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Events Module

The Events module adds world-scale dynamic events that affect all players simultaneously — starting with the Blood Moon, which transforms nights into increasingly dangerous survival challenges tied to a per-player streak and a Sacrifice Arc.


Blood Moon

The Blood Moon automatically activates each night when world time crosses tick 13000 and deactivates at dawn (tick 23000). Server operators can also control it manually.

Effects While Active

Effect Detail
Mob level bonus All Leveled Mob rolls receive +2
Hunter job pay Multiplied by the configured kill-pay-multiplier (default ×1.5)
Particle rain Red DUST particles spawn around every online player every 3 seconds
Horde waves A mob horde spawns every horde-interval-ticks (default 5 min)

At dawn (deactivation), every online player who survived earns +1 to their survival streak.

Horde Waves

Each horde interval, a random online player is chosen as the target. 30 mobs spawn in a ring 18 blocks around them from this pool: Zombie, Skeleton, Creeper, Spider, Witch, Husk, Drowned. All horde mobs are named [Blood Moon] in dark red.

Commands

Command Description Permission
/bloodmoon Show current Blood Moon status nexusprism.events.bloodmoon.admin
/bloodmoon start Force-activate the Blood Moon nexusprism.events.bloodmoon.admin
/bloodmoon stop Force-deactivate the Blood Moon nexusprism.events.bloodmoon.admin
/bloodmoon status Detailed status output nexusprism.events.bloodmoon.admin

Configuration (events/config.yml)

blood-moon:
  enabled: true
  world: world                   # The world to watch for time changes
  kill-pay-multiplier: 1.5       # Hunter job pay multiplier during Blood Moon
  particle-interval-ticks: 60   # How often (ticks) to spawn particles per player
  horde-interval-ticks: 6000    # How often (ticks) to fire a horde wave (6000 = 5 min)
  horde-size: 30                 # Number of mobs per horde wave

Survival Streak

Every player has a personal Blood Moon survival streak stored persistently in SQLite (events/events.db).

Event Streak Change
Survive a full Blood Moon night +1 (awarded at dawn)
Die during a Blood Moon Reset to 0

When the streak reaches a multiple of 7 (7, 14, 21, 28...), the player receives a Sacrifice Invitation the next time they sleep.

Streak Difficulty Scaling

Higher streaks make every Blood Moon harder — more mob levels, more spawns, and additional mini-boss events.

Streak Range Level Bonus Spawn Rate Bonus Elite Multiplier Extra Events
1–6 Base Base Base
7–13 +4 +500% ×3
14–20 +7 +700% ×5 Mid-event boss spawn
21+ +10 +900% Unlimited Mini-bosses every 5 min

Sacrifice Arc

The Sacrifice Arc is a high-stakes optional challenge triggered by the survival streak. It hooks into the Dreams module: when the streak qualifies, sleeping opens a choice GUI instead of a dream cutscene.

Choice GUI

A 3-row GUI with two options:

Slot Item Action
11 Green Wool — Accept Teleport to arena, 90-second survival trial
15 Red Wool — Decline Reset streak, no other penalty

Closing the GUI without clicking counts as Decline.

Arena Trial

  1. The player is teleported to the configured arena (or stays in their current location if unconfigured)
  2. A random Isekai Boss is summoned — selected from the pool eligible for the player's streak
  3. A 180-second countdown begins with warnings at 60s, 30s, 10s, and 5s

Outcomes

Outcome Result
Survive Reward granted (default: 3 Diamond Blocks), server-wide broadcast, streak reset
Die Streak reset to 0
Quit/disconnect Session cleaned up, treated as failure

Sacrifice Reward Tiers

Rewards scale with how many Sacrifices you have completed (every 7 streak milestones).

Streak Milestone Rewards
7 Tier 1 MMO item + permanent +5 Max HP
14 Tier 2 MMO item + permanent +10 Max HP + 1 stat point
21 Tier 3 MMO item + permanent +2 stat points + cosmetic effect
28 Tier 4 MMO item + permanent +3 stat points + title + boss egg
35+ Multiplying stat points + exclusive anime cosmetic per milestone

Streak Reset After Sacrifice

Completing a Sacrifice — win or lose — resets your streak to 0. Your best streak is recorded separately and never resets.

Configuration (events/config.yml)

sacrifice:
  arena:
    world: ""    # Leave blank to use the player's current world
    x: 0.0
    y: 64.0
    z: 0.0

Setting Up the Arena

Build a dedicated PvE arena and set its coordinates under sacrifice.arena. Leave world blank to fight in place — useful for testing.


Isekai Boss Codex

When a Sacrifice is accepted, a random Isekai Boss is summoned in the arena. The boss pool available depends on the player's current streak. Each boss has multiple phases, unique mechanics, and a unique drop.

Boss definitions live in events/isekai_bosses/*.yml. Health and damage scale with streak:

finalStat = baseStat × (1 + (streak - 7) × 0.2)

Boss Pool

Boss Min Streak Base Entity Spawn Weight
Rimuru Tempest 7 Giant Slime 10
Kazuma Satou 7 Villager 9
Subaru Natsuki 7 Zombie 8
Ainz Ooal Gown 14 Wither Skeleton 7
Itadori Yuji 14 Piglin Brute 6
Kirito 14 Zombie 6
Gojo Satoru 21 Phantom / Vex 5
Levi Ackermann 21 Vindicator 4

Min Streak: 7 · Base Entity: Giant Slime

Phase HP Range Key Abilities
1 100% → 60% Predator Aura (absorbs projectiles), Slime Split (mini-slimes at 80%/70%)
2 60% → 25% Storm of Steel (12 arrows 360°), Predator Drain (heals on hit) — swaps to Guardian
3 25% → 0% Void Collapse (8-block pull AoE, 3 dmg/tick), Infinite Regen (2 HP/2 ticks) — immune to knockback

Transitions: Blue nova + Wither sound (→ Phase 2). Black collapse + Dragon Death sound + 2s Blindness (→ Phase 3).

Drop: Slime-core fragment · Blue shimmer aura cosmetic

Min Streak: 7 · Base Entity: Villager

Phase HP Range Key Abilities
1 100% → 60% Steal (removes random hotbar item every 12s), Lucky Trigger (15% crit for 5× dmg, no tell)
2 60% → 25% Drain Touch (drains XP levels), Party Command (2 "Aqua" + 1 "Darkness" entity), Megumin Explosion (one-time at phase transition)
3 25% → 0% Lucky Trigger rises to 35% but same damage reflects to Kazuma; Final Steal (attempts to steal weapon); Aqua Call (one-time full HP restore)

Drop: Adventurer's card · "Adventurer" rank item · Stolen items returned doubled

Min Streak: 7 · Base Entity: Zombie

Phase HP Range Key Abilities
1 100% → 50% Ground Slam, Desperate Call (spawns "Rem" zombie at 60%)
Return by Death At 0 HP (once) Resets to 100% HP, player HP restored to pre-killing-blow, title: ⟳ RETURN BY DEATH
Post-RBD 100% → 0% Witch Factor (Wither I + Hunger II every 20s), Last Stand (below 25%: +40% speed, +50% dmg)

Return by Death

Subaru cannot be killed the first time. The mechanic fires exactly once per fight — if you don't account for it, you'll lose your killing-blow window.

Drop: Silver coin cosmetic · "Witch's Scent" aura

Min Streak: 14 · Base Entity: Wither Skeleton

Phase HP Range Key Abilities
1 100% → 70% Summon Floor Guardians (3 zombies every 30s), Negative Burst (wither skull → Wither II + Weakness)
2 70% → 30% Grasp of Death (delayed 10 true dmg 4s after hit), Dark Wisdom (15s immunity to repeated damage type)
3 30% → 0% Touch of Ainz (3s standing still = instant kill), Soul Eater (heals 5 HP per killed entity)

Cannot be killed below 1 HP while summoned entities are alive.

Drop: Undead Crown cosmetic · "§8Overlord" title fragment

Min Streak: 14 · Base Entity: Piglin Brute

Phase HP Range Key Abilities
1 100% → 50% Divergent Fist (8% Black Flash proc = 10× dmg), Rush Down (3-hit combo telegraphed by orange pulse)
2 — Sukuna Awakens 50% → 0% Dismantle (3 shulker bullets in V + bleed), Cleave (5-block AoE melee), Malevolent Shrine (below 20%: 20 slashes in 3s), Black Flash rises to 15%

Drop: Curse energy crystal · "§4Cursed" title · Tattoo cosmetic

Min Streak: 14 · Base Entity: Zombie

Phase HP Range Key Abilities
1 100% → 40% Sword Skill Vorpal (straight-line 5-hit charge), Parry (20% negate incoming hit)
2 — ??? 40% → 0% Something awakens at 40% HP. Figure it out.

Drop: Black coat elytra cosmetic · "§7Solo Player" title · something else

Lore

He who bests the Black Swordsman inherits more than a title.

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Min Streak: 21 · Base Entity: Phantom / Vex

Phase HP Range Key Abilities
1 100% → 60% Infinity (70% of all attacks deal 1 dmg), Phase Shift (invisible every 8s for 4s)
2 60% → 25% Blue Pull (yanks player), Purple Hollow (straight beam AoE — 1s warning, 15 dmg + Levitation)
3 — Domain Expansion 25% → 0% Darkness every 2s, Total Information (confusion bursts), Domain Strike (instant directional hit +50%), Infinity FULLY active

Mage abilities and fire damage bypass Infinity.

Drop: Blindfold cosmetic · "§b∞ Limitless" title

Min Streak: 21 · Base Entity: Vindicator

Phase HP Range Key Abilities
1 100% → 50% ODM Charge (teleports to wall → instant dash to player), Clean Cut (bypasses 50% defense), Vertical Manoeuvre (SPEED IV circles for 3s)
2 50% → 0% Wall to Wall (4 chained charges, decreasing telegraph), Titan Killer Form (below 25%: 5s stance — one-hit-to-0.5-hearts on connection, white outline tell)

Cannot be stunned, knocked back, or slowed — ever.

Drop: ODM gear elytra cosmetic · "§8Survey Corps" title · Titan-slayer blade CMD


Future Boss Pool (Streak 28+)

Bosses planned for future releases: Goku, Naruto Uzumaki, Aizen Sosuke, Natsu Dragneel, Sung Jin-Woo, Giorno Giovanna.


Admin Commands

Command Description Permission
/bloodmoon Show Blood Moon status nexusprism.events.bloodmoon.admin
/bloodmoon start Force-activate Blood Moon nexusprism.events.bloodmoon.admin
/bloodmoon stop Force-deactivate Blood Moon nexusprism.events.bloodmoon.admin
/isekai Show active Isekai boss fights nexusprism.events.isekai.admin
/isekai force <player> Force-start an Isekai boss fight for a player nexusprism.events.isekai.admin
/isekai force <player> <bossId> Force-start with a specific boss nexusprism.events.isekai.admin
/isekai stop <player> End an active boss fight nexusprism.events.isekai.admin
/isekai list List all available boss IDs nexusprism.events.isekai.admin

Permissions

Permission Description Default
nexusprism.events.bloodmoon.admin Control Blood Moon manually OP
nexusprism.events.isekai.admin Control Isekai boss fights manually OP