👹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

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 dynamicallyfalse→ Boss uses its default health
check-player-in-regions
true→ Counts players inside the configured territory regionfalse→ 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-regionsis falseCounts 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
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-idis defined.
Configuration:
Supported Placeholders
{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
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
droptablessystem 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 enabledfalse→ No announcement is sent
msg
List of message lines
Empty lines (
"") create spacingFully customizable using MiniMessage
Available Placeholders
{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
{top1_name} – {top5_name}
Player / Party / Guild name
{top1_score} – {top5_score}
Damage value
{top1_percentage} – {top5_percentage}
Damage percentage
Special Roles
{firststrike}
Player who hit the boss first
{finalblow}
Player who killed the boss
Additional Stats
{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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