config.yml
The config.yml file controls nearly all of Warden Party’s gameplay, timing, and automation. Most server owners will spend the majority of their setup time here.
Warden Profiles
Section titled “Warden Profiles”The wardens section defines one or more boss profiles by ID.
Each profile can control:
- Vanilla, MythicMobs or ModelEngine appearance
- Display name and hologram text
- Name and hologram offsets
- Health mode and total health value
- Warden scale and glow color
- Hit and death sounds
- Movement, AI, speed, and attack damage
- Chance to retarget the attacking player
- Material whitelist and blacklist
- Firework behavior on death
- Knockback and potion-effect cleanup
The default entry is a template. Add your own IDs alongside it when you want multiple Warden variants.
Boss Appearance
Section titled “Boss Appearance”Since 1.8.9, each wardens.<id>.appearance section chooses how that boss is created. Missing sections keep the VANILLA default.
wardens: default: appearance: type: VANILLA mythicmobs: mob-id: "" level: 1 modelengine: model-id: "" hide-base-entity: true override-hitbox: true| Type | Behavior | Required plugin |
|---|---|---|
VANILLA | Normal Warden. | None |
MYTHICMOBS | Spawn mythicmobs.mob-id at the configured positive level. Model skills remain in MythicMobs. | MythicMobs 5.x; ModelEngine if the mob uses it |
MODELENGINE | Apply modelengine.model-id to a Warden. | ModelEngine 4.x |
Only the subsection matching type is used. Missing plugins, blank/unknown IDs, unsupported mob bases and API errors produce a console warning and a vanilla Warden fallback. MythicMobs mode cannot detect whether a mob’s model skill succeeded.
Follow the MythicMobs setup and example or direct ModelEngine setup before enabling either mode. Keep the rest of the profile intact, adjust hologram offsets for the model, then use /wp reload. Existing bosses keep their appearance; /wp reload --killWardens removes them.
Health Settings
Section titled “Health Settings”Each Warden profile uses the health section to define how the boss should die:
value: Total health amount.hits-left: Iftrue, the boss dies after a fixed number of successful hits. Iffalse, the plugin treatsvalueas real damage instead.
This gives you two distinct encounter styles: simple event hits or more traditional damage-based boss fights.
Hit Rules
Section titled “Hit Rules”The hit-settings section controls who can hit the boss and how often:
permission: Optional permission required to damage this Warden.cooldown: Delay before the same player can land another valid hit.have-cooldown: The cooldown message.
Material restrictions live one level above this section:
material-whitelist: Allow only listed items.material-blacklist: Block listed items.
Radius and Position Control
Section titled “Radius and Position Control”The radius section defines how far the Warden can drift away from its spawn point.
value: Maximum allowed distance before correction starts.speed: Pull strength back toward the spawn point.interval: How often the radius check runs.async: Whether the radius task should run asynchronously.
If you want a stationary or tightly controlled world boss, this section matters.
Phantom Settings
Section titled “Phantom Settings”The phantom section controls the fight’s support phase:
enabled: Turns Phantom spawning on or off.amount: Number of Phantoms to summon.health-left: Threshold that triggers the phase.scale: Size adjustment for spawned Phantoms on supported versions.remove-on-warden-death: Whether spawned Phantoms are removed when the Warden dies.hit-permission: Optional permission required to damage those Phantoms.hit-sound/death-sound: Audio feedback for the phase.
The nested be-immortal-until-phantoms-killed section lets the boss become invulnerable until all summoned Phantoms die.
Scheduler Entries
Section titled “Scheduler Entries”The schedulers section automates boss spawns.
Each scheduler entry can use one of these timing systems:
date: One exact timestamp indd/MM/yyyy HH:mm:ssformat.weekly: Weekly schedule inday:hour:minute:secondformat.daily: Daily schedule inhour:minute:secondformat.hourly: Hourly schedule inminute:secondformat.run-after+interval+loop: Tick-based delayed or repeating spawns.
Each scheduler also needs:
id: The Warden profile ID to spawn.uuid: Optional fixed UUID for recurring spawns.location: Spawn position inworld, x, y, z, yaw, pitchformat.
Naturally Spawning Wardens
Section titled “Naturally Spawning Wardens”The naturally-spawning-wardens section lets the plugin intercept naturally spawned Wardens and replace them with configured boss profiles.
Important options:
list: Weighted profile definitions such asdefault:20.only-one: If enabled, only one lucky entry wins when multiple profiles match.remove-default-one: Cancels the original vanilla Warden after replacement.disable-creature-spawn: Stops other natural creature spawning entirely.
Reward Commands
Section titled “Reward Commands”The top-level commands section is where Warden Party becomes event-driven.
You can execute commands on:
spawnhitdievulnerable-againphantom-got-killedtop-players.most-damagetop-players.most-hits
Each entry can define a chance value and a list of commands. Supported placeholders include %player%, %health%, %total_health%, %damage%, and %hits% depending on the context.