WARDEN x RESONANCE
Anti-Farm Resonance System | Dynamic Combat Scaling
Paper 1.21.x | Java 21 | WorldGuard, LevelledMobs, RoseStacker, ItemsAdder, ModelEngine
What is WardenxResonance?
WardenxResonance implements a revolutionary anti-farm resonance system that makes combat progressively harder based on player behavior. The core philosophy: "The more powerful you become, the stronger the world responds."
Every kill builds Resonance - a dark energy that empowers mobs around you. Farm too much? The world will hunt you down. This creates a natural balance where players must adapt their playstyle or face increasingly dangerous encounters.
Effects of atmosphere when resonance increases
CORE SYSTEMS
Resonance System
The heart of the plugin. Every combat action builds resonance that affects your gameplay:
- Resonance Accumulation - Gain resonance from kills (max 3.0 per minute, cap at 100.0)
- Combat Validation - Only real combat counts (8s minimum, 4 HP damage received)
- Fatigue System - Killing the same mob type reduces gains (starts at 3 kills, zero at 6)
- Natural Decay - Resonance slowly decreases over time when not fighting
Player resonance stats with /resonance stats
Adaptive Mob Behavior
Mobs absorb your resonance and adapt to counter your combat style:
- Resonance Absorption - Nearby mobs become stronger based on your resonance level
- Combat Style Tracking - The system learns if you prefer melee, ranged, or magic
- Counter Adaptations - Mobs develop resistances and abilities against your preferred style
- Per-Mob State - Each mob tracks its own absorbed resonance and adaptation type
Code:
You always use a sword?
Mobs will develop:
- Increased melee resistance
- Knockback immunity
- Counter-attack abilities
>>> IMAGE NEEDED: Mob adapting to player combat style <<<
Hunt System
When your resonance rises too high, the world sends hunters after you:
- Hunter Threshold - At 30+ resonance, hunter mobs spawn to track you down
- Intense Hunt - At 50+ resonance, more powerful and frequent hunters appear
- Nemesis System - Dying with high resonance creates a "debt" - a powerful Nemesis will hunt you
- Persistent Threat - Hunters track you across the world until defeated
Hunter spawning to hunt a player with high resonance
Resonance Debt System
Death has consequences. Die with high resonance and face the Debt System:
- Debt Accumulation - Dying with resonance converts it to "debt"
- Nemesis Spawns - High debt triggers powerful Nemesis mobs
- Persistent Penalty - Debt affects gameplay until paid off through combat
- Risk vs Reward - Players must decide: fight carefully or risk the debt
>>> IMAGE NEEDED: Nemesis spawn message or Nemesis mob <<<
Power Surge System
Combat triggers dynamic power spikes:
- Offensive Surges - Temporary damage boosts during intense combat
- Defensive Surges - Protection spikes when taking heavy damage
- Combat Intuition - Danger sensing and projectile warnings for skilled players
>>> IMAGE NEEDED: Power Surge effect (particles/glow on player) <<<
DUNGEON BOSS SYSTEM
Create epic boss encounters with the zone-based boss system:
Boss Zones
- Zone Creation - Create boss zones using a Breeze Rod
- Shared Bosses - 1 boss per zone, shared between all players in the zone
- Player Containment - Players cannot escape during boss fights
- Dynamic Scaling - +50% health, +20% damage per additional player
- Flexible Cooldowns - Configure cooldowns: 5m, 30m, 1h, 6h, 12h, 1d, 7d
- Resonance Reset - Killing a boss resets player resonance
Fight and creation of a dungeon area
Pre-Configured Bosses
| Boss | Phases | Difficulty |
|---|---|---|
| Corrupted Guardian | 4 phases | Medium |
| Shadow Warden | 4 phases | High |
| Corrupted Hoglin | 2 phases + transformation | Medium-High |
| Nether Ravager | 3 phases | Tank |
| Void Dragon | 5 phases | Extreme |
Boss Skills
Each boss uses configurable skills:
- Ground Slam - AoE damage around the boss
- Shockwave - Knockback wave
- Summon Minions - Spawns helper mobs
- Darkness - Blinds nearby players
- Teleport - Boss repositioning
- Laser Beam - Targeted beam attack
- Shield - Temporary damage immunity
- Fireball Barrage - Multiple projectile attack
- Axe Shield Combat - Melee combo attacks
Configuration of boss phases
SCRIPTED MOB SYSTEM
NEW IN 0.4.4
NEW IN 0.4.4
Create custom mobs like MythicMobs - entirely via YAML configuration!
Components
| Type | Count | Available |
|---|---|---|
| Mechanics | 15 | Damage, Particles, Delay, Throw, Lunge, Pull, Spin, Potion, SetAI, Model, Sound, Summon, State, Remove, GCD |
| Conditions | 6 | InCombat, OnGround, Distance, Health, OffGCD, HasPotionEffect |
| Targeters | 8 | Self, Target, PIR, Origin, Ring, Forward, PlayersNearOrigin, ModelPart |
YAML Configuration
- scripted/mobs/*.yml - Define custom mobs with stats, skills, and AI
- scripted/skills/*.yml - Create reusable skill definitions
- Full skill line syntax - Conditions, mechanics, and targeters in one line
YAML:
# Example Scripted Mob
dark_stalker:
display-name: "<dark_gray>Dark Stalker"
entity-type: ZOMBIE
health: 100
damage: 8
skills:
- "onTimer:100 damage{amount=5} @PIR{radius=5}"
- "onDamaged ?health{<50} lunge{velocity=1.5} @target"
>>> IMAGE NEEDED: Scripted mob in action with custom skills (GIF) <<<
SANCTUARY SYSTEM
Sanctuary Items
Collect special items from combat to purify your resonance:
| Item | Source | Rarity |
|---|---|---|
| Shadow Fragment | Resonance-affected mobs | Common |
| Hunt Essence | Hunter mobs | Uncommon |
| Nemesis Heart | Nemesis creatures | Rare |
| Warden's Tear | Dungeon bosses | Legendary |
Purification Altar
- Altar Ritual - Use sanctuary items at altars for temporary protection
- Resonance Protection - Gain temporary immunity to resonance accumulation
- Strategic Resource - Balance farming sanctuary items vs. using them
>>> IMAGE NEEDED: Sanctuary items in inventory + Purification Altar <<<
WORLD MEMORY SYSTEM
The world remembers violence:
- Residual Resonance - Chunks remember combat and death
- Atmosphere Effects - Environmental changes based on area violence
- Mob Behavior Changes - Mobs in violent areas are more aggressive
- Persistent World State - Effects persist across server restarts
>>> IMAGE NEEDED: Dark atmosphere in violent chunk (GIF/Screenshot) <<<
PLUGIN INTEGRATIONS
Seamless integration with popular plugins:
| Plugin | Function |
|---|---|
| RoseStacker | Ignores stacked mobs from resonance gains (prevents exploits) |
| LevelledMobs | Bonus resonance from high-level mobs |
| WorldGuard | Block resonance gains in protected regions (spawn, safe zones) |
| ItemsAdder | Custom boss entities from ItemsAdder |
| ModelEngine | Custom mob models with animations |
LANGUAGE SYSTEM
Full multi-language support:
- lang/en.yml - English (included)
- lang/es.yml - Spanish (included)
- Easy to add any language by creating a new file
Every single message is 100% customizable!
REWARDS GUI
NEW IN 0.4.4
NEW IN 0.4.4
Visual inventory interface for reward selection after defeating bosses and special mobs.
>>> IMAGE NEEDED: Screenshot of Rewards GUI inventory <<<
COMMANDS & PERMISSIONS
Player Commands
/resonance(aliases: /res, /reso) - View your resonance/resonance stats- View detailed resonance stats
Admin Commands (resonance.admin)
/resonance <player>- View other player's resonance/resonance give <player> <item> [amount]- Give sanctuary items/resonance reset <player>- Reset player's resonance/resonance reload- Reload configuration
Zone Commands (resonance.admin)
/resonance zone item- Get the Breeze Rod zone wand/resonance zone create <id> <boss> [cooldown]- Create boss zone/resonance zone delete <id>- Delete a boss zone/resonance zone list- List all boss zones/resonance zone info <id>- View zone details/resonance zone stats <id>- View zone statistics/resonance zone cancel- Cancel current selection
>>> IMAGE NEEDED: Screenshot of /resonance help or /resonance stats output <<<
Permissions
| Permission | Description | Default |
|---|---|---|
resonance.use | Basic commands (stats) | true |
resonance.admin | Admin commands (give, reset, reload, zones) | op |
resonance.zone.create | Use Breeze Rod to select zone points | op |
resonance.* | All permissions | op |
CONFIGURATION
Configuration Files
| File | Purpose |
|---|---|
| config.yml | Main settings: balance values, storage type, world whitelist, language |
| bosses/*.yml | Individual boss configurations (stats, phases, skills) |
| boss_phases.yml | Skill configurations for boss skills |
| rewards.yml | Rewards for all mob types (items, commands) |
| scripted/mobs/*.yml | Custom scripted mob definitions |
| scripted/skills/*.yml | Custom skill definitions |
Key Balance Values
All values are fully configurable in config.yml:
- Combat Validation: min time, min damage received, min mob attacks
- Movement Validation: min distance, min direction changes
- Fatigue System: time window, start threshold, zero threshold
- Resonance Limits: base gain, max per minute, total cap
- Bonus Multipliers: long combat, low health, high level mobs
- Boss Scaling: +50% HP, +20% damage per extra player
YAML:
balance:
min-combat-time: 8
min-damage-received: 4.0
fatigue-start-threshold: 3
max-resonance-per-minute: 3.0
max-resonance-total: 100.0
long-combat-multiplier: 1.3
low-health-multiplier: 1.5
YAML:
shadow_warden:
display-name: "<dark_purple>Shadow Warden"
entity-type: WARDEN
base-health: 500
base-damage: 15
phases:
- health-threshold: 100
skills: [ground_slam, darkness]
damage-multiplier: 1.0
- health-threshold: 75
skills: [shockwave, summon_minions]
damage-multiplier: 1.2
- health-threshold: 50
skills: [teleport, laser_beam]
damage-multiplier: 1.5
- health-threshold: 25
skills: [shield, fireball_barrage]
damage-multiplier: 2.0
REQUIREMENTS
| Requirement | Version |
|---|---|
| Server | Paper 1.21.x or higher |
| Java | 21 |
| Optional Plugins | RoseStacker, LevelledMobs, WorldGuard, ItemsAdder, ModelEngine |
WHY WARDENXRESONANCE?
- Eliminates Mindless Grinding - Players must adapt or face consequences
- Natural Challenge Scaling - The better you are, the harder it gets
- Varied Gameplay - Combat style adaptation prevents one-trick strategies
- Epic Boss Encounters - Multi-phase bosses with unique skills
- Scripted Mob System - Create custom mobs via YAML (MythicMobs-like)
- Deep Progression - Sanctuary items, altars, and strategic choices
- Fully Configurable - Every value, message, and behavior is customizable
- Performance Optimized - Thread-safe combat tracking for large servers
"The more powerful you become, the stronger the world responds."
Support
Need help? Have suggestions?
- Leave a message in the discussion section
- Contact me via private message
- Open a ticket for technical issues
Created by Adfay | Paper 1.21.x | Java 21 | Version vAlfa-0.4.4
