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In Game Editor
You can edit your fight settings right in Minecraft. Open the server's templates or presets in the editor and adjust them there, without opening a JSON file.
/boss template edit
/boss template edit my_boss
/boss template edit preset 2_players
The first command opens a picker with Templates and Presets tabs. The other commands open a specific file directly.
Stable 0.2.0 and beta.6 support delegated editing permissions.
clockwork_bosses.command.template.edit allows active templates;
clockwork_bosses.command.preset.edit allows reusable presets. Either opens the
picker, which lists only the kinds you can edit. Reload saved separately needs
clockwork_bosses.command.reload. Released 0.1 retains its operator-only checks.
The editor now matches the workshop's brown panels, copper accents, brass headings and cream text. Minecraft's normal text size is retained. Shorter headers, controls and list rows leave more space for settings; wide forms pair compatible number/option fields. Filenames and structured values keep their full width. Narrow layouts stack labels, and a stacked model leaves room for the skin/face controls. Coordinate fields pair when there is enough room.
Save, Reload and Cancel stay together at the bottom. The ? button toggles expanded field/page help. A short footer and field tooltips remain available with help collapsed. Short darkness explanations still appear by their fields. Phase/reward dragging and scroll bounds use the same compact row measurements.
The compact layout is included in stable 0.2.0. The later beta.6 checkpoint passed automated loot and face-editor checks at three representative sizes, including a rendered detached Warden preview. These checks do not replace a real multiplayer editor session or your own GUI-scale check.
| Button | Result |
|---|---|
| Save | Validates and writes the selected server-owned file. Running encounters do not change yet. |
| Reload saved | Runs the saved-template reload and applies it to all loaded bosses. Unsaved draft edits are not included. |
| Cancel / Close | Warns before discarding unsaved changes. |
The usual loop is edit → Save → Reload saved → test. If you're editing a preset, those changes only apply to templates you copy from it later. Reloading won't copy the preset's new settings into templates you've already made.
The left index groups:
- Base settings, including Attacks, Targeting, and Warden effects
- Skin preview / eyes
- Spawn
- Sounds, including music, voice lines, and phase sound overrides
- Dormant darkness
- Activation
- Arena / boss bar
- Arena effects, including buffs, fight health, and the reusable potion
- Loot
- Manage phases and the configured phase pages
Scroll the left index to find more sections, and scroll the form to find more fields. Manage phases starts collapsed; expand it to show its child phase pages. Entering a page folds its nested sections. Narrow GUI layouts stack labels above inputs.
Numeric fields show inclusive limits. Hover over a field or focus it to read the same explanation used in generated comments. The GUI displays target switch chance as 0–100%; the file stores 0–1.
Base / inherit explicitly stores null for an override. An empty event sound filename disables that event. Unknown structured settings are preserved.
Mode-specific controls appear only when relevant:
- Box arenas show min/max coordinates; radius arenas show radius.
- Activation shows area corners, a radius, or redstone block coordinates.
- Recovery subphases hide combat controls but retain their values if you switch back to Attack.
- Optional coordinates do not become active just because you open the page or save something else.
Use the drag handle, or the Up/Down buttons for a keyboard-friendly route. While dragging, use the wheel or move near the list edge to reach other rows. Escape or dropping outside the list cancels the move.
You can try a new order in your local draft before you Save. After reordering health phases, check their descending cutoffs. See Phases and subphases.
- Operational requests require authorization and a server-issued session token. Stable 0.2.0 and beta.6 check the relevant edit/reload node, with game-master fallback. Closing your own session remains possible after revocation.
- Sessions expire after 30 minutes and clear on disconnect.
- Revision checks reject stale edits if another admin or a hosting panel changed the file.
- One rolling
template.json.gui-backupretains the previous file. - The server acknowledges a save only after writing and rereading its file.
- Invalid edits aren't saved. Version 0.1 checks numeric size, precision, and exponents before arithmetic, and uses exact decimal comparisons for editor limits.
If the editor says your save is stale, somebody or something changed the file after you opened it. Reopen it and compare the newer settings before trying again. If a preview fails, check the client log for the warning from that refresh.
Use Skins and face controls for the model preview and Loot for the item picker.
The later schema foundation uses the same core field labels, help, types and
validation limits as this editor. Addon declarations also feed the schema export.
The automatically managed format_version is hidden from editable fields.
For a registered action, Action default writes null and uses that setting's
declared default. It does not copy a parent's action_settings. Base/parent
inheritance for ordinary phase/combat overrides retains its existing meaning.
Shared definitions are included in stable 0.2.0 and beta.6. The old optional-client test jar is historical and must not be used to infer current support. See Templates and presets.
Action and geometry controls now use one shared visibility rule with the exported schema. Legacy attack children expose their attack budget; recovery children expose duration. Registered actions use their own Action settings. Melee-only actions hide Sonic overrides, and Sonic-only actions hide melee. Recovery/roar/burrow hide unused combat overrides. Hidden values remain stored so switching back does not lose them. The core roar's filename control and saves apply the same lowercase OGG rules as other sounds. These definitions are included in stable 0.2.0 and beta.6; real addon-specific editor interactions still need their own playtest.
With stable 0.2.0 or a matching beta core, installed action addons appear in the subphase Type dropdown alongside core actions. Their declared fields appear under Action settings. The server supplies labels, help, defaults, choices and ranges; clients generate ordinary number fields, boolean choices and text/dropdown controls from those descriptions.
The server sends descriptions of the settings, not Java code for the client to run. That means an addon using native visuals can provide these controls from the server without players installing the addon. New assets, renderers, entities, or custom networking may still need a client installation.
Changing Type resets action_settings to the selected action's defaults. Other stored native combat overrides remain preserved; controls irrelevant to the action are hidden. Missing/null declared scalar settings use their registered defaults. Unknown settings remain preserved without becoming arbitrary editable/executable fields.
Saves are validated against the server's action catalog. Missing action IDs and invalid settings fail validation. Installing a new addon requires a restart; Reload saved cannot discover new Java classes. Try the lightning walkthrough for a concrete example. Server-only editor interaction and runtime behavior still need in-game verification.
Skin preview / eyes → Pupils now has visibility, independent X/Y size, left/right offsets and a Both/Left/Right positioning cross pad. Reset restores automatic placement; -1 follows the inner/bottom edge of the owning eye. Scale 1 gives a one-pixel pupil. Pupils move with their eyes and clip to fit them. The website exposes the same settings and previews; imported omissions remain unchanged. See Skins and face controls.
Pupil controls are included in stable 0.2.0 and beta.6. The separate Workshop uses the connected server schema to expose supported fields. The beta.6 checkpoint includes native face/editor checks; real multiplayer visual checks remain pending.
Under Glowing eyebrows, choose Angry, Neutral, Curious or Sad and adjust each rotation from −45° to 45°. Enable Encounter expressions to assign poses for melee, sonic boom, roar, getting hit and changing target.
Use Preview expression/pose to see what a pose looks like. It's a still preview, so it won't trigger encounter events, and the pose/sample selectors aren't saved to your template. Save the actual rules, use Reload saved, then test them on the boss.
A hurt pose takes priority over an attack and restores it only while that attack is still active. Skins and face controls explains inheritance, priority, random pools and expiry. These controls are locally packaged/tested in beta.6, not deployed to hosted beta.
Clockwork Bosses
- Home
- Versions and release status
- Installation and quick start
- Templates and presets
- In-game editor
- Hosted workshop
- Workshop troubleshooting
- Commands
Build the fight
- Phases and subphases
- Combat and targeting
- Arenas and activation
- Player support
- Skins and face controls
- Sounds and music
- Darkness and visual effects
- Loot
Reference and help
- Permissions and LuckPerms
- Configuration reference
- Troubleshooting
- Compatibility and testing
- In-game playtest checklist
Experimental addon development
Development testing tools