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Disambig gray  本文章介紹的是陷阱如何工作和各種陷阱的設計觀念。關於各種陷阱設計的列表,請見「教學/陷阱」。

陷阱可以在玩家不在時對目標造成傷害。但不是所有的陷阱都是隱藏的,可視陷阱能使玩家觸發它之前引起一種很安全的感受。在下文中, 陷阱的目標可能是一個人或一群人, 並且並不是所有的陷阱都同樣奏效。

陷阱部分

為了描述一個陷阱, 我們必須將其分成幾個部分。大多數陷阱有三個部分。我們將會在下面詳細介紹。

  • 觸發器。觸發器就是使陷阱開始運作的部分,它往往被目標觸發。
  • 連環陷阱。它們能使陷阱更有效率,但不是必需的。
  • 方法。方法是目標被處置的方式,方法也是對目標造成傷害的方式。

觸發

觸發器啟動陷阱,大多使用紅石製作而成,但類似的觸發器也是可以的(比如水衝掉火把)。觸發器往往安裝在不引人注目的地方最為有效,它可以是門旁邊的一個按鈕或者壓力板,這樣的陷阱往往超出預期。

  • 壓力板當有人站在上面時就發出訊號,離開時就不發送,永遠不變。壓力板可以連至一個或非RS鎖存器來穩定訊號。透過把壓力板放在一個亮度很低的區域,可以很好地隱藏壓力板,並且需要把壓力板放置在一個任何玩家都會透過的小道內。
  • 按鈕產生一個短脈衝,可以被連至或非RS鎖存器或T觸發器來穩定訊號。如果按鈕被用作觸發器的話,目標一定會被欺騙,相信這個按鈕是用於其它功能的(比如用來開門或調整燈光)。
  • 如果一個方塊被插上了紅石火把(火把不能被看到),那麼破壞火把所在的方塊也可作為觸發器。這個騙局是目標憑他們自己的意願挖掉方塊而造成的,可用一些珍貴方塊來作為誘餌,如鑽石方塊或黃金方塊等。。
  • 流可以被一個相鄰的方塊更新觸發更新。這可以在紅石改變水流方向時被看見,但也可以用熔爐觸發的門實現。被更新的水流會衝掉一個紅石火把,產生訊號。
  • 方塊更新感應器可以用來在有門或儲物箱打開時觸發陷阱。它們也可以檢測其他方塊狀態改變。
  • 有些玩家試驗了隔著角落撿起物品的可行性。物品被放置在木質壓力板上,它鬆開時發出訊號。物品會在五分鐘後消失,所以陷阱在沒有預觸發機制時很不穩定。這個觸發也假定了目標在物品欄中有空地可以收起被使用的物品。一般會用箭,因為許多玩家會帶著箭,也不會在有多餘時注意到。這種觸發比其他的隱蔽很多,幾乎任何拐角都可以是觸發器。下面有一個教學影片解釋了這種觸發機制。

複雜化

可以在陷阱觸發器和應用的陷阱方法間任何部分做複雜化。除了下面這些,還有許許多多的複雜處理。複雜化往往使陷阱延時更大,而這一般不討人喜歡。

  • 紅石鐘可以用來產生週期性的脈衝。這幾乎總是和箭發射器或者是週期性啟動的陷阱,比如活塞研磨機,配套使用。
  • 鎖存器。這些電路接受短脈衝並維持它們。一個或非RS鎖存器有兩個輸入端,一個設定訊號,一個重設訊號。重設開關會是遠離目標的那一個。T觸發器只使用一個輸入端來切換訊號。這在陷阱中比或非RS鎖存器更少見,因為目標有機會在被殺死前重設陷阱。
  • 假牆(活塞或重力方塊)。假牆隱藏了重要部分。這不造成傷害,但隱藏了機關,所以給了目標一種虛假的安全感。活塞能輕鬆放置和撤下假牆,但紅石線路在開闊區域很難隱藏起來。沙和砂礫可以當做氣閘,在水流衝掉支撐火把時露出重要部分,但這需要在每次陷阱觸發後手動重設。
  • 洞可以被認為是一個難題,因為它迫使目標處在一個較小的區域,而不是對它們造成傷害。對於這篇教學,洞是一個非致命的下落處,而坑是一個致命的下落處。和坑一樣,目標通常是被推進去的。
  • 水的推動能力有限,但對於如殭屍這一類沒有多大抵抗力的生物而言,水的推動很有效率。水流在殭屍農場裡是常常被用來運輸殭屍的,但當用於運輸玩家時效率極低。

方法

該方法是玩目標造成傷害的可靠方法。這種陷阱通是隱藏起來的,所以目標不會察覺即將到來的危險。關於計算傷害的更多細節,請閱讀傷害

  • 使用一個坑,當目標墜落了超過3格方塊高時,它受到傷害的影響。墜落得越深,傷害越高。通常是運用活塞把目標推進了坑裡而導致的墜落。這些陷阱很容易構建,而且殭屍可以被吸引,並被推倒陷阱中,但這些陷阱龐大,且較難收集掉落物。雞不受摔落傷害。如果陷阱使用偽裝的地板,通常會要求目標是玩家。
  • 岩漿是一種危險的液體。所有陷入岩漿的生物都會受到週期性的岩漿傷害和火焰傷害。因為岩漿擴散比較緩慢,岩漿源應儘量靠近目標,使他沒有多少時間試圖逃跑。岩漿會摧毀一切掉進去的東西。在封閉空間內從天花板水門中釋放岩漿造成傷害的使用方法尤其有效。或者可以把目標推進一個灌滿岩漿的洞中,這樣不用等岩漿擴散。建議把坑用熔爐一類的方塊做牆壁,使目標無法放方塊逃脫。
  • 水的運用難易度較高,因為在水散太開時會產生氣泡。所有玩家和生物都有一個空氣條,在耗盡後才會使他們受到傷害,所以玩家可能有足夠時間挖出氣泡來並無傷逃脫。溺亡在針對玩家的陷阱中不大常見,但經常用在怪物陷阱和怪物磨床中。
  • 窒息。上半身在固體方塊中的玩家或生物會受到窒息傷害。這可以透過向目標釋放沙或砂礫實現。如果玩家可以迅速挖走造成傷害的方塊,他就會停止受到傷害並能夠逃脫。使用活塞把方塊推進玩家更加有效,如果你確切知道玩家在哪的話。
  • 可以對玩家造成傷害,無論是由TNT彈射,從地板門掉落,還是最常見地,從發射器中。TNT推動的箭精準度極差。從地板門掉下的箭只能對目標造成極小的傷害。發射器火力可以非常迅猛,並且射程較遠,所以適合用於封閉空間中,比如隧道內。發射器必須每次重新填裝。
  • 敵對生物可以用來對目標造成傷害,如果目標是玩家。陷阱從怪物農場收集怪物,或手動把它們引入洞中。目標被直接扔進有怪物的洞中,或怪物被放進目標所在的房間。怪物發出的聲音可能引起目標的警覺。
  • TNT是快速殺死目標的常見方法。它對目標造成大量傷害並且起爆時間較短,意味著目標反應時間更少。它不會摧毀目標掉落的物品,然而會摧毀四周的方塊,除非它是在液體(水或岩漿)中爆炸的。許多玩家利用這一特性製作可以重複使用的陷阱。玩家也可以做出有意破壞大範圍地形的連環TNT陷阱。TNT被點燃後會變成實體,不再支撐其他方塊。這可以用來做成把玩家困在區域中直到TNT爆炸的機關。
  • 仙人掌對任何與其接觸的玩家造成傷害。和岩漿類似,仙人掌會摧毀一切與它接觸的物品。仙人掌必須在四個鄰近的方塊都是空氣時才能放置。仙人掌農場的建造原理就是讓仙人掌長到不合規則的方塊上。把怪物送過仙人掌農場可能會是個有效的怪物磨床。
  • 不是所有的陷阱都需要殺害手段。陷阱可以用來活捉玩家和生物。因為玩家可以挖掘和放置方塊,活捉起來困難得多。

使用的術語

Let's create some simple traps to describe the parts we just discussed:

Example 1

A miner is digging away a 2x1 tunnel. He finds gold ore, but once he mines it arrows are relentlessly shot at him.

On the back of the ore is a redstone torch that acts as the trigger by sending a signal once broken. This signal allows a rapid pulsar (complication) to repeatedly send power to a dispenser, the method.

Example 2

An explorer comes across a cave. He drops down a few blocks when he notices it's getting lighter instead of darker. He jumps to his next ledge just before a flow of lava engulfs his previous position.

Since our trapper can't maintain the trap consistently without drawing suspicion, let's assume he sets up a redstone clock to a dispenser. Every four and a half minutes a new item will be dispensed, maintaining the trap. Clocks are generally a complication, but since it is used to stabilize the trigger we'll call it part of the trigger. This trap is hidden in a natural location and uses an invisible trigger (an item through the wall). This opens a flood gate of lava (method) in the entrance, it will spread and trap the explorer in the cave.

Example 3

The owner of a large underground mansion is being chased by another player. The owner escapes through an iron door controlled by a pressure plate. On the other side he hits a button. The pursuer sees him open the door by the pressure plate and follows him. But the door doesn't open. Instead a series of pistons opens a hole and pushes the assailant into it. Once the pistons extinguish the light from the opening, it is pitch black.

The button on the far side of the door is a safety attached to a T-flip flop. It engages the trigger (the pressure plate), which, until a moment ago, was pretty uninteresting. Both sets of pistons (The ones that opened the hole and the ones that pushed the assailant) are complications. The obsidian jail is a live-capture method.

Example 4

A robber has snuck into a large obsidian-reinforced storage facility and walks into a room with a red wool floor. He hears an audible click before the opposite wall is pulled away revealing dispensers that start to pelt him with splash potions of poison and slowness. Before he can get away a 9 block TNT charge goes off but since the room is reinforced the facility as a whole escapes unscathed.

The pressure plate in the door is the trigger. The piston-removed false wall is a complication. The dispensers are a method. However there is a 6 second repeater delay (complication) connected to a secondary method (bomb).

保險裝置

使用紅石的任何陷阱可以放置一個控制桿來建立一個安全開關。這個開關可以被啟動,讓陷阱製造者執行維護或安全透過。The simplest way to do this is to construct an AND gate, using a lever as one of the power sources. When active, the AND gate functions as a double NOT gate.

Generally, the AND gate is placed between the trigger and the rest of the wiring, but this may not be the case for all traps.

解除陷阱

Traps are not designed to be found and immediately lose effectiveness once discovered. That being said, disarming a trap will require an understanding of the trap and there is no guarantee you'll survive the disarming process. The more traps you disarm, the more proficient you'll be at it. But if you come across a something suspicious that you don't recognize, here are a few tricks:

  • Don't alter any redstone (either active or inactive) unless you can see the entire circuit. Even inactive redstone can be part of a really long clock.
  • If you find the method, disable that (take arrows out of a dispenser, take TNT, knock down cacti, take/fill in lava). It may be a two method trap, so you're not necessarily safe yet.
  • If all else fails, try to safely trigger the trap. Either step on the trigger and run, or use redstone to trigger it from a distance. It is best to have a good understanding of the nature of the trap before attempting to trigger it, as one can easily underestimate its size.
  • Another way to disarm a trap is to explode it with TNT. This doesn't work with bedrock and obsidian.

Anti-tampering complications are rare. So when a player incorporates one into their trap, it will often be something of their own design. Synchronized clocks are probably the most common and will trigger a defense mechanism if one is desynchronized.

殭屍磨床

Mob grinders are an integral part of a mob farm. One way to think of a mob farm is as one entirely self-sufficient trap. The spawning of mobs is the trigger, canals are a complication and the grinder is the method. We'll only be looking at mob grinders here, for a tutorial on Mob farms, see Mob Farm.

Water streams push the target into the grinder. Grinders don't work well with players because they can fight the current or disrupt it by placing blocks.

  • A piston smasher trap uses a piston to periodically suffocate trapped mobs. Mobs can be packed together by dropping them into the smasher. The design to the right can not process a massive amount of mobs at once, since mobs will push against each other and clog the machine. The smasher to the right will eventually work through a build up of mobs though. Also, this design doesn't work for spiders.
  • Lava grinders push the mob into a suspended stream of lava. Most items will be preserved and can be collected using additional water streams. Since lava grinders are a light source, it must be put away from the spawning pads as to not interfere with mob spawning.
  • Drowning grinders use water to deal damage to mobs. Mobs will float when in solid water source blocks and eventually drown if they don't find an air pocket.
  • Sunlight chamber deal damage to zombies and skeletons. A benefit of this is the ability to sort out creepers, spiders and endermen. The obvious disadvantage to this is it only functions half the time.
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