Concepts
Events, rebirths, sessions, damage, statistics and the three worlds.
The event
One event runs at a time. It starts on the schedule or with /dragon start, lasts
settings.dragon-event-time minutes, and ends when the dragon has been killed the required number of
times — or when the clock runs out, in which case nobody wins.
Rebirths
dragon:
required-kills: 2
The dragon has to die more than once. Each death but the last is a rebirth: the dragon respawns,
the last player to hit it gets the each-last-hit reward, and the fight continues. The final kill
ends the event and pays out the leaderboard.
This is what turns a dragon fight into an event. One kill is over in a minute with enough players; two or three means the fight has phases, and the last-hit rewards give people something to compete for in each one.
The session
A player who joins gets a session: their damage, kills and deaths for this event. It ends when the event does, or when they leave.
settings:
keep-stats-on-leave: true
auto-join-after-leaving: true
keep-stats-on-leave means a player who disconnects and comes back keeps the damage they had done —
without it, a crash costs them the event. auto-join-after-leaving puts them straight back in on
rejoin rather than making them find the portal again.
Damage and the leaderboard
Every point of damage dealt to the dragon is recorded against the player who dealt it. At the end,
the top three by damage get the places rewards and everyone else gets every-other-player.
Damage is the metric rather than kills because a dragon killed by one lucky arrow should not pay the same as one worn down over ten minutes.
Statistics
Five persistent statistics survive the event and accumulate across all of them:
| Statistic | Meaning |
|---|---|
dragon_kill | Killing blows landed |
dragon_damage | Total damage dealt |
death | Deaths in events |
win | Events finished on the winning side |
lose | Events lost or timed out |
Players see their own with /dragon stats. They are stored in data/stats.yml and feed the
all-time leaderboards.
Worlds
Three worlds matter:
| Setting | Role |
|---|---|
lobby-world-name | Where players return to |
event-world-name | Where the fight happens |
end-portals.world-list | Which worlds' end portals lead to the event |
The event world is reset by the plugin. Everything else is left alone.
End rules
Inside the event world, the plugin overrides vanilla behaviour: PvP, damage, keepInventory, block breaking, elytra, potions and about a dozen others. See End rules.
The defaults make the event a co-operative fight — no PvP, no player damage, items kept on death — which is the shape most servers want. Every one of them can be turned the other way.
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