Wiki Release: 2026.09.5 · UltimateClans: 9.1.4 · Documentation branch: 9 · ClanGuardian
ClanGuardian practical usage guide#
ClanGuardian adds persistent clan guardian/pet system with configurable entity types, combat modes, equipment-derived stats, food/energy, boosts, skills, evolution, revive, HUD and optional shared clan guardians. This guide focuses on the actual administrator and player workflow: what to set up first, how to test it in-game, and what to check before enabling it for everyone.
How the feature works#
In normal use, the feature follows this flow: Open /clan guardian and choose an available guardian type. Spawn it with /clan guardian spawn; change behavior with /clan guardian mode <mode>. Use /clan guardian equip to manage equipment/stat contribution and /clan guardian skills to inspect/equip skills.
Recommended in-game workflow#
- Open
/clan guardianand choose an available guardian type. - Spawn it with
/clan guardian spawn; change behavior with/clan guardian mode <mode>. - Use
/clan guardian equipto manage equipment/stat contribution and/clan guardian skillsto inspect/equip skills. - Feed the guardian to maintain its configured resource/energy behavior, use boost food when available, and revive it after defeat with
/clan guardian revive. - Use
/clan guardian infoto check type, level, health, energy, mode, progression and equipped skills.
Administrator setup checklist#
- Configure available types in
guardians.ymland keep the default type inconfig.ymlvalid. - Tune follow side/distance/forward-offset/height and teleport distance before changing combat values.
- Combat target radius, leash distance, defensive target duration and defense cap should be tested with hostile mobs and clan ally/rival rules.
- Skills are definitions with triggers/conditions/cooldowns; change one dimension at a time and use debug skill failures while testing.
- Shared guardians have separate enable/level/max/combat settings; do not assume player guardian settings automatically apply.
Commands and GUI access#
Use the command examples in the workflow above and open the Commands page in the sidebar for the complete configured command tree. Command labels can be changed in commands.yml, so the Wiki keeps the player-facing examples separate from the raw message templates.
Configuration areas#
general—auto-spawn-on-join,tick-period,default-type,default-modefollow—side,distance,forward-offset,height,speed-per-tick,teleport-distancecombat—target-radius,leash-distance,defensive-target-seconds,defense-enabled,max-defense-percentdebug—enabled,actionbar,console,interval-ms,skill-failureshud—enabled,mode,only-in-combat,textindicator—enabled,textsettings—name-max-length,name-allow-minimessage-colorsshared-guardian—enabled,default-type,follow-online-member,required-clan-level,max-per-clan,combat-enabled,damage-multiplier,attack-cooldown-ms,follow-distance
Changing settings safely#
- Back up the component configuration and persistent data before changing a live server.
- Change one feature area at a time.
- Reload only if the component documents reload as safe; otherwise restart the server.
- Test with a non-OP account that has exactly the intended clan role/permission.
- Watch the console from the first relevant warning/error, not only the final stack trace.
- On multiserver networks, repeat the check on every node and confirm shared storage/sync settings match.