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Tkm
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
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 | |
Avance normal. | ||
Avance de metas. | ||
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
Plantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsPlantilla:AdvancementsNether
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
==== Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements Plantilla:Advancements ====
Aventura
Minecraft | ||||||
---|---|---|---|---|---|---|
Icono | Progreso | Descripción en el juego | Proviene de | Requisitos actuales (si son diferentes) | Ubicación de recurso | |
Minecraft | El corazón y la historia del juego. | — | Coloca una mesa de trabajo en tu inventario. | minecraft:story/root
|
Adventure | ||||||
---|---|---|---|---|---|---|
Icono | Progreso | Descripción en el juego | Proviene de | Requisitos actuales (si son diferentes) | Ubicación de recurso | Premios |
Adventure | Adventure, exploration, and combat | — | Kill any entity, or be killed by any entity. | minecraft:adventure/root
| — | |
Archivo:Grid Iron Sword.png | Monster Hunter | Kill any hostile monster | Adventure | Kill one of these 22 mobs. Other mobs are ignored for this advancement. | minecraft:adventure/kill_a_mob
| — |
Archivo:Grid Emerald.png | What a Deal! | Successfully trade with a Villager | Adventure | — | minecraft:adventure/trade
| — |
Archivo:Grid White Bed.png | Sweet dreams | Change your respawn point | Adventure | Successfully 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
| — |
Take Aim | Shoot something with a bow and arrow | Monster Hunter | Fire a bow so that the arrow strikes any entity. | minecraft:adventure/shoot_arrow
| — | |
Monsters Hunted | Kill one of every hostile monster | Monster Hunter | Kill each of these 22 mobs. Other mobs may be killed, but are ignored for the advancement. | minecraft:adventure/kill_all_mobs
| 100 experience | |
Archivo:Grid Totem of Undying.png | Postmortal | Use a Totem of Undying to cheat death | Monster Hunter | — | minecraft:adventure/totem_of_undying
| — |
Archivo:Grid Pumpkin.png | Hired Help | Summon an Iron Golem to help defend a village | What a Deal! | Summon an iron golem. | minecraft:adventure/summon_iron_golem
| — |
Archivo:Grid Diamond Boots.png | Adventuring Time | Discover every biome | Sweet dreams | Visit these 36 biomes. Other biomes may also be visited, but are ignored for the advancement. | minecraft:adventure/adventuring_time
| 500 experience |
Archivo:Grid Arrow.png | Sniper duel | Kill a skeleton with an arrow from more than 50 meters | Take Aim | Use a launched arrow to kill a skeleton from 50 or more blocks away, horizontally. | minecraft:adventure/sniper_duel
| 50 experience |
Agricultura
Husbandry | ||||||
---|---|---|---|---|---|---|
Icono | Progreso | Descripción en el juego | Proviene de | Requisitos actuales (si son diferentes) | Ubicación de recurso | Premios |
Archivo:Grid Hay Bale.png | Husbandry | The world is full of friends and food | — | Eat anything that can be eaten. | minecraft:husbandry/root
| — |
Archivo:Grid Wheat.png | The Parrots and the Bats | Breed two animals together | Husbandry | Breed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement. | minecraft:husbandry/breed_an_animal
| — |
Archivo:Grid Lead.png | Best Friends Forever | Tame an animal | Husbandry | Tame one of the 5 types of mob that are tamable. | minecraft:husbandry/tame_an_animal
| — |
Archivo:Grid Wheat.png | A Seedy Place | Plant a seed and watch it grow | Husbandry | Plant one of these 5 plants. Other plants are ignored for the advancement. | minecraft:husbandry/plant_seed
| — |
Archivo:Grid Golden Carrot.png | Two by Two | Breed all the animals! | The Parrots and the Bats | Breed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement. | minecraft:husbandry/breed_all_animals
| 100 experience |
Archivo:Grid Apple.png | A Balanced Diet | Eat everything that is edible, even if it's not good for you | A Seedy Place | Eat each of these 35 foods. Other foods, if any, are ignored for the advancement. | minecraft:husbandry/balanced_diet
| 100 experience |
Archivo:Grid Diamond Hoe.png | Serious Dedication | Completely use up a diamond hoe, and then reevaluate your life choices | A Seedy Place | Use 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
ofalse
, si o no para mostrar la notificaciòn después de completar este avance. El valor predeterminado es true. - announce_to_chat: Puede ser
true
ofalse
. Si esta activado o no, anuncia en el chat cuando este avance se ha completado. El valor predeterminado es true. - hidden: Can be
true
orfalse
. 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.
- icon: La información del icono.
- 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.
- <criteriaName>: A name given to the criteria (can be any string, must be unique).
- 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.
- display: La manera opcional de mostrarlo.
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
- child: The child that results from the breeding.
An example
{ "criteria": { "example": { "trigger": "minecraft:bred_animals", "conditions": { "child": { "type": "mule" }, "parent": { "location": { "biome": "beaches" } }, "partner": { "effects": { "minecraft:speed": { "amplifier": { "min": 2 } } } } } } } }
minecraft:brewed_potion
Triggers after the player takes a potion out of a brewing stand. Available conditions:
- conditions:
- potion: A brewed potion ID.
An example
{ "criteria": { "example": { "trigger": "minecraft:brewed_potion", "conditions": { "potion": "minecraft:strong_swiftness" } } } }
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.
An example
{ "criteria": { "example": { "trigger": "minecraft:changed_dimension", "conditions": { "from": "the_end", "to": "overworld" } } } }
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.
An example
{ "criteria": { "example": { "trigger": "minecraft:construct_beacon", "conditions": { "level": { "min": 3 } } } } }
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
- item: The item that was consumed
An example
{ "criteria": { "example": { "trigger": "minecraft:consume_item", "conditions": { "item": { "item": "minecraft:golden_apple", "data": 1, "nbt": "{display:{Name:\"Example\"}}" } } } } }
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
- villager: The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
An example
{ "criteria": { "example": { "trigger": "minecraft:cured_zombie_villager", "conditions": { "villager": { "location": { "biome": "plains" } }, "zombie": { "distance": { "horizontal": { "max": 10 } } } } } } }
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:effect_name>: A status effect with the key name being the status effect name.
- effects: A list of status effects the player has.
An example
{ "criteria": { "example": { "trigger": "minecraft:effects_changed", "conditions": { "effects": { "minecraft:weakness": {}, "minecraft:slowness": { "amplifier": 2, "duration": { "min": 100, "max": 500 } } } } } } }
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.
- item: The item after it has been enchanted.
An example
{ "criteria": { "example": { "trigger": "minecraft:enchanted_item", "conditions": { "item": { "item": "minecraft:wooden_sword", "enchantments": [ { "enchantment": "minecraft:sharpness", "levels": { "min": 2 } } ] }, "levels": { "min": 3 } } } } }
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.
An example
{ "criteria": { "example": { "trigger": "minecraft:enter_block", "conditions": { "block": "minecraft:red_flower", "state": { "type": "allium" } } } } }
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
- damage: Checks the damage done to the player.
An example
{ "criteria": { "example": { "trigger": "minecraft:entity_hurt_player", "conditions": { "damage": { "source_entity": { "type": "skeleton" }, "direct_entity": { "type": "arrow" }, "taken": { "min": 4.0 } } } } } }
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
- entity: Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
An example
{ "criteria": { "example": { "trigger": "minecraft:entity_killed_player", "conditions": { "entity": { "type": "skeleton" }, "killing_blow": { "is_projectile": true } } } } }
minecraft:impossible
Triggers only using commands.
An example
{ "criteria": { "example": { "trigger": "minecraft:impossible" } } }
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.
- 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.
An example
{ "criteria": { "example": { "trigger": "minecraft:inventory_changed", "conditions": { "items": [ { "item": "minecraft:stone", "data": 2, "count": { "min": 5, "max": 10 } }, { "item": "minecraft:wool", "data": 5 }, { "item": "minecraft:wooden_sword", "durability": { "min": 50 }, "nbt": "{display:{Name:\"Example\"}}" } ], "slots": { "occupied": 3 } } } } }
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
An example
{ "criteria": { "example": { "trigger": "minecraft:item_durability_changed", "conditions": { "delta": -2, "item": { "item": "minecraft:wooden_axe", "durability": { "max": 1 } } } } } }
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.
- absolute:
- duration: The duration of the levitation in ticks.
- duration:
- max: The maximum value.
- min: The minimum value.
- distance:
An example
{ "criteria": { "example": { "trigger": "minecraft:levitation", "conditions": { "distance": { "horizontal": { "min": 5 }, "y": { "min": 2 } }, "duration": { "min": 100 } } } } }
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
An example
{ "criteria": { "example": { "trigger": "minecraft:location", "conditions": { "biome": "jungle", "feature": "Temple", "dimension": "overworld", "position": { "x": 0, "y": 60, "z": { "min": -10, "max": 10 } } } } } }
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.
- absolute:
- distance: The Overworld distance between where the player entered the Nether and where the played exited the Nether.
An example
{ "criteria": { "example": { "trigger": "minecraft:nether_travel", "conditions": { "distance": { "horizontal": { "min": 1000 }, "absolute": { "min": 1100 } } } } } }
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.
An example
{ "criteria": { "example": { "trigger": "minecraft:placed_block", "conditions": { "block": "minecraft:unpowered_repeater", "state": { "facing": "west" }, "location": { "x": 10, "z": 14, "biome": "plains" }, "item": { "item": "minecraft:repeater" } } } } }
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
- damage: The damage that was dealt
An example
{ "criteria": { "example": { "trigger": "minecraft:player_hurt_entity", "conditions": { "damage": { "blocked": true, "direct_entity": { "type": "arrow" } }, "entity": { "type": "player", "nbt": "{Tags:[\"example\"]}" } } } } }
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
- entity: The entity that was killed.
An example
{ "criteria": { "example": { "trigger": "minecraft:player_killed_entity", "conditions": { "entity": { "type": "creeper", "nbt": "{powered:1b}", "location": { "biome": "void" }, "effects": { "minecraft:slowness": {}, "minecraft:weakness": { "amplifier": { "min": 2 } } } }, "killing_blow": { "source_entity": { "nbt": "{SelectedItem:{id:\"minecraft:wooden_sword\",}}" } } } } } }
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.
An example
{ "criteria": { "example": { "trigger": "minecraft:recipe_unlocked", "conditions": { "recipe": "minecraft:wooden_sword" } } } }
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
An example
{ "criteria": { "example": { "trigger": "minecraft:slept_in_bed", "conditions": { "location": { "biome": "desert", "feature": "Village", "position": { "y": { "min": 50, "max": 100 } } } } } } }
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
- entity:
An example
{ "criteria": { "example": { "trigger": "minecraft:summoned_entity", "conditions": { "entity": { "type": "minecraft:snowman" } } } } }
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
- entity: Checks the entity that was tamed.
An example
{ "criteria": { "example": { "trigger": "minecraft:tame_animal", "conditions": { "entity": { "type": "parrot", "nbt": "{Variant:2}" } } } } }
minecraft:tick
Triggers every tick (20 times a second).
An example
{ "criteria": { "example": { "trigger": "minecraft:tick" } } }
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.
An example
{ "criteria": { "example": { "trigger": "minecraft:used_ender_eye", "conditions": { "distance": { "min": 100, "max": 200 } } } } }
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
- item: The item, only works with totem items.
An example
{ "criteria": { "example": { "trigger": "minecraft:used_totem", "conditions": { "item": { "item": "minecraft:totem_of_undying" } } } } }
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
- item: The item that was purchased. The "count" tag checks the count from one trade, not multiple.
An example
{ "criteria": { "example": { "trigger": "minecraft:villager_trade", "conditions": { "item": { "item": "minecraft:emerald", "count": { "min": 1 } }, "villager": { "nbt": "{Career:1}" } } } } }
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
- ↑ “Las pestañas son árboles alternativos que también son avances. Apoyamos mucho, pero usaremos 4/5 en vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png” – @Dinnerbone, March 24, 2017
- ↑ “4 o 5 pestañas. Probablemente: "mina y elaboración", "infierno", "fin", "combate", "ingeniería" y otros.” – @Dinnerbone, March 27, 2017