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Turn Timer

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No stalling. No waiting. Keep battles moving.

Why Turn Timers?

Nothing kills competitive momentum like a player who takes forever to move. Turn timers ensure every battle flows smoothly with fair time limits for decisions.

How It Works

  1. Each turn starts with full time
  2. Timer counts down during move selection
  3. Warning appears when time is low
  4. If time runs out, a random move is auto-selected

Players see a boss bar countdown that changes color as time runs low. Audio warnings play near timeout.

Timer Colors

  • Green: Plenty of time
  • Yellow (30%): Think faster
  • Red (20%): Decide now

Default Timer Values

FormatTurn TimerTeam SelectionLead Selection
Singles90s60s30s
Doubles120s60s30s
Triples150s60s30s

Configuration

Configure timers per format in battle.yaml:

# battle.yaml
formats:
  SINGLES:
    turnTimeoutSeconds: 90

  DOUBLES:
    turnTimeoutSeconds: 120

  TRIPLES:
    turnTimeoutSeconds: 150

timers:
  teamSelectionSeconds: 60
  leadSelectionSeconds: 30
  matchReadySeconds: 17
  countdownSeconds: 5
  battleMinutes: 15
  battleTimeWarningSeconds:
    - 300
    - 60
    - 30

On Timeout

When the timer hits zero:

  1. A random valid move is selected automatically
  2. If no moves are available, Struggle is used
  3. The turn proceeds without waiting

This applies to faint switches and turn-based switching too.

Timer Sounds

Audio cues help players track time:

# battle.yaml
sounds:
  battle:
    turnTimer30Percent:
      sound: "minecraft:block.note_block.harp"
      volume: 2.0
      pitch: 1.5
    turnTimer20Percent:
      sound: "minecraft:block.note_block.pling"
      volume: 3.0
      pitch: 2.0

Showdown/Chess Timer

An alternative timer system where each player has their own cumulative clock, like chess. Time is tracked per-player instead of per-turn.

How it works:

  1. Each player starts with a total time bank (e.g., 10 minutes)
  2. When it’s your turn, your clock ticks down
  3. When your turn ends, an optional increment is added to your remaining time
  4. If your total time runs out, you lose (or the match is decided by tie-break)

Configuration

Configure in season presets (config/cobbleranked/season_presets/*.yml):

# season_presets/default.yml
singles:
  enabled: true
  # ... other format settings ...

  # Per-player showdown timer (0 = disabled, use traditional match timer)
  playerBattleDurationMinutes: 10
  incrementSeconds: 5

  # What happens when a player runs out of time
  tieBreakSystem: HEALTH
SettingDefaultDescription
playerBattleDurationMinutes0Per-player total time in minutes. 0 = disabled (uses traditional match timer)
incrementSeconds0Seconds added to remaining time after each turn
tieBreakSystemHEALTHHow to decide the winner on time-out

Tie-Break Systems

SystemBehavior
HEALTHCompare remaining HP percentage — player with more HP wins
TIMEThe player who ran out of time loses
Showdown Timer Example

With playerBattleDurationMinutes: 10 and incrementSeconds: 5:

  1. Both players start with 10:00 each
  2. Player A takes a turn (takes 20 seconds) → remaining: 9:45 (9:40 + 5s increment)
  3. Player B takes a turn (takes 30 seconds) → remaining: 9:35 (9:30 + 5s increment)
  4. If Player A’s clock hits 0:00 → Player B wins (or HP-based tie-break)

This encourages fast play and rewards time management.


Related: Ranked Battles | Casual Battles | Main Configuration