冻结

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冻结/是主要的游戏机制之一。

玩家与冻结区域发生交互时,会重置并禁用玩家的移动键\跳跃键、开火键和钩爪键数秒钟。

若在冻结前钩住了其他玩家,则被冻结时会立即松开钩索。拖拽技巧就是建立在一名玩家处于冻结状态的基础上而发展的。

锤跑技巧与投掷技巧通常都用来穿过较宽的冻结区域。如果在双人合作的情况下,玩家还可以使用Aled技巧来穿过一格宽或一个高的冻结区域。


冻结持续时间

默认情况下,玩家在接触冻结区域后会获得3秒的冻结状态。

你可以通过数每秒从玩家身上飘出来的星星来判断剩余冻结时间。(在DDNet16.2版本之后,启动DDrace模式的专属HUD可以使用解冻显示条代替星星,解冻显示条将出现在玩家的正下方,玩家可以通过解冻显示条更直观地判断剩余冻结时间。)

同时,在编辑器中的开关层中还可以设置不同冻结秒数的冻结区域。

冻结计时器只会在玩家被冻结后的每1秒之后进行一次更新。因此,实际解除冻结的时间取决于玩家何时进入冻结区域。

基于以上结论,有可能会出现一名玩家在冷冻区域滞留时间更长但解除冻结的时机更早的情况。

触碰解除冻结区域 /可以解除冻结状态。对处于冻结状态的玩家使用 锤子 激光枪也可以帮助该名玩家解除冻结状态。

如果一名玩家在冻结区域内被解除冻结时(通过锤子击打或者被激光枪发射的光线击中等),该名玩家则只会进行瞬时解除冻结(只解除冻结1帧的时间),在此期间允许该名玩家进行移动,跳跃或使用武器的操作。

当然在瞬时解除冻结过程内也可以发射钩子,但也只能发射1帧时间的钩子,大约只能钩到4格距离远的其他玩家。

开关层中还可以设置不同冻结秒数的冻结区域。如果将冻结区域的冻结时间设置为1秒,则处于该冻结区域的玩家每秒都可以使用一次武器,但是不允许移动、跳跃或使用钩爪。


深度冻结

除此之外,玩家碰到深度冻结区域/还会进入深度冻结状态。处于深度冻结状态玩家的表情会变为愤怒。

Deep freeze refreshes the Freeze state every second to a three-second countdown. The only way this effect wears off is by touching Undeep ; touching Unfreeze has no effect. The Undeep effect then wears off, but the Tee stays in Freeze mode for at least 2-3 seconds.


Live Freeze

Another independent form of freeze is the Live Freeze Tile , which disables Movement and Jumping, but doesn't affect the Hook or weapons. After touching the Live Freeze Tile, the tee stays in Live Freeze until it touches Live Unfreeze .


Freeze Jump

A freeze jump is a technique where a tee jumps in one tile high freeze. Typically, the tee does not have double jump, which allows the tee to hold jump. It is rather inconsistent, though made easier with high vertical velocity.

In deep freeze, a freeze jump is always guaranteed for any speed or height.


Freeze Skips

Generally, freeze and related tiles are unskippable by fast movement only, but one tile walls can be dashed through with Ninja without touching the tile.

If a tee is able to get enough height, it is possible to go through freeze and fall until the tee unfreezes. Because the freeze timer is only checked every second, sometimes a tee can enter freeze early in order to unfreeze as soon as possible. In such situations, entering too early would incur an additional cycle while entering too late would begin the timer too late.

Due to the imprecise hitbox of tiles like freeze and tele, it is possible to pass through the corner of two non-adjacent freeze tiles, but it is extremely inconsistent without a setup.

Heart

Tees also get frozen by the heart entity, freezing Tees for 3 seconds. The heart can also move around combined with the slow and fast speeder tile.


References