I'm stuck with my custom advancement, it's not triggering by itself, I can grant myself everything and it shows up perfectly fine, but when I enter the proper area for it to trigger (my spawn) it will not trigger and give the advancement on its own.
This most likely finds nothing because it's written using integers, not doubles (like 0.0). Also, specifying "min" and "max" the same makes it check the exact point that is specified. When a player is spawned, and his spawnpoint is set at 0,0 he will appear at 0.5,0.5, so you should put `"max": 0.5, "min": 0.5` for each coordinate. If it doesn't work, maybe increasing the range, so it's not just a point (like putting `"max": 0.49, "min": 0.51`) will help.
Also, please first check if it works in vanilla minecraft! Your usage of `/spawn` indicates, that you are using plugins, which may (or may not) interfere with advancements.
I have moved this guide temporarily to Github (link) and will be updating it to 1.13 there in the coming weeks. I will eventually move it to a more permanent location.
This thread will no longer be updated, though feel free to continue asking questions.
I'm not sure if anyone will reply to this but I have a question about advancements. is it possible to make it so that an advancement is given once a player completes a quest created in the plugins named Quests/BetonQuests? I'm working on an MMO server and thought it would be cool to make some custom advancements for some of the major quests/events.
This thread is fairly old, but I thought I'd leave a comment here and see if anybody still happens to be watching it.
I'm creating a custom modpack, and I'd like to make my own set of advancements for it using the Triumph mod, but I'm finding it difficult to get mods to play along with Minecraft's triggers. The format for Triumph advancements is almost exactly the same as regular advancement files, and Triumph references the same triggers that regular advancements do. This leads me to believe I may have to make my own triggers for the mods, or find triggers in the mods' source code, if I want to make advancements for modded items/entities.
For instance, I'd like to make an advancement for taming a chocobo from the Chocobocraft 3 mod. I tried the vanilla "minecraft:tame_animal" trigger, and the advancement shows in-game, but it doesn't trigger when I tame a chocobo.
I'd also like to make advancements for when players enter dungeons generated by mods. This is already possible with regular villages, desert temples, etc. using the "minecraft:location" trigger, but I'm not sure how to incorporate modded dungeons, since the location trigger only supports vanilla "features" to my knowledge.
Another example of an advancement I might want to make is one for opening another player's backpack while they're wearing it (possible through the fantastic Wearable Backpacks mod). All a player has to do is right click the backpack model on another player's back, and it opens...but I can't think of an existing trigger that fits that scenario.
Is there any way to create a custom trigger and/or condition, or is what I'm trying to do simply not possible?
Rollback Post to RevisionRollBack
I'm TheVisionaryOne, but I lost my password to my old account, and don't remember the email I signed up with, so I had to make a new account...
That still works incorrectly though, StoredEnchantments is a list (as I just mentioned).
Yep you're right. I still don't have it correct.
Thank you so much for all the help FVbico! I can finally get these advancements done.
Is there any way to stop child advancements triggering before the parent is completed??
have an impossible trigger that the parent grants with a function
the changed_dimension trigger will accept the name of any custom dimension, not just the vanilla three.
thanks for this guide, btw, made it all much less of a headache than i thought it'd be.
Is there any way to trigger an advancement when a specific item is placed in an item frame?
I'm stuck with my custom advancement, it's not triggering by itself, I can grant myself everything and it shows up perfectly fine, but when I enter the proper area for it to trigger (my spawn) it will not trigger and give the advancement on its own.
Here is my code:
Any advice, this is supposed to trigger when you spawn in or type /spawn which takes you to the proper location that it is supposed to trigger.
This most likely finds nothing because it's written using integers, not doubles (like 0.0). Also, specifying "min" and "max" the same makes it check the exact point that is specified. When a player is spawned, and his spawnpoint is set at 0,0 he will appear at 0.5,0.5, so you should put `"max": 0.5, "min": 0.5` for each coordinate. If it doesn't work, maybe increasing the range, so it's not just a point (like putting `"max": 0.49, "min": 0.51`) will help.
Also, please first check if it works in vanilla minecraft! Your usage of `/spawn` indicates, that you are using plugins, which may (or may not) interfere with advancements.
I have moved this guide temporarily to Github (link) and will be updating it to 1.13 there in the coming weeks. I will eventually move it to a more permanent location.
This thread will no longer be updated, though feel free to continue asking questions.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
How do I set and advancement to be unlocked when in outer islands of the end?
I've tried something like this but it's not triggering
That only works in the negative and positive corners, not (for example) at x=0, z= 20000
I've actually found out that the max and min values for negative were exchanged
Make the parent give one of the child's criteria, and make that criteria required on the child.
I'm not sure if anyone will reply to this but I have a question about advancements. is it possible to make it so that an advancement is given once a player completes a quest created in the plugins named Quests/BetonQuests? I'm working on an MMO server and thought it would be cool to make some custom advancements for some of the major quests/events.
This thread is fairly old, but I thought I'd leave a comment here and see if anybody still happens to be watching it.
I'm creating a custom modpack, and I'd like to make my own set of advancements for it using the Triumph mod, but I'm finding it difficult to get mods to play along with Minecraft's triggers. The format for Triumph advancements is almost exactly the same as regular advancement files, and Triumph references the same triggers that regular advancements do. This leads me to believe I may have to make my own triggers for the mods, or find triggers in the mods' source code, if I want to make advancements for modded items/entities.
For instance, I'd like to make an advancement for taming a chocobo from the Chocobocraft 3 mod. I tried the vanilla "minecraft:tame_animal" trigger, and the advancement shows in-game, but it doesn't trigger when I tame a chocobo.
I'd also like to make advancements for when players enter dungeons generated by mods. This is already possible with regular villages, desert temples, etc. using the "minecraft:location" trigger, but I'm not sure how to incorporate modded dungeons, since the location trigger only supports vanilla "features" to my knowledge.
Another example of an advancement I might want to make is one for opening another player's backpack while they're wearing it (possible through the fantastic Wearable Backpacks mod). All a player has to do is right click the backpack model on another player's back, and it opens...but I can't think of an existing trigger that fits that scenario.
Is there any way to create a custom trigger and/or condition, or is what I'm trying to do simply not possible?
I'm TheVisionaryOne, but I lost my password to my old account, and don't remember the email I signed up with, so I had to make a new account...