Experience หรือ ประสบการณ์ (มีตัวย่อเป็น EXP หรือ XP) สามารถได้รับจากการรวบรวมก้อนประสบการณ์ที่จะได้รับเมื่อขุดเหมืองแร่ การเอาชนะม็อบและผู้เล่นคนอื่นๆ การขยายพันธ์สัตว์ การแลกเปลี่ยน ตกปลา และการใช้เตาเผา ปกติแล้วเราจะได้ค่าประสปการณ์ก่อน แล้วจะสามารถนำมารวมกันเป็นเลเวลได้ แต่อย่างไรก็ตามระบบค่าประสบการณ์ในเกมนี้จะไม่เหมือนกับเกมอื่นๆ เลเวลของประสบการณ์นั้นไม่ได้เพิ่มความสามารถของตัวละครโดยตรง แต่ในเกมอื่นๆ แต่กลับใช้ประสบการณ์ไปกับการร่ายมนตร์ที่ทั่ง เพื่มทำให้อาวุธ ชุดเกราะ และเครื่องมือต่างๆ มีความสามารถมากขึ้นที่มีความสามารถที่มีประโยชน์หลากหลาย
ข้อมูลทั่วไป[]
ประสบการณ์ส่วนมากจะอยู่ในรูปของ "ก้อน" เรียกว่า ก้อนประสบการณ์ มีลักษณะเป็นก้อนกลมๆ เล็กๆที่มีสีเขียวและสีเหลือง จะเคลื่อนที่เข้าไปหาผู้เล่น และจะเพิ่มค่าประสบการณ์ไปยังแถบประสบการณ์ที่อยู่เหนือแถบเครื่องมือด่วนโดยอัตโนมัติ ก้อนประสบการณ์ไม่สามารถเก็บไว้ในช่องเก็บของ ของผู้เล่นได้
การรวบรวมค่าประสบการณ์จากก้อนประสบการณ์จะเป็นการเก็บสะสมค่าประสบการณ์ ซึ่งหากเก็บไปเรื่อยๆ จนเต็มหลอดแล้ว ค่าประสบการณ์ของผู้เล่นจะเพิ่มขึ้น 1 เลเวล และหากผู้เล่นตาย ผู้เล่นที่ตายจะดรอบก้อนประสบการณ์ที่ให้ค่าประสบการณ์ 7 * เลเวลของค่าประสบกาณ์ของผู้เล่นที่ตาย โดยมีค่ามากสุดที่เป็นไปได้ คือ 100 แต้ม (พอที่จะเพิ่มค่าประสลการณ์ถึงเลเวล 7), และค่าประสบการณ์ที่เหลือก็จะหายไป. ถ้า Gamerule keepInventory
ตั้งเป็น จริง แล้ว ค่าประสบการณ์ของผู้เล่นจะยังคงอยู่แม้ผู้เล่นจะตาย
- จากการฆ่าสัตว์ประหลาด จะดรอบ ก้อนประสบการณ์ และไอเท็มอื่นๆ
- ม็อบจะไม่ปล่อยประสบการณ์จนกว่าจะตายภายในห้าวินาที (100 ติ้กในเกม) ตั้งแต่ผู้เล่นเริ่มโจมตีม็อบ(รวมถึงหมาป่าที่เชื่องแล้ว และ TNT) นี่จะทำให้ได้รับค่าประสบการณ์
- ม็อบที่ถูกฆ่าโดย TNT ที่ถูกจุดโดยผู้เล่นนั้นจะดรอบ XP ปกติ ยังไงก็ตามแต่ ม็บที่ถูกฆ่าโดย TNT ที่ถูกจุดโดยวิธีการอื่นๆ เช่นหินแดง ไฟ หรือการระเบิดอื่นๆ ที่ไม่ได้เกิดจากผู้เล่นนั้นจะไม่ดรอบค่า XP ใดๆเลย
- ม็อบจะดรอบจำนวนของก้อนประสบการณ์โดยการสุ่มจำนวน ซึ่งแต่ละก้อนนั้นก็จะให้ค่าประสบการณ์จะต่างกัน ยังไงก็ตามมูลค่ารวมจะยังคงอยู่ภายในค่าที่ระบุด้านล่างเสมอโดยไม่คำนึงถึงการตั้งค่าความยากง่ายในเกม
- ม็อบที่ไม่เป็นมิตรนั้นส่วนมากจะให้ค่าประสบการณ์มากกว่าม็อบที่เป็นมิตร โดยลูกสัตว์ต่างๆ ค้างคาว โกเล็มต่างๆ และชาวบ้านนั้นจะไม่ให้ค่าประสบการณ์เลย โดยมังกรเอนเดอร์นั้นจะดรอบค่าประสบการณ์มากถึง 12,000 XP ในครั้งแรกที่ผู้เล่นมัน และครั้งต่อไปถ้าผู้เล่นฆ่าจะได้ค่า XP ที่ 500
- ม็อบที่ไม่เป็นมิตรที่เกิดมาพร้อม เครื่องมือ อาวุธ หรือชุดเกราะที่ผ่านการร่ายมนตร์ จะให้ค่าประสบการณ์เพิ่ม 1-3 แต่ม(อย่างสุ่ม) ต่อชิ้นที่เกิดมาด้วย เครื่องทือที่ม็อบหยิบขึ้นมาที่หลังนั้นจะไม่นับ
- การขุด บล็อก spawnerจะให้ก้อนประสบการณ์ 15–43 แต้ม
- From mining any ore that drops a resource, rather than ore. The orbs are produced along with the mineral item(s). If a Silk Touch pickaxe is used to mine the ore block, the experience is not dropped, but the block can later be placed and mined normally to release the mineral and the experience.
- The ore will still produce orbs if destroyed by an explosion, whether or not it was caused by player activated TNT.
- From smelting any of various items.
- Smelting any ore yields some experience, but normally only iron and gold are worthwhile. For all other ores, mining them is better.
- Moderate amounts are gained by smelting/cooking other materials: food, clay balls or blocks, cactus, wood logs, sand, or cobblestone.
- The smelted material must be taken from the furnace through its GUI window. If the player use a hopper to unload the furnace, it is possible to retrieve all experience produced by the furnace by smelting an extra item and taking it from the GUI. Dumping the contents by breaking the furnace destroys the experience.
- From breeding animals, which produces orbs where the parents are, along with the baby animal. Breaking eggs does not give experience.
- From fishing. The experience is awarded immediately upon reeling in the fish, even if the fish itself is not picked up.
- From trading with villagers.
- A bottle o' enchanting releases orbs when broken.
- From the
/experience
command. - From disenchanting item in grindstone.
Experience orbs[]
Experience orbs fade between a green and yellow color and will "float" or glide toward the player up to a distance of 6 blocks, speeding up as they get nearer to the player. Experience orbs pulled towards a player are slowed by spider webs. Experience orbs can also be pulled around or away from the player by running water currents.
When collected, experience orbs make a Christmas bell-like sound for a split second. Unlike resources, experience points are picked up gradually: no matter how many orbs are in range of the player, they will be added to the player's experience one at a time (around 10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it will disappear.
Experience orbs vary in value, but naturally spawned orbs will always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or theoretically 2477 (although currently no orbs with this value will spawn). Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into values of 1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477. Higher values are chosen first, so for example a total value of 1000 would be dropped as orbs with values 617, 307, 73, and three 1s. Note that while the first Ender Dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped.
The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to values 1–2, 3–6, 7–16, 17–36, 37–72, 73–148, 149–306, 307–616, 617–1236, 1237–2476, and 2477 and up.
Experience orbs can be destroyed by fire, lava, explosions and cacti, and can trigger pressure plates and tripwires. Although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not until the mob entity disappears and the smoke appears. Experience orbs can also stop minecarts.
Experience amounts by source[]
Source | Experience |
---|---|
Animals | |
Chicken, Cow, Cod (including salmon, pufferfish and tropical fish), Dolphin, Horse (including Donkey, Mule, and Undead types), Mooshroom, Llama, Ocelot (Cat), Parrot, Pig, Polar Bear, Sheep, Squid, Turtle, Rabbit, Wolf (Dog)[note 1] |
1–3 |
Bat, all baby animals | 0 |
Golems | |
Iron Golem, Snow Golem | 0 |
Monsters | |
Cave Spider, Creeper, Drowned, Enderman, Ghast, Husk, Illusioner, Phantom, Shulker, Silverfish, Skeleton, Spider, Stray, Vindicator, Witch, Wither Skeleton, Zombie, Zombie Pigman |
5 + 1–3 (per equipment) |
Endermite, Vex | 3 |
Large Slime and Magma Cube[note 2] | 4 |
Small Slime and Magma Cube[note 2] | 2 |
Tiny Slime and Magma Cube | 1 |
Baby Zombie, Baby Zombie Pigman | 12 |
Spider Jockey[note 3] | 5 (skeleton) + 1–3 (per equipment) + 5 (spider) |
Chicken Jockey[note 3] | 12 (zombie) + 1–3 (per equipment) + 10 (chicken) |
Blaze, Guardian, Elder Guardian[note 4], Evoker | 10 |
PCs and NPCs | |
Player | 7 per level, up to 100 |
Villager | 0 |
Bosses | |
Ender Dragon | 12,000 (500 if respawned with end crystals) |
Wither | 50 |
Mining blocks | |
Coal Ore | 0–2 |
Diamond Ore, Emerald Ore | 3–7 |
Lapis Lazuli Ore, Nether Quartz Ore | 2–5 |
Redstone Ore | 1–5 |
Monster Spawner | 15–43 |
Smelting/Cooking | |
Diamond Ore, Emerald Ore, Gold Ore | 1 |
Iron Ore, Redstone Ore | 0.7 [note 5] |
Clay, Potato, Raw Beef, Raw Chicken, Raw Cod, Raw Mutton, Raw Porkchop, Raw Rabbit, Raw Salmon |
0.35 [note 5] |
Clay | 0.3 [note 5] |
Cactus, Lapis Lazuli Ore, Nether Quartz Ore | 0.2 [note 5] |
Wet Sponge, Wood | 0.15 [note 5] |
Chorus Fruit, Coal Ore, Cobblestone, Dyed Terracotta, Netherrack, Sand, Stone Bricks Iron or Golden Sword, Iron Tools, Golden Tools, Iron Armor, Golden Armor, Chain Armor Iron or Golden Horse Armor, Kelp |
0.1 [note 5] |
Completing Challenge advancements [รุ่น Java เท่านั้น] | |
Great View From Up Here, Return to Sender, Sniper Duel | 50 |
A Balanced Diet, A Furious Cocktail, Monsters Hunted, Serious Dedication, Subspace Bubble, Two By Two, Uneasy Alliance |
100 |
Adventuring Time | 500 |
How Did We Get Here? | 1,000 |
Other | |
Bottle o' Enchanting | 3–11 |
Trading | 3–6 (8–11 if the villagers are willing to breed) |
Breeding animals | 1–7 |
Catching Fish | 1–6 |
- ↑ Excludes baby animals.
- ↑ ก ข Experience is dropped when these mobs split or die. This means the larger ones may drop experience several times before being fully defeated.
- ↑ ก ข Jockeys consists of two mobs that move as one. Each part drops experience separately when it is defeated.
- ↑ Elder guardians are considered monsters in Java and Legacy Console Editions, while they are considered bosses in Bedrock Edition.
- ↑ ก ข ค ง จ ฉ For fractional values, first multiply this value by the number of smelted items removed from the furnace, then award the player the whole-number part, and if there is a fractional part remaining, this represents the chance of an additional experience point.
- For example, when smelting 1 coal ore and removing the coal, the value is 0.1, so this grants a 10% chance of getting 1 experience point.
- Or, when smelting 7 cobblestone and removing all 7 stone, the value is 0.1 * 7 = 0.7, so this grants 70% chance of getting 1 experience point.
Leveling up[]
Level | Total XP | XP from last level |
---|---|---|
1 | 7 | 7 |
2 | 16 | 9 |
3 | 27 | 11 |
4 | 40 | 13 |
5 | 55 | 15 |
6 | 72 | 17 |
7 | 91 | 19 |
8 | 112 | 21 |
9 | 135 | 23 |
10 | 160 | 25 |
11 | 187 | 27 |
12 | 216 | 29 |
13 | 247 | 31 |
14 | 280 | 33 |
15 | 315 | 35 |
16 | 352 | 37 |
17 | 394 | 42 |
18 | 441 | 47 |
19 | 493 | 52 |
20 | 550 | 57 |
21 | 612 | 62 |
22 | 679 | 67 |
23 | 751 | 72 |
24 | 828 | 77 |
25 | 910 | 82 |
26 | 997 | 87 |
27 | 1089 | 92 |
28 | 1186 | 97 |
29 | 1288 | 102 |
30 | 1395 | 107 |
31 | 1507 | 112 |
32 | 1628 | 121 |
33 | 1758 | 130 |
34 | 1897 | 139 |
35 | 2045 | 148 |
36 | 2202 | 157 |
37 | 2368 | 166 |
38 | 2543 | 175 |
39 | 2727 | 184 |
40 | 2920 | 193 |
The formulas for figuring out how many experience orbs needed to get to the next level are as follows:
- Experience required =
- 2 × current_level + 7 (for levels 0–15)
- 5 × current_level – 38 (for levels 16–30)
- 9 × current_level – 158 (for levels 31+)
One can determine how much experience has been collected to reach a level using the equations:
- Total experience =
- level2 + 6 × level (at levels 0–16)
- 2.5 × level2 – 40.5 × level + 360 (at levels 17-31)
- 4.5 × level2 – 162.5 × level + 2220 (at levels 32+)
Useful numbers[]
- Killing one large slime and all the slimes that split from it will yield from 12 to 28 experience, with an average of 19.
- The maximum level required for enchanting is level 30, while the anvil will accept jobs up to level 39 (in creative mode the anvil limit is removed).
- Level 16 is a quarter of the way to level 30, while level 22 is about halfway there. Level 30 in turn, is halfway to level 39.
- Killing the ender dragon the first time will give approximately 68 XP levels. The ender dragon actually drops 10 waves of orbs worth a total of 1,000 experience points per wave, and another worth a total of 2,000. Taken separately, the smaller waves could take a player from zero to level 26, while the big wave would take a player from zero to level 34. The largest orb dropped will have a value of 1237 experience points, and can take a player from zero to level 28 all by itself.
- Maximum experience value can be gained by
/experience
command is 2147483648 which is แม่แบบ:Exp. This is likely due to experience being stored as a signed Java-standard 32-bit integer. - Maximum value for one orb used by
/summon
is 1277951. - Maximum level of XP players can get legitimately is 21863, but they can get up to 2147483647 using commands, in this case the experience bar may disappear and reappear.
Score[]
Score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen.
Data values[]
ID[]
ประสบการณ์/ID
Entity data[]
Experience orbs have entity data associated with them that contain various properties of the entity.
ประสบการณ์/ED
วิดิโอ[]
ประวัติ[]
In an image of the new lighting system, a small yellow (the orb was yellow due to a warm light from a torch) spherical shape can be seen on the left side of the screen,[1] but a day after the photo was published Notch claimed it had an error and posted a new one, this time, without a yellow sphere.[2] In a later tweet, Notch showed a picture of a Beta 1.7 change-list (back then the adventure update was supposed to be in beta 1.7). Although it was completely blurred out and was, at first, thought of as a joke,[3] but then Notch stated that one of the pictures with the new lighting system and the change list had a secret in them,[4] and people all around the web started speculating.
One place that people discussed it was on the Minecraft forums, where it was discovered that the tabs at the top of the change list that were partly covered, could be decoded based on the 2 pixel tall pattern available in the image.[5]
After a user named "tmcaffeine" successfully decoded it, the tabs read: ExperienceOrb.java, changelist.txt, Level.java, Tile.java, HugeMushroomTile.java, HugeMushroomFeature.java, RandomLevelSource(cut)
รุ่น Java Classic | |||||
---|---|---|---|---|---|
? | A precursor to the experience system was the score in Classic Survival Test. | ||||
รุ่น Java Indev | |||||
February 17, 2010 | XP levels are mentioned, however a person convinced not to add it because players will make a grinding farm that it effectively penalizes new players instead of penalizing death. | ||||
รุ่น Java Beta | |||||
1.8 | Pre-release | Experience was originally revealed by Jeb during an interview.[6] Jeb released a picture of the 1.8 GUI list, which shows the experience bar, among other things. | |||
Experience was added, but there was no measurable benefit to gaining Experience Orbs and levels. | |||||
รุ่น Java | |||||
1.0.0 | Beta 1.9 Prerelease | For this version only, as a test, experience was gained when jumping. However, experience still did nothing. | |||
Beta 1.9 Prerelease 2 | Change mentioned in the previous version removed. | ||||
Beta 1.9 Prerelease 4 | The ability to spend experience levels for Enchanting items was added. | ||||
The level number was shown, and each level was harder to get to than the previous one. | |||||
Beta Sound Update | Orbs now make a twinkling sound when collected. | ||||
? | Amount of experience orbs dropped by a player on death now limited. | ||||
Score will now appear correctly on “Game over!” screen. Each experience orb is worth one Score Point. | |||||
1.2.1 | 12w04a | The bottle o' enchanting was added, but the next snapshot made it only useful for adventure maps. | |||
12w05a | Removed the need for experience when enchanting in creative mode. Experience requirements were also changed in this update. | ||||
1.3.1 | 12w22a | Players can get XP from mining, breaking mob spawners, and smelting in a furnace. A very large amount of experience can be collected while mining, sometimes into the hundreds of levels. Coal, lapis lazuli, redstone, diamond and emerald ore give players experience points. Iron and gold ore instead give experience when smelted. | |||
The cost to gain each level was made constant, at 17 points per level. | |||||
Only level 30 is required to get the maximum level of enchanting. | |||||
12w23a | XP levels now cost 17 XP Orbs each until level 16, after which the cost per level grows linearly, and the total XP grows quadratically (incorrectly stated "exponentially" by Mojang). However, it is easier to get to 30 levels than it was before 12w22a. | ||||
1.4.2 | 12w38a | Leveling up now makes a twinkly bell sound, similar to but longer than the experience orb sound. | |||
12w39a | Levels could be used in commands by typing, for example, @a[lm=4,l=7], choosing everyone between 4 and 7 levels inclusive. This is normally used in a command block. | ||||
12w41a | Anvils were added, repairing and combining items at the cost of experience levels. | ||||
The level-up sound now only plays every 5 levels, and is shortened. | |||||
1.6.1 | 13w21a | Experience levels no longer appear in Creative mode. Previously, experience would be hidden but experience levels would show. | |||
1.8 | 14w02a | Changes to the enchanting system mean that levelling up requires more experience. | |||
1.9 | 15w46a | Experience is now collected at the feet, meaning that if a large amount of experience is collected, it no longer blocks the player's view. | |||
1.11 | 16w32a | Changed entity ID from XPOrb to xp_orb | |||
1.13 | 18w19a | Experience orbs will now float up in water. | |||
pre5 | Experience orb id changed to experience_orb . | ||||
รุ่น Pocket Alpha | |||||
0.12.1 | build 1 | Added experience. | |||
build 8 | Experience orbs will now burn in fire or lava. | ||||
รุ่น Pocket | |||||
1.1.0 | alpha 1.1.0.0 | The entity ID is changed from xporb to xp_orb . | |||
รุ่น Legacy Console | |||||
TU7 | CU1 | 1.0 | Patch 1 | Added experience. Experience is collectable from smelting and/or mining ores, breeding and killing mobs. | |
รุ่น New Nintendo 3DS | |||||
0.1.0 | Added experience. | ||||
1.1.06 | Experience is now collectable from smelting and/or mining ores, as well as trading. |
The experience level costs were heavily revised in snapshot 12w22a and 12w23a. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterwards, considerably less experience is needed to get into higher levels (The amount which would formerly get the player to level 30 now gets them to level 39). Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now level 30 is the maximum for enchantments, and that cost is equivalent of 165 "common" mobs, less than 1/5 the old price.
Values from Beta 1.8 – 1.3.1 (12w23a)
Values from 1.3.1–1.8 (14w02a)
ปัญหา[]
ปัญหาเกี่ยวกับ “Experience” หรือ “Orb“ จะถูกซ่อมแซมให้ดีขึ้นได้ที่ ติดตามปัญหา โดยที่จะต้องรายงานปัญหาที่นี่
เกร็ดความรู้[]
- Using experience on enchanting or repairing does not decrease the score which is shown upon death.
- If the player gains too many experience points, such as 1 trillion, the experience bar and level counter will completely disappear from the HUD. This appears to occur around level 32,767 or 215−1, the largest value representable by a 16-bit signed integer.
- The maximum XP that can be gained from the
/experience
command is 2,147,483,647 levels or 231−1, the largest value representable by a 32-bit signed integer and by Java's int type.- With 2,147,483,647 experience, the player has 1,241,258 levels.
- While the maximum experience gained is up 2,147,483,647, the maximum level afterwards is only up to 24,791.[ตรวจสอบ]
- Every 5 levels, a special XP sound plays. The sound will play each time the player reaches a multiple of 5 levels.
- Before Beta 1.9 Prerelease 2, the score read &e0.
- This was caused by a error in which, the game renders color text. §e0 would render the text as 0, but shaded bright yellow. From Indev 0.31 (the version in which the precursor to experience, a score system, was removed after Survival Test) to this version, a bug arose where it would display &e0 instead, a common error when formatting color text in Minecraft (except on custom servers with the plugin to override this).
แกลเลอรี่[]
ดูเพิ่มเติม[]
- Death
- Mobs
อ้างอิง[]
- ↑ “Oh, it's #screenshotsaturday ? Well, ok!” – @notch, June 11, 2011
- ↑ “I noticed a screenshot I uploaded yesterday had a small error in it.” – @notch, June 12, 2011
- ↑ “And here's a heavily censored changelist for 1.7 so far:” – @notch, June 12, 2011
- ↑ “By the way, the two screenshots of the new lighting and the screenshot of the changelist contain information you can figure out about 1.7.” – @notch, June 14, 2011
- ↑ http://www.minecraftforum.net/topic/379958-secret-information-about-17/
- ↑ https://web.archive.org/web/20140620184443/http://www.minecraftforum.net:80/news/192-an-interview-with-jeb/