This update is a feature-focused release that significantly deepens the boss system introduced in earlier versions.
v1.3 is all about making boss phases meaningful, readable and controllable, both for players and server administrators.
Goal
Make boss phases feel like real gameplay stages, not just health checkpoints.
Each phase now has:
A clear lifecycle
Predictable enter / leave behavior
Isolated logic and cleanup
Stronger visual and mechanical identity
Core Improvements
Boss Phase Lifecycle
Boss phases now have a well-defined lifecycle:
Phase enter logic
Phase leave logic
Clean transitions between phases
Proper cleanup on boss death
Bugfix for double drops
This eliminates many edge cases from earlier versions where effects, world changes or visuals could persist longer than intended.
Phase Enter / Leave Hooks
Each phase now supports dedicated hooks:
on-enter
on-leave (internally handled)
Used for:
Sounds
Titles & subtitles
Particles
World effects
Temporary mechanics
➡️ Result:
Phases feel announced, intentional and cinematic.
⚔️ Phase-Specific Actions (Controlled)
Phase actions (e.g. summon-minions) are now:
Phase-bound
Executed only once per phase (when intended)
Fully isolated from other phases
Example:
Minions spawn once in Phase 3
Use cooldown as lifetime
Auto-despawn handled safely
No unintended re-spawns
➡️ No infinite loops
➡️ No action bleed between phases
World Effects – Safe & Reversible
Boss phases can apply world-level effects (weather / time), but now with full safety:
World state is snapshotted once
Snapshot is restored on:
Boss death
Phase exit
Forced cleanup
No permanent world damage
✔ Weather is guaranteed to return
✔ Time is restored correctly
✔ No stuck thunderstorms anymore
Cleanup & Safety Improvements
Boss death now performs full cleanup:
BossBars
Floating visuals (crowns / heads)
Phase effects
World state
Centralized cleanup logic
No leftover ArmorStands
No orphaned BossBars