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El sistema entero es llamado "progresos", guiando y rastreando el progreso de los jugadores en el juego (en supervivencia vanilla y cualquier adición personalizada por los creadores de mapas o mods). La mayoría de los progresos son literalmente solo eso - un progreso en el juego.
Dinnerbone

AdvancementMade

The popup that appears when an advancement is completed.

GoalReached

The popup that appears when a goal advancement is completed.

Tkm

ChallengeComplete

The popup that appears when special challenge advancements are completed.

Los Progresos son una manera de guiar gradualmente a los nuevos jugadores en Minecraft y darles desafíos para completar, similar al sistema más simple de logros en la Edición de consola. Y Edición de bolsillo .

Obtener

Los avances se pueden completar en cualquier modo de juego, y se obtienen y guardan por mundo. Los avances también pueden ser concedidos (y revocados) usando el comando /advancement.

Aunque los avances guían a los jugadores lógicamente a través del juego, son independientes entre sí; Un avance puede ser completado sin haber completado los avances "antes" de él.

Cuando se obtiene un adelanto, también se muestra una notificación de toast deslizante en la esquina superior derecha y se mostrará un mensaje en el chat. El color del texto del encabezado en la notificación depende del avance; Normal, y los avances de objetivo tienen texto de encabezado amarillowe, mientras que los avances de desafío tienen texto de encabezado rosa. Completar un avance normal hará que el texto del encabezado muestre "Advancement Made!", Completando un avance de la meta resultará en un "Goal Reached!", y un desafío de avance dará "Desafío completado!".

Interfaz

AdvancementsInterface

The advancements interface. One advancement ("Isn't It Iron Pick") is selected.

El botón para acceder a la pantalla Avances se encuentra en la pantalla del menú de pausa. También puede abrir esta pantalla pulsando L (esto puede cambiarse en el menú opciones).

El sistema de avance involucra varios árboles compuestos de avances, cada árbol comienza con un avance de raíz y termina con objetivos o desafíos. Al hacer clic y arrastrar, puede ver diferentes ramas de un árbol de avance. Cada árbol se clasifica en diferentes pestañas (que son, ellos mismos, los avances). En la actualidad hay cinco pestañas en vanilla (aunque es posible añadir más[1][2]):

  • Minecraft: El corazón y la historia del juego.
  • Aventura: Aventura, exploración, y combate.
  • Nether: Trae ropa de verano.
  • El Fin: ¿O el comienzo?
  • Husbandry: El mundo está lleno de amigos y comida.

Cada pestaña tiene un fondo diferente con una textura repetitiva.

Los iconos de avance muestran un nombre de encabezado y una descripción cuando se ubique el ratón sobre él. Sólo aparecen en un árbol cuando el avance antes de que se completa, aunque, como se ha dicho antes, los avances se pueden completar en cualquier orden.

Los marcos de los iconos de los avances pueden variar en apariencia basado en la dificultad, y si se completó o no. Se proporciona una leyenda a continuación:

Icono Descripción
Regular Completado
Advancement-plain-raw Advancement-plain-worn Avance normal.
Advancement-oval-raw Advancement-oval-worn Avance de metas.
Advancement-fancy-raw Advancement-fancy-worn Avance de retos.

Avances adicionales y pestañas se pueden agregar y personalizar con el uso de archivos JSON, as detailed below.

Lista de avances

Minecraft

Advancements Tree

Árbol de progresos en la pestaña de "Minecraft"

Plantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:Advancements

Nether

Advancements Tree - Nether

Advancement tree in the "Nether" tab

Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements

El End

Advancements Tree - The End

Advancement tree in the "The End" tab

==== Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements ====

Aventura

Advancements Tree - Adventure

Advancement tree in the "Adventure" tab

Grid Grass Block Minecraft
Icono Progreso Descripción en el juego Proviene de Requisitos actuales (si son diferentes) Ubicación de recurso
Advancement-plain-rawMinecraft
El corazón y la historia del juego. Coloca una mesa de trabajo en tu inventario.minecraft:story/root
Grid Empty Map Adventure
Icono Progreso Descripción en el juego Proviene de Requisitos actuales (si son diferentes) Ubicación de recurso Premios
Advancement-plain-rawGrid Empty MapAdventure
Adventure, exploration, and combat Kill any entity, or be killed by any entity.minecraft:adventure/root
Advancement-plain-rawArchivo:Grid Iron Sword.pngMonster Hunter
Kill any hostile monster AdventureKill one of these 22 mobs. Other mobs are ignored for this advancement.minecraft:adventure/kill_a_mob
Advancement-plain-rawArchivo:Grid Emerald.pngWhat a Deal!
Successfully trade with a Villager Adventureminecraft:adventure/trade
Advancement-plain-rawArchivo:Grid White Bed.pngSweet dreams
Change your respawn point AdventureSuccessfully sleep in a bed, either by sleeping till dawn, or, in the case of a multiplayer server, staying in bed for longer than five seconds.minecraft:adventure/sleep_in_bed
Advancement-plain-rawGrid BowTake Aim
Shoot something with a bow and arrow Monster HunterFire a bow so that the arrow strikes any entity.minecraft:adventure/shoot_arrow
Advancement-fancy-rawGrid Diamond SwordMonsters Hunted
Kill one of every hostile monster Monster HunterKill each of these 22 mobs. Other mobs may be killed, but are ignored for the advancement.minecraft:adventure/kill_all_mobs 100 experience
Advancement-oval-rawArchivo:Grid Totem of Undying.pngPostmortal
Use a Totem of Undying to cheat death Monster Hunterminecraft:adventure/totem_of_undying
Advancement-oval-rawArchivo:Grid Pumpkin.pngHired Help
Summon an Iron Golem to help defend a village What a Deal!Summon an iron golem.minecraft:adventure/summon_iron_golem
Advancement-fancy-rawArchivo:Grid Diamond Boots.pngAdventuring Time
Discover every biome Sweet dreamsVisit these 36 biomes. Other biomes may also be visited, but are ignored for the advancement.minecraft:adventure/adventuring_time 500 experience
Advancement-fancy-rawArchivo:Grid Arrow.pngSniper duel
Kill a skeleton with an arrow from more than 50 meters Take AimUse a launched arrow to kill a skeleton from 50 or more blocks away, horizontally.minecraft:adventure/sniper_duel 50 experience

Agricultura

Advancements Tree - Husbandry

Advancement tree in the "Husbandry" tab

Hay Bale Husbandry
Icono Progreso Descripción en el juego Proviene de Requisitos actuales (si son diferentes) Ubicación de recurso Premios
Advancement-plain-rawArchivo:Grid Hay Bale.pngHusbandry
The world is full of friends and food Eat anything that can be eaten.minecraft:husbandry/root
Advancement-plain-rawArchivo:Grid Wheat.pngThe Parrots and the Bats
Breed two animals together HusbandryBreed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement.minecraft:husbandry/breed_an_animal
Advancement-plain-rawArchivo:Grid Lead.pngBest Friends Forever
Tame an animal HusbandryTame one of the 5 types of mob that are tamable.minecraft:husbandry/tame_an_animal
Advancement-plain-rawArchivo:Grid Wheat.pngA Seedy Place
Plant a seed and watch it grow HusbandryPlant one of these 5 plants. Other plants are ignored for the advancement.minecraft:husbandry/plant_seed
Advancement-fancy-rawArchivo:Grid Golden Carrot.pngTwo by Two
Breed all the animals! The Parrots and the BatsBreed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement.minecraft:husbandry/breed_all_animals 100 experience
Advancement-fancy-rawArchivo:Grid Apple.pngA Balanced Diet
Eat everything that is edible, even if it's not good for you A Seedy PlaceEat each of these 35 foods. Other foods, if any, are ignored for the advancement.minecraft:husbandry/balanced_diet 100 experience
Advancement-fancy-rawArchivo:Grid Diamond Hoe.pngSerious Dedication
Completely use up a diamond hoe, and then reevaluate your life choices A Seedy PlaceUse up the final bit of durability on a diamond hoe, so that it breaks.minecraft:husbandry/break_diamond_hoe 100 experience

Formato JSON

Avances customizados en la carpeta 'data/advancements' carpeta de Minecraft, el mundo almacena los datos de avance para ese mundo como archivos separados JSON:

Estos archivos JSON se estructuran según el siguiente formato:

  • La etiqueta raíz.
    •  display: La manera opcional de mostrarlo.
      •  icon: La información del icono.
        •  item: El ID del objeto.
        •  data: El valor de daño del objeto.
      •  title: El titulo del avance.
      •  title: Un componente del formato JSON (contiene texto y formato que se utiliza en /tellraw y varios otros comandos. También se puede utilizar la etiqueta de traducción aquí).
      •  frame: El marco para el icono. challenge para un azulejo con un borde de punta más sofisticado, ya que se usa para matar a todas las criaturas, goal un azulejo con un borde redondeado como se utiliza para el avance completo del faro, task para un titulo normal (por defecto).
      •  background: El directorio opcional para el fondo al usar en esta pestaña de avance (sólo para el avance de raíz).
      •  description: La descripción del avance.
      •  description: Un componente del formato JSON (contiene texto y formato como se utiliza en /tellraw y varios otros comandos).
      •  show_toast: Puede ser true o false, si o no para mostrar la notificaciòn después de completar este avance. El valor predeterminado es true.
      •  announce_to_chat: Puede ser true o false. Si esta activado o no, anuncia en el chat cuando este avance se ha completado. El valor predeterminado es true.
      •  hidden: Can be true or false. Whether or not to hide this advancement and all its children from the advancement screen until this advancement have been completed. Has no effect on root advancements them self but will still affect all their children. Defaults to false.
    •  parent: The optional parent advancement directory of this advancement (does not apply for the root advancement).
    •  criteria: The required criteria that have to be met.
      •  <criteriaName>: A name given to the criteria (can be any string, must be unique).
        •  trigger: The trigger for this advancement; specifies what the game should check for the advancement.
        •  conditions: All the conditions that need to be met when the trigger gets activated.
    •  requirements: An optional list of requirements (all the <criteriaName>). If all criteria are required, this may be omitted. With multiple criteria: requirements contains a list of lists with criteria (all criteria need to be mentioned). If all of the lists each have any criteria met, it will complete the advancement. (basically AND grouping of OR groups)
    •  rewards: An optional collection of the rewards provided when this advancement is obtained.
      •  recipes: A list of crafting recipes (strings).
      •  loot: A list of loot tables (strings).
      •  experience: An amount of experience.
      •  function: A function to run. Functions are text files with the file extension .mcfunction in .minecraft\saves\XXXX\data\functions\ and can contain a list of commands to run in order.

List of triggers

minecraft:bred_animals

Triggers after the player breeds 2 animals. Available conditions:

  •  conditions:
    •  child: The child that results from the breeding.
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template
    •  parent: The parent.
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template
    •  partner: The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template

minecraft:brewed_potion

Triggers after the player takes a potion out of a brewing stand. Available conditions:

  •  conditions:
    •  potion: A brewed potion ID.

minecraft:changed_dimension

Triggers after the player travels between two dimensions. Available conditions:

  •  conditions:
    •  from: The dimension the entity traveled from. Accepts these 3 values.
    •  to: The dimension the entity traveled to. Same accepted values as above.

minecraft:construct_beacon

Triggers after the player changes the structure of a beacon. (When the beacon updates itself). Available conditions:

  •  conditions:
    •  level: The tier of the updated beacon structure.
    •  level:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:consume_item

Triggers when the player consumes an item. Available conditions:

  •  conditions:
    •  item: The item that was consumed
      • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template

minecraft:cured_zombie_villager

Triggers when the player cures a zombie villager. Available conditions:

  •  conditions:
    •  villager: The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template
    •  zombie: 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".
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template

minecraft:effects_changed

Triggers after the player gets a status effect applied or taken from them. Available conditions:

  •  conditions:
    •  effects: A list of status effects the player has.
      •  <minecraft:effect_name>: A status effect with the key name being the status effect name.
        •  amplifier: The effect amplifier.
        •  amplifier:
          •  max: The maximum value.
          •  min: The minimum value.
        •  duration: The effect duration in ticks.
        •  duration:
          •  max: The maximum value.
          •  min: 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:

  •  conditions:
    •  item: The item after it has been enchanted.
      • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template
    •  levels: The levels spent by the player on the enchantment.
    •  levels:
      •  max: The maximum value.
      •  min: 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:

  •  conditions:
    •  block: The block that the player is standing in. Accepts block IDs.
    •  state: The block states of the block.
      •  <state_name>: 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:

  •  conditions:
    •  damage: Checks the damage done to the player.
      • Etiquetas de daño Vease Template:Nbt inherit/conditions/entity/template

minecraft:entity_killed_player

Triggers after an entity kills a player. Available conditions:

  •  conditions:
    •  entity: Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template
    •  killing_blow: Checks the type of damage that killed the player.
      • Plantilla:Nbt inherit/conditions/damage type

minecraft:impossible

Triggers only using commands.

minecraft:inventory_changed

Triggers after any changes happen to the player's inventory. Available conditions:

  •  conditions:
    •  items: 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.
      • :
        • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template
    •  slots:
      •  empty: The amount of slots empty in the inventory.
      •  empty:
        •  max: The maximum value.
        •  min: The minimum value.
      •  full: The amount of slots completely filled (stacksize) in the inventory.
      •  full:
        •  max: The maximum value.
        •  min: The minimum value.
      •  occupied: The amount of slots occupied in the inventory.
      •  occupied:
        •  max: The maximum value.
        •  min: The minimum value.

minecraft:item_durability_changed

Triggers after any item in the inventory has been damaged in any form. Available conditions:

  •  conditions:
    •  delta: The difference in durability.
    •  delta:
      •  max: The maximum value.
      •  min: The minimum value.
    •  durability: The remaining durability of the item.
    •  durability:
      •  max: The maximum value.
      •  min: The minimum value.
    •  item: The item before it was damaged, allows you to check the durability before the item was damaged.
      • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template

minecraft:levitation

Triggers when the player has the levitation status effect. Available conditions:

  •  conditions:
    •  distance:
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.
    •  duration: The duration of the levitation in ticks.
    •  duration:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:location

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

  •  conditions:
    • Etiquetas comunes en todos los lugares Vease Template:Nbt inherit/conditions/location/template

minecraft:nether_travel

Triggers when the player travels to the Nether and then returns to the Overworld. Available conditions:

  •  conditions:
    •  distance: The Overworld distance between where the player entered the Nether and where the played exited the Nether.
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.

minecraft:placed_block

Triggers when the player placed a block. Available conditions:

  •  conditions:
    •  block: The block that was placed. Accepts block IDs.
    •  item: The item that was used to place the block before the item was consumed.
      • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template
    •  location: The location of the block that was placed.
      • Etiquetas comunes en todos los lugares Vease Template:Nbt inherit/conditions/location/template
    •  state: The block states of the block.
      •  <state_name>: 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:

  •  conditions:
    •  damage: The damage that was dealt
      • Etiquetas de daño Vease Template:Nbt inherit/conditions/entity/template

minecraft:player_killed_entity

Triggers after a player is the source of a mob or player being killed. Available conditions:

  •  conditions:
    •  entity: The entity that was killed.
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template
    •  killing_blow: The type of damage that killed an entity.
      • Plantilla:Nbt inherit/conditions/damage type

minecraft:recipe_unlocked

Triggers after the player unlocks a recipe (using a knowledge book for example). Available conditions:

  •  conditions:
    •  recipe: The recipe that was unlocked.

minecraft:slept_in_bed

Triggers when the player enters a bed. Available conditions:

  •  conditions:
    • Etiquetas comunes en todos los lugares Vease Template:Nbt inherit/conditions/location/template

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:

  •  conditions:
    •  entity:
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template

minecraft:tame_animal

Triggers after the player tames an animal. Available conditions:

  •  conditions:
    •  entity: Checks the entity that was tamed.
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template

minecraft:tick

Triggers every tick (20 times a second).

minecraft:used_ender_eye

Triggers when the player uses an eye of ender (in a world where strongholds generate). Available conditions:

  •  conditions:
    •  distance: The horizontal distance between the player and the stronghold.
    •  distance:
      •  max: A maximum value.
      •  min: A minimum value.

minecraft:used_totem

Triggers when the players uses a totem. Available conditions:

  •  conditions:
    •  item: The item, only works with totem items.
      • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template

minecraft:villager_trade

Triggers after the player trades with a villager. Available conditions:

  •  conditions:
    •  item: The item that was purchased. The "count" tag checks the count from one trade, not multiple.
      • Etiquetas comunes en todos los objetos Vease Template:Nbt inherit/conditions/entity/template
    •  villager: The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".
      • Etiquetas comunes en todas las entidades Vease Template:Nbt inherit/conditions/entity/template

Historia

Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History Plantilla:History

Issues

Plantilla:Issue list

Trivia

  • Seventeen of the old Java Edition achievements were re-implemented as advancements: Benchmarking (called Minecraft), Time to Mine! (called Stone Age), Getting an Upgrade, Acquire Hardware, We Need to Go Deeper, The End?, The End. (called Free the End), Return to Sender, Into Fire, Local Brewery, The Beginning? (called Withering Heights), Beaconator, DIAMONDS! (called Diamonds!), Enchanter, Adventuring Time, Monster Hunter and Sniper Duel.
  • Six achievements from other editions were re-implemented as advancements: Body Guard (called Hired Help), Cheating Death (called Postmortal), Zombie Doctor, You Need a Mint, The End... Again... and Great View From Up Here

Gallery

See also

  • Tutorials/Advancement guide

References

Plantilla:Reflist

Plantilla:Gameplay

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