Darkness and Visual Effects - clockworktownsmp/clockwork-bosses GitHub Wiki

Darkness and visual effects

You can set Darkness separately for the boss waiting underground and for the fight itself. Use dormant_darkness while it's hidden and phases.<phase>.darkness after it emerges. These settings replace vanilla Darkness for your Clockwork Bosses. Normal Wardens keep their usual Darkness.

Darkness fields

Field What it controls
enabled Whether new applications/refreshes happen. Disabling lets existing effects expire naturally.
max_radius Spherical distance in blocks, including height. Zero disables the aura.
edge_interval_ticks / center_interval_ticks Refresh eligibility at the edge/center, blended by distance.
edge_duration_ticks / center_duration_ticks Duration of each application. A duration shorter than the interval creates gaps.
edge_amplifier / center_amplifier Effect priority. Keep both at 0, which is level I. Higher values do not make Darkness visually darker or establish priority over Night Vision.

At normal server speed, 20 ticks = 1 second. If the server runs at a lower tick rate, these intervals take longer in real time.

Default pacing

State Refresh eligibility Application duration, edge to center
Dormant Every 10 seconds 1–2 seconds
Annoyed Every 10 seconds 1–2 seconds
Agitated Every 8 seconds 2–3 seconds
Enraged Every 5 seconds 4–6 seconds
Fury Every 1 second 6 seconds, refreshed for continuous coverage

Existing effects refresh only when half their configured duration remains. If you want continuous coverage, set the duration to at least twice the interval and allow extra time for the scan. Stronger existing Darkness is respected.

Position and lifecycle

The aura follows where the boss actually is, including while it's hidden underground. At scale 2, it's 10 blocks down. If you set a small radius, the Darkness might not even reach the floor above it.

There is no aura during emergence. Activation clears dormant refresh deadlines so they do not delay the active aura. Changing phases or disabling the aura changes future refreshes. Darkness that's already been applied still expires normally.

Dormant checks run every 10 ticks. Active scans are rate-limited to 10 ticks or the shorter configured refresh interval.

Older templates

  • A missing/null dormant_darkness section uses the current phase while hidden.
  • Missing/null fields inside a present dormant section inherit phase 1.
  • An older top-level darkness object remains supported when a phase has no Darkness settings.

Save changes and run /boss reload to apply them.

For Workshop edits, Save draft and Publish draft must both succeed first. An Active template changed error requires reviewing the latest active template and reapplying the intended edits. Reload cannot apply a rejected save/publication. See Workshop recovery.

Glow and phase transitions

warden_effects.color is a six-digit hex color that tints emissive glow masks. A phase can override it. It won't recolor the whole skin.

A real health-phase transition can show a short white flash and a one-time dust burst matching the phase being entered. The burst is enabled by default, uses 128 particles at size 0.65, and stays capped at 128. It is sent on phase changes, not every tick. Phases can override flash and particle settings.

Use Skins and face controls to align the eyes and eyebrows. The alignment preview uses stronger steady glow; the live boss keeps its configured color and pulse.

Development source: eyebrow expressions and combat events

Later source supports named eyebrow shapes, independent rotations and optional event rules for attacks, player hits and target changes. A hit briefly overrides the attack expression, then returns to the still-active attack/recovery. Random resting expressions update after completed swings/beams, without a new random timer. These rules alter the glow face only; phase colors, darkness, skin pixels and native combat remain separate. See Skins and face controls for fields, priority, cooldowns and examples. These controls are packaged in local checkpoint 0.3.0-beta.6, with native fixture/editor/atlas checks passed. They are not deployed, and real multiplayer/rendering under load remain pending. Hosted beta blocked this undeclared version at the recorded checkpoint; a later website release must be checked separately. See Compatibility and testing.

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