DUXPLIMA Documentation

The dragon

Health, damage, rebirths, glow, piñata mode and custom models.

Everything about the boss is in the dragon section of config.yml.

Name and visibility

dragon:
  name: "<#00E5FF>Dragon Health: <#FF5555>%dragonevent_current_health%♥"
  name-visible: true
  boss-bar-visible: true
  glow: true
  glow-color: RED

name is MiniMessage and accepts placeholders, so the nametag can be a live health readout. name-visible shows it above the dragon; boss-bar-visible shows the vanilla boss bar.

glow-color takes any of BLACK, DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY, DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW, WHITE. Glow makes the dragon visible through the end's terrain, which matters more than it sounds when forty players are looking for it.

Health

dragon:
  health: 200
  health-modifier:
    add-as-extra: true
    health-per-player: 0.0

health is the base. health-per-player scales it with the number of players in the event:

  • add-as-extra: true — final health is health + (players × health-per-player)
  • add-as-extra: false — final health is players × health-per-player, and health is ignored

health-per-player: 0.0 disables scaling.

Scaling is the setting that makes an event work at both twenty players and two hundred. Without it, you are tuning a fixed number against an attendance you cannot predict.

2048 is a hard ceiling by default

Spigot caps entity health at 2048. A configured value above that is clamped, not honoured — raise maxHealth in spigot.yml first if you need more. With health-per-player on a busy server it is easy to cross that line without noticing.

Damage

dragon:
  damage-modifier:
    add-base-to-final-damage: false
    base-damage: 0.0
    multiplier: 1.0
KeyEffect
base-damageThe damage to work from; 0.0 uses vanilla damage
multiplierMultiplies it; 1.0 is unmodified
add-base-to-final-damageAdds base-damage to the result instead of replacing it

With disableDamage: true in the end rules — the default — none of this reaches players. Turn that off first if you want the dragon to be dangerous.

Rebirths

dragon:
  required-kills: 2

How many times the dragon must die. Every death but the last respawns it and pays the each-last-hit reward; the last one ends the event.

Two or three is the usual range. More than that and the later rebirths feel like repetition rather than escalation, because the dragon does not get stronger between them.

Piñata mode

dragon:
  pinata: false

The dragon stays where it spawned and does not move. Worth considering for a large event: a moving dragon in the end spends most of the fight out of reach, and a hundred players chasing it is not a fight so much as a queue.

Custom models

dragon:
  custom-model:
    model-plugin: DEFAULT
    model-id: unknown
ValueUses
DEFAULTThe vanilla dragon; the model system does nothing
MODEL_ENGINEModelEngine V4
ITEMS_ADDERItemsAdder V4
BETTER_MODELThe latest BetterModel

Nexo and Oraxen both render through ModelEngine — use MODEL_ENGINE for those. model-id is the model's id in whichever plugin you chose.

Custom NBT

dragon:
  custom-nbt: ""

Extra NBT applied to the dragon entity, for attributes or tags other plugins read. Write the contents without the surrounding braces — { and } at either end will not parse.

Requires NBTAPI.