</TextBox> 文件夹,表示村民与流浪商人提供的一组交易</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">当前仅提供硬编码集合:村民为 <TextBox Style="{StaticResource InlineCode}"><profession>/level_<level></TextBox>,流浪商人为 <TextBox Style="{StaticResource InlineCode}">wandering_trader/buying</TextBox>、<TextBox Style="{StaticResource InlineCode}">wandering_trader/special</TextBox>、<TextBox Style="{StaticResource InlineCode}">wandering_trader/common</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">条目格式:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades</TextBox>:一个村民交易 ID、命名空间交易 ID 列表或带井号的村民交易标签,表示该集合包含的交易</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">amount</TextBox>:数字提供器,表示使用该集合时要生成的交易数量</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若生成数量大于可用的 <TextBox Style="{StaticResource InlineCode}">trades</TextBox> 数量,则最多生成到所有 <TextBox Style="{StaticResource InlineCode}">trades</TextBox> 各使用一次,除非 <TextBox Style="{StaticResource InlineCode}">allow_duplicates</TextBox> 为 <TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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</List></ListItem>
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-</List><Paragraph Style="{StaticResource H5}">颜色修饰符</Paragraph><Paragraph>参数格式:RGB 颜色(<TextBox Style="{StaticResource InlineCode}">alpha_blend</TextBox> 例外)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">add</TextBox> —— 分量逐项相加的颜色混合</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 颜色</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">subtract</TextBox> —— 分量逐项相减的颜色混合</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">multiply</TextBox> —— 分量逐项相乘的颜色混合</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若提供 ARGB,则 α 分量会与其他颜色通道一样独立相乘</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">alpha_blend</TextBox> —— 常规 α 混合(图像编辑软件常见)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:ARGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当参数 α 为 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 时,行为等同 override(不进行混合)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">blend_to_gray</TextBox> —— 先将颜色转为灰度,应用亮度修饰,再按因子进行混合</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">其中 <TextBox Style="{StaticResource InlineCode}">gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue)</TextBox>,<TextBox Style="{StaticResource InlineCode}">result = lerp(factor, subject, [gray, gray, gray])</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:对象,字段如下:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">brightness</TextBox>:位于 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 之间的浮点数,作用于灰度的乘数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">factor</TextBox>:位于 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 之间的浮点数,用于混合的因子</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">allow_duplicates</TextBox>:布尔值,表示此集合是否允许重复使用同一村民交易来生成多个交易</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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</List></ListItem>
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-</List><Paragraph Style="{StaticResource H5}">ARGB 颜色修饰符</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:ARGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">add</TextBox> —— 分量逐项相加的颜色混合</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 颜色</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">subtract</TextBox> —— 分量逐项相减的颜色混合</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 颜色</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">multiply</TextBox> —— 分量逐项相乘的颜色混合</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:RGB 或 ARGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若指定,则 α 分量会与其他颜色通道一样独立相乘</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">alpha_blend</TextBox> —— 常规 α 混合(图像编辑软件常见)</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">参数格式:ARGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">当参数 α 为 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 时,行为等同 override(不进行混合)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">blend_to_gray</TextBox> —— 与 RGB 颜色的行为相同</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新的环境属性</Paragraph><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/fog_color</TextBox></Paragraph><Paragraph>(相机未沉浸在其它介质时的)雾颜色。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:RGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">#000000</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:RGB 颜色修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.fog_color</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/fog_start_distance</TextBox></Paragraph><Paragraph>(相机未沉浸在其它介质时)从相机开始的距离,雾从此距离开始产生影响。若为负值,则雾在相机后方该距离处“开始”,因此初始密度更高。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/fog_end_distance</TextBox></Paragraph><Paragraph>(相机未沉浸在其它介质时)从相机开始的距离,雾在此距离达到最大密度。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:非负浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">1024.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_fog_end_distance</TextBox></Paragraph><Paragraph>(相机未沉浸在其它介质时)天空雾在此距离达到最大密度。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><Paragraph>注意:该值受“渲染距离”选项限制。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:非负浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">512.0</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
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|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/cloud_fog_end_distance</TextBox></Paragraph><Paragraph>(相机未沉浸在其它介质时)云雾在此距离达到最大密度。</Paragraph><Paragraph>注意:该值受“云渲染距离”选项限制。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:非负浮点数</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">2048.0</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
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|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/water_fog_color</TextBox></Paragraph><Paragraph>当相机沉浸在水中时的雾颜色。</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">random_sequence</TextBox>:可选的命名随机序列,用来决定会生成哪些交易</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认使用非确定性随机序列</Paragraph></ListItem>
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+</List></ListItem>
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+</List><Paragraph>示例:从 <TextBox Style="{StaticResource InlineCode}">#minecraft:armorer/level_1</TextBox> 标签中提供 2 条交易,允许重复:</Paragraph><BlockUIContainer>
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+<Border Style="{StaticResource BlockCodeBorder}" >
|
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|
+<StackPanel Margin="0,2,0,0">
|
|
|
+<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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|
+<TextBox Style="{StaticResource BlockCode}" Text="{}{
 "amount": 2.0,
 "trades": "#minecraft:armorer/level_1",
 "random_sequence": "minecraft:trade_set/armorer/level_1",
 "allow_duplicates": true
}"/>
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+</StackPanel>
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+</Border>
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+</BlockUIContainer><Paragraph Style="{StaticResource H3}">时间线</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">clock</TextBox> 字段:世界时钟 ID,指定该时间线绑定的世界时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">该字段为必填;为保持与旧行为一致,可使用 <TextBox Style="{StaticResource InlineCode}">minecraft:overworld</TextBox> 时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增可选 <TextBox Style="{StaticResource InlineCode}">time_markers</TextBox> 字段:一个映射,键为命名空间的时间标记 ID,值为整数或“时间标记对象”</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">非负整数,表示该时间标记对应的刻数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">或对象,包含:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ticks</TextBox>:<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">period_ticks</TextBox> 之间的整数,表示该时间标记对应的刻数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">show_in_commands</TextBox>:可选布尔值,指定该时间标记是否在命令补全中显示</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+</List></ListItem>
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+</List></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">时间标记</Paragraph><Paragraph>时间标记为特定世界时钟中的某个(可重复的)时间点指定一个名称。时间标记取代了先前 <TextBox Style="{StaticResource InlineCode}">/time set</TextBox> 可用的预定义名称(如 <TextBox Style="{StaticResource InlineCode}">day</TextBox>、<TextBox Style="{StaticResource InlineCode}">night</TextBox>)。</Paragraph><Paragraph>时间标记存在于特定世界时钟的上下文中。这意味着尽管不同的时间标记由不同的时间线定义,但对于某个世界时钟,同一 ID 仅能存在一个时间标记;同时,两个不同的世界时钟可以拥有相同名称的时间标记。</Paragraph><Paragraph Style="{StaticResource H4}">内部使用的时间标记</Paragraph><Paragraph>部分时间标记用于驱动原版玩法逻辑。通常它们被配置为不在 <TextBox Style="{StaticResource InlineCode}">/time</TextBox> 命令中显示。</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:wake_up_from_sleep</TextBox> —— 玩家在该维度睡醒后,默认时钟前进到的时间点</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:roll_village_siege</TextBox> —— 在到该维度默认时钟的此时间点时,会检定僵尸围城事件是否发生</Paragraph></ListItem>
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|
+</List><Paragraph Style="{StaticResource H3}">环境属性</Paragraph><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/block_light_tint</TextBox></Paragraph><Paragraph>方块光的着色。方块光颜色在低光照时从深灰开始,在中等光照时由该属性染色,在高光照时变为白色。默认情况下,它提供火把那种微微偏黄的色调。该属性使用亮色效果最佳,至少一个颜色通道应为全亮。该着色全局应用于屏幕中可见的所有光源,无法分别对单个光源独立着色</Paragraph><List>
|
|
|
<ListItem><Paragraph Style="{StaticResource Lp}">值类型:RGB 颜色</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">#050533</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">#FFD88C</TextBox></Paragraph></ListItem>
|
|
|
<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:RGB 颜色修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.water_fog_color</TextBox></Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/water_fog_start_distance</TextBox></Paragraph><Paragraph>从相机开始的距离,水下雾从此距离开始产生影响。若为负值,则雾在相机后方该距离处“开始”,因此初始密度更高。</Paragraph><List>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">-8.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/water_fog_end_distance</TextBox></Paragraph><Paragraph>从相机开始的距离,水下雾在此距离达到最大密度。</Paragraph><Paragraph>注意:最终取值还受玩家在水下停留时长影响。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:非负浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">96.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系标签:<TextBox Style="{StaticResource InlineCode}">#has_closer_water_fog</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_color</TextBox></Paragraph><Paragraph>天空的颜色。仅在主世界天空下可见,仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">可插值:是</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">在相机位置解析</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/ambient_light_color</TextBox></Paragraph><Paragraph>同时定义环境光的色调与亮度。该光照应用于 0 光照等级的世界,方块光与天空光会在其基础上叠加</Paragraph><List>
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<ListItem><Paragraph Style="{StaticResource Lp}">值类型:RGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">#000000</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认值:主世界 <TextBox Style="{StaticResource InlineCode}">#0A0A0A</TextBox>,下界 <TextBox Style="{StaticResource InlineCode}">#302821</TextBox>,末地 <TextBox Style="{StaticResource InlineCode}">#3f473f</TextBox></Paragraph></ListItem>
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<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:RGB 颜色修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.sky_color</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/cloud_color</TextBox></Paragraph><Paragraph>云的颜色。若完全透明,则云会彻底禁用,且“快乐恶魂”在云层高度时不会更快地恢复生命值。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:ARGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">#00000000</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:ARGB 颜色修饰器</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:渲染时为相机位置;或快乐恶魂恢复生命值时为其所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/cloud_height</TextBox></Paragraph><Paragraph>所有云出现的高度。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">192.33</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:渲染时为相机位置;或快乐恶魂恢复生命值时为其所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">cloud_height</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/default_dripstone_particle</TextBox></Paragraph><Paragraph>在其上方没有流体时,滴水石方块默认滴下的粒子。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:粒子参数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">{type:"minecraft:dripping_dripstone_water"}</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:滴水石方块所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">ultrawarm</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/ambient_particles</TextBox></Paragraph><Paragraph>控制相机周围随机生成的环境粒子。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:对象列表,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">particle</TextBox>:要生成的粒子参数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">probability</TextBox>:浮点数(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>),在随机刻时于空位生成该粒子的概率</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">[]</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
|
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.particle</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sunrise_sunset_color</TextBox></Paragraph><Paragraph>控制日出与日落效果的颜色与强度。若完全透明,则不渲染日出或日落效果。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:ARGB 颜色</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">"#00000000"</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:ARGB 颜色修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sun_angle</TextBox></Paragraph><Paragraph>太阳的角度,单位为度,沿东西方向顺时针,<TextBox Style="{StaticResource InlineCode}">0</TextBox> 表示正上方。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(角度,单位度)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/moon_angle</TextBox></Paragraph><Paragraph>月亮的角度,单位为度,沿东西方向顺时针,<TextBox Style="{StaticResource InlineCode}">0</TextBox> 表示正上方。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(角度,单位度)</Paragraph></ListItem>
|
|
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/star_angle</TextBox></Paragraph><Paragraph>星空的角度,单位为度,沿东西方向顺时针,<TextBox Style="{StaticResource InlineCode}">0</TextBox> 表示正上方。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(角度,单位度)</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/moon_phase</TextBox></Paragraph><Paragraph>月相。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:字符串 ID,可为:</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">full_moon</TextBox></Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">waning_gibbous</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">third_quarter</TextBox></Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">waning_crescent</TextBox></Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">new_moon</TextBox></Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">waxing_crescent</TextBox></Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">first_quarter</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">waxing_gibbous</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">"full_moon"</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/star_brightness</TextBox></Paragraph><Paragraph>天空中星星的亮度,<TextBox Style="{StaticResource InlineCode}">0.5</TextBox> 为夜间的正常亮度,<TextBox Style="{StaticResource InlineCode}">0</TextBox> 表示完全隐藏。仅在 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 天空盒类型下可见。</Paragraph><List>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>)</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_light_color</TextBox></Paragraph><Paragraph>天空光的视觉颜色。对于天空光等级为 0 的方块(或 <TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_light_factor</TextBox> 为 <TextBox Style="{StaticResource InlineCode}">0</TextBox>),该项无效果。该值会以 <TextBox Style="{StaticResource InlineCode}">SkyLightColor</TextBox> 传递给着色器 <TextBox Style="{StaticResource InlineCode}">lightmap.fsh</TextBox>。</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">可插值:是</Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}">在相机位置解析</Paragraph></ListItem>
|
|
|
+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/night_vision_color</TextBox></Paragraph><Paragraph>与环境光颜色类似使用。当夜视效果生效时,按通道对 <TextBox Style="{StaticResource InlineCode}">minecraft:visual/night_vision_color</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">minecraft:visual/ambient_light_color</TextBox> 取最大值作为环境光颜色。夜视默认不加色调</Paragraph><List>
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|
<ListItem><Paragraph Style="{StaticResource Lp}">值类型:RGB 颜色</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">"#ffffff"</TextBox></Paragraph></ListItem>
|
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">#999999</TextBox></Paragraph></ListItem>
|
|
|
<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:RGB 颜色修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
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|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_light_factor</TextBox></Paragraph><Paragraph>天空光的视觉亮度。<TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_light_color</TextBox> 会乘以该值。该值以 <TextBox Style="{StaticResource InlineCode}">SkyFactor</TextBox> 传递给着色器 <TextBox Style="{StaticResource InlineCode}">lightmap.fsh</TextBox>。</Paragraph><Paragraph>对应的游戏性效果完全由 <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/sky_light_level</TextBox> 控制。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">1.0</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:audio/background_music</TextBox></Paragraph><Paragraph>控制如何以及播放哪些背景音乐。</Paragraph><List>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:对象,包含以下字段:</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">default</TextBox>:可选对象,字段:</Paragraph><List>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sound</TextBox>:要播放的音效事件</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">min_delay</TextBox>:整数,曲目之间的最小延迟(刻)</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">max_delay</TextBox>:整数,曲目之间的最大延迟(刻)</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">replace_current_music</TextBox>:可选布尔值,该曲目是否可替换当前正在播放的音乐</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">若未定义且未被覆盖,则该属性处于激活期间不会开始播放音乐</Paragraph></ListItem>
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|
-</List></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">underwater</TextBox>:可选对象,与 <TextBox Style="{StaticResource InlineCode}">default</TextBox> 相同格式——若存在且玩家在水下,则覆盖 <TextBox Style="{StaticResource InlineCode}">default</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">creative</TextBox>:可选对象,与 <TextBox Style="{StaticResource InlineCode}">default</TextBox> 相同格式——若存在且玩家处于创造模式,则覆盖 <TextBox Style="{StaticResource InlineCode}">default</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">{}</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.music</TextBox></Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:audio/music_volume</TextBox></Paragraph><Paragraph>音乐播放的音量。任何正在播放的音乐都会逐渐淡入/淡出到该值。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">1.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.music_volume</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:audio/ambient_sounds</TextBox></Paragraph><Paragraph>控制在相机周围播放的环境音效以及触发时机。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:对象,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">loop</TextBox>:可选音效事件,持续循环播放的声音</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">mood</TextBox>:对象,字段为基于周围黑暗程度随机播放的声音:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sound</TextBox>:要播放的音效事件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">tick_delay</TextBox>:整数,在光照等级为 0 的假设下情绪音之间的刻数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block_search_extent</TextBox>:整数,用于采样光照等级的半径</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">offset</TextBox>:双精度,对产生的声音应用的额外距离偏移</Paragraph></ListItem>
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-</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">additions</TextBox>:对象列表,字段为随机播放的声音:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sound</TextBox>:要播放的音效事件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">tick_chance</TextBox>:浮点数(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>),在一个刻内播放给定声音的概率</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">可插值:是</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">在相机位置解析</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/turtle_egg_hatch_chance</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在默认值为 <TextBox Style="{StaticResource InlineCode}">0.002</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">生物变种</Paragraph><Paragraph Style="{StaticResource H4}">猫音效变种</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猫的音效变种现在可以通过在 <TextBox Style="{StaticResource InlineCode}">data/<namespace>/cat_sound_variant/<id>.json</TextBox> 中添加条目进行数据驱动</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">文件中包含两个声音集合,分别定义 <TextBox Style="{StaticResource InlineCode}">adult_sounds</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">baby_sounds</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">每个声音集合包含下列字段,对应特定行为所使用的音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ambient_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">stray_ambient_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hiss_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hurt_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">death_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">eat_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">beg_for_food_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">purr_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">purreow_sound</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">猪音效变种</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">猪的音效变种现在可以通过在 <TextBox Style="{StaticResource InlineCode}">data/<namespace>/pig_sound_variant/<id>.json</TextBox> 中添加条目进行数据驱动</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">文件中包含两个声音集合,分别定义 <TextBox Style="{StaticResource InlineCode}">adult_sounds</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">baby_sounds</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">每个声音集合包含下列字段,对应特定行为所使用的音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ambient_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hurt_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">death_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">step_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">eat_sound</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">牛音效变种</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">牛的音效变种现在可以通过在 <TextBox Style="{StaticResource InlineCode}">data/<namespace>/cow_sound_variant/<id>.json</TextBox> 中添加条目进行数据驱动</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">每个音效变种包含下列字段,对应特定行为所使用的音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ambient_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hurt_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">death_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">step_sound</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">鸡音效变种</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">鸡的音效变种现在可以通过在 <TextBox Style="{StaticResource InlineCode}">data/<namespace>/chicken_sound_variant/<id>.json</TextBox> 中添加条目进行数据驱动</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">文件中包含两个声音集合,分别定义 <TextBox Style="{StaticResource InlineCode}">adult_sounds</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">baby_sounds</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">每个声音集合包含下列字段,对应特定行为所使用的音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ambient_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hurt_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">death_sound</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">step_sound</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">狼音效变种</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">所有音效事件字段已被移动到 <TextBox Style="{StaticResource InlineCode}">adult_sounds</TextBox> 字段中的新对象里</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">baby_sounds</TextBox> 字段,其字段集合与 <TextBox Style="{StaticResource InlineCode}">adult_sounds</TextBox> 相同</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">命令</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">村民和猪灵的物品栏槽现在仅可以使用 <TextBox Style="{StaticResource InlineCode}">mob.inventory.*</TextBox> 访问</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">villager.*</TextBox> 以及 <TextBox Style="{StaticResource InlineCode}">piglin.*</TextBox> 已被移除</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">添加了 <TextBox Style="{StaticResource InlineCode}">swing</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新命令,用于让实体挥动手臂</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">并非所有实体都支持挥手动画。对这些实体执行 <TextBox Style="{StaticResource InlineCode}">swing</TextBox> 会成功,但客户端仅在可能时显示动画</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">例如,这使得可以让玩家模型挥动手臂</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">返回成功发送挥手动作的实体数量</Paragraph></ListItem>
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+</List><Paragraph>语法:<TextBox Style="{StaticResource InlineCode}">/swing <entity selector> <mainhand|offhand></TextBox></Paragraph><Paragraph Style="{StaticResource H4}">对 <TextBox Style="{StaticResource InlineCode}">swing</TextBox> 的更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在两个参数都可缺省,并回调到如下默认值:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">实体选择器默认为 <TextBox Style="{StaticResource InlineCode}">@s</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">要挥动的手默认为 <TextBox Style="{StaticResource InlineCode}">mainhand</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">对 <TextBox Style="{StaticResource InlineCode}">time</TextBox> 的更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time</TextBox> 命令现基于“世界时钟”运作:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">可使用 <TextBox Style="{StaticResource InlineCode}">time of <clock> ...</TextBox> 显式指定要操作的时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若未指定时钟(保持 <TextBox Style="{StaticResource InlineCode}">/time ...</TextBox> 的旧用法),则使用该维度的默认时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">set</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">add</TextBox> 子命令的返回值(例如用于 <TextBox Style="{StaticResource InlineCode}">/execute store</TextBox>)现在为该时钟的“已流逝总刻数”,而非“当前昼夜时间”</Paragraph></ListItem>
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+</List><Paragraph>语法:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] set <time></TextBox> —— 将该时钟的已流逝总刻数设置为指定值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] set <timemarker></TextBox> —— 将该时钟推进到下一个指定时间标记出现的时刻</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对于 <TextBox Style="{StaticResource InlineCode}">minecraft:overworld</TextBox> 时钟,可用的时间标记有:<TextBox Style="{StaticResource InlineCode}">day</TextBox>、<TextBox Style="{StaticResource InlineCode}">noon</TextBox>、<TextBox Style="{StaticResource InlineCode}">night</TextBox>、<TextBox Style="{StaticResource InlineCode}">midnight</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] add <time></TextBox> —— 为该时钟增加(或减少)刻数,允许负数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] pause</TextBox> —— 暂停该时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] resume</TextBox> —— 恢复该时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] query <timeline></TextBox> —— 显示并返回该时间线周期内的当前刻数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] query <timeline> repetitions</TextBox> —— 显示并返回该时间线已重复的次数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] query time</TextBox> —— 显示并返回该时钟的已流逝总刻数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time query gametime</TextBox> —— 与以往一致,返回世界层面的已流逝总刻数(不受 <TextBox Style="{StaticResource InlineCode}">/time</TextBox> 修改时钟的影响)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">time [of <clock>] rate <rate></TextBox> —— 设置该时钟使用的速率倍率</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">注意:这只会改变世界时钟以及所有依赖该时钟的时间线推进其内部计时器的速率</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">例如,对于 <TextBox Style="{StaticResource InlineCode}">minecraft:overworld</TextBox> 时钟,更大的值会让昼夜循环过得更快,但实际游戏模拟速度不会提升(不同于 <TextBox Style="{StaticResource InlineCode}">/tick rate</TextBox>)</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">{}</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:相机所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系字段:<TextBox Style="{StaticResource InlineCode}">effects.ambient_sound</TextBox>、<TextBox Style="{StaticResource InlineCode}">effects.mood_sound</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">effects.additions_sound</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:audio/firefly_bush_sounds</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox> 且上方不在不透明方块之下,萤火虫灌木会产生待机音效。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:萤火虫灌木所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/can_start_raid</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">false</TextBox>,拥有“袭击预兆”的玩家无法发起袭击。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:将要开始袭击的位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">has_raids</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/water_evaporates</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,无法用桶在该处放置水、融化的冰不会产生水、放置的湿海绵会立刻变干,且滴水石不会从泥块产生水。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:交互发生的位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">ultrawarm</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/bed_rule</TextBox></Paragraph><Paragraph>控制床是否可用于睡觉,以及是否可用于设置重生点。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:包含以下字段的对象</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_sleep</TextBox>:可选值:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">always</TextBox>:床在不被遮挡且附近没有怪物的情况下,随时都可用于睡觉</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">when_dark</TextBox>:仅当全局天光等级小于等于 11 时可用于睡觉</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">never</TextBox>:不可用于睡觉</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">rate</TextBox> 为 <TextBox Style="{StaticResource InlineCode}">1</TextBox> 时表示正常速度</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">rate</TextBox> 是一个介于 <TextBox Style="{StaticResource InlineCode}">0</TextBox>(不含)和 <TextBox Style="{StaticResource InlineCode}">1000</TextBox>(含)之间的浮点数</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">对 <TextBox Style="{StaticResource InlineCode}">/fetchprofile</TextBox> 的更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">entity</TextBox> 子命令,用于输出世界中某个实体的档案信息</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">语法:<TextBox Style="{StaticResource InlineCode}">/fetchprofile entity <单个实体选择器></TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">如果目标实体没有档案(目前只有玩家和假人拥有档案),该命令会执行失败</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">注意:档案会按原样显示,不会进行任何额外解析或补全</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">Game Test Environments</Paragraph><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">timeline_attributes</TextBox> 定义以设置任意数量的时间线</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">timelines</TextBox>: 需要设置的时间线列表</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">clock_time</TextBox> 替代 <TextBox Style="{StaticResource InlineCode}">time_of_day</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增必填字段 <TextBox Style="{StaticResource InlineCode}">clock</TextBox>:世界时钟 ID,用于指定设置时间所依据的时钟(替代原有 <TextBox Style="{StaticResource InlineCode}">time</TextBox> 字段)</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">数据组件</Paragraph><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:additional_trade_cost</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">临时组件,用于修改村民交易中 <TextBox Style="{StaticResource InlineCode}">gives</TextBox> 物品所需的 <TextBox Style="{StaticResource InlineCode}">count</TextBox>,在生成交易后即被移除</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">格式:整数</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">代表染料颜色</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">用于以前需要特定染料物品的各种地方, 包括对生物和方块的交互</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">注意:本组件存在本身并不能启用染料功能,必须对其被给予的功能做出明确允许,例如添加到标签或更改配方原料</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">格式:<TextBox Style="{StaticResource InlineCode}">white</TextBox>, <TextBox Style="{StaticResource InlineCode}">orange</TextBox>, <TextBox Style="{StaticResource InlineCode}">magenta</TextBox>, <TextBox Style="{StaticResource InlineCode}">light_blue</TextBox>, <TextBox Style="{StaticResource InlineCode}">yellow</TextBox>, <TextBox Style="{StaticResource InlineCode}">lime</TextBox>, <TextBox Style="{StaticResource InlineCode}">pink</TextBox>, <TextBox Style="{StaticResource InlineCode}">gray</TextBox>, <TextBox Style="{StaticResource InlineCode}">light_gray</TextBox>, <TextBox Style="{StaticResource InlineCode}">cyan</TextBox>, <TextBox Style="{StaticResource InlineCode}">purple</TextBox>, <TextBox Style="{StaticResource InlineCode}">blue</TextBox>, <TextBox Style="{StaticResource InlineCode}">brown</TextBox>, <TextBox Style="{StaticResource InlineCode}">green</TextBox>, <TextBox Style="{StaticResource InlineCode}">red</TextBox>, <TextBox Style="{StaticResource InlineCode}">black</TextBox> 其中之一</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">对 <TextBox Style="{StaticResource InlineCode}">minecraft:provides_banner_patterns</TextBox> 的更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">该组件现在除了标签外,也接受单个 ID 或 ID 列表</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">对 <TextBox Style="{StaticResource InlineCode}">minecraft:blocks_attacks</TextBox> 的更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">bypassed_by</TextBox> 字段现在除了标签外,也接受单个 ID 或 ID 列表</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">对 <TextBox Style="{StaticResource InlineCode}">minecraft:damage_resistant</TextBox> 的更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">types</TextBox> 字段现在除了标签外,也接受单个 ID 或 ID 列表</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">实体数据</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">玩家的 <TextBox Style="{StaticResource InlineCode}">current_explosion_impact_pos</TextBox> 和 <TextBox Style="{StaticResource InlineCode}">current_impulse_context_reset_grace_time</TextBox> 字段添加给了所有生物以及盔甲架</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了玩家的 <TextBox Style="{StaticResource InlineCode}">ignore_fall_damage_from_current_explosion</TextBox> 字段</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">方块状态</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">在旗帜和告示牌默认方块状态的 <TextBox Style="{StaticResource InlineCode}">rotation</TextBox> 属性从 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 更改为 <TextBox Style="{StaticResource InlineCode}">8</TextBox></Paragraph></ListItem>
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+</List><Section Style="{StaticResource devnoteQuote}">
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+ <Paragraph FontWeight="Bold">
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+ 开发者注释
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+ <Paragraph.Foreground>
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+ <Binding Path="BorderBrush" RelativeSource="{RelativeSource Mode=FindAncestor, AncestorType=Section}" />
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+ </Paragraph.Foreground>
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+ </Paragraph>
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+
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+<Paragraph> 在极少的上下文中默认方块状态才会被使用,最多的用处是在没有任何属性的 <TextBox Style="{StaticResource InlineCode}">/setblock</TextBox> 命令中。这项更改是为了让这些方块与其他方块(如头颅和发射器)默认朝向一致。</Paragraph>
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+
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+</Section><Paragraph Style="{StaticResource H3}">战利品表函数</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:villager_trade</TextBox> 战利品表类型,接收以下参数:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">this</TextBox>:提供交易的实体</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">origin</TextBox>:该实体脚下的方块位置</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:furnace_smelt</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增布尔字段 <TextBox Style="{StaticResource InlineCode}">use_input_count</TextBox>(默认:<TextBox Style="{StaticResource InlineCode}">true</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若设为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,则熔炼配方的输出数量会乘上输入物品的数量</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:set_random_dyes</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若物品在 <TextBox Style="{StaticResource InlineCode}">#dyeable</TextBox> 标签中,则给其 <TextBox Style="{StaticResource InlineCode}">minecraft:dyed_color</TextBox> 数据组件累加添加染料</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">conditions</TextBox>:应用该函数所需的条件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">number_of_dyes</TextBox>:数字提供器,表示要从 16 种染料中随机应用的数量</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">同一种染料可能被多次选中</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_set_spawn</TextBox>:与 <TextBox Style="{StaticResource InlineCode}">can_sleep</TextBox> 相同含义</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">explodes</TextBox>:可选布尔值;若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,与床交互时会爆炸</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:set_random_potion</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">随机设置物品的 <TextBox Style="{StaticResource InlineCode}">minecraft:potion_contents</TextBox> 数据组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">conditions</TextBox>:应用该函数所需的条件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">options</TextBox>:可选,药水 ID、命名空间药水 ID 列表或带井号的药水标签,表示可选药水集合</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">potions</TextBox> 注册表中的任意药水</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">error_message</TextBox>:可选文本组件;当玩家无法入睡或设置重生点时显示的消息</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">{can_sleep:"when_dark",can_set_spawn:"always",error_message:{translate:"block.minecraft.bed.no_sleep"}}</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:床方块的枕头(头部)所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">bed_works</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/respawn_anchor_works</TextBox></Paragraph><Paragraph>控制重生锚是否可用于设置重生(或重生)。若为 <TextBox Style="{StaticResource InlineCode}">false</TextBox>,重生锚在充能后会爆炸。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:重生锚方块位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">respawn_anchor_works</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/nether_portal_spawns_piglin</TextBox></Paragraph><Paragraph>控制下界传送门方块是否可以生成猪灵。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:随机一个下界传送门方块位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">natural</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/fast_lava</TextBox></Paragraph><Paragraph>控制岩浆是否应更快、更远地蔓延,并在流动时对实体施加更强的推力。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析范围:整个维度(不可在生物群系上单独指定)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">ultrawarm</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/increased_fire_burnout</TextBox></Paragraph><Paragraph>控制火焰方块是否比正常情况更快熄灭。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:燃烧中的火焰方块位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系标签:<TextBox Style="{StaticResource InlineCode}">#increased_fire_burnout</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/piglins_zombify</TextBox></Paragraph><Paragraph>控制猪灵和疣猪兽是否会僵尸化。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:发生僵尸化的实体位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代维度类型字段:<TextBox Style="{StaticResource InlineCode}">piglin_safe</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/snow_golem_melts</TextBox></Paragraph><Paragraph>控制雪傀儡是否会受到熔化伤害。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:雪傀儡所在位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系标签:<TextBox Style="{StaticResource InlineCode}">#snow_golem_melts</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/sky_light_level</TextBox></Paragraph><Paragraph>天空的有效光照等级,供如生物生成或测光器等机制使用。举例来说,完全暴露在天空下的方块会被视为拥有恰为该值的光照等级,而洞穴深处的方块则完全不受其影响。</Paragraph><Paragraph>对应的视觉效果完全由 <TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_light_factor</TextBox> 控制。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">15.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析范围:整个维度(不可在生物群系上单独指定)</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/eyeblossom_open</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,闭合的眼眸花会在随机刻下逐渐开放;若为 <TextBox Style="{StaticResource InlineCode}">false</TextBox>,开放的眼眸花会逐渐闭合;若为 <TextBox Style="{StaticResource InlineCode}">"default"</TextBox>,无论开放或闭合的眼眸花都会保持当前状态。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:枚举:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">"default"</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">"default"</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:眼眸花方块所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/turtle_egg_hatch_chance</TextBox></Paragraph><Paragraph>海龟蛋方块在随机刻时进入下一孵化阶段的概率。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:海龟蛋方块所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/creaking_active</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,嘎枝之心方块(及其对应的嘎枝)会被激活;反之为 <TextBox Style="{StaticResource InlineCode}">false</TextBox> 时会进入休眠状态。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:嘎枝之心方块所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/surface_slime_spawn_chance</TextBox></Paragraph><Paragraph>当在带有 <TextBox Style="{StaticResource InlineCode}">#allows_surface_slime_spawns</TextBox> 标签的生物群系中发生自然史莱姆生成尝试时,额外进行的一次概率检定。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1</TextBox>)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:该次史莱姆生成尝试的位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/cat_waking_up_gift_chance</TextBox></Paragraph><Paragraph>当玩家醒来时,躺在主人床上的猫掉落礼物(来自 <TextBox Style="{StaticResource InlineCode}">gameplay/cat_morning_gift</TextBox> 战利品表)的概率。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:浮点数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:浮点修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:是</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:猫所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/bees_stay_in_hive</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,蜜蜂会尝试返回其蜂巢,除非蜂巢被破坏或紧邻火焰,否则不会离巢。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:蜜蜂或蜂巢方块所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/monsters_burn</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,怪物在暴露于天空时会被阳光灼烧。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:怪物所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/can_pillager_patrol_spawn</TextBox></Paragraph><Paragraph>若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,灾厄巡逻队可以生成。</Paragraph><Paragraph>注意:全局天光等级还必须大于 11。</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:布尔值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:布尔修饰器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:该次巡逻队生成尝试的位置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">替代生物群系标签:<TextBox Style="{StaticResource InlineCode}">#without_patrol_spawns</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/villager_activity</TextBox></Paragraph><Paragraph>控制成年村民的默认 AI 活动。</Paragraph><Paragraph>并非所有活动都受村民 AI 支持——若选择了不受支持的活动,村民将闲置。支持的活动如下:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hide</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">idle</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">meet</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">panic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">pre_raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">rest</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">work</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:生物活动类型</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">"minecraft:idle"</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:村民所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/baby_villager_activity</TextBox></Paragraph><Paragraph>控制幼年村民的默认 AI 活动。</Paragraph><Paragraph>并非所有活动都受村民 AI 支持——若选择了不受支持的活动,村民将闲置。支持的活动如下:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hide</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">idle</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">meet</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">panic</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">play</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">pre_raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">rest</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">值类型:生物活动类型</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">"minecraft:idle"</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">修饰器:<TextBox Style="{StaticResource InlineCode}">override</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">是否插值:否</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">解析位置:村民所在位置</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">数据组件</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增组件:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">zombie_nautilus/variant</TextBox>:来自 <TextBox Style="{StaticResource InlineCode}">zombie_nautilus_variant</TextBox> 注册表的命名空间 ID</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">物品组件</Paragraph><Paragraph>为以下鱼桶物品添加了食物属性:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:cod_bucket</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:salmon_bucket</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:pufferfish_bucket</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:tropical_fish_bucket</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:use_effects</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">控制玩家在使用该物品(右键)时的行为。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:对象,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_sprint</TextBox>:布尔值,使用该物品时是否可以奔跑</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:enchant_with_levels</TextBox></Paragraph><Paragraph>现在还接受以下字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">include_additional_cost_component</TextBox> - 可选布尔值,表示是否基于附魔的成本,为物品添加 <TextBox Style="{StaticResource InlineCode}">minecraft:additional_cost_component</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认为 <TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">该值由 <TextBox Style="{StaticResource InlineCode}">levels</TextBox> 数字提供器决定,并与用于确定附魔等级的值一致</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:enchant_randomly</TextBox></Paragraph><Paragraph>现在还接受以下字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">include_additional_cost_component</TextBox> - 可选布尔值,表示是否基于附魔的成本,为物品添加 <TextBox Style="{StaticResource InlineCode}">minecraft:additional_cost_component</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认 <TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">该值由 <TextBox Style="{StaticResource InlineCode}">levels</TextBox> 选中的值决定,或使用通过公式计算的默认值:<TextBox Style="{StaticResource InlineCode}">2 + random(0, 5 + level * 10) + 3 * level</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:set_instrument</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">options</TextBox> 字段现在除了标签外,也接受单个 ID 或 ID 列表</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">谓词</Paragraph><Paragraph Style="{StaticResource H4}">战利品表谓词</Paragraph><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:environment_attribute_check</TextBox></Paragraph><Paragraph>精确匹配给定位置上的某个环境属性值。注意:只要该环境属性会因位置不同而变化,此谓词就要求上下文中设置 <TextBox Style="{StaticResource InlineCode}">origin</TextBox> 位置。</Paragraph><Paragraph>格式:具有以下字段的对象:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">attribute</TextBox> - 要检测的环境属性 ID</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">value</TextBox> - 要精确匹配的环境属性值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">例如:<TextBox Style="{StaticResource InlineCode}">{condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:time_check</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">clock</TextBox> 字段:世界时钟 ID,指定进行时间检查所使用的世界时钟</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">实体谓词</Paragraph><Paragraph Style="{StaticResource H5}"><TextBox Style="{StaticResource InlineCode}">player</TextBox> 子谓词</Paragraph><Paragraph>— 新增可选字段:<TextBox Style="{StaticResource InlineCode}">food</TextBox> —— 食物谓词
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+- 格式:对象,字段如下:
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+ - <TextBox Style="{StaticResource InlineCode}">level</TextBox>:可选整型最小/最大范围,指定所需的饱食度等级
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+ - <TextBox Style="{StaticResource InlineCode}">saturation</TextBox>:可选浮点最小/最大范围,指定所需的饱和度等级</Paragraph><Paragraph Style="{StaticResource H3}">数字提供器</Paragraph><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:sum</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">返回一组数字提供器之和</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">summands</TextBox>:数字提供器列表</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">增加了 <TextBox Style="{StaticResource InlineCode}">minecraft:environment_attribute</TextBox></Paragraph><Paragraph>获取并提供某个环境属性的值(前提是该值可以表示为数字)。注意:只要该环境属性会因位置不同而变化,此提供器就要求上下文中设置 <TextBox Style="{StaticResource InlineCode}">origin</TextBox> 位置。</Paragraph><Paragraph>格式:具有以下字段的对象:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">attribute</TextBox> - 要获取的环境属性 ID</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">例如:<TextBox Style="{StaticResource InlineCode}">{type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">配方</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> 字段在所有包含它的配方类型中现在更为一致:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在接受简写形式(如 <TextBox Style="{StaticResource InlineCode}">"minecraft:foo"</TextBox>,等价于 <TextBox Style="{StaticResource InlineCode}">{"id":"minecraft:foo", "count": 1}</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对 <TextBox Style="{StaticResource InlineCode}">smelting</TextBox>、<TextBox Style="{StaticResource InlineCode}">blasting</TextBox>、<TextBox Style="{StaticResource InlineCode}">smoking</TextBox>、<TextBox Style="{StaticResource InlineCode}">campfire_cooking</TextBox> 等配方类型,该字段现在也接受 <TextBox Style="{StaticResource InlineCode}">count</TextBox></Paragraph></ListItem>
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+</List><Paragraph>注:下方若干配方在描述合成结果时,会使用“转化(transmuting)”这个术语。其过程与当前 <TextBox Style="{StaticResource InlineCode}">minecraft:crafting_transmute</TextBox> 所使用的流程相同,即:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">首先,创建一个新的物品堆叠,其物品类型与数量取自所描述配方的 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">接着,将源物品堆叠中的组件(具体原料因配方而异)应用到新堆叠上</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">最后,将 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 字段中的组件再应用到新堆叠上</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:crafting_transmute</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">此类型的配方现在可以接受多个由 <TextBox Style="{StaticResource InlineCode}">material</TextBox> 原料匹配到的物品</Paragraph></ListItem>
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+</List><Paragraph>新增字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">material_count</TextBox> —— 整数范围,由 <TextBox Style="{StaticResource InlineCode}">material</TextBox> 原料匹配到的物品数量</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">必须为 <TextBox Style="{StaticResource InlineCode}">[2,8]</TextBox> 的子区间</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">[1,1]</TextBox>(即恰好一个物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">add_material_count_to_result</TextBox> —— 布尔值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若为 <TextBox Style="{StaticResource InlineCode}">true</TextBox>,则包含 <TextBox Style="{StaticResource InlineCode}">material</TextBox> 原料匹配物品的格子数量会被加入到结果堆叠的最终数量中</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_dye</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">替代了 <TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_armordye</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">本配方会将由 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品上 <TextBox Style="{StaticResource InlineCode}">minecraft:dyed_color</TextBox> 组件的当前值,与由 <TextBox Style="{StaticResource InlineCode}">dye</TextBox> 原料匹配物品上的 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件值进行混合</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将通过把 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品转化为 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 物品堆叠,并应用新的 <TextBox Style="{StaticResource InlineCode}">minecraft:dyed_color</TextBox> 组件值来构建</Paragraph></ListItem>
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+</List><Paragraph>字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">category</TextBox> - 配方书类别,<TextBox Style="{StaticResource InlineCode}">building</TextBox>、<TextBox Style="{StaticResource InlineCode}">redstone</TextBox>、<TextBox Style="{StaticResource InlineCode}">equipment</TextBox>、<TextBox Style="{StaticResource InlineCode}">misc</TextBox> 之一;默认:<TextBox Style="{StaticResource InlineCode}">misc</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">group</TextBox> - 用于在配方书中分组的字符串;默认:空字符串</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">show_notification</TextBox> - 可选布尔值,描述在解锁该配方时是否显示弹窗;默认:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">target</TextBox> - 原料(此前被硬编码为 <TextBox Style="{StaticResource InlineCode}">#dyeable</TextBox> 标签)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dye</TextBox> - 原料(此前被硬编码为染料物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">匹配物品必须包含 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件,否则整个配方不匹配</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(此前总是复制 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品)</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_imbue</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">替代了 <TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_tippedarrow</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">匹配一个被八个 <TextBox Style="{StaticResource InlineCode}">material</TextBox> 原料环绕的 <TextBox Style="{StaticResource InlineCode}">source</TextBox> 原料</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">本配方会将 <TextBox Style="{StaticResource InlineCode}">source</TextBox> 原料匹配物品上的 <TextBox Style="{StaticResource InlineCode}">minecraft:potion_contents</TextBox> 组件值复制到结果堆叠</Paragraph></ListItem>
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+</List><Paragraph>字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">category</TextBox> - 配方书类别,<TextBox Style="{StaticResource InlineCode}">building</TextBox>、<TextBox Style="{StaticResource InlineCode}">redstone</TextBox>、<TextBox Style="{StaticResource InlineCode}">equipment</TextBox>、<TextBox Style="{StaticResource InlineCode}">misc</TextBox> 之一;默认:<TextBox Style="{StaticResource InlineCode}">misc</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">group</TextBox> - 用于在配方书中分组的字符串;默认:空字符串</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">show_notification</TextBox> - 可选布尔值,描述在解锁该配方时是否显示弹窗;默认:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">source</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:lingering_potion</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">material</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:arrow</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(此前硬编码为八个 <TextBox Style="{StaticResource InlineCode}">minecraft:tipped_arrow</TextBox>)</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_bannerduplicate</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在可以限制原料</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出现在可配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">配方仍仅适用于旗帜物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">banner</TextBox> - 作为源与目标物品使用的原料(过去硬编码为任意旗帜物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(过去总是复制带有非空图案的旗帜)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">配方会找到第一个与 <TextBox Style="{StaticResource InlineCode}">banner</TextBox> 原料匹配的旗帜物品,并将其视为源旗帜</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将通过把源旗帜转化为 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 物品堆叠来构建</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">源旗帜会保留在工作台中</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_bookcloning</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原料与输出现在可配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">source</TextBox> - 作为源书籍的原料</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">匹配物品必须包含 <TextBox Style="{StaticResource InlineCode}">minecraft:written_book_contents</TextBox> 组件,否则整个配方不匹配</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">interact_vibrations</TextBox>:布尔值,使用该物品时是否发出 <TextBox Style="{StaticResource InlineCode}">minecraft:item_interact_start</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">minecraft:item_interact_finish</TextBox> 游戏事件</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">material</TextBox> - 目标被克隆的物品的原料(过去硬编码为 <TextBox Style="{StaticResource InlineCode}">#book_cloning_target</TextBox> 标签)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">allowed_generations</TextBox> - 整数范围,描述 <TextBox Style="{StaticResource InlineCode}">material</TextBox> 原料匹配物品上 <TextBox Style="{StaticResource InlineCode}">minecraft:written_book_contents</TextBox> 组件的 <TextBox Style="{StaticResource InlineCode}">generation</TextBox> 字段允许的值</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">必须为 <TextBox Style="{StaticResource InlineCode}">[0,2]</TextBox> 的子区间</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">[0,1]</TextBox>(即接受原版和第一代副本,不接受副本的副本)</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">speed_multiplier</TextBox>:浮点数(0 到 1),使用该物品时对玩家应用的速度倍率</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.2</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(过去总是复制 <TextBox Style="{StaticResource InlineCode}">source</TextBox> 原料匹配的物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">配方将首先取 <TextBox Style="{StaticResource InlineCode}">source</TextBox> 原料匹配物品上 <TextBox Style="{StaticResource InlineCode}">minecraft:written_book_contents</TextBox> 组件的值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:written_book_contents</TextBox> 的 <TextBox Style="{StaticResource InlineCode}">generation</TextBox> 字段将加一</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若 <TextBox Style="{StaticResource InlineCode}">generation</TextBox> 值为 <TextBox Style="{StaticResource InlineCode}">2</TextBox> 或更高,配方将不会产生结果</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">示例:<TextBox Style="{StaticResource InlineCode}">use_effects={can_sprint:true,speed_multiplier:1.0}</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:minimum_attack_charge</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">设置使用该物品进行攻击时,攻击指示器所需的最小蓄力。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:浮点数(0.0 到 1.0)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">0.0:无需蓄力</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">1.0:需要满蓄力</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:damage_type</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">指定该物品造成的伤害类型。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:字符串,伤害类型标识符</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">示例:<TextBox Style="{StaticResource InlineCode}">damage_type='minecraft:spear'</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:attack_range</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用该物品时启用自定义攻击范围。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">覆盖玩家的常规实体交互范围。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">常规近战攻击范围基于目标碰撞箱与攻击者碰撞箱的距离计算。此组件通过调整攻击碰撞箱的最小和最大边距来修改该距离校验。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用 <TextBox Style="{StaticResource InlineCode}">minecraft:kinetic_weapon</TextBox> 的生物,其攻击范围的应用方式与玩家相同。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:对象,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">min_reach</TextBox>:浮点数,从攻击者到目标的最小有效距离(方块)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox>,有效范围 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">64.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将通过把 <TextBox Style="{StaticResource InlineCode}">source</TextBox> 原料匹配的物品转化为 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 物品堆叠,并应用新的 <TextBox Style="{StaticResource InlineCode}">minecraft:written_book_contents</TextBox> 组件值来构建</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">除第一个之外,<TextBox Style="{StaticResource InlineCode}">material</TextBox> 原料匹配的物品数量将被加入到结果堆叠大小</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原始的 <TextBox Style="{StaticResource InlineCode}">source</TextBox> 原料匹配物品会保留在工作台中</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_decorated_pot</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原料与结果现在可以配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">back</TextBox>、<TextBox Style="{StaticResource InlineCode}">left</TextBox>、<TextBox Style="{StaticResource InlineCode}">right</TextBox>、<TextBox Style="{StaticResource InlineCode}">front</TextBox> —— 原料(此前被硬编码为 <TextBox Style="{StaticResource InlineCode}">#decorated_pot_ingredients</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> —— 结果物品堆叠(此前被硬编码为单个 <TextBox Style="{StaticResource InlineCode}">minecraft:decorated_pot</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">其它功能保持不变,即与原料匹配的物品将被添加到结果堆叠的 <TextBox Style="{StaticResource InlineCode}">minecraft:pot_decorations</TextBox> 组件相应字段中</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_firework_rocket</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原料与结果现在可配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">shell</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:paper</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">fuel</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:gunpowder</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">star</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_star</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(此前硬编码为三个 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_rocket</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">至少需要存在一组与 <TextBox Style="{StaticResource InlineCode}">shell</TextBox> 原料匹配的堆叠</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">与 <TextBox Style="{StaticResource InlineCode}">fuel</TextBox> 原料匹配的堆叠数量将控制 <TextBox Style="{StaticResource InlineCode}">flight_duration</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">explosions</TextBox> 字段将从 <TextBox Style="{StaticResource InlineCode}">star</TextBox> 原料物品的 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_explosion</TextBox> 组件中复制(若存在)</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_firework_star_fade</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原料现在可配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">配方现在会使用 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件,而不是对染料物品进行硬编码映射</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">target</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_star</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dye</TextBox> - 原料(此前硬编码为染料物品)</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">匹配物品必须包含 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件,否则整个配方不匹配</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">max_reach</TextBox>:浮点数,从攻击者到目标的最大有效距离(方块)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">3.0</TextBox>,有效范围 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">64.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(此前总是复制 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">本配方会取得 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配物品上 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_explosion</TextBox> 组件的当前值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件的 <TextBox Style="{StaticResource InlineCode}">fade_colors</TextBox> 字段将被设置为所有 <TextBox Style="{StaticResource InlineCode}">dye</TextBox> 原料匹配物品中对应字段的值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将通过把 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品转化为 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 物品堆叠,并应用新的 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_explosion</TextBox> 组件值来构建</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_firework_star</TextBox></Paragraph><List>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">原料与结果现在可配置</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trail</TextBox> - 原料(过去硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:diamond</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">twinkle</TextBox> - 原料(过去硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:glowstone_dust</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">fuel</TextBox> - 原料(过去硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:gunpowder</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dye</TextBox> - 原料(过去硬编码为染料物品)</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">匹配物品必须包含 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件,否则整个配方不匹配</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">min_creative_reach</TextBox>:浮点数,创造模式攻击者到目标的最小有效距离(方块)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox>,有效范围 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">64.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">shapes</TextBox> - 形状到原料的映射</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">允许的键与 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_explosion</TextBox> 组件中 <TextBox Style="{StaticResource InlineCode}">shape</TextBox> 字段的取值相同(即 <TextBox Style="{StaticResource InlineCode}">small_ball</TextBox>、<TextBox Style="{StaticResource InlineCode}">large_ball</TextBox>、<TextBox Style="{StaticResource InlineCode}">star</TextBox>、<TextBox Style="{StaticResource InlineCode}">creeper</TextBox>、<TextBox Style="{StaticResource InlineCode}">burst</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">过去硬编码为:<TextBox Style="{StaticResource InlineCode}">minecraft:fire_charge</TextBox>(现为 <TextBox Style="{StaticResource InlineCode}">large_ball</TextBox>)、<TextBox Style="{StaticResource InlineCode}">minecraft:feather</TextBox>(现为 <TextBox Style="{StaticResource InlineCode}">burst</TextBox>)、<TextBox Style="{StaticResource InlineCode}">minecraft:gold_nugget</TextBox>(现为 <TextBox Style="{StaticResource InlineCode}">star</TextBox>)、任意头颅(现为 <TextBox Style="{StaticResource InlineCode}">creeper</TextBox>)</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">max_creative_reach</TextBox>:浮点数,创造模式攻击者到目标的最大有效距离(方块)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">5.0</TextBox>,有效范围 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">64.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(过去硬编码为三个 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_star</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">配方现在会使用 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件,而不是对染料物品进行硬编码映射</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">至少需要存在一组与 <TextBox Style="{StaticResource InlineCode}">fuel</TextBox> 原料匹配的堆叠</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将基于 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 字段,同时根据以下规则构建 <TextBox Style="{StaticResource InlineCode}">minecraft:firework_explosion</TextBox> 组件内容:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">所有与 <TextBox Style="{StaticResource InlineCode}">dye</TextBox> 原料匹配物品上的 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件值将被加入到 <TextBox Style="{StaticResource InlineCode}">colors</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若存在与 <TextBox Style="{StaticResource InlineCode}">trail</TextBox> 原料匹配的物品,则 <TextBox Style="{StaticResource InlineCode}">has_trail</TextBox> 字段设为 <TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若存在与 <TextBox Style="{StaticResource InlineCode}">twinkle</TextBox> 原料匹配的物品,则 <TextBox Style="{StaticResource InlineCode}">has_twinkle</TextBox> 字段设为 <TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">shape</TextBox> 字段将由任何一个在 <TextBox Style="{StaticResource InlineCode}">shapes</TextBox> 字段中匹配到的原料决定(若均不存在则为 <TextBox Style="{StaticResource InlineCode}">small_ball</TextBox>)</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hitbox_margin</TextBox>:浮点数,校验有效碰撞时应用于目标边界框的边距</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.3</TextBox>,有效范围 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">1.0</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_mapextending</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原料与输出现在可配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">map</TextBox> - 原料(此前硬编码为带有 <TextBox Style="{StaticResource InlineCode}">minecraft:map_id</TextBox> 组件的 <TextBox Style="{StaticResource InlineCode}">minecraft:filled_map</TextBox>)</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">匹配物品必须包含 <TextBox Style="{StaticResource InlineCode}">minecraft:map_id</TextBox> 组件,否则整个配方不匹配</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">mob_factor</TextBox>:浮点数,当物品由生物使用时,应用于 <TextBox Style="{StaticResource InlineCode}">min_range</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">max_range</TextBox> 的距离倍率</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">1.0</TextBox>,有效范围 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 到 <TextBox Style="{StaticResource InlineCode}">2.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">material</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:paper</TextBox>)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(此前总是复制 <TextBox Style="{StaticResource InlineCode}">map</TextBox> 原料匹配的物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">配方会找到带有 <TextBox Style="{StaticResource InlineCode}">minecraft:map_id</TextBox> 组件的 <TextBox Style="{StaticResource InlineCode}">map</TextBox> 原料匹配物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将通过把该物品转化为 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 物品堆叠来构建</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:map_post_processing</TextBox> 组件会被设置在结果物品上</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">源物品会保留在工作台中</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:crafting_special_shielddecoration</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">原料与输出现在可配置</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了未使用的 <TextBox Style="{StaticResource InlineCode}">category</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">banner</TextBox> - 原料(此前硬编码为任意旗帜物品)</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">仅当物品为旗帜时匹配</Paragraph></ListItem>
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</List></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:kinetic_weapon</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">使用该物品时启用蓄力型攻击(主要用于矛类)。在使用过程中,每当有实体接触到攻击射线时都会造成伤害,伤害与实体的相对速度相关。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:对象,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">contact_cooldown_ticks</TextBox>:整数,命中并与实体失去接触后,重新能够命中的冷却刻数</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">10</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">target</TextBox> - 原料(此前硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:shield</TextBox>)</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:banner_patterns</TextBox> 组件必须不存在或为空,否则整个配方不匹配</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">delay_ticks</TextBox>:整数,武器生效前所需的延迟刻数</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">result</TextBox> - 结果物品堆叠(此前总是复制 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">功能保持不变,即本配方会对 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配物品的副本应用如下更改:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">输出:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">结果将通过把 <TextBox Style="{StaticResource InlineCode}">target</TextBox> 原料匹配的物品转化为 <TextBox Style="{StaticResource InlineCode}">result</TextBox> 物品堆叠来构建,然后:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">从 <TextBox Style="{StaticResource InlineCode}">banner</TextBox> 原料匹配物品复制 <TextBox Style="{StaticResource InlineCode}">minecraft:banner_patterns</TextBox> 组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">根据 <TextBox Style="{StaticResource InlineCode}">banner</TextBox> 原料匹配物品的类型设置 <TextBox Style="{StaticResource InlineCode}">minecraft:base_color</TextBox> 组件</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dismount_conditions</TextBox>、<TextBox Style="{StaticResource InlineCode}">knockback_conditions</TextBox>、<TextBox Style="{StaticResource InlineCode}">damage_conditions</TextBox>:分别用于应用落马、击退与伤害效果的条件。对象字段:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">max_duration_ticks</TextBox>:整数,超过该刻数后不再检查条件。计时从 <TextBox Style="{StaticResource InlineCode}">delay</TextBox> 结束后开始</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">min_speed</TextBox>:浮点数,攻击者沿其视线方向的最小速度(方块/秒)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可选,默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">min_relative_speed</TextBox>:浮点数,攻击者与目标沿攻击者视线方向的最小相对速度(方块/秒)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">可选,默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">附魔</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">post_piercing_attack</TextBox> 组件不再要求玩家具有某一特定饱食度时才生效</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">世界生成</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">基于规则的方块状态提供器现已将 <TextBox Style="{StaticResource InlineCode}">fallback</TextBox> 改为可选并允许为空</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若触发了空的 fallback,使用它的特征将不会放置任何内容</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">当前使用基于规则的方块状态提供器的配置为 <TextBox Style="{StaticResource InlineCode}">disk</TextBox> 特征中的 <TextBox Style="{StaticResource InlineCode}">state_provider</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">forest_rock</TextBox> 特征重命名为 <TextBox Style="{StaticResource InlineCode}">block_blob</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block_blob</TextBox> 特征配置现支持以下参数:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">state</TextBox>:岩石所用的方块</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_place_on</TextBox>:定义岩石可放置于哪些方块之上的方块谓词</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ice_spike</TextBox> 特征重命名为 <TextBox Style="{StaticResource InlineCode}">spike</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">spike</TextBox> 特征配置现支持以下参数:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">state</TextBox>:尖(冰)刺所用的方块</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_place_on</TextBox>:定义尖刺可放置于哪些方块之上的方块谓词</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_replace</TextBox>:定义尖刺可替换哪些方块的方块谓词</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">huge_red_mushroom</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">huge_brown_mushroom</TextBox> 特征配置新增参数:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">can_place_on</TextBox>:定义巨型蘑菇可放置于哪些方块之上的方块谓词</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">alter_ground</TextBox> 树木装饰器配置更改:<TextBox Style="{StaticResource InlineCode}">provider</TextBox> 现为基于规则的方块状态提供器</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">tree</TextBox> 特征配置用单个 <TextBox Style="{StaticResource InlineCode}">below_trunk_provider</TextBox> 基于规则的方块状态提供器取代了 <TextBox Style="{StaticResource InlineCode}">force_dirt</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">dirt_provider</TextBox> 参数:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">fallback</TextBox>:可选的方块状态提供器</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">rules</TextBox>:规则列表</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">if_true</TextBox>:在提供方块之前检查方块位置的方块谓词</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">then</TextBox>:方块状态提供器</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">forward_movement</TextBox>:浮点数,动画期间物品从手中向前移动的距离</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认值:</Paragraph></ListItem>
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+</List><BlockUIContainer>
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+<Border Style="{StaticResource BlockCodeBorder}" >
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+<StackPanel Margin="0,2,0,0">
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|
+<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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|
+<TextBox Style="{StaticResource BlockCode}" Text=""below_trunk_provider": {
 "rules": [
 {
 "if_true": {
 "type": "minecraft:not",
 "predicate": {
 "type": "minecraft:matching_block_tag",
 "tag": "minecraft:cannot_replace_below_tree_trunk"
 }
 },
 "then": {
 "type": "minecraft:simple_state_provider",
 "state": {
 "Name": "minecraft:dirt"
 }
 }
 }
 ]
}"/>
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+</StackPanel>
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|
+</Border>
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|
+</BlockUIContainer><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">先前使用 <TextBox Style="{StaticResource InlineCode}">force_dirt</TextBox> 的所有树木现在拥有一个始终提供 <TextBox Style="{StaticResource InlineCode}">dirt</TextBox> 方块的 <TextBox Style="{StaticResource InlineCode}">below_trunk_provider</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">花地物</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">由骨粉生成的地物现在不再局限于 <TextBox Style="{StaticResource InlineCode}">flower</TextBox> 地物类型,而是改由配置地物标签 <TextBox Style="{StaticResource InlineCode}">#can_spawn_from_bone_meal</TextBox> 控制</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">flower</TextBox>、<TextBox Style="{StaticResource InlineCode}">flower_no_bonemeal</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">random_patch</TextBox> 地物类型已被移除</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在可改为使用一系列 <TextBox Style="{StaticResource InlineCode}">count</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">random_offset</TextBox> 放置修饰器来表示这类簇状分布</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">整数提供器</Paragraph><Paragraph>新增梯形整数提供器,可按梯形分布随机选取一个值,类似于 <TextBox Style="{StaticResource InlineCode}">trapezoid</TextBox> 浮点数提供器。</Paragraph><Paragraph>格式:带有以下字段的对象:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">min</TextBox> —— 整数,要生成的最小值</Paragraph></ListItem>
|
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">max</TextBox> —— 整数,要生成的最大值</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">plateau</TextBox> —— 整数,分布中“平台”部分的宽度,在该范围内所有值出现的概率相同</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">取值为 <TextBox Style="{StaticResource InlineCode}">0</TextBox> 等价于三角分布</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">取值为 <TextBox Style="{StaticResource InlineCode}">max-min</TextBox> 等价于均匀分布</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">纬度类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">default_clock</TextBox>:可选,世界时钟 ID</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">指定用于 <TextBox Style="{StaticResource InlineCode}">time</TextBox> 命令的默认时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若未指定,<TextBox Style="{StaticResource InlineCode}">time</TextBox> 命令将需要显式提供时钟参数</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">同时指定 <TextBox Style="{StaticResource InlineCode}">minecraft:wake_up_from_sleep</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">minecraft:roll_village_siege</TextBox> 时间标记所作用的时钟</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若未指定,这些时间标记在该维度中将永不生效</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">damage_multiplier</TextBox>:浮点数,基于相对速度的最终伤害倍率</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">1.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">has_ender_dragon_fight</TextBox>:布尔值</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">控制该维度是否可能存在末影龙战</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sound</TextBox>:可选,武器进入蓄力时播放的音效事件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hit_sound</TextBox>:可选,武器命中实体时播放的音效事件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">示例:<TextBox Style="{StaticResource InlineCode}">kinetic_weapon={forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}}</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">伤害计算方式为 <TextBox Style="{StaticResource InlineCode}">floor(relative_speed * velocity_multiplier)</TextBox>,其中 <TextBox Style="{StaticResource InlineCode}">relative_speed</TextBox> 为攻击者与目标的速度向量在攻击者视线轴上的投影差值。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">附魔或属性修饰符带来的额外伤害在此计算之后再叠加</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:piercing_weapon</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">启用一次快速攻击,沿一条射线对多个实体造成伤害(主要用于矛类)。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:对象,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">deals_knockback</TextBox>:布尔值,攻击是否造成击退</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">true</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增多个标签,表示村民与流浪商人用于生成其交易池的交易分组:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">村民按职业与级别提供标签,格式为:<TextBox Style="{StaticResource InlineCode}">#<profession>/level_<level></TextBox>,最高 5 级</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">铁匠类拥有 <TextBox Style="{StaticResource InlineCode}">#common_smith/level_<level></TextBox> 标签,代表盔甲匠、武器匠与工具匠的通用交易,最高 5 级</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dismounts</TextBox>:布尔值,攻击是否使目标落马/下坐骑</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">false</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">流浪商人拥有以下标签:<TextBox Style="{StaticResource InlineCode}">#wandering_trader/buying</TextBox>、<TextBox Style="{StaticResource InlineCode}">#wandering_trader/special</TextBox>、<TextBox Style="{StaticResource InlineCode}">#wandering_trader/common</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">方块标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,用于决定某类植被可以放置并存活于哪些方块之上:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_vegetation</TextBox>:为以下方块提供支撑能力:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">灌木丛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">矮草丛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">高草丛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">蕨</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">大型蕨</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">瓶子草</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">向日葵</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">丁香</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">玫瑰丛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">牡丹</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">眼眸花</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">萤火虫灌木丛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">粉红色花簇</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">野花簇</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">蒲公英</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">火把花</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">虞美人</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">兰花</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">绒球葱</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">蓝花美耳草</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">红色郁金香</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">橙色郁金香</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">白色郁金香</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">粉红色郁金香</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">滨菊</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">矢车菊</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">甜浆果丛</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">橡树树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">云杉树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">白桦树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">丛林树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">金合欢树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">樱花树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">深色橡树树苗</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">苍白橡树树苗</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sound</TextBox>:可选,玩家用该武器攻击时播放的音效事件</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">hit_sound</TextBox>:可选,武器命中实体时播放的音效事件</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">示例:<TextBox Style="{StaticResource InlineCode}">piercing_weapon={dismounts:true}</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:swing_animation</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">指定使用该物品进行攻击或交互时播放的挥动动画。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:对象,包含以下字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">type</TextBox>:字符串,动画标识符(<TextBox Style="{StaticResource InlineCode}">none</TextBox>、<TextBox Style="{StaticResource InlineCode}">whack</TextBox>、<TextBox Style="{StaticResource InlineCode}">stab</TextBox>)</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">whack</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_crops</TextBox>:在所有生长阶段为以下农作物提供支撑:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">小麦</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">胡萝卜</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">马铃薯</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">甜菜根</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">火把花</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">瓶子草</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">duration</TextBox>:整数,持续的刻数</Paragraph><List>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">6</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_stem_crops</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_pumpkin_stem</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_melon_stem</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_sugar_cane</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_sugar_cane_adjacently</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">满足甘蔗相邻支撑条件的方块</Paragraph></ListItem>
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</List></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">示例:<TextBox Style="{StaticResource InlineCode}">swing_animation={type:'stab',duration:20}</TextBox></Paragraph></ListItem>
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|
|
-</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:consumable</TextBox></Paragraph><List>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">更新了 <TextBox Style="{StaticResource InlineCode}">animation</TextBox> 字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将 <TextBox Style="{StaticResource InlineCode}">spear</TextBox> 重命名为 <TextBox Style="{StaticResource InlineCode}">trident</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">spear</TextBox> 动画</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H4}">更改了 <TextBox Style="{StaticResource InlineCode}">minecraft:intangible_projectile</TextBox></Paragraph><List>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">具有该组件的物品现在会在其提示信息中显示相关信息</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">实体数据</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将 <TextBox Style="{StaticResource InlineCode}">AngryAt</TextBox> 字段重命名为 <TextBox Style="{StaticResource InlineCode}">angry_at</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">移除了 <TextBox Style="{StaticResource InlineCode}">AngerTime</TextBox> 字段</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">anger_end_time</TextBox>(long)字段,包含愤怒结束的游戏刻时间</Paragraph></ListItem>
|
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|
-</List><Paragraph Style="{StaticResource H3}">进度</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">spear_mobs</TextBox> 触发器,包含字段:</Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">player</TextBox>:可选实体谓词,使用动能武器的玩家</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">count</TextBox>:可选整数,单次使用动能武器命中的生物数量</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H3}">伤害类型</Paragraph><List>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:spear</TextBox> 伤害类型</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H3}">槽位源</Paragraph><List>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">新增槽位源,使数据包中可以指定任意物品栏槽位的位置。</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">格式:对象,包含以下字段:</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">type</TextBox>:槽位源类型</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}"><type-specific></TextBox>:根据类型而定的附加字段</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:empty</TextBox> 类型</Paragraph><List>
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|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">空选择,不包含任何槽位</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:group</TextBox> 类型</Paragraph><List>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">将多个槽位源合并为一个,结果选择包含各来源提供的全部槽位。</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">若某槽位出现在多个来源中,它将在结果中重复出现</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">例如 <TextBox Style="{StaticResource InlineCode}">[a, b] + [c, a]</TextBox> -> <TextBox Style="{StaticResource InlineCode}">[a, b, c, a]</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">terms</TextBox>:要合并的槽位源列表</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">也可直接以内联的槽位源列表书写</Paragraph></ListItem>
|
|
|
-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:slot_range</TextBox> 类型</Paragraph><List>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">从实体或方块实体的物品栏中选择一个槽位范围内的槽位。</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">行为与 <TextBox Style="{StaticResource InlineCode}">/item</TextBox> 命令的 <TextBox Style="{StaticResource InlineCode}">from</TextBox> 参数一致。</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">source</TextBox>:从战利品上下文中获取槽位的实体或方块实体</Paragraph><List>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">可为 <TextBox Style="{StaticResource InlineCode}">block_entity</TextBox>、<TextBox Style="{StaticResource InlineCode}">this</TextBox>、<TextBox Style="{StaticResource InlineCode}">attacking_entity</TextBox>、<TextBox Style="{StaticResource InlineCode}">last_damage_player</TextBox>、<TextBox Style="{StaticResource InlineCode}">direct_attacker</TextBox>、<TextBox Style="{StaticResource InlineCode}">target_entity</TextBox> 或 <TextBox Style="{StaticResource InlineCode}">interacting_entity</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_cactus</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_chorus_plant</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_chorus_flower</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_nether_sprouts</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_azalea</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_warped_fungus</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_crimson_fungus</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_mangrove_propagule</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_hanging_mangrove_propagule</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_nether_wart</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_warped_roots</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_crimson_roots</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_wither_rose</TextBox></Paragraph></ListItem>
|
|
|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_cocoa</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_lily_pad</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_frogspawn</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认情况下为空</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">slots</TextBox>:槽位范围,格式为 <TextBox Style="{StaticResource InlineCode}"><slot_type></TextBox> 或 <TextBox Style="{StaticResource InlineCode}"><slot_type>.<slot_number></TextBox>(例如 <TextBox Style="{StaticResource InlineCode}">armor.chest</TextBox> 或 <TextBox Style="{StaticResource InlineCode}">container.*</TextBox>)</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:contents</TextBox> 类型</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">从一个或多个物品的物品栏组件中选择所有非空槽位。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若该组件中未存放物品,结果选择为空</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">待使用其物品栏组件的物品位置由另一个槽位源指定。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若该槽位源包含多个带该组件的物品,结果选择将与 <TextBox Style="{StaticResource InlineCode}">minecraft:group</TextBox> 类型相同地合并</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">例如:<TextBox Style="{StaticResource InlineCode}">束口袋 [a, b] + 潜影盒 [c, d]</TextBox> -> <TextBox Style="{StaticResource InlineCode}">[a, b, c, d]</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">component</TextBox>:要定位的物品栏组件</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">允许值为 <TextBox Style="{StaticResource InlineCode}">minecraft:bundle_contents</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:charged_projectiles</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">minecraft:container</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#support_override_cactus_flower</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">仙人掌花可以放置在该标签中的方块上,即使其上表面没有完整方块面</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">slot_source</TextBox>:包含待定位物品槽位的槽位源</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:filtered</TextBox> 类型</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">对已选槽位应用过滤器,将不匹配的槽位从结果中排除。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item_filter</TextBox>:对各槽位中的物品进行匹配的物品谓词</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">slot_source</TextBox>:需要过滤的槽位源</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:limit_slots</TextBox> 类型</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">限制提供的槽位数量,结果选择至多包含该数量的槽位。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">超出限制的槽位将按包含顺序被排除</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">例如 <TextBox Style="{StaticResource InlineCode}">[a, b, c, d]</TextBox> 在限制为 <TextBox Style="{StaticResource InlineCode}">3</TextBox> 时 -> <TextBox Style="{StaticResource InlineCode}">[a, b, c]</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">limit</TextBox>:整数,结果选择中允许包含的最大槽位数</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">slot_source</TextBox>:需要施加限制的槽位源</Paragraph></ListItem>
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-</List><Paragraph>示例:从实体的快捷栏与护甲槽中选择所有物品数量大于 16 的槽位:</Paragraph><BlockUIContainer>
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-<Border Style="{StaticResource BlockCodeBorder}" >
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-<StackPanel Margin="0,2,0,0">
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-<TextBlock Foreground="White" FontSize="14" Text="JSON" Margin="10,4"/>
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-<TextBox Style="{StaticResource BlockCode}" Text="{}{
 "type": "minecraft:filtered",
 "item_filter": {
 "count": {
 "min": 16
 }
 },
 "slot_source": [
 {
 "type": "minecraft:slot_range",
 "source": "this",
 "slots": "hotbar.*"
 },
 {
 "type": "minecraft:slot_range",
 "source": "this",
 "slots": "armor.*"
 }
 ]
}"/>
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-</StackPanel>
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-</Border>
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-</BlockUIContainer><Paragraph Style="{StaticResource H3}">战利品表</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">minecraft:slots</TextBox> 战利品池条目:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将所选槽位中包含的物品提供给战利品表</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">slot_source</TextBox>:描述物品所在位置的槽位源</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,用于决定某些植被无法由哪些方块支撑:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#cannot_support_seagrass</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#cannot_support_kelp</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为保持一致性,重命名以下标签:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#dry_vegetation_may_place_on</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#supports_dry_vegetation</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#bamboo_plantable_on</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#supports_bamboo</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#small_dripleaf_placeable</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#supports_small_dripleaf</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#big_dripleaf_placeable</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#supports_big_dripleaf</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#mushroom_grow_block</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#overrides_mushroom_light_requirement</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">若不在该标签中,蘑菇在光照等级不低于 13 时无法存活</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">支持所有标准战利品池条目字段</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">战利品函数</Paragraph><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:filtered</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将 <TextBox Style="{StaticResource InlineCode}">modifier</TextBox> 字段替换为两个字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">on_pass</TextBox>:当 <TextBox Style="{StaticResource InlineCode}">item_filter</TextBox> 谓词通过时运行的函数或函数列表</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">on_fail</TextBox>:当 <TextBox Style="{StaticResource InlineCode}">item_filter</TextBox> 谓词未通过时运行的函数或函数列表</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:discard</TextBox></Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将任意物品堆替换为空。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">无字段</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">谓词</Paragraph><Paragraph Style="{StaticResource H4}">组件谓词</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">组件谓词(方块、物品与实体谓词中的 <TextBox Style="{StaticResource InlineCode}">predicates</TextBox> 字段)现在包含用于检查各组件类型存在性的谓词。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">这类谓词写作 <TextBox Style="{StaticResource InlineCode}">{<component_type>: {}}</TextBox>。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">只要组件存在,该检查即视为通过,实际值不影响结果。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">针对特定组件的既有谓词保持不变。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">示例:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">{predicates:{written_book_content:{author:"foo"}}</TextBox> —— 既有的书籍匹配格式</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">{predicates:{written_book_content:{}}</TextBox> —— 上述的特例,只要组件存在即接受任意值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">{predicates:{instrument:{}}</TextBox> —— 检查组件 <TextBox Style="{StaticResource InlineCode}">minecraft:instrument</TextBox> 是否存在(此前不允许)</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">实体谓词</Paragraph><Paragraph><TextBox Style="{StaticResource InlineCode}">flags</TextBox> 谓词现新增以下值:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">is_in_water</TextBox>:当实体接触到水或气泡柱时</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">is_fall_flying</TextBox>:当实体使用鞘翅滑翔时</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">物品谓词</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">命令形式的物品谓词(<TextBox Style="{StaticResource InlineCode}"><item>[predicate~{...},component={...}]</TextBox>)现已扩展为接受任意组件类型的空谓词。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">与数据中的组件谓词相同,这些空条目仅检查组件是否存在。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">用于检查组件存在性的既有简写语法保持不变。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">即 <TextBox Style="{StaticResource InlineCode}">*[instrument]</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">*[instrument~{}]</TextBox> 等效</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">附魔</Paragraph><Paragraph Style="{StaticResource H4}">附魔效果组件</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:post_piercing_attack</TextBox>:物品进行贯穿攻击后应用的效果</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">附魔实体效果</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:apply_impulse</TextBox>:对目标实体施加冲量</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">direction</TextBox>:第一步,将该向量作为局部坐标(与 <TextBox Style="{StaticResource InlineCode}">tp @s ^ ^ ^</TextBox> 相同)应用到实体的注视向量上</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">coordinate_scale</TextBox>:第二步,将结果向量按该向量在世界空间的各轴(X、Y、Z)进行缩放</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">magnitude</TextBox>:第三步,将结果向量按该等级相关值进行缩放</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:apply_exhaustion</TextBox>:使目标实体产生疲劳值</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">amount</TextBox>:等级相关值,表示施加的疲劳值数量</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">仅对玩家有效</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:play_sound</TextBox>:现在支持声音事件标识符列表,每个附魔等级对应一个。如果等级高于声音数量,则使用列表中的最后一个声音</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">附魔等级相关值</Paragraph><Paragraph>新增 <TextBox Style="{StaticResource InlineCode}">exponent</TextBox>:将基数提升到指定的幂次。
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- - <TextBox Style="{StaticResource InlineCode}">base</TextBox>:等级相关值,表示幂运算的基数
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- - <TextBox Style="{StaticResource InlineCode}">power</TextBox>:等级相关值,表示幂运算的幂次</Paragraph><Paragraph Style="{StaticResource H3}">世界生成</Paragraph><Paragraph Style="{StaticResource H4}">维度类型</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增维度字段 <TextBox Style="{StaticResource InlineCode}">attributes</TextBox>,用于指定环境属性。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">关于该字段的格式,请参阅“环境属性映射”章节</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增可选字段 <TextBox Style="{StaticResource InlineCode}">timelines</TextBox>,指定在该维度中激活的时间线</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">格式:时间线 ID、时间线 ID 列表或时间线标签</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">许多字段已迁移到环境属性:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">注意:这些属性的形式可能与原始字段不完全一致</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ultrawarm</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/water_evaporates</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/fast_lava</TextBox>、<TextBox Style="{StaticResource InlineCode}">visual/default_dripstone_particle</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">bed_works</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/bed_rule</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">respawn_anchor_works</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/respawn_anchor_works</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">cloud_height</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:visual/cloud_height</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">piglin_safe</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/piglins_zombify</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">has_raids</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/can_start_raid</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">natural</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/nether_portal_spawns_piglin</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/eyeblossom_open</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:gameplay/creaking_active</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除了 <TextBox Style="{StaticResource InlineCode}">effects</TextBox> 字段,改为以下新字段:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">skybox</TextBox>:要使用的天空盒渲染类型,可选:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">none</TextBox>(原 <TextBox Style="{StaticResource InlineCode}">minecraft:nether</TextBox> 效果 ID)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">overworld</TextBox>(原 <TextBox Style="{StaticResource InlineCode}">minecraft:overworld</TextBox> 效果 ID)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">仅当 <TextBox Style="{StaticResource InlineCode}">skybox</TextBox> 为 <TextBox Style="{StaticResource InlineCode}">overworld</TextBox> 时应用以下环境属性:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_color</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:visual/sun_angle</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:visual/sunrise_sunset_color</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:visual/moon_phase</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:visual/moon_angle</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:visual/star_angle</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:visual/star_brightness</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#snow_layer_can_survive_on</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#support_override_snow_layer</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">雪层可以放置在该标签中的方块上,即使其上表面没有完整方块面</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">end</TextBox>(原 <TextBox Style="{StaticResource InlineCode}">minecraft:end</TextBox> 效果 ID)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">overworld</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#snow_layer_cannot_survive_on</TextBox> -> <TextBox Style="{StaticResource InlineCode}">#cannot_support_snow_layer</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#grows_crops</TextBox>,用于定义可使以下农作物在其上方生长的地面方块:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">小麦</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">胡萝卜</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">马铃薯</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">甜菜根</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">火把花</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">瓶子草</Paragraph></ListItem>
|
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+<ListItem><Paragraph Style="{StaticResource Lp}">南瓜茎</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">西瓜茎</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,用于定义可生成特定类型气泡柱的方块:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#enables_bubble_column_drag_down</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认包含岩浆块</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">cardinal_light</TextBox>:影响方块的四向光照方向,可选:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">default</TextBox>(原 <TextBox Style="{StaticResource InlineCode}">minecraft:overworld</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">minecraft:end</TextBox> 效果 ID)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">nether</TextBox>(原 <TextBox Style="{StaticResource InlineCode}">minecraft:nether</TextBox> 效果 ID)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认:<TextBox Style="{StaticResource InlineCode}">default</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#enables_bubble_column_push_up</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">默认包含灵魂沙</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">fixed_time</TextBox> 字段被 <TextBox Style="{StaticResource InlineCode}">has_fixed_time</TextBox> 布尔值取代(默认:<TextBox Style="{StaticResource InlineCode}">false</TextBox>)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">基于时间的效果(如太阳角度)现改由环境属性指定</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">其余曾受 <TextBox Style="{StaticResource InlineCode}">fixed_time</TextBox> 存在与否影响的行为现改为使用 <TextBox Style="{StaticResource InlineCode}">has_fixed_time</TextBox> 布尔值</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">生物群系</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">生物群系新增字段 <TextBox Style="{StaticResource InlineCode}">attributes</TextBox>,用于指定环境属性。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">关于该字段的格式,请参阅“环境属性”章节</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">注意:某些属性(如 <TextBox Style="{StaticResource InlineCode}">gameplay/fast_lava</TextBox>)不按位置评估,因此不能在生物群系上设置</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">effects</TextBox> 下的许多子字段已迁移到环境属性:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">注意:这些属性的形式可能与原始字段不完全一致</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">fog_color</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:visual/fog_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">water_fog_color</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:visual/water_fog_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">sky_color</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:visual/sky_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">particle</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:visual/ambient_particles</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">ambient_sound</TextBox>、<TextBox Style="{StaticResource InlineCode}">mood_sound</TextBox>、<TextBox Style="{StaticResource InlineCode}">additions_sound</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:audio/ambient_sounds</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">music</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:audio/background_music</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">music_volume</TextBox> -> <TextBox Style="{StaticResource InlineCode}">minecraft:audio/music_volume</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">effects</TextBox> 定义中的以下颜色字段现在支持以字符串形式 <TextBox Style="{StaticResource InlineCode}">"#rrggbb"</TextBox> 或以浮点数组形式 <TextBox Style="{StaticResource InlineCode}">[red, green, blue]</TextBox> 指定颜色:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">water_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">foliage_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dry_foliage_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">grass_color</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">grass_color_modifier</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">标签</Paragraph><Paragraph Style="{StaticResource H4}">方块标签</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#can_glide_through</TextBox>:可攀爬且可滑翔穿过而不停下的方块</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">将 <TextBox Style="{StaticResource InlineCode}">#dirt</TextBox> 拆分为多个方块标签:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#dirt</TextBox> 现仅包含泥土、粗泥土与缠根泥土</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#mud</TextBox> 包含泥与红树林泥根</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#moss_blocks</TextBox> 包含苔藓方块与苍白苔藓方块</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#grass_blocks</TextBox> 包含草方块、菌丝与灰化土</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#substrate_overworld</TextBox>,其包含 <TextBox Style="{StaticResource InlineCode}">#dirt</TextBox>、<TextBox Style="{StaticResource InlineCode}">#mud</TextBox>、<TextBox Style="{StaticResource InlineCode}">#moss_blocks</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">#grass_blocks</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">用作世界生成条件的集合</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,用于定义可在适用的树或竹子下方被替换为灰化土的地面方块:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#beneath_tree_podzol_replaceable</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#beneath_bamboo_podzol_replaceable</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#cannot_replace_below_tree_trunk</TextBox>,其包含 <TextBox Style="{StaticResource InlineCode}">#dirt</TextBox>、<TextBox Style="{StaticResource InlineCode}">#mud</TextBox>、<TextBox Style="{StaticResource InlineCode}">#moss_blocks</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">podzol</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,定义各自特征可放置于哪些方块之上:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#forest_rock_can_place_on</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#huge_brown_mushroom_can_place_on</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#huge_red_mushroom_can_place_on</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#ice_spike_replaceable</TextBox>,定义冰刺特征可替换的方块</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#prevents_nearby_leaf_decay</TextBox> 用于定义在曼哈顿距离 6 格内阻止树叶方块腐烂的方块</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">流体标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,用于决定哪些流体可以支撑对应方块:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_lily_pad</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#supports_frogspawn</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#supports_sugar_cane_adjacently</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">满足甘蔗相邻支撑条件的流体</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#bubble_columns_can_occupy</TextBox> 流体标签,用于定义气泡柱可以占据哪些流体,默认包含 <TextBox Style="{StaticResource InlineCode}">water</TextBox></Paragraph></ListItem>
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</List><Paragraph Style="{StaticResource H4}">物品标签</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#nautilus_taming_items</TextBox>:可用于驯服鹦鹉螺与僵尸鹦鹉螺的物品</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#nautilus_bucket_food</TextBox>:可用于喂食已驯服的鹦鹉螺与僵尸鹦鹉螺的鱼桶物品</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#nautilus_food</TextBox>:所有可用于喂食已驯服的鹦鹉螺与僵尸鹦鹉螺的物品</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#camel_husk_food</TextBox>:所有可用于喂食骆驼尸壳的物品</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#spears</TextBox>:所有矛武器</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#enchantable/lunge</TextBox>:所有可附魔“突进”的物品</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#enchantable/melee_weapon</TextBox>:所有主要近战武器,包括剑与矛</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">将 <TextBox Style="{StaticResource InlineCode}">#enchantable/sword</TextBox> 重命名为 <TextBox Style="{StaticResource InlineCode}">#enchantable/sweeping</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新 <TextBox Style="{StaticResource InlineCode}">#piglin_loved</TextBox> 以包含金鹦鹉螺甲与金矛</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更新 <TextBox Style="{StaticResource InlineCode}">#piglin_preferred_weapons</TextBox> 以包含金矛</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">生物群系标签</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除 <TextBox Style="{StaticResource InlineCode}">#snow_golem_melts</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">#increased_fire_burnout</TextBox> —— 由环境属性 <TextBox Style="{StaticResource InlineCode}">gameplay/snow_golem_melts</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">gameplay/increased_fire_burnout</TextBox> 替代</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除 <TextBox Style="{StaticResource InlineCode}">#plays_underwater_music</TextBox> —— 由环境属性 <TextBox Style="{StaticResource InlineCode}">audio/background_music</TextBox> 中的 <TextBox Style="{StaticResource InlineCode}">only_underwater</TextBox> 字段替代</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除 <TextBox Style="{StaticResource InlineCode}">#has_closer_water_fog</TextBox> —— 由环境属性 <TextBox Style="{StaticResource InlineCode}">visual/water_fog_end_distance</TextBox> 替代</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#spawns_coral_variant_zombie_nautilus</TextBox> —— 僵尸鹦鹉螺珊瑚变种可生成的生物群系</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除 <TextBox Style="{StaticResource InlineCode}">#without_patrol_spawns</TextBox> —— 由环境属性 <TextBox Style="{StaticResource InlineCode}">gameplay/can_pillager_patrol_spawn</TextBox> 替代</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">实体标签</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#can_wear_nautilus_armor</TextBox>:可装备鹦鹉螺甲的实体</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#nautilus_hostiles</TextBox>:未驯服时鹦鹉螺会敌对的实体</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更改 <TextBox Style="{StaticResource InlineCode}">#not_scary_for_pufferfish</TextBox> 以包含鹦鹉螺与僵尸鹦鹉螺</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#burn_in_daylight</TextBox>:日照下会灼烧的实体</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#can_float_while_ridden</TextBox>:被骑乘时可在水面漂浮的实体</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更改 <TextBox Style="{StaticResource InlineCode}">#skeletons</TextBox> 以包含枯骨</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更改 <TextBox Style="{StaticResource InlineCode}">#zombies</TextBox> 以包含僵尸鹦鹉螺、僵尸马与骆驼尸壳</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">更改 <TextBox Style="{StaticResource InlineCode}">#can_equip_saddle</TextBox> 以包含鹦鹉螺、僵尸鹦鹉螺、僵尸马与骆驼尸壳</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">时间线标签</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#universal</TextBox>:在所有维度中激活的时间线</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#in_overworld</TextBox>:在主世界中激活的时间线</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#in_nether</TextBox>:在下界中激活的时间线</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">#in_end</TextBox>:在末地中激活的时间线</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H2}">资源包版本 70.0 至 75.0</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">Unifont 更新至 17.0.01</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.vsh/fsh</TextBox> 复制自 <TextBox Style="{StaticResource InlineCode}">terrain.vsh/fsh</TextBox>,并处理临时方块(例如被实体持有的方块)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">ChunkSection</TextBox> uniform,由 <TextBox Style="{StaticResource InlineCode}">terrain.vsh</TextBox> 使用(取代 <TextBox Style="{StaticResource InlineCode}">DynamicTransforms</TextBox>)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">引入新着色器以在 GPU 上执行精灵图动画</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">Globals</TextBox> uniform 现在包含相机坐标</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">物品纹理从 <TextBox Style="{StaticResource InlineCode}">blocks</TextBox> 图集中拆分为新的不带 mipmap 的 <TextBox Style="{StaticResource InlineCode}">items</TextBox> 图集</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">物品模型使用的所有纹理必须来自同一图集(<TextBox Style="{StaticResource InlineCode}">items</TextBox> 或 <TextBox Style="{StaticResource InlineCode}">blocks</TextBox>)</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">方块模型使用的所有纹理必须来自 <TextBox Style="{StaticResource InlineCode}">blocks</TextBox> 图集</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">静态水和岩浆使用的纹理现硬编码为 <TextBox Style="{StaticResource InlineCode}">minecraft:block/water_still</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">minecraft:block/lava_still</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">为后续工作做准备,若任意图集中定义的精灵图共享同名,游戏现在会打印警告</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">方块模型与状态格式扩展以允许更多旋转</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">皮革马铠物品与装备资源的纹理拆分为带色基底层与覆盖层</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H2}">纹理</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">*.mcmeta</TextBox> 文件的 <TextBox Style="{StaticResource InlineCode}">texture</TextBox> 部分新增两个字段:<TextBox Style="{StaticResource InlineCode}">mipmap_strategy</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">alpha_cutoff_bias</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">mipmap_strategy</TextBox> 支持以下取值:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">mean</TextBox>:在当前 mipmap 层级上对每 4 像素分组的颜色与透明度求平均以生成下一层像素。多数实心或半透明整方块纹理的默认策略,沿用不变</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">dark_cutout</TextBox>:与 <TextBox Style="{StaticResource InlineCode}">mean</TextBox> 类似,但以一种使裁剪像素边界更暗的方式混合颜色。用于树叶与红树根,沿用不变。其用于模拟方块内部更暗的效果</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">cutout</TextBox>:新策略,总是基于原始纹理而非上一层 mipmap 来生成下一层。用于本版本中大多数新增支持 mipmap 的裁剪类方块</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">strict_cutout</TextBox>:<TextBox Style="{StaticResource InlineCode}">cutout</TextBox> 的变体,使用更严格的透明度裁剪值,使得使用该值的纹理在更高 mipmap 层级上会消失。用于花朵等以避免伪影</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">auto</TextBox>:默认值;对于不含完全透明像素的纹理选择 <TextBox Style="{StaticResource InlineCode}">mean</TextBox>,含完全透明像素的选择 <TextBox Style="{StaticResource InlineCode}">cutout</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#metal_nuggets</TextBox> —— 铜粒、铁粒以及金粒</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#dyes</TextBox> —— 包含原版所有染料的辅助标签</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#loom_dyes</TextBox> —— 允许在织布机界面中用于设置图案颜色的物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">织布机界面还要求物品堆叠上存在 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#loom_patterns</TextBox> —— 允许在织布机界面中用于解锁图案的物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">织布机界面还要求物品堆叠上存在 <TextBox Style="{StaticResource InlineCode}">minecraft:provides_banner_patterns</TextBox> 组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#cat_collar_dyes</TextBox> —— 可用于给驯服的猫项圈染色的物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">颜色将取自所用物品堆叠上的 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#wolf_collar_dyes</TextBox> —— 可用于给驯服的狼项圈染色的物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">颜色将取自所用物品堆叠上的 <TextBox Style="{StaticResource InlineCode}">minecraft:dye</TextBox> 组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#cauldron_can_remove_dye</TextBox> —— 可用于在装满水的炼药锅中移除物品上 <TextBox Style="{StaticResource InlineCode}">minecraft:dyed_color</TextBox> 组件的物品</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除 <TextBox Style="{StaticResource InlineCode}">#dyeable</TextBox> 标签</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增以下标签,其内容与对应的方块标签镜像:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#mud</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#moss_blocks</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">#grass_blocks</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">实体类型标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#cannot_be_age_locked</TextBox> —— 定义哪些可成长的幼年生物无法通过金蒲公英停止成长</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">魔咒标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了以下标签:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/desert_special</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/jungle_special</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/plains_special</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/savanna_special</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/snow_special</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/swamp_special</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">trades/taiga_special</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">药水标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#tradeable</TextBox> —— 所有可出现在村民交易中的药水效果</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">已配置地物标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#can_spawn_from_bone_meal</TextBox> —— 当某个特征被加入到生物群系中时,可在该生物群系中使用骨粉生成的地物</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">粒子</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">pause_mob_growth</TextBox> —— 使用金蒲公英停止幼年生物成长时展示的粒子</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">reset_mob_growth</TextBox> —— 使用金蒲公英恢复幼年生物成长时展示的粒子</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">文本组件</Paragraph><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:selector</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">selector</TextBox> 字段不再接受选择器之后的多余数据</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:nbt</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">当 <TextBox Style="{StaticResource InlineCode}">interpret</TextBox> 字段被设为 <TextBox Style="{StaticResource InlineCode}">false</TextBox> 时,由 <TextBox Style="{StaticResource InlineCode}">minecraft:nbt</TextBox> 文本组件解析到的标签现在会以更易读的格式输出,而不再被压扁为单一的 <TextBox Style="{StaticResource InlineCode}">text</TextBox> 组件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">当解析失败时,<TextBox Style="{StaticResource InlineCode}">nbt</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">block</TextBox> 字段的内容不再被静默丢弃</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity</TextBox> 字段不再接受选择器之后的多余数据</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">plain</TextBox> 选项,用于移除美化输出文本上的样式</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">plain</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">interpret</TextBox> 选项不能同时启用</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:object</TextBox></Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增了一个名为 <TextBox Style="{StaticResource InlineCode}">fallback</TextBox> 的可选字段,其中包含一个文本组件,当对象组件本身无法显示时使用(例如在服务器日志中打印消息或进行旁白时)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">player</TextBox> 类型的对象(玩家头颅)现在不能再用于服务器状态消息(Motd)中</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">该类型的所有组件都会被替换为回退文本</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">嵌套超过 16 层的组件会被丢弃并替换为省略号</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 76</Paragraph><Paragraph Style="{StaticResource H3}">光照贴图着色器更改</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">lightmap.fsh</TextBox> 着色器进行了大量修改:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">LightmapInfo</TextBox> uniform 新增两个字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">BlockLightTint</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">NightVisionColor</TextBox></Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">alpha_cutoff_bias</TextBox>:浮点字段,用于控制裁剪纹理的透明度偏置</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">技术上没有限制,可为负数;但超过 <TextBox Style="{StaticResource InlineCode}">1.0</TextBox> 或低于 <TextBox Style="{StaticResource InlineCode}">-1.0</TextBox> 意义不大,因为纹理将分别变为完全不透明或完全透明</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值为 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox>;可在远处纹理过于透明/纤薄时适当增大,或在过于“不透明”时减小</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">建议小幅调整以寻找最佳点。例如海带(<TextBox Style="{StaticResource InlineCode}">kelp</TextBox>)纹理使用 <TextBox Style="{StaticResource InlineCode}">0.1</TextBox>,防止远处完全透明</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">仅用于裁剪纹理的低层 mip,不改变首层 mip 的透明度,对其他纹理无效</Paragraph></ListItem>
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-</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">玻璃、玻璃板与红石粉现支持半透明纹理</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">gui/container/nautilus</TextBox>,用于鹦鹉螺的物品栏 UI</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">物品精灵图</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增物品精灵图:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/nautilus_spawn_egg</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/zombie_nautilus_spawn_egg</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/camel_husk_spawn_egg</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/parched_spawn_egg</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/copper_nautilus_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/iron_nautilus_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/golden_nautilus_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/diamond_nautilus_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/netherite_nautilus_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/netherite_horse_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item/leather_horse_armor_overlay</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">为矛武器新增以下物品精灵图:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在物品栏中:<TextBox Style="{StaticResource InlineCode}">item/wooden_spear</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/stone_spear</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/copper_spear</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/iron_spear</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/golden_spear</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/diamond_spear</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/netherite_spear</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">在手中持有:<TextBox Style="{StaticResource InlineCode}">item/wooden_spear_in_hand</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/stone_spear_in_hand</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/copper_spear_in_hand</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/iron_spear_in_hand</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/golden_spear_in_hand</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/diamond_spear_in_hand</TextBox>、<TextBox Style="{StaticResource InlineCode}">item/netherite_spear_in_hand</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">UI 精灵图</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 UI 精灵图:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/slot/nautilus_armor</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/slot/spear</TextBox> - 锻造台界面中使用的矛图标</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/slot/nautilus_armor_inventory</TextBox> - 用于鹦鹉螺物品栏 UI 的鹦鹉螺图标 UI</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增九切片精灵图:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/inventory/effect_background</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/inventory/effect_background_ambient</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除以下精灵图:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/inventory/effect_background_large</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">container/inventory/effect_background_small</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">天体图集</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">celestials</TextBox> 图集,包含天空中渲染的物体(如太阳与月亮)的精灵图。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">包含来自 <TextBox Style="{StaticResource InlineCode}"><namespace>:textures/environment/celestial/<path>.png</TextBox> 的精灵图</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">以下纹理被移动或拆分:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">textures/environment/sun.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">sun</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">textures/environment/end_flash.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">end_flash</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">textures/environment/moon_phases</TextBox> -> <TextBox Style="{StaticResource InlineCode}">moon/full_moon</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/waning_gibbous</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/third_quarter</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/waning_crescent</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/new_moon</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/waxing_crescent</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/first_quarter</TextBox>, <TextBox Style="{StaticResource InlineCode}">moon/waxing_gibbous</TextBox></Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">状态效果精灵图</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增状态效果精灵图:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">breath_of_the_nautilus</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了 <TextBox Style="{StaticResource InlineCode}">AmbientLightFactor</TextBox> 字段,其值现已预乘进 <TextBox Style="{StaticResource InlineCode}">AmbientColor</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">DarkenWorldFactor</TextBox> 更名为 <TextBox Style="{StaticResource InlineCode}">BossOverlayWorldDarkeningFactor</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">在 UI 中渲染的文本与物品现在使用独立的 1x1 纯白光照贴图纹理,因此着色器不必始终保持 (15, 15) 像素为纯白</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 77</Paragraph><Paragraph Style="{StaticResource H3}">实体数据</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">玩家的 <TextBox Style="{StaticResource InlineCode}">current_explosion_impact_pos</TextBox> 和 <TextBox Style="{StaticResource InlineCode}">current_impulse_context_reset_grace_time</TextBox> 字段添加给了所有生物以及盔甲架</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了玩家的 <TextBox Style="{StaticResource InlineCode}">ignore_fall_damage_from_current_explosion</TextBox> 字段</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">物品标签</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">#metal_nuggets</TextBox> - 铜、铁以及金粒</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">实体纹理</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了新的实体纹理:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_all_black_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_black_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_british_shorthair_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_calico_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_collar_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_jellie_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/ocelot_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_persian_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_ragdoll_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_red_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_siamese_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_tabby_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/cat_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/chicken/chicken_cold_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/chicken/chicken_temperate_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/chicken/chicken_warm_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/cow_cold_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/cow_temperate_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/cow_warm_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/mooshroom_brown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/mooshroom_red_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/donkey_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_black_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_brown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_chestnut_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_creamy_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_darkbrown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_gray_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_blackdots_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_whitedots_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_whitefield_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_skeleton_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_zombie_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/mule_baby.png</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 78</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">绊线的纹理现在以 Alpha 裁剪方式渲染,而非半透明</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 78.1</Paragraph><Paragraph Style="{StaticResource H3}">实体纹理</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了新的实体纹理:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/donkey_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_black_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_brown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_chestnut_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_creamy_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_darkbrown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_gray_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_blackdots_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_whitedots_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_whitefield_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_skeleton_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_zombie_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph><TextBox Style="{StaticResource InlineCode}">entity/horse/mule_baby.png</TextBox></Paragraph></ListItem>
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|
+<ListItem><Paragraph>为马增加了下列音效事件</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.death</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.angry</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.eat</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.fall</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.land</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.step</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_horse.breathe</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 79</Paragraph><List>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">发光鱿鱼、避雷针,以及方块被打蜡、去蜡和除锈时发出的发光粒子现在按不透明方式渲染,因为它们实际上从未使用过半透明方式</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">移除了 <TextBox Style="{StaticResource InlineCode}">demo_background.png</TextBox>,改用 <TextBox Style="{StaticResource InlineCode}">popup/background.png</TextBox> 精灵图</Paragraph></ListItem>
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|
+</List><Paragraph Style="{StaticResource H3}">方块精灵图</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增方块纹理:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block/golden_dandelion.png</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">音效</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为鸡新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_chicken.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_chicken.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_chicken.death</TextBox></Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">为金蒲公英新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.golden_dandelion.use</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.golden_dandelion.unuse</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 80</Paragraph><List>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">新增幼年鸡行走的音效事件</Paragraph></ListItem>
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</List><Paragraph Style="{StaticResource H3}">实体纹理</Paragraph><List>
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<ListItem><Paragraph Style="{StaticResource Lp}">新增实体纹理:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/nautilus/nautilus.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/nautilus/nautilus_baby.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/nautilus/zombie_nautilus.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/zombie_nautilus_coral.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/nautilus_body/copper.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/nautilus_body/iron.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/nautilus_body/gold.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/nautilus_body/diamond.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/nautilus_body/netherite.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/nautilus_saddle/saddle.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/horse_body/leather_overlay.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/camel/camel_husk.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/camel_husk_saddle/saddle.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/horse_body/netherite.png</TextBox></Paragraph></ListItem>
|
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/skeleton/parched.png</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/skeleton/parched_overlay.png</TextBox></Paragraph></ListItem>
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|
|
-</List><Paragraph Style="{StaticResource H3}">声音</Paragraph><List>
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|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">为矛新增音效:</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear.hit</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear.use</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear.attack</TextBox></Paragraph></ListItem>
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|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">为木制矛新增特殊音效:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear_wood.hit</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear_wood.use</TextBox></Paragraph></ListItem>
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|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear_wood.attack</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">为“突进”附魔新增音效事件:</Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear.lunge_1</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear.lunge_2</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.spear.lunge_3</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">为鹦鹉螺新增音效事件:</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.ambient</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.death</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.eat</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.hurt</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.swim</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.ambient</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.death</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.dash</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.dash_ready</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.eat</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.hurt</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.swim</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.ambient</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.death</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.dash</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.dash_ready</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.eat</TextBox></Paragraph></ListItem>
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|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.hurt</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.swim</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.nautilus_armor.equip</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.nautilus_armor.unequip</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.riding</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.nautilus_saddle_equip</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">item.nautilus_saddle_underwater_equip</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.ambient_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.death_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_nautilus.hurt_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.ambient_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.dash_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.dash_ready_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.death_land</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.nautilus.hurt_land</TextBox></Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.ambient_land</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.dash_land</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.dash_ready_land</TextBox></Paragraph></ListItem>
|
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.death_land</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_nautilus.hurt_land</TextBox></Paragraph></ListItem>
|
|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">为僵尸马新增音效事件:</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_horse.angry</TextBox></Paragraph></ListItem>
|
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.zombie_horse.eat</TextBox></Paragraph></ListItem>
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|
|
-<ListItem><Paragraph Style="{StaticResource Lp}">为枯骨新增音效事件:</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parched.ambient</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parched.death</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parched.hurt</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parched.step</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">为骆驼尸壳新增音效事件:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.ambient</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.dash</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.dash_ready</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.death</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.eat</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.hurt</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.saddle</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.sit</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.stand</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.step</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.camel_husk.step_sand</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">为鹦鹉新增拟声音效事件:</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parrot.imitate.camel_husk</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parrot.imitate.parched</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parrot.imitate.zombie_horse</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.parrot.imitate.zombie_nautilus</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_nectar_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_angry_nectar_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_snow_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_sleep_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_snow_sleep_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/camel/camel_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/goat/goat_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/armadillo/armadillo_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bear/polarbear_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_creamy_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_brown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_gray_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/llama_body/trader_llama_baby.png</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">着色器与后处理</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core/rendertype_item_entity_translucent_cull</TextBox> 着色器已移除,改用 <TextBox Style="{StaticResource InlineCode}">core/entity</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core/rendertype_entity_alpha</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">core/rendertype_entity_decal</TextBox> 着色器已被 <TextBox Style="{StaticResource InlineCode}">core/entity</TextBox> 中实现的 <TextBox Style="{StaticResource InlineCode}">DISSOLVE</TextBox> 标志取代</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">物品渲染(UI 与世界中)已从 <TextBox Style="{StaticResource InlineCode}">core/entity</TextBox> 分离到新的 <TextBox Style="{StaticResource InlineCode}">core/item</TextBox> 着色器</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 82</Paragraph><Paragraph Style="{StaticResource H3}">粒子</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">增加了 <TextBox Style="{StaticResource InlineCode}">pause_mob_growth</TextBox> - 使用金蒲公英停止幼年生物成长时展示的粒子</Paragraph></ListItem>
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+<ListItem><Paragraph>增加了 <TextBox Style="{StaticResource InlineCode}">reset_mob_growth</TextBox> - 使用金蒲公英恢复幼年生物成长时展示的粒子</Paragraph></ListItem>
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+<ListItem><Paragraph>更新了有着更小的头的幼年僵尸、幼年尸壳以及幼年溺尸的纹理</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H2}">资源包版本 83</Paragraph><List>
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+<ListItem><Paragraph>增加了 <TextBox Style="{StaticResource InlineCode}">#prevents_nearby_leaf_decay</TextBox> 用于定义在曼哈顿距离 6 格内阻止树叶方块腐烂的方块</Paragraph></ListItem>
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+<ListItem><Paragraph>物品模型格式现在支持对独立的子模型进行变形</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">音效</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为猪新增了新的音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.baby_pig.eat</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_mini.eat</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_big.eat</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig.eat</TextBox></Paragraph></ListItem>
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</List><Paragraph Style="{StaticResource H3}">物品模型</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">为所有物品模型新增选项:<TextBox Style="{StaticResource InlineCode}">swap_animation_scale</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">默认值:<TextBox Style="{StaticResource InlineCode}">1.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">表示在快捷栏切换物品时,物品上下移动的速度</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">较大的速度可使占屏空间更大的物品在切换到下一个物品前完全下沉</Paragraph></ListItem>
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-</List><Paragraph>新增物品模型:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">spear_in_hand</TextBox> —— 手持矛时的模型</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">方块模型</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">方块模型元素现可绕多个轴旋转。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">模型先绕 X,再绕 Y,最后绕 Z 旋转</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增字段:</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">x</TextBox>:绕 X 轴旋转角度(度),浮点数,默认 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">y</TextBox>:绕 Y 轴旋转角度(度),浮点数,默认 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">z</TextBox>:绕 Z 轴旋转角度(度),浮点数,默认 <TextBox Style="{StaticResource InlineCode}">0.0</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:model</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:special</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:range_dispatch</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:composite</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:select</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:condition</TextBox> 物品模型类型现在有 <TextBox Style="{StaticResource InlineCode}">transformation</TextBox> 字段</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">这些字段有着和在 <TextBox Style="{StaticResource InlineCode}">minecraft:display</TextBox> 实体上的 <TextBox Style="{StaticResource InlineCode}">transformation</TextBox> 字段相同的格式,即一个由 16 个数组成的数组,代表一个分解了的平移、缩放与旋转信息的矩阵或结构</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对于带有子元素的类型 (<TextBox Style="{StaticResource InlineCode}">minecraft:range_dispatch</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:composite</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:select</TextBox>、<TextBox Style="{StaticResource InlineCode}">minecraft:condition</TextBox>)、变形会和子元素的变形一起组合,除了 <TextBox Style="{StaticResource InlineCode}">minecraft:bundle/selected_item</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">模型变形会在物品显示变形(即在模型文件的 <TextBox Style="{StaticResource InlineCode}">display</TextBox> 片段)后生效</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">对一些特殊物品模型(引用了 <TextBox Style="{StaticResource InlineCode}">minecraft:special</TextBox> 的物品模型)的变形会提取到物品模型本身</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">受影响的特殊模型类型:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:bed</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:banner</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:conduit</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:copper_colem_statue</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:head</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:player_head</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:shulker_box</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:shield</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:trident</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:standing_sign</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">minecraft:hanging_sign</TextBox></Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">既有字段 <TextBox Style="{StaticResource InlineCode}">axis</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">angle</TextBox> 仍可使用</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">若同时存在两套字段,旧式写法优先生效</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:bell</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">用于渲染钟方块的动画部分的新的特殊模型类型</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">没有字段</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:book</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">渲染附魔台和讲台上的书的新的特殊模型类型</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">open_angle</TextBox> - 在书皮和书脊之间以度数计的角度值(<TextBox Style="{StaticResource InlineCode}">0</TextBox> 为关闭, <TextBox Style="{StaticResource InlineCode}">90</TextBox> 为平铺)</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">page1</TextBox>, <TextBox Style="{StaticResource InlineCode}">page2</TextBox> - 书中两页的位置</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">0.0</TextBox> 表示页面在最左侧,<TextBox Style="{StaticResource InlineCode}">1.0</TextBox>表示页面在最右侧</Paragraph></ListItem>
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</List></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">移除了角度值限制 <TextBox Style="{StaticResource InlineCode}">[-45, 45]</TextBox>。</Paragraph></ListItem>
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|
-<ListItem><Paragraph Style="{StaticResource Lp}">注意:各面的名称不受旋转影响。依赖它们的特性(如裁剪)始终使用原始方向</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H3}">方块状态模型派发</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">方块状态派发文件(定义于 <TextBox Style="{StaticResource InlineCode}">assets/.../blockstates/</TextBox>)中的变体现也可绕 Z 轴旋转。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增可选字段 <TextBox Style="{StaticResource InlineCode}">z</TextBox>,格式与既有的 <TextBox Style="{StaticResource InlineCode}">x</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">y</TextBox> 字段相同:整数,允许值 <TextBox Style="{StaticResource InlineCode}">0</TextBox>(默认)、<TextBox Style="{StaticResource InlineCode}">90</TextBox>、<TextBox Style="{StaticResource InlineCode}">180</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">270</TextBox></Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">绕 Z 轴的旋转在 X 与 Y 之后应用</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:bed</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">现在该模型只渲染床的一半</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}">若要渲染全部两半,请使用 <TextBox Style="{StaticResource InlineCode}">minecraft:composite</TextBox> 模型</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">part</TextBox> - <TextBox Style="{StaticResource InlineCode}">head</TextBox>、<TextBox Style="{StaticResource InlineCode}">foot</TextBox> 的其中之一</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:banner</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">attachment</TextBox> - 选择一个要被使用的模型,<TextBox Style="{StaticResource InlineCode}">wall</TextBox>、 <TextBox Style="{StaticResource InlineCode}">ground</TextBox> 的其中之一,默认值: <TextBox Style="{StaticResource InlineCode}">ground</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:chest</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">chest_type</TextBox> - 选择一个要被使用的模型,<TextBox Style="{StaticResource InlineCode}">single</TextBox>、 <TextBox Style="{StaticResource InlineCode}">left</TextBox>、 <TextBox Style="{StaticResource InlineCode}">right</TextBox> 的其中之一,默认值: <TextBox Style="{StaticResource InlineCode}">single</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:hanging_sign</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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|
+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">attachment</TextBox> - 选择一个要被使用的模型,one of <TextBox Style="{StaticResource InlineCode}">wall</TextBox>、 <TextBox Style="{StaticResource InlineCode}">ceiling</TextBox>、 <TextBox Style="{StaticResource InlineCode}">ceiling_middle</TextBox> 的其中之一,默认值: <TextBox Style="{StaticResource InlineCode}">ceiling_middle</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:standing_sign</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">attachment</TextBox> - 选择一个要被使用的模型,<TextBox Style="{StaticResource InlineCode}">wall</TextBox>、 <TextBox Style="{StaticResource InlineCode}">ground</TextBox> 的其中之一,默认值: <TextBox Style="{StaticResource InlineCode}">ground</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:shulker_box</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了 <TextBox Style="{StaticResource InlineCode}">orientation</TextBox> 字段</Paragraph></ListItem>
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|
+</List><Paragraph Style="{StaticResource H2}">资源包版本 84</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">更新了 Pup 的纹理,以修复纹理重叠的问题</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">物品模型</Paragraph><Paragraph Style="{StaticResource H4}"><TextBox Style="{StaticResource InlineCode}">minecraft:end_cube</TextBox> 特殊模型类型</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">一种新的特殊模型类型,可渲染具有与末地传送门方块和末地折跃门方块相同纹理效果的立方体</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">字段:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">effect</TextBox> - 要应用的纹理效果,可选值为:<TextBox Style="{StaticResource InlineCode}">portal</TextBox>、<TextBox Style="{StaticResource InlineCode}">gateway</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">方块状态渲染</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">末地折跃门和末地传送门现在在方块展示实体上渲染时,应与它们在世界中放置时的外观一致</Paragraph></ListItem>
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</List><Paragraph Style="{StaticResource H3}">着色器与后处理效果</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">新增 <TextBox Style="{StaticResource InlineCode}">animate_sprite*</TextBox> 核心着色器,使用新的 <TextBox Style="{StaticResource InlineCode}">SpriteAnimationInfo</TextBox> uniform</Paragraph></ListItem>
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-</List><Paragraph Style="{StaticResource H4}">精灵图动画</Paragraph><List>
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-<ListItem><Paragraph Style="{StaticResource Lp}">精灵图(作为更大图集的一部分的纹理)现于 GPU 上进行动画,而非每刻由 CPU 处理。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">常规帧动画使用 <TextBox Style="{StaticResource InlineCode}">animate_sprite.vsh</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">animate_sprite_blit.fsh</TextBox> 进行绘制。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">插值动画使用 <TextBox Style="{StaticResource InlineCode}">animate_sprite.vsh</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">animate_sprite_interpolate.fsh</TextBox> 进行绘制。</Paragraph></ListItem>
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-<ListItem><Paragraph Style="{StaticResource Lp}">UBO <TextBox Style="{StaticResource InlineCode}">SpriteAnimationInfo</TextBox> 包含精灵图在大纹理图集中应绘制到何处的信息。</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core/rendertype_translucent_moving_block</TextBox> 着色器已被移除,改用 <TextBox Style="{StaticResource InlineCode}">core/block</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_darkbrown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_gray_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_blackdots_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_whitedots_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_markings_whitefield_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_skeleton_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/horse_zombie_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/horse/mule_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/pig/pig_cold_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/pig/pig_temperate_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/pig/pig_warm_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_black.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_brown.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_caerbannog.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_gold.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_salt.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_toast.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_white.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/rabbit/rabbit_white_splotched.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/sheep/sheep_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/sheep/sheep_wool_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_ashen_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_ashen_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_ashen_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_black_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_black_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_black_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_chestnut_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_chestnut_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_chestnut_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_collar_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_rusty_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_rusty_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_rusty_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_snowy_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_snowy_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_snowy_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_spotted_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_spotted_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_spotted_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_striped_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_striped_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_striped_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_woods_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_woods_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wolf/wolf_woods_tame_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_angry_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_nectar_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bee/bee_angry_nectar_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_snow_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_sleep_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/fox_snow_sleep_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/camel/camel_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/goat/goat_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/armadillo/armadillo_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bear/polarbear_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_creamy_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_white_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_brown_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/llama_gray_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/llama_body/trader_llama_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/villager_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/desert.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/jungle.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/plains.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/savanna.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/snow.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/swamp.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/villager/baby/taiga.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie/drowned_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie/drowned_outer_layer_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie/husk_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie/zombie_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/zombie_villager_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/desert.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/jungle.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/plains.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/savanna.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/snow.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/swamp.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/zombie_villager/baby/taiga.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/piglin/piglin_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/piglin/zombiefied_piglin_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/chainmail.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/copper.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/diamond.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/gold.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/iron.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/leather_overlay.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/leather.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/netherite.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/equipment/humanoid_baby/turtle_scute.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/hoglin/hoglin_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/hoglin/zoglin_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/strider/strider_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/strider/strider_cold_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/sniffer/snifflet.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/aggressive_panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/brown_panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/lazy_panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/playful_panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/weak_panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/worried_panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/panda_baby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">重命名了下列实体纹理:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/armorstand/wood.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/armorstand/armorstand.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/all_black.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_all_black.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/black.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_black.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/british_shorthair.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_british_shorthair.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/calico.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_calico.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/jellie.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_jellie.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/persian.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_persian.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/ragdoll.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_ragdoll.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/red.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_red.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/siamese.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_siamese.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/tabby.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_tabby.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cat/white.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cat/cat_white.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/chicken/cold_chicken.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/chicken/chicken_cold.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/chicken/temperate_chicken.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/chicken/chicken_temperate.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/chicken/warm_chicken.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/chicken/chicken_warm.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/copper_golem/exposed_copper_golem.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/copper_golem/copper_golem_exposed.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/copper_golem/exposed_copper_golem_eyes.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/copper_golem/copper_golem_eyes_exposed.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/copper_golem/oxidized_copper_golem_eyes.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/copper_golem/copper_golem_eyes_oxidized.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/copper_golem/weathered_copper_golem_eyes.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/copper_golem/copper_golem_eyes_weathered.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/copper_golem/oxidized_copper_golem.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/copper_golem/copper_golem_oxidized.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/copper_golem/weathered_copper_golem.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/copper_golem/copper_golem_weathered.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/cold_cow.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cow/cow_cold.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/temperate_cow.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cow/cow_temperate.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/warm_cow.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cow/cow_warm.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/brown_mooshroom.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cow/mooshroom_brown.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/cow/red_mooshroom.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/cow/mooshroom_red.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/snow_fox.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/fox/fox_snow.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fox/snow_fox_sleep.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/fox/fox_snow_sleep.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/frog/cold_frog.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/frog/frog_cold.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/frog/temperate_frog.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/frog/frog_temperate.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/frog/warm_frog.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/frog/frog_warm.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/brown.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/llama/llama_brown.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/creamy.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/llama/llama_creamy.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/gray.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/llama/llama_gray.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/spit.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/llama/llama_spit.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/llama/white.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/llama/llama_white.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/aggressive_panda.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/panda/panda_aggressive.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/brown_panda.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/panda/panda_brown.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/lazy_panda.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/panda/panda_lazy.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/playful_panda.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/panda/panda_playful.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/weak_panda.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/panda/panda_weak.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/panda/worried_panda.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/panda/panda_worried.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/pig/cold_pig.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/pig/pig_cold.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/pig/temperate_pig.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/pig/pig_temperate.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/pig/warm_pig.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/pig/pig_warm.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/projectiles/spectral.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/projectiles/arrow_spectral.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/projectiles/tipped.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/projectiles/arrow_tipped.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/turtle/big_sea_turtle.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/turtle/turtle.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移动了下列实体纹理:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/armadillo.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/armadillo/armadillo.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/banner_base.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/banner/banner_base.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/bat.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/bat/bat.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/beacon_beam.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/beacon/beacon_beam.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/blaze.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/blaze/blaze.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/dolphin.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/dolphin/dolphin.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/enchanting_table_book.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/enchantment/enchanting_table_book.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/end_gateway_beam.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/end_portal/end_gateway_beam.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/end_portal.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/end_portal/end_portal.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/endermite.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/endermite/endermite.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/experience_orb.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/experience/experience_orb.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/fishing_hook.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/fishing/fishing_hook.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/guardian.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/guardian/guardian.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/guardian_beam.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/guardian/guardian_beam.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/guardian_elder.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/guardian/guardian_elder.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/lead_knot.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/lead_knot/lead_knot.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/minecart.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/minecart/minecart.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/phantom.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/phantom/phantom.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/phantom_eyes.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/phantom/phantom_eyes.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/shield_base.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/shield/shield_base.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/shield_base_nopattern.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/shield/shield_base_nopattern.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/silverfish.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/silverfish/silverfish.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/snow_golem.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/snow_golem/snow_golem.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/spider_eyes.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/spider/spider_eyes.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/trident.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/trident/trident.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/trident_riptide.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/trident/trident_riptide.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/wandering_trader.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/wandering_trader/wandering_trader.png</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity/witch.png</TextBox> -> <TextBox Style="{StaticResource InlineCode}">entity/witch/witch.png</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">音效</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}">新增音效变种:成年猫、成年鸡、成年牛各一种,成年猪两种</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为猫新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.hiss</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.death</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.eat</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.beg_for_food</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.purr</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.purreow</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cat_royal.stray_ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为猪新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_mini.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_mini.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_mini.death</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_big.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_big.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.pig_big.death</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为鸡新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.chicken_picky.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.chicken_picky.death</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.chicken_picky.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.chicken_picky.step</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为牛新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cow_moody.ambient</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cow_moody.death</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cow_moody.hurt</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">entity.cow_moody.step</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">为小号乐器新增以下音效事件:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.note_block.trumpet</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.note_block.trumpet_exposed</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.note_block.trumpet_oxidized</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.note_block.trumpet_weathered</TextBox></Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H3}">着色器与后处理效果</Paragraph><Section Style="{StaticResource devnoteQuote}">
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+ <Paragraph FontWeight="Bold">
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+ 开发者注释
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+ <Paragraph.Foreground>
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+ <Binding Path="BorderBrush" RelativeSource="{RelativeSource Mode=FindAncestor, AncestorType=Section}" />
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+ </Paragraph.Foreground>
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+ </Paragraph>
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+
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+<Paragraph> 虽然在资源包中可以做到,覆盖核心着色器被视为不受支持并非预期的资源包特性。这些着色器是游戏内部实现的一部分,因此可能会随着内部演进随时改变。我们理解覆盖核心着色器被用于很多很酷的资源包特性,其中很多缺乏受支持的替代方案。我们希望未来提供更好且受支持的替代方案。</Paragraph>
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+
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+</Section><Paragraph Style="{StaticResource H4}">着色器</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core/rendertype_item_entity_translucent_cull</TextBox> 着色器已被移除,改用 <TextBox Style="{StaticResource InlineCode}">core/entity</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">core/rendertype_entity_alpha</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">core/rendertype_entity_decal</TextBox> 着色器已被 <TextBox Style="{StaticResource InlineCode}">core/entity</TextBox> 中实现的 <TextBox Style="{StaticResource InlineCode}">DISSOLVE</TextBox> 标志取代</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">物品渲染(UI 与世界中)已从 <TextBox Style="{StaticResource InlineCode}">core/entity</TextBox> 分离到新的 <TextBox Style="{StaticResource InlineCode}">core/item</TextBox> 着色器</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">block.vsh</TextBox> 与 <TextBox Style="{StaticResource InlineCode}">terrain.vsh</TextBox> 着色器不再接收 <TextBox Style="{StaticResource InlineCode}">Normal</TextBox> 顶点属性</Paragraph></ListItem>
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+</List><Paragraph Style="{StaticResource H4}">光照贴图着色器</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">lightmap.fsh</TextBox> 着色器进行了大量修改:</Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">LightmapInfo</TextBox> uniform 新增两个字段:</Paragraph><List>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">BlockLightTint</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">NightVisionColor</TextBox></Paragraph></ListItem>
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+</List></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">移除了 <TextBox Style="{StaticResource InlineCode}">AmbientLightFactor</TextBox> 字段,其值现已预乘进 <TextBox Style="{StaticResource InlineCode}">AmbientColor</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}"><TextBox Style="{StaticResource InlineCode}">DarkenWorldFactor</TextBox> 更名为 <TextBox Style="{StaticResource InlineCode}">BossOverlayWorldDarkeningFactor</TextBox></Paragraph></ListItem>
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+<ListItem><Paragraph Style="{StaticResource Lp}">在 UI 中渲染的文本与物品现在使用独立的 1x1 纯白光照贴图纹理,因此着色器不必始终保持 (15, 15) 像素为纯白</Paragraph></ListItem>
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</List>
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</FlowDocument>
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</FlowDocumentScrollViewer>
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<!--<StackPanel Margin="0,4,6,0" Orientation="Horizontal" HorizontalAlignment="Right" VerticalAlignment="Center">
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-<TextBlock Text="最后更新: 2026-03-23" FontSize="12" VerticalAlignment="Center" Foreground="{DynamicResource ColorBrush4}"/>
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+<TextBlock Text="最后更新: 2026-03-25" FontSize="12" VerticalAlignment="Center" Foreground="{DynamicResource ColorBrush4}"/>
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</StackPanel> -->
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</StackPanel>
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