Progresos

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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 en y el sistema de los progresos[1]
The popup that appears when an advancement is completed.
The popup that appears when a goal advancement is completed.
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[editar | editar código]

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 amarillo, 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[editar | editar código]

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[2][3]):

  • 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.png Advancement-plain-worn.png Avance normal.
Advancement-oval-raw.png Advancement-oval-worn.png Avance de metas.
Advancement-fancy-raw.png Advancement-fancy-worn.png Avance de retos.

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

Lista de avances[editar | editar código]

Minecraft[editar | editar código]

Advancement tree in the "Minecraft" 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 Plantilla:Advancements Plantilla:Advancements

Infierno[editar | editar código]

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

El Fin[editar | editar código]

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[editar | editar código]

Advancement tree in the "Adventure" tab

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

Agricultura[editar | editar código]

Advancement tree in the "Husbandry" tab

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

Formato JSON[editar | editar código]

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[editar | editar código]

minecraft:bred_animals[editar | editar código]

Triggers after the player breeds 2 animals. Available conditions:

minecraft:brewed_potion[editar | editar código]

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

minecraft:changed_dimension[editar | editar código]

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[editar | editar código]

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[editar | editar código]

Triggers when the player consumes an item. Available conditions:

minecraft:cured_zombie_villager[editar | editar código]

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

minecraft:effects_changed[editar | editar código]

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[editar | editar código]

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.
    •  levels: The levels spent by the player on the enchantment.
    •  levels:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:enter_block[editar | editar código]

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[editar | editar código]

Triggers after a player gets hurt. Available conditions:

minecraft:entity_killed_player[editar | editar código]

Triggers after an entity kills a player. Available conditions:

minecraft:impossible[editar | editar código]

Triggers only using commands.

minecraft:inventory_changed[editar | editar código]

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.
    •  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[editar | editar código]

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.

minecraft:levitation[editar | editar código]

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[editar | editar código]

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

minecraft:nether_travel[editar | editar código]

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[editar | editar código]

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.
    •  location: The location of the block that was placed.
    •  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[editar | editar código]

Triggers after the player hurts a mob or player. Available conditions:

minecraft:player_killed_entity[editar | editar código]

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

minecraft:recipe_unlocked[editar | editar código]

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[editar | editar código]

Triggers when the player enters a bed. Available conditions:

minecraft:summoned_entity[editar | editar código]

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:

minecraft:tame_animal[editar | editar código]

Triggers after the player tames an animal. Available conditions:

minecraft:tick[editar | editar código]

Triggers every tick (20 times a second).

minecraft:used_ender_eye[editar | editar código]

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[editar | editar código]

Triggers when the players uses a totem. Available conditions:

minecraft:villager_trade[editar | editar código]

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

History[editar | editar código]

release
1.12February 16, 2017Dinnerbone twitea que pasó un día entero diseñando "algo nuevo" con Darngeek.
February 20, 2017El diseño del "algo" ya está hecho y listo para ser implementado; he later hints at the feature's name.[4]
February 22, 2017He states that he is "advancing" on the feature; "So. Many. Json. Files." he adds.
Later that day he states that the project is growing bigger, and that he may need a command "even more complicated than /scoreboard"
March 6, 2017The backend of the mysterious feature is finished, but the UI needs work, he tweets.
"I made a tabthulhu today," he later adds,[5] indicating this feature may use a large number of tabs.
March 13, 2017He again references the name of the feature in a tweet, stating that he is almost done with "this new feature advancement".
March 14, 2017He tweets that the UI is now working, and that the project took many days and a few research papers to accomplish.
March 22, 2017The feature now "awards players with things", he states while making another reference to the feature name.
March 23, 2017Dinnerbone states that the feature requires around 500 JSON files.
He later tweets a teaser of what the feature holds,[6] though it is hidden behind an encrypted .zip file disguised as a .png image, which he clarifies in later tweets.[7][8][9] This .zip file contains custom recipe JSON files.
He posts another encrypted .zip file soon afterwards, containing a few more recipes.[10]
March 24, 2017"A deafening metallic condor keeps distracting me", Dinnerbone states. Users quickly pinpointed this bizarre message to this Gfycat URL officially showcasing advancements for the first time.
He reveals that the UI can have several tabs with advancement trees that are themselves advancements.[2] He clarifies that that's what he meant by "tabthulhu."[11]
All of the UI is data-driven, including positioning and layout, with no hardcoded data or positions.[12]
17w13aAdvancements added.
17w14aAdded new advancements, including a new "adventure" tab.
Added new notifications for when players advance, which have a sliding effect, and come in two colors: yellow for normal advancements, and pink for special challenges.
17w15aAdded advancement descriptions and changed several titles.
Added the "Adventuring Time" advancement.
17w16bAdded trigger minecraft:item_durability_changed.
17w17aAdded new advancements and two new tabs: "The End" and "Nether"
Added trigger levitation.
Added feature condition to the location trigger.
Advancements can now execute commands when achieved.
Advancement icons now allow data values.
Added five modifiers to the /advancement grant and /advancement revoke commands: "everything", "from", "until", "through", and "only".
17w17bThe default advancements now all receive their titles and descriptions from the localization files.
Added a new number display to track progress while completing certain advancements
Added the changed_dimension trigger, which takes two optional conditions: to and from, both being strings that accept "overworld", "the_nether", or "the_end".
The "location" shared object has a new dimension string (same values as above).
17w18aRe-introduced announcements to chat when someone earns an advancement
Added new Adventure advancements: "Best Friends Forever", "The Parrots and the Bats", and "Two by Two"
Added new minecraft:tick and minecraft:tame_animal triggers
Added new show_toast and announce_to_chat display options
Added /gamerule announceAdvancements, which toggles announcing of advancements, replacing the old server.properties entry
"entity" objects and the minecraft:levitation trigger now use a shared "distance" object. They check if the player is within or outside of the specified range on the x, y, or z axis. absolute and horizontal ranges check if the player is within range on all axes, though horizontal will exclude the Y axis.
The "Great View From Up Here" advancement now requires 50 vertical blocks, instead of levitating for 30 seconds
Changed the "Sniper Duel" advancement to horizontal distance
Advancement loading is now strict JSON
17w18bAdded a new "Husbandry" tab and several new advancements: "A Seedy Place", "Serious Dedication", "A Balanced Diet", and "Hired Help".
The advancements added in the previous snapshot were moved to the new Husbandry tab.
Added new advancement triggers: consume_item, placed_block, and arbitrary_player_tick.
The "Monster Hunter" and "Monsters Hunted" advancements now use 22 mobs instead of 23, removing the illusioner from the list.
pre1Added new advancements: "A Furious Cocktail", "Postmortal", "Subspace Bubble", and "Uneasy Alliance".
Added hidden field to advancement display info, which defaults to false.
Added new effects_changed, used_totem, and nether_travel advancements triggers.
Removed commands from advancement rewards, replaced with function.
Advancement trees are now centered in the UI.
Items and entities in advancements now have an extra NBT field.
Entities in advancements now have an extra effects and location field.
Removed arbitrary_player_tick advancement trigger.
pre2Added new hidden advancement: "How Did We Get Here?", which rewards 100 experience.
pre3Advancement "How Did We Get Here?" now includes the Resistance status effect, and now rewards 1000 experience.
Advancement "Balanced Diet" now includes all fish types (raw and cooked if possible) and an Enchanted Golden Apple.
Advancements will now remember the tab the player last selected.
pre5All recipe unlock advancements now have a parent of minecraft:recipes/root.
Several recipe unlock advancements were renamed.
pre7Added experience rewards to all "challenge" advancements.
releaseAdded sounds to the toast notifications.

Issues[editar | editar código]

Los problemas relacionados con "progresos" se mantienen en el rastreador de problemas. Informar (en inglés) en esta página sobre los errores que encuentres.

Trivia[editar | editar código]

  • 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[editar | editar código]

See also[editar | editar código]

References[editar | editar código]

  1. https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
  2. 2,0 2,1 “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
  3. “4 o 5 pestañas. Probablemente: "mina y elaboración", "infierno", "fin", "combate", "ingeniería" y otros.” – @Dinnerbone, March 27, 2017
  4. “Getting this implemented in a nice way would be a real advancement for the game.” – @Dinnerbone, February 20, 2017
  5. “I made a tabthulhu at work today. This is an interesting project!” – @Dinnerbone, March 06, 2017
  6. “This is a super big spoiler of what I'm working on. Totally unfinished and may change a lot, but gives you an idea. http://media.dinnerbone.com/uploads/2017-03/screenshots/23_15-00-52_ttcfj9tDnV.png” – @Dinnerbone, March 23, 2017
  7. “(No I'm not adding emoji.)” – @Dinnerbone, March 23, 2017
  8. “(P.s. there was more to that picture than meets the eye. May need a bit of trickery.)” – @Dinnerbone, March 23, 2017
  9. “Did the filesize seem a bit big?” – @Dinnerbone, March 23, 2017
  10. “Okay so I think my webserver proxy messed that up. Technology is difficult. Here's a more fun image, in a zip: http:// media.dinnerbone.com/uploads/2017-0 3/screenshots/23_15-00-52_ttcfj9tDnV.zip” – @Dinnerbone, March 23, 2017
  11. “(Thus "tabthulu" tweets from a few weeks back. :D)” – @Dinnerbone, March 24, 2017
  12. “Also worth noting: all of that UI is data driven. Positioning and layout included. No hardcoded data in UI, no hardcoded positions in data.” – @Dinnerbone, March 24, 2017