NovaFFA

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.

A flow diagram showing a hit starting the combat timer, the actions it blocks while running, and how a kill, death or quit resolves it

The timer

Everything lives under combat_tag in config.yml.

KeyControls
enabledTurns the whole feature on or off
time.number, time.unitHow long the timer runs after the last hit
clear_on_killWhether landing a kill clears the killer's own timer immediately
action_barWhether the countdown is drawn above the hotbar, twice a second, only for players actually fighting

What it blocks

KeyBlocks
block.leave/leaveffa
block.lobby/lobby
block.lobby_regionWalking 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_switchPicking a different kit
block.commandsAny 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:

KeyControls
killWhether quitting while tagged kills the player where they stood
credit_attackerWhether the player they were fighting is credited with that kill
broadcastWhether 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.

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