👹Bosses

This wiki section covers how boss configurations work in nwMVP. With nwMVP, boss fights are no longer repetitive or boring — instead, they become engaging, competitive, and highly customizable experie

example bosses

Introduction

The bosses folder contains configuration files for each boss that you want to be managed by nwMVP. In this folder, you can define how each boss behaves and how nwMVP should handle it.

You can configure, for example:

  • How many top-ranked players will receive rewards when the boss is defeated

  • The boss operating mode (such as Individual, Party, Guild, or other modes)

  • Boss health scaling and other combat-related settings

  • Reward configurations and drop behavior

  • Particle effects when the boss spawns

  • Custom messages and notifications related to the boss

Each boss has its own configuration file, allowing you to fully customize the gameplay experience for different bosses on your server.


Boss Settings

This section defines how a boss behaves in nwMVP, including ranking rules, score calculation mode, boss health scaling, and reward distribution.

1. max-top-rewards

Defines the maximum number of top-ranked players (or groups) who will receive rewards when the boss is defeated.

How it works:

  • After the boss dies, players are ranked based on the configured scoring system

  • Rewards are given only to the top ranks defined by this value


2. mode

Defines the boss operating mode. This mode determines how player scores are collected and grouped when attacking the boss.

Available Modes:

NORMAL

Default behavior.

  • If a player does not have a party, their score is tracked individually

  • If a player is in a party, their score is tracked as a party

  • This mode allows both solo and party play seamlessly

Use case: Public bosses where both solo players and parties can compete fairly.


INDIVIDUAL

Individual-only scoring.

  • All damage and contribution are tracked per player

  • Party or guild status is ignored

  • Every player competes on their own

Use case: Competitive bosses where individual performance matters most.


PARTY

Party-based scoring only.

  • Scores are tracked per party

  • Only players in a party can contribute

  • Players without a party will not gain any score

Use case: Bosses designed specifically for coordinated party play.


GUILD

Guild-based scoring only.

  • Scores are tracked per guild

  • Only players in a guild can contribute

  • Players without a guild will not gain any score

Use case: Territory wars or large-scale guild competition.


3. scale-health-by-players

Dynamically scales the boss’s health based on the number of nearby players when the boss spawns.

This prevents bosses from being too easy or too difficult depending on player count.

Configuration:

enabled

  • true → Boss health is scaled dynamically

  • false → Boss uses its default health


check-player-in-regions

  • true → Counts players inside the configured territory region

  • false → Counts players based on distance (radius) from the boss spawn point


health-scale-multiplier

  • Multiplier applied per player

  • Formula:

Example:

  • 5 players

  • Multiplier = 0.2 ➡ Health = Base × (1 + 1.0) = 200%


radius

  • Used only when check-player-in-regions is false

  • Counts players within this radius (in blocks) around the boss spawn location


4. rewards

Controls which reward types are enabled for this boss.

You can selectively enable or disable each reward category.

Configuration:

Reward Options

Option
Description

top

Rewards for top rankings (based on max-top-rewards)

firststrike

Reward for the first player who hits the boss

finalblow

Reward for the player who delivers the killing blow

top_damage_dealer

Reward for the highest damage dealer

top_damage_taken

Reward for the player who takes the most damage

top_support_healer

Reward for the top healer/support

personal_reward

Personal rewards based on individual contribution


Example Configuration


Boss Core Configuration

This section defines how a boss is identified, spawned, displayed, restricted, and visualized in nwMVP. These settings connect nwMVP with your boss plugins, spawners, regions, holograms, and visual effects.


1. boss-id

Description: Defines the unique ID of the boss that nwMVP should track and manage.

Usage:

  • MythicMobs → Use the MythicMob ID

  • EliteMobs → Use the file name of the boss without .yml

Example:


2. spawner-id

Description: Defines the spawner that controls how and where the boss respawns.

This setting is only required when you are using native spawners from:

  • MythicMobs

  • EliteMobs

Spawner ID format depends on the boss plugin:

MythicMobs

Use the Spawner ID defined in MythicMobs:

EliteMobs

Use the location string generated by EliteMobs:

⚠️ This location format must match exactly as defined by EliteMobs.


3. hologram

Description: Displays a hologram above the boss spawn location.

Important: Holograms only work when spawner-id is defined.

Configuration:

Supported Placeholders

Placeholder
Description

{bosses_display_name}

Display name of the boss

{boss_name}

Internal boss name

{cooldown}

Remaining respawn cooldown

Note: Boss cooldown timing is fully based on the spawner configuration, not nwMVP.


4. worldguard

Description: Restricts boss combat to specific WorldGuard regions.

Only players inside the defined regions can attack the boss.

Configuration:

How it works:

  • Boss damage is only counted if the player is inside the allowed region

  • Players outside the region cannot damage the boss

  • Supports multiple worlds and regions


5. particle

Description: Adds visual particle effects when the boss spawns, making the boss location more visible.

Configuration:

Particle Settings Explained

Option
Description

enabled

Enable or disable particle effects

type

Particle type (e.g. DUST)

color

RGB color format (R,G,B)

offset

Particle position offset

count

Number of particles per tick

size

Particle size

visible-range

Distance players can see particles

duration

Particle duration in seconds


Example Full Boss Configuration

Rewards (Boss Rewards)

This rewards: section is used to give rewards to players after the boss dies.

  • Rewards are given only to players who participated in the fight (e.g., dealt damage / contributed to the boss encounter).

  • If a player did not attack the boss or had zero participation, they will not receive any rewards.

  • The plugin will run the commands you define in each reward category.

For the full reward logic (advanced rules, random rewards, drop table behavior, chances, etc.), please refer to the droptables system documentation.

  • top1 – top5 Rewards for the Top Damage Ranking positions (Top 1 to Top 5). These are typically based on damage ranking after the boss dies.

  • guild Reward for GUILD mode results (when the boss is configured to track guild scores). Given to eligible players in the winning / ranked guild context (depending on your boss mode & scoring).

  • party Reward for PARTY mode results (party-based score tracking).

  • individual Reward for INDIVIDUAL mode results (player-only score tracking).

  • firststrike Reward for the player who landed the first hit on the boss.

  • finalblow Reward for the player who landed the killing hit on the boss.

  • top_damage_dealer Reward for the player who dealt the highest damage.

  • top_damage_taken Reward for the player who took the most damage during the fight.

  • top_support_healer Reward for the player who provided the most healing/support during the fight.

  • personal_reward Reward for all participants (every player who contributed and is eligible), even if they are not top-ranked.

Note: {_player} is replaced with the target player name when the command is executed

Boss Announcement Messages

The messages section controls global announcements related to boss events in nwMVP. These messages are broadcast to players when a boss spawns and when a boss is defeated.

All messages support:

  • MiniMessage formatting

  • RGB gradients

  • Placeholders

  • Bold, color, and icon styling


1. Announcement: Boss Spawn

Configuration

How it Works

  • Triggered when a boss spawns

  • Broadcasts a global message to all players

  • Displays:

    • Boss name

    • Spawn coordinates

    • World name

  • Used to alert players and encourage participation

Key Options

  • enabled

    • true → Boss spawn announcement is enabled

    • false → No announcement is sent

  • msg

    • List of message lines

    • Empty lines ("") create spacing

    • Fully customizable using MiniMessage

Available Placeholders

Placeholder
Description

{boss}

Boss display name

{x}

X coordinate

{y}

Y coordinate

{z}

Z coordinate

{world}

World name


2. Announcement: Boss Defeated

Configuration

How it Works

  • Triggered when the boss is killed

  • Broadcasts a detailed battle summary

  • Shows:

    • Top damage rankings

    • First Strike & Final Blow

    • Top damage taken

    • Top support healer

    • Total damage dealt

Prefix Settings

Used to visually identify the score type when displaying names:

  • guild-prefix → Used for GUILD mode

  • party-prefix → Used for PARTY mode

  • individual-prefix → Used for INDIVIDUAL mode

Example:


Ranking & Statistic Placeholders

Top Damage Rankings

Placeholder
Description

{top1_name}{top5_name}

Player / Party / Guild name

{top1_score}{top5_score}

Damage value

{top1_percentage}{top5_percentage}

Damage percentage

Special Roles

Placeholder
Description

{firststrike}

Player who hit the boss first

{finalblow}

Player who killed the boss

Additional Stats

Placeholder
Description

{top_damage_taken_name}

Player with highest damage taken

{top_damage_taken_score}

Damage taken value

{top_support_healer_name}

Best healer

{top_support_healer_score}

Healing amount

{total_damage}

Total damage dealt to the boss

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