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Dinnerbone-twitter The system as a whole is called "advancements", which is aimed at guiding & tracking players progress through the game (in vanilla survival and any custom additions by mapmakers or mods). Most advancements are literally just that - an advancement through the game.
~ Dinnerbone on the advancements system[1]
AdvancementMade

Pop-up che appare quando un progresso è completato.

GoalReached

Pop-up che appare quando un progresso "obiettivo" è completato.

ChallengeComplete

Pop-up che appare quando un progresso "sfida" è completato.

I Progressi sono un metodo per guidare gradualmente i nuovi giocatori nel mondo di Minecraft e dare loro missioni da compiere, in modo simile al più semplice sistema di imprese nella Console Edition e nella Pocket Edition.

Ottenimento

I progressi possono essere completati in ogni modalità di gioco e sono ottenuti e salvati per ogni singolo mondo. I progressi possono anche essere assegnati o revocati tramite il comando /advancement.

Nonostante i progressi guidino i giocatori durante il game secondo una sequenza logica, essi sono indipendenti gli uni dagli altri; un progresso può essere completato senza aver completato i progressi di cui è un sottogruppo.

Quando un progresso viene conquistato, nell'angolo in alto a destra del gioco compare una notifica pop-up scorrevole e viene mostrato un messaggio in chat. Il colore del testo nella notifica dipende dal tipo di progresso; quelli normali e di tipo "obiettivo" sono gialli, mentre quelli di tipo "sfida" sono rosa.

Interfaccia

AdvancementsInterface

L'interfaccia dei progressi. Un progresso ("Isn't It Iron Pick") è selezionato.

Il pulsante per accedere all'interfaccia dei progressi si trova nel menu pausa. Si può aprire tale intergaccia anche premendo il tasto Template:Key.

Il sistema di progressi comprende vari alberi composti di progressi, ognuno dei quali inizia con un processo e finisce con un obiettivo o una sfida. Cliccando e trascinando il mouse si possono vedere i vari rami da cui è composto l'albero dei progressi. Ogni albero è caratterizzato da una scheda differente. Le schede predefinite sono 5, ma se ne possono aggiungere altre[2][3]):

  • Minecraft
  • Avventura
  • Il Nether
  • L'End
  • Vita dei campi

Ogni scheda ha uno sfondo differente.

Le icone dei progressi mostrano un nome ed una descrizione quando si scorre sopra di essi col mouse. Inoltre questa finestra appare nella scheda solo se è stato completato il progresso che li precede.

Le cornici delle icone dei progressi possono variare a seconda della loro difficoltà o se questi sono stati completati o no. Sotto è presente una legenda:

Cornice dell'icona Descrizione
Regolare Completato
Advancement-plain-raw Advancement-plain-worn Progresso normale.
Advancement-oval-raw Advancement-oval-worn Progresso "obiettivo".
Advancement-fancy-raw Advancement-fancy-worn Progresso "sfida".

Ulteriori schede e progressi possono essere aggiunti attraverso filo JSON.

Lista dei progressi

Minecraft

File:Advancements Tree - Minecraft.png

Albero dei progressi nella scheda "Minecraft"

Grid Grass Block Minecraft
Icona Progresso Descrizione nel gioco Genitore Requisiti reali (se differenti) ID nello spazio dei nomi

Advancement-plain-rawGrid Grass Block

Minecraft
The heart and story of the gameGet a crafting table in your inventory.minecraft:story/root

Advancement-plain-rawGrid Wooden Pickaxe

Stone Age
Mine stone with your new pickaxeMinecraftGet cobblestone in your inventory.minecraft:story/mine_stone

Advancement-plain-rawGrid Stone Pickaxe

Getting an Upgrade
Construct a better pickaxeStone AgeGet a stone pickaxe in your inventory.minecraft:story/upgrade_tools

Advancement-plain-rawFile:Grid Iron Ingot.png

Acquire Hardware
Smelt an iron ingotGetting an UpgradeGet an iron ingot in your inventory.minecraft:story/smelt_iron

Advancement-plain-rawFile:Grid Iron Chestplate.png

Suit Up
Protect yourself with a piece of iron armorAcquire HardwareGet any type of iron armor in your inventory.minecraft:story/obtain_armor

Advancement-plain-rawFile:Grid Lava Bucket.png

Hot Stuff
Fill a bucket with lavaAcquire HardwareGet a lava bucket in your inventory.minecraft:story/lava_bucket

Advancement-plain-rawGrid Iron Pickaxe

Isn't It Iron Pick
Upgrade your pickaxeAcquire HardwareGet an iron pickaxe in your inventory.minecraft:story/iron_tools

Advancement-plain-rawFile:Grid Shield.png

Not Today, Thank You
Deflect an arrow with a shieldSuit UpDeflect a projectile with a shield.minecraft:story/deflect_arrow

Advancement-plain-rawFile:Grid Obsidian.png

Ice Bucket Challenge
Form and mine a block of ObsidianHot StuffGet a block of obsidian in your inventory.minecraft:story/form_obsidian

Advancement-plain-rawGrid Diamond

Diamonds!
Acquire diamondsIsn't It Iron PickGet a diamond in your inventory.minecraft:story/mine_diamond

Advancement-plain-rawFile:Grid Flint and Steel.png

We Need to Go Deeper
Build, light and enter a Nether PortalIce Bucket ChallengeEnter the Nether dimension.minecraft:story/enter_the_nether

Advancement-plain-rawFile:Grid Diamond Chestplate.png

Cover Me With Diamonds
Diamond armor saves livesDiamonds!Get any type of diamond armor in your inventory.minecraft:story/shiny_gear

Advancement-plain-rawGrid Enchanted Book

Enchanter
Enchant an item at an Enchanting TableDiamonds!minecraft:story/enchant_item

Advancement-oval-rawFile:Grid Golden Apple.png

Zombie Doctor
Weaken and then cure a zombie villagerWe Need to Go DeeperThrow a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the Template:Control key with a golden apple in your hand).minecraft:story/cure_zombie_villager

Advancement-plain-rawFile:Grid Eye of Ender.png

Eye Spy
Follow an Ender EyeWe Need to Go DeeperEnter a stronghold.minecraft:story/follow_ender_eye

Advancement-plain-rawFile:Grid End Stone.png

The End?
Enter the End PortalEye SpyEnter the End dimension.minecraft:story/enter_the_end

Nether

Advancements Tree - Nether

Advancement tree in the "Nether" tab

Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements

The End

Advancements Tree - The End

Advancement tree in the "The End" tab

Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements Template:Advancements

Adventure

Advancements Tree - Adventure

Advancement tree in the "Adventure" tab

Grid Empty Map Adventure
Icona Progresso Descrizione nel gioco Genitore Requisiti reali (se differenti) ID nello spazio dei nomi Premi

Advancement-plain-rawGrid Empty Map

Adventure
Adventure, exploration, and combatKill any entity, or be killed by any entity.minecraft:adventure/root

Advancement-plain-rawFile:Grid Iron Sword.png

Monster Hunter
Kill any hostile monsterAdventureKill one of these 22 mobs. Other mobs are ignored for this advancement.minecraft:adventure/kill_a_mob

Advancement-plain-rawFile:Grid Emerald.png

What a Deal!
Successfully trade with a VillagerAdventureminecraft:adventure/trade

Advancement-plain-rawFile:Grid White Bed.png

Sweet dreams
Change your respawn pointAdventureSuccessfully 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-rawFile:Grid Bow.png

Take Aim
Shoot something with a bow and arrowMonster HunterFire a bow so that the arrow strikes any entity.minecraft:adventure/shoot_arrow

Advancement-fancy-rawGrid Diamond Sword

Monsters Hunted
Kill one of every hostile monsterMonster HunterKill each of these 22 mobs. Other mobs may be killed, but are ignored for the advancement.minecraft:adventure/kill_all_mobs Template:EntitySprite100 experience

Advancement-oval-rawFile:Grid Totem of Undying.png

Postmortal
Use a Totem of Undying to cheat deathMonster Hunterminecraft:adventure/totem_of_undying

Advancement-oval-rawFile:Grid Pumpkin.png

Hired Help
Summon an Iron Golem to help defend a villageWhat a Deal!Summon an iron golem.minecraft:adventure/summon_iron_golem

Advancement-fancy-rawFile:Grid Diamond Boots.png

Adventuring Time
Discover every biomeSweet dreamsVisit these 36 biomes. Other biomes may also be visited, but are ignored for the advancement.minecraft:adventure/adventuring_time Template:EntitySprite500 experience

Advancement-fancy-rawFile:Grid Arrow.png

Sniper duel
Kill a skeleton with an arrow from more than 50 metersTake AimUse a launched arrow to kill a skeleton from 50 or more blocks away, horizontally.minecraft:adventure/sniper_duel Template:EntitySprite50 experience

Husbandry

Advancements Tree - Husbandry

Advancement tree in the "Husbandry" tab

Hay Bale Husbandry
Icona Progresso Descrizione nel gioco Genitore Requisiti reali (se differenti) ID nello spazio dei nomi Premi

Advancement-plain-rawFile:Grid Hay Bale.png

Husbandry
The world is full of friends and foodEat anything that can be eaten.minecraft:husbandry/root

Advancement-plain-rawFile:Grid Wheat.png

The Parrots and the Bats
Breed two animals togetherHusbandryBreed 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-rawFile:Grid Lead.png

Best Friends Forever
Tame an animalHusbandryTame one of the 5 types of mob that are tamable.minecraft:husbandry/tame_an_animal

Advancement-plain-rawFile:Grid Wheat.png

A Seedy Place
Plant a seed and watch it growHusbandryPlant one of these 5 plants. Other plants are ignored for the advancement.minecraft:husbandry/plant_seed

Advancement-fancy-rawFile:Grid Golden Carrot.png

Two 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 Template:EntitySprite100 experience

Advancement-fancy-rawFile:Grid Apple.png

A Balanced Diet
Eat everything that is edible, even if it's not good for youA Seedy PlaceEat each of these 35 foods. Other foods, if any, are ignored for the advancement.minecraft:husbandry/balanced_diet Template:EntitySprite100 experience

Advancement-fancy-rawFile:Grid Diamond Hoe.png

Serious Dedication
Completely use up a diamond hoe, and then reevaluate your life choicesA Seedy PlaceUse up the final bit of durability on a diamond hoe, so that it breaks.minecraft:husbandry/break_diamond_hoe Template:EntitySprite100 experience

JSON Format

Custom advancements in the 'data/advancements' folder of a Minecraft world store the advancement data for that world as separate JSON files:

These JSON files are structured according to the following format:

  • The root tag.
    •  display: The optional display data.
      •  icon: The data for the icon.
        •  item: The item id.
        •  data: The damage value for the item.
      •  title: The title for this advancement.
      •  title: A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
      •  frame: The optional type of frame for the icon. challenge for a tile with a more fancy spiked border as it is used for the kill all mobs advancement, goal for a tile with a rounded border as it is used for the full beacon advancement, task for a normal tile (default.)
      •  background: The optional directory for the background to use in this advancement tab (only for the root advancement).
      •  description: The description of the advancement.
      •  description: A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
      •  show_toast: Can be true or false. Whether or not to show the toast pop up after completing this advancement. Defaults to true.
      •  announce_to_chat: Can be true or false. Whether or not to announce in the chat when this advancement has been completed. Defaults to 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.
      • Etichette comuni in tutte le entità Vedi Template:Nbt inherit/conditions/entity/template
    •  parent: The parent.
      • Etichette comuni in tutte le entità Vedi Template:Nbt inherit/conditions/entity/template
    •  partner: The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
      • Etichette comuni in tutte le entità Vedi 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:

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".
      • Etichette comuni in tutte le entità Vedi 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".
      • Etichette comuni in tutte le entità Vedi 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.
    •  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.
      • Etichette dei danni Vedi Template:Nbt inherit/conditions/damage/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).
      • Etichette comuni in tutte le entità Vedi Template:Nbt inherit/conditions/entity/template
    •  killing_blow: Checks the type of damage that killed the player.

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.
    •  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.

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:
    • Etichette comuni in tutti i luoghi Vedi 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.
    •  location: The location of the block that was placed.
      • Etichette comuni in tutti i luoghi Vedi 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
      • Etichette dei danni Vedi Template:Nbt inherit/conditions/damage/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.
      • Etichette comuni in tutte le entità Vedi Template:Nbt inherit/conditions/entity/template
    •  killing_blow: The type of damage that killed an entity.

minecraft:recipe_unlocked

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

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

minecraft:slept_in_bed

Triggers when the player enters a bed. Available conditions:

  •  conditions:
    • Etichette comuni in tutti i luoghi Vedi 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:
      • Etichette comuni in tutte le entità Vedi 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.
      • Etichette comuni in tutte le entità Vedi 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:

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.
    •  villager: The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".
      • Etichette comuni in tutte le entità Vedi Template:Nbt inherit/conditions/entity/template

History

Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History Template:History

Problemi

I problemi relativi a "Advancements" sono mantenuti sul tracciatore dei problemi. Segnala i problemi qui.

Trivia

  • Seventeen of the old computer 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

Template:Gameplay

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