Text and UI presets
Bossbar preset for adventure maps
Bossbar preset for adventure maps is now a complete Bossbar workflow with tool screenshots, generated command output, and a Minecraft result capture. Use this for adventure map objectives, dungeon progress, boss intros, or any persistent status that should stay visible above the HUD. The gallery keeps setup fields, output review, and the visible HUD or chat result together so the preset can be audited before it becomes part of a map event, scoreboard loop, or command-block chain.
Preset result
A visible Trial Progress bossbar with yellow notches and a scoped player selector.
Output
Adventure map bossbar command
/bossbar add nbtforge:trial {text:"Trial Progress",color:"gold"}
/bossbar set nbtforge:trial max 100
/bossbar set nbtforge:trial value 60
/bossbar set nbtforge:trial color yellow
/bossbar set nbtforge:trial style notched_10
/bossbar set nbtforge:trial players @aPreset screenshot
Build the preset
- Open the Bossbar workbench and confirm the target selector or id.
- Set the player-facing name, text, objective, or status value first.
- Tune color, style, timing, display slot, or value fields before copying.
- Review the generated command output and command length warning.
- Save the command to Project when it belongs to a multi-command workflow.
- Run the command in a clean test world and confirm the visible result matches the workbench.
Why this Bossbar preset matters
Use this for adventure map objectives, dungeon progress, boss intros, or any persistent status that should stay visible above the HUD.
The workbench keeps id, name, color, style, max, value, visibility, and players together before copy. A screenshot-only snippet is not enough for these commands because the visible UI state has to match command output and map logic. Keep the preset as a checkpoint where the readable label, selector, id, and generated command can be reviewed together before the command is copied.
Testing and version details
A bossbar will not appear until players are assigned to it. Add the bar, set its display properties, then set players in the right order.
Run the first smoke test in a restored world with only the needed commands active. HUD, chat, bossbar, and scoreboard results are easy to confuse when old objectives or bars remain from a previous test, so create or reset the state before judging the screenshot. Keep selectors narrow when the final map should affect one player.
- Use stable ids for stateful commands.
- Keep player-facing feedback short enough to read or recognize quickly.
- Save related setup and update commands together in Project.
Where to go next
Save the setup with value-update commands for the encounter that owns the bar.
For dynamic variants, compare the timed bossbar preset and scoreboard timer preset.
FAQ
Can I paste this Bossbar command into chat?
Yes for a quick smoke test if the command is short enough and the selector is safe. For repeatable map behavior, move the command into a command block, function, or Project export.
Why include an in-game result image?
The result image confirms the command affects the HUD, chat, sidebar, sound marker, particle effect, or display entity in Minecraft, not only in the workbench output panel.
Should this be saved with related commands?
Yes. Bossbars, titles, tellraw prompts, and scoreboards usually need setup or follow-up commands, so keep the preset near the rest of the workflow.
Open this workflow
Start from the related Bossbar workbench, then adjust the preset fields for your world.