Advancement/JSON format

Here is a list of triggers for advancements.

minecraft:bred_animals
Triggers after the player breeds 2 animals. Available conditions:
 * : The child that results from the breeding.
 * : The parent.
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The parent.
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)

An example

minecraft:brewed_potion
Triggers after the player takes any item out of a brewing stand. Available conditions: An example
 * : A brewed potion ID.
 * : A brewed potion ID.

minecraft:changed_dimension
Triggers after the player travels between two dimensions. Available conditions: An example
 * : The dimension the entity traveled from. Accepts these 3 values.
 * : The dimension the entity traveled to. Same accepted values as above.
 * : The dimension the entity traveled to. Same accepted values as above.

minecraft:channeled_lightning
Triggers after the player successfully uses the Channeling enchantment on an entity. Available conditions:
 * : The victims hit by the lightning summoned by the Channeling enchantment. All entities in this list must be hit.
 * : The victims hit by the lightning summoned by the Channeling enchantment. All entities in this list must be hit.

minecraft:construct_beacon
Triggers after the player changes the structure of a beacon. (When the beacon updates itself). Available conditions: An example
 * : The tier of the updated beacon structure.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:consume_item
Triggers when the player consumes an item. Available conditions: An example
 * : The item that was consumed
 * : The item that was consumed

minecraft:cured_zombie_villager
Triggers when the player cures a zombie villager. Available conditions: An example
 * : The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
 * : The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".
 * : The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".
 * : The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".

minecraft:effects_changed
Triggers after the player gets a status effect applied or taken from them. Available conditions: An example
 * : A list of status effects the player has.
 * : A status effect with the key name being the status effect name.
 * : The effect amplifier.
 * : The maximum value.
 * : The minimum value.
 * : The effect duration in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.

minecraft:enchanted_item
Triggers after the player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands). Available conditions: An example
 * : The item after it has been enchanted.
 * : The levels spent by the player on the enchantment.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.

minecraft:enter_block
Triggers when the player stands in a block. Checks every tick and will try to trigger for each successful match (up to 8 times, the maximum amount of blocks a player can stand in), which only works if the advancement is revoked from within the advancement using a function reward. Available conditions: An example
 * : The block that the player is standing in. Accepts block IDs.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:entity_hurt_player
Triggers after a player gets hurt. Available conditions: An example
 * : Checks the damage done to the player.
 * : Checks the damage done to the player.

minecraft:entity_killed_player
Triggers after an entity kills a player. Available conditions: An example
 * : Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
 * : Checks the type of damage that killed the player.
 * : Checks the type of damage that killed the player.
 * : Checks the type of damage that killed the player.

minecraft:filled_bucket
Triggers after the player fills a bucket. Available conditions:
 * : The item resulting from filling the bucket.
 * : The item resulting from filling the bucket.

minecraft:fishing_rod_hooked
Triggers after the player successfully catches an item with a fishing rod or pulls an entity with a fishing rod. Available conditions:
 * : The entity that was pulled.
 * : The item that was caught.
 * : The fishing rod used.
 * : The item that was caught.
 * : The fishing rod used.
 * : The fishing rod used.

minecraft:hero_of_the_village
Triggers when the player defeats a raid and checks where the player is. Available conditions: An example

minecraft:impossible
Triggers only using commands. An example

minecraft:inventory_changed
Triggers after any changes happen to the player's inventory. Available conditions: An example
 * : A list of items in the player's inventory. All items in the list must be in the player's inventory, but not all items in the player's inventory have to be in this list.
 * : The amount of slots empty in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots completely filled (stacksize) in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:item_durability_changed
Triggers after any item in the inventory has been damaged in any form. Available conditions: An example
 * : The difference in durability.
 * : The maximum value.
 * : The minimum value.
 * : The remaining durability of the item.
 * : The maximum value.
 * : The minimum value.
 * : The item before it was damaged, allows you to check the durability before the item was damaged.
 * : The maximum value.
 * : The minimum value.
 * : The item before it was damaged, allows you to check the durability before the item was damaged.

minecraft:killed_by_crossbow
Triggers after the player hurts a mob or player. Available conditions: An example
 * : The exact count of types of entities killed.
 * : The acceptable range of count of types of entities killed.
 * : The maximum value.
 * : The minimum value.
 * : A predicate for any of the killed entities.
 * : A list of predicates for any of the killed entities. All of the predicates must be matched, and one killed entity may match only one predicate.
 * : A predicate for any of the killed entities.
 * : A list of predicates for any of the killed entities. All of the predicates must be matched, and one killed entity may match only one predicate.
 * : A predicate for any of the killed entities.

minecraft:levitation
Triggers when the player has the levitation status effect. Available conditions: An example
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The duration of the levitation in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The duration of the levitation in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:location
Triggers every 20 ticks (1 second) and checks where the player is. Available conditions: An example

minecraft:nether_travel
Triggers when the player travels to the Nether and then returns to the Overworld. Available conditions: An example
 * : The overworld distance between where the player entered the Nether and where the player exited the Nether.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:placed_block
Triggers when the player placed a block. Available conditions: An example
 * : The block that was placed. Accepts block IDs.
 * : The item that was used to place the block before the item was consumed.
 * : The location of the block that was placed.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:player_hurt_entity
Triggers after the player hurts a mob or player. Available conditions: An example
 * : The damage that was dealt
 * : The entity that was damaged.
 * : The entity that was damaged.
 * : The entity that was damaged.

minecraft:player_killed_entity
Triggers after a player is the source of a mob or player being killed. Available conditions: An example
 * : The entity that was killed.
 * : The type of damage that killed an entity.
 * : The type of damage that killed an entity.
 * : The type of damage that killed an entity.

minecraft:recipe_unlocked
Triggers after the player unlocks a recipe (using a knowledge book for example). Available conditions: An example
 * : The recipe that was unlocked.
 * : The recipe that was unlocked.

minecraft:shot_crossbow
Triggers when the player used an item. Available conditions: An example
 * : The item that was used.
 * : The item that was used.

minecraft:slept_in_bed
Triggers when the player enters a bed. Available conditions: An example

minecraft:summoned_entity
Triggers after an entity has been summoned. Works with iron golems (pumpkin and iron blocks), snow golems (pumpkin and snow blocks), the ender dragon (ender crystals) and the wither (wither skulls and soul sand). Using dispensers to place the wither skulls or pumpkins will still activate this trigger. Spawn eggs, commands and mob spawners will not work however. Available conditions: An example

minecraft:tame_animal
Triggers after the player tames an animal. Available conditions: An example
 * : Checks the entity that was tamed.
 * : Checks the entity that was tamed.

minecraft:tick
Triggers every tick (20 times a second). An example

minecraft:used_ender_eye
Triggers when the player uses an eye of ender (in a world where strongholds generate). Available conditions: An example
 * : The horizontal distance between the player and the stronghold.
 * : A maximum value.
 * : A minimum value.
 * : A maximum value.
 * : A minimum value.

minecraft:used_totem
Triggers when the players uses a totem. Available conditions: An example
 * : The item, only works with totem items.
 * : The item, only works with totem items.

minecraft:villager_trade
Triggers after the player trades with a villager or a wandering trader. Available conditions: An example
 * : The item that was purchased. The "count" tag checks the count from one trade, not multiple.
 * : The villager the item was purchased from.
 * : The villager the item was purchased from.
 * : The villager the item was purchased from.

minecraft:voluntary_exile
Triggers when the player causes a raid and checks where the player is. Available conditions: An example