Skip to content

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.


The wardens section defines one or more boss profiles by ID.

Each profile can control:

  • 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.


Each Warden profile uses the health section to define how the boss should die:

  • value: Total health amount.
  • hits-left: If true, the boss dies after a fixed number of successful hits. If false, the plugin treats value as real damage instead.

This gives you two distinct encounter styles: simple event hits or more traditional damage-based boss fights.


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.

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.


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.


The schedulers section automates boss spawns.

Each scheduler entry can use one of these timing systems:

  • date: One exact timestamp in dd/MM/yyyy HH:mm:ss format.
  • weekly: Weekly schedule in day:hour:minute:second format.
  • daily: Daily schedule in hour:minute:second format.
  • hourly: Hourly schedule in minute:second format.
  • 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 in world, x, y, z, yaw, pitch format.

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 as default: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.

The top-level commands section is where Warden Party becomes event-driven.

You can execute commands on:

  • spawn
  • hit
  • die
  • vulnerable-again
  • phantom-got-killed
  • top-players.most-damage
  • top-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.