Added option to disable spawning creatures other than Wardens.
Added option for Warden to target different players based on a chance value, if it is set to 100 the Boss will target to the nearest enemy.
Changes in the config.yml
Code (YAML):
wardens:
'default': # The chance for the Warden to target the player who hit him. chance-to-target: 50
naturally-spawning-wardens: # Should we disable spawning of other creatures other than Wardens? disable-creature-spawn: false
Added hourly spawning Wardens feature. Now Wardens can be spawned every hour at a specific minute and second.
Updated libraries for better performance and compatibility:
Despical's Commons.
Despical's Command Framework.
bStats.
Changes in the config.yml
Code (YAML):
schedulers:
# 'default' is the scheduler ID and this one is not going to be registered. 'default':
# Hourly feature takes the fourth-highest priority after the daily feature. # Minutes:Seconds | Example: 10:05 -> Every hour at the 10th minute and 5th second. hourly: ""
Fixed an exception occurring in Minecraft 1.20.4 and lower versions.
Updated Commons library.
Changes in config.yml
Code (YAML):
schedulers: # 'default' is the scheduler ID and this one is not going to be registered. 'default':
# Should the Warden spawn at a specific date? The date takes the highest priority. # Date format: dd/MM/yyyy HH:mm:ss | Example date: 19/07/2025 21:10:23 date: ""
# Weekly feature takes the second-highest priority after the date feature. # Day of Week:Hours:Minutes:Seconds | Example: 5:16:03:00 -> Every Friday at 4:03:00 pm. weekly: ""
# Daily feature takes the third-highest priority after the weekly feature. # Hours:Minutes:Seconds | Example: 20:10:05 -> Every Day at 08:10:05 pm. daily: ""
# Number of ticks to wait before starting the scheduler (20 ticks = 1 sec). run-after: 0
# If the loop is set to false, the 'run-after' value will be applied. interval: 160
# Should the Warden spawn repeatedly at the specified tick interval, or just once? loop: false
# The ID of the Warden. id: default
# The UUID of the Warden. Leave it empty to generate a random UUID. uuid: ""
Added command execution based on different type of Wardens.
Changes in config.yml
Code (YAML):
wardens: # 'default' is the id of the Warden. 'default': hit-settings:
# Leave blank to disable this feature. permission: ""
# Should players wait before hitting the Warden again? cooldown: 0
# When a player has a cooldown to hit the Warden, this message will be sent. # This message is optional, there is a general message in the messages.yml file. have-cooldown: "&cYou have to wait {0}s before hitting this Warden again!" commands: # Warden based command execution. wardens:
Added weekly spawning Wardens to the scheduler system.
Changes in config.yml
Code (YAML):
schedulers: 'default':
# Should the Warden spawn at a specific date? The date takes the highest priority. # Date format: dd/MM/yyyy HH:mm:ss | Example date: 19/07/2025 21:10:23 date: ""
# Weekly feature takes the second-highest priority after the date feature. # Day of Week:Hours:Minutes | Example: 5:16:03:00 -> Every Friday at 4:03:00 pm. weekly: ""
# Number of ticks to wait before starting the scheduler (20 ticks = 1 sec). run-after: 0
# If the loop is set to false, the 'run-after' value will be applied. interval: 160
# Should the Warden spawn repeatedly at the specified tick interval, or just once? loop: false
# The ID of the Warden. id: default
# The UUID of the Warden. Leave it empty to generate a random UUID. uuid: ""
Added four new placeholders to display the top 10 players with the most damage, their respective damage values, and the top 10 players with the most hits, along with their names.
Check out the resource page for the new placeholders.
Changes in messages.yml
Code (YAML):
placeholders:
null-name: "No players placed yet!" null-value: "NaN"
Added PlaceholderAPI support with 4 different placeholder (for now).
Wardens must now be summoned with a unique ID.
Refer to the 'Commands and Permissions' section on the resource page for the updated command usages.
Now '/wp killall [id]' command can only kill a specific type of Wardens.
Fixed an issue where Wardens could attack friendly Phantoms.
Changes in messages.yml
Code (YAML):
messages:
no-wardens-summoned-with-id: "&cNo wardens found to kill with the given ID!" killed-all-wardens-with-id: "&eAll the Wardens with the given ID are now dead!" already-summoned: "&cA Warden with this ID has already been summoned!"
# The spawn behaviour is the same as normal Warden mobs. naturally-spawning-wardens:
# Provide a list of Warden IDs that you want to naturally spawn. list: #- 'default:20' This means the Warden with ID 'default' has 20% chance to be spawned.
# If the option is false, should we spawn all the Wardens in the list if they are lucky enough? # Otherwise, we are going to spawn only one Warden which has the highest chance and lucky enough. only-one: true
# Should we replace the naturally spawned Warden mobs with the spawned Warden Boss? remove-default-one: true
Added a new option that makes Warden to stay in a specified radius, if it leaves the area it will be pulled into its spawn point.
Fixed command permissions.
Fixed help command not working properly.
Updated command descriptions.
Updated resource page design.
Changes in config.yml
Code (YAML):
wardens:
'example-warden':
# Radius settings: radius:
# The radius value, can be a floating point. # Set 0 (zero) to disable radius check. value: 0
# The magnitude of the vector that will push Warden to its spawn point. speed: 1
# Every X tick, we are going to check whether Warden is inside or outside the given radius. # If it is not inside the specified radius, it is going get pulled into its spawn point. interval: 5
# Should we run the radius checker task asynchronously? async: false
Added a new feature that allows users to create different Wardens with different features.
Changes in config.yml
Code (YAML):
wardens: # 'default' is the id of the Warden. 'default':
# Add <RAINBOW%d></RAINBOW> tags to message if you enable. smooth-rainbow: true
# The Warden's name (supports Hex and other colors). # Leave blank to not give a name or display another hologram. name: "<GRADIENT:FFF25C>⭐⭐</GRADIENT:FFFAC2> <RAINBOW%color%>W A R D E N</RAINBOW> <GRADIENT:FFFAC2>⭐⭐</GRADIENT:FFF25C>" hologram: "<GRADIENT:DC143C>%health% hits left!</GRADIENT:FF0000>"
# The offsets for Warden's name and 'hits left' holograms. offsets:
name: 2.55
hologram: 2.20
# Number of the hits before the Warden explodes. health: 10
# This option requires minimum of MC 1.20.5 and higher versions to be able to work. scale: 1
# Set false to disable glowing effects for the Warden. glowing: false
# SOUND:VOLUME:PITCH # Set NONE to disable this feature. hit-sound: BLOCK_SAND_BREAK:1:1
# Set NONE to disable this feature. death-sound: ENTITY_WARDEN_DEATH:3:1
# Should the Warden be allowed to move? (true/false) allow-movement: true
# Set 0 to disable this feature. firework-amount-on-warden-death: 10
# The delay between fireworks in ticks. delay-between-fireworks: 20L
# Should we push players backwards when the Warden hits them? push-players-backward: true
# Should we remove the darkness effect that players gain after being hit by the Warden? remove-potion-effects: true
# Leave blank to disable this feature. hit-permission: ""
# The message sent to all players when the Warden dies. death-message: "&cThe Warden has been taken down!"
# The message sent to all players when all the Phantoms die. is-vulnerable-again: "&cThe Warden is vulnerable again!"
# The message sent to all players when the Warden got spawns. has-just-spawned: "&cThe Warden has just spawned!" phantom:
# Should we spawn Phantoms? (true/false) enabled: true
# How many Phantoms should we summon? amount: 4
# When should we summon Phantoms? health-left: 5
# This option requires minimum of MC 1.20.5 and higher versions to be able to work. scale: 1
# Should we kill summoned Phantoms if the Warden dies? remove-on-warden-death: true
# Leave blank to disable this feature. hit-permission: ""
# Set NONE to disable this feature. hit-sound: ENTITY_PHANTOM_HURT:1:1
# Set NONE to disable this feature. death-sound: ENTITY_PHANTOM_DEATH:1:1
be-immortal-until-phantoms-killed:
# Should the Warden be immortal until all the Phantoms are killed? enabled: true
# The message sent to player when they hit the Warden before all the Phantoms are killed. hit-message: "&cYou can't hit the Warden until all the Phantoms got killed!"
Changes in messages.yml
Code (YAML):
messages:
invalid-warden-id: "&cThere is no matched Warden with that id!"
%total_health% - Total amount of hits to kill Warden.
Updates in config.yml
Code (YAML):
# %health% - How many hits left for Warden to die. # %total_health% - Total amount of hits to kill Warden. # %player% - The player's name that the command will be executed for. commands: ...