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Combat Tagging

Combat tagging marks players as β€œin combat” while they fight, which powers two things: crediting environmental deaths to the last attacker, and punishing players who log out to escape a steal.

Combat-Tag:
Enabled: true
Duration-Seconds: 15
Punish-Combat-Log: true

When one player damages another (melee or projectile), both players are tagged for Duration-Seconds. Each new hit refreshes the timer. The first time a player enters combat they’re warned:

[dBloodMoney] You are now in combat β€” do not log out!

(Message keys: combat-tag-enter, combat-tag-leave.)

If a tagged player dies to something other than the killer β€” lava, fall damage, fire β€” the last player who hit them is still paid. So knocking someone into a lava pit during a fight counts as your kill.

With Punish-Combat-Log: true, a player who disconnects while tagged is slain on the way out. This:

  1. Drops their items where they logged off.
  2. Fires a normal death, so their attacker collects the steal (and any bounty/streak).
  3. Broadcasts:

    [dBloodMoney] Player combat-logged and was slain.

When they log back in, they respawn as if they’d died β€” because they did.

Disconnects that are not in combat are untouched. Only tagged players are punished.

Players with dbloodmoney.bypass.combatlog are exempt β€” they can log out mid-fight without being slain (handy for staff).

Goal Setting
Longer β€œcan’t escape” window raise Duration-Seconds (e.g. 20–30).
Disable the slay-on-logout, keep tagging Punish-Combat-Log: false.
Turn the whole system off Enabled: false.

All Combat-Tag settings are applied at startup β€” change them and restart.

  • Combat tagging is independent of the economy; it works even with stealing disabled.
  • It does not block commands or movement by itself β€” it only drives kill credit and the log-out penalty. Pair it with a dedicated combat-log/elytra plugin if you want command blocking too.