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Turn Timer

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.

This is the per-turn timer (time you get to pick each move). CobbleRanked also has an optional per-match cumulative Player Timer (chess-clock style). The two are independent and can both be active.

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

Format-specific timers are configured in season presets. Global timers (team selection, ready check, countdown) remain in battle.yaml.

Format-Specific Timers (Season Presets)

# season_presets/default.yml
singles:
  turnTimer: 90           # seconds per turn (set 0 to disable the turn timer)
  matchDuration: 15       # minutes total (set 0 to disable the match timer)
  playerTimerSeconds: 0   # per-player cumulative budget (0 = Player Timer off)

Set any timer to 0 to turn it off for that format. The Turn Timer, Match Timer, and Player Timer are independent — you can run any combination.

Global Timers (battle.yaml)

# battle.yaml
timers:
  teamSelectionSeconds: 60
  leadSelectionSeconds: 30
  matchReadySeconds: 17
  countdownSeconds: 5
  battleTimeWarningSeconds:
    - 300
    - 60
    - 30
  matchTimerDisplay: "ACTION_BAR"   # ACTION_BAR (default) or BOSS_BAR
SettingDefaultDescription
matchTimerDisplayACTION_BARWhere the match-duration timer is shown. ACTION_BAR packs every timer into the action bar; BOSS_BAR shows the match timer as a boss bar at the top of the screen, leaving the action bar for the turn + player timers only.

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

Related: Ranked Battles | Casual Battles | Main Configuration