Skip to content

Player Support

clockworktownsmp edited this page Oct 14, 2026 · 4 revisions

Player support

Open Arena effects in the editor to choose Beacon effects, Fight health, and Reusable potion. You can turn each one on or off separately.

Once the boss activates, players inside its boss-bar arena get the support you've enabled. That includes players there during emergence and anyone who joins the fight late.

New default templates and the six player-count presets start with a 100 HP fight-health floor, healing on first entry, and the reusable potion enabled. Their Beacon effects defaults are different; see below. If an older file is missing these sections, you still need to enable them yourself.

Beacon effects

The supported effects are Speed, Jump Boost, Regeneration, Strength, and Resistance. You can't add Haste through these settings.

  • Fresh default templates: the master switch is off; individual effect entries are enabled at level I. Turn on the master switch and adjust the individual entries for your encounter.
  • Six player-count presets: the master switch is on, with only Regeneration I enabled.

Set boss_bar.area_effects.enabled to true, then enable the effects you want with a human-readable level from 1–5. Level 1 means I. Resistance V prevents all damage that native Resistance can reduce.

This partial template enables Regeneration I only:

{
  "boss_bar": {
    "area_effects": {
      "enabled": true,
      "speed": { "enabled": false, "level": 1 },
      "jump_boost": { "enabled": false, "level": 1 },
      "regeneration": { "enabled": true, "level": 1 },
      "strength": { "enabled": false, "level": 1 },
      "resistance": { "enabled": false, "level": 1 }
    }
  }
}

Eligible players receive native infinite-duration effects with icons and no particle cloud. Leaving clears only this mod's grants, normally within the existing 10-tick arena check. Grants also end on player death/disconnect/respawn and boss death/removal/unload/shutdown.

If arenas overlap, players get the strongest configured level. Leaving one arena won't remove support they're still getting from another.

Effects from potions, beacons, and other mods take priority over the arena's effect of the same type, even if they're weaker. When that effect ends, the arena effect can resume. It can also resume after effects are cleared, as long as the player is still eligible. Cleanup leaves those outside effects alone and respects other mods' Fabric permission callbacks.

Fight health

boss_bar.player_health.minimum_max_health accepts 1–1,000 HP and defaults to 100 HP. This sets a floor for maximum health; it doesn't add an extra 100 HP. If equipment already gives a player 100 or more maximum HP, that value still applies.

This partial template enables the default health floor and first-entry heal:

{
  "boss_bar": {
    "player_health": {
      "enabled": true,
      "minimum_max_health": 100.0,
      "heal_on_first_entry": true
    }
  }
}

heal_on_first_entry defaults to true: full heal once per player per encounter, including late arrivals. Re-entry, reconnect, and reload do not grant another first-entry heal.

The boss saves a ledger of up to 4,096 player UUIDs. If it fills, additional players still receive the health floor and potion but no initial heal.

Players keep the same health percentage when the floor changes later or they leave and re-enter the arena. A player leaving with 50/100 HP returns to 10/20 HP if their normal maximum is 20. Cleanup removes only this mod's named modifier, leaving base, armor, and other modifiers intact.

Overlapping encounters use the highest health floor.

Reusable potion

Settings live under boss_bar.reusable_potion:

Field Allowed value Default
enabled true or false true in fresh defaults and the six player-count presets
heal_hp 0–1,000 HP 20
cooldown_seconds 0.05–600 seconds 15
hunger_restored Integer 0–20 20
saturation_restored 0–20 20

This partial template uses the default potion policy:

{
  "boss_bar": {
    "reusable_potion": {
      "enabled": true,
      "heal_hp": 20,
      "cooldown_seconds": 15,
      "hunger_restored": 20,
      "saturation_restored": 20
    }
  }
}

The potion heals up to the player's maximum HP, restores hunger up to 20, and restores saturation up to the resulting hunger. Normal potion drinking time applies.

The cooldown starts on successful completion, uses game time, is shared by copies and overlapping encounters, and survives re-entry, reconnect, and respawn. The server checks the exact current arena both when drinking starts and when it finishes. Leaving before completion does not bypass that check.

If encounters overlap, the mod uses the potion settings from the boss with the highest healing amount. Ties are resolved consistently by boss UUID. You don't get stacked doses or a super-potion made from the best settings of every boss.

Offhand and inventory behavior

Stable 0.2.0: the earlier potion policy can temporarily displace the offhand item and owns its restoration. The beta policy below leaves personal equipment in place; do not apply that beta guarantee to the stable jar.

Local beta.6 (introduced in beta.2): if your offhand is empty and usable, the bottle goes there. If it isn't, the potion goes into a free inventory slot so you can drink it from your main hand. If your inventory is full, you won't get a bottle; you'll get a message explaining that you need to free a slot and reenter. The mod won't move, overwrite, or drop your equipment to make room.

Better Combat's two-handed weapons can report an empty offhand while a shield is still stored there. Placement and cleanup read actual backing inventory, and one optional weapon lookup also avoids empty-but-unusable hands. No personal-item restoration snapshot is needed because equipment stays in place. This replaces the released 0.2.0 displacement behavior; it is not deployed yet.

Owned bottles are removed on arena exit, death, disconnect, and encounter cleanup. Dropped bottles are discarded. Copies stored in containers are not found by a global scan; they remain owner-locked and unusable outside an active arena.

When testing a pack with equipment or inventory mods, check a full inventory, moved/changed offhand items, death, reconnect, and overlapping arenas. Those cases check whether items and support are handled correctly through the fight, beyond whether the potion heals.

Development source: potion death and grave recovery

The later source fixes a confirmed Universal Graves timing issue. The grave saved the inventory before the old death cleanup ran, so reclaiming items after the encounter ended could return the fight potion.

Cleanup runs just before Minecraft handles a confirmed player's death loot. It removes temporary inventory/cursor bottles. Stable 0.2.0 also restores the unchanged displaced personal offhand before the grave captures it; beta.6 keeps personal equipment in place throughout. All of that player's potion grants end; other players keep theirs. A successful totem or a mod canceling death keeps the potion. Real death with keepInventory still removes it.

Existing graves are not scanned or rewritten. If an older grave returns a saved fight bottle, attempting to use it without a current potion grant removes it and any inventory/cursor copies. Ordinary potions and personal items remain. Reconnect cleanup also removes stored inventory copies.

No extra tick check or grave dependency was added. The supplied Universal Graves 3.13.0+26.3 was tested through actual death, native respawn and grave recovery after boss removal. All 33 native tests passed with and without the supplied server pack. That is historical verification of the earlier fix, now included in stable 0.2.0. It does not establish actual gravestone integration with beta.6 and Better Combat. See current verification.

Development source: removal and schema review

/boss remove now also releases potion grants by boss UUID when the loaded entity has no runtime state. A one-time command-boundary pass removes copied or restored fight bottles from online inventories/cursors when those players have no remaining potion grant. Another active encounter retains its grant. Personal items are preserved; world containers are not scanned. No recurring check was added. Cleanup sends Minecraft's full inventory state, including offhand/cursor, so it can correct a stale client slot cache instead of relying only on changed slots. The orphan pass sends nothing to unaffected players. Isolated native tests pass; the reported real client's display still needs a retest with a newly packaged jar. This cleanup is included in stable 0.2.0 and beta.6; the older optional-client test jar predates it.

Development preview: encounter PvP protection (0.3.0-beta.1)

Set boss_bar.pvp_protection.enabled per template. New templates and bundled presets explicitly enable it; absent/null legacy settings disable it. Opening or saving an older file does not opt it in. The native editor places the toggle under Arena effects → PvP protection. The separate website candidate has Arena & players → PvP protection; its update has not been published yet.

Protection starts on activation, including emergence, inside the boss-bar arena's box or moving radius. If either player is inside any protected active encounter, player-caused harm is blocked in both directions. Exiting or ending the encounter takes effect immediately, without waiting for the support watcher. Overlapping encounters retain their own protection independently.

Melee, sweeps, owned projectiles, Channeling lightning, harmful splash/lingering potions and attributed blast damage/knockback are covered. Boss/environmental harm, self-inflicted harm, helpful buffs/healing and authorized /effect commands remain native. Pre-existing effects are not purged. Placed fire/lava and other hazards without native player attribution remain environmental. This is encounter protection, not a general claim that every third-party mod supplies sufficient attribution.

It adds no tick listener or persistent player membership cache. Native harm events use fresh compiled arena geometry. Projectile/cloud/TNT UUID attribution survives owner logout/save/read while matching the native owner. Effect-call context is released even when a callback throws. The existing support watcher, fight-health floor and potion placement behavior are unchanged.

This preview is separate from the 0.2.0 release/checkpoint and is not deployed. See verification and limits.

Development preview: basic Better Combat compatibility (0.3.0-beta.2)

Normal native drinking, interruption, owner/arena validation and the single server-side cooldown are preserved. Both hands and bottle copies share that deadline. Existing PvP protection is unchanged. No combat animation, damage replay or additional tick listener is added.

The exact Better Combat 3.2.2+26.3-fabric server fixtures pass; real client animations, latency and your grave mod with Better Combat remain manual. Clockwork is client optional, but Better Combat's server requires its own client configuration channel. See current testing and limits.

Current checkpoint and test limits

The beta.6 native fixtures cover backing inventory, two-handed equipment, full inventories, both-hand cooldowns, interruption, death, exit and removal. They do not prove actual gravestone-mod recovery, real client animations or poor-connection behavior with Better Combat. Earlier grave-mod tests used an earlier build. See Compatibility and testing.

Clone this wiki locally