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 ishealth + (players × health-per-player)add-as-extra: false— final health isplayers × health-per-player, andhealthis 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.
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
| Key | Effect |
|---|---|
base-damage | The damage to work from; 0.0 uses vanilla damage |
multiplier | Multiplies it; 1.0 is unmodified |
add-base-to-final-damage | Adds 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
| Value | Uses |
|---|---|
DEFAULT | The vanilla dragon; the model system does nothing |
MODEL_ENGINE | ModelEngine V4 |
ITEMS_ADDER | ItemsAdder V4 |
BETTER_MODEL | The 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.
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