Combat Tag
The timer that starts on a hit and closes every way to walk away from a fight
Being hit by another player starts a timer, and every fresh hit pushes it back out to full. While it runs, the tagged player cannot leave the fight, so a player who is losing cannot type their way to safety. Only players inside an arena are ever tagged.
The timer
Everything lives under combat_tag in config.yml.
| Key | Controls |
|---|---|
enabled | Turns the whole feature on or off |
time.number, time.unit | How long the timer runs after the last hit |
clear_on_kill | Whether landing a kill clears the killer's own timer immediately |
action_bar | Whether the countdown is drawn above the hotbar, twice a second, only for players actually fighting |
What it blocks
| Key | Blocks |
|---|---|
block.leave | /leaveffa |
block.lobby | /lobby |
block.lobby_region | Walking or flying into the lobby corners, on top of the /lobby command block, for a player who just walks or flies there instead |
block.kit_switch | Picking a different kit |
block.commands | Any other command, written without the slash, put your other plugins' /spawn, /home or /tpa here |
blocked_commands.in_arena is a separate, blunter rule: it blocks a command for the whole time a player is in an arena, tagged or not. combat_tag.block.commands only blocks while they are actually fighting.
When a player logs out mid fight
Under combat_tag.on_quit:
| Key | Controls |
|---|---|
kill | Whether quitting while tagged kills the player where they stood |
credit_attacker | Whether the player they were fighting is credited with that kill |
broadcast | Whether the arena is told about it |
API
FFACombatTagEvent fires just before a player is put in combat, disallowing it leaves them free to walk away. It fires on every hit, not only the first, since every hit pushes the timer back out, check refresh() if you only care about the moment somebody first enters combat. See Developer API.