Stop players teleporting out of a fight
Combat Protection is useful when a fight should end through play rather than a quick teleport or disconnect. Decide how long a tag lasts and explain the reconnect consequence before enabling competitive play. Test with ordinary players, since operator privileges can make other teleport plugins behave differently.
Add Combat Protection to your world
- Open the plugin page and choose an existing world you own, or create a new world with the plugin selected.
- Check the included requirements. Each world supports up to eight plugins, including dependencies.
- Start a sleeping world, or use the dashboard restart option for a running world. Adding, removing and updating plugins takes effect when the world restarts; coordinate with anyone playing.
Inspect the current policy
Operators can inspect settings without changing them. Choose a tag duration that leaves enough time to finish a fight without making travel inconvenient long afterward. Disconnect damage is measured in health points, not whole hearts; four damage points mean two hearts. Start with a modest value for the first test.
/combat settings
/combat settings tag_seconds 15
/combat settings block_teleports true
/combat settings disconnect_damage 4Test a positive direct hit
Have two consenting players in Survival exchange a real direct hit outside protected land. Both should inspect their combat status. Try an ordinary home or teleport request while tagged, then wait for the timer and try again. A blocked or zero-damage attempt should not be your only test of the rule.
/combatCheck reconnect behavior and clear test state
During a controlled test, let one tagged player leave and reconnect. Compare their health and combat state rather than assuming disconnecting creates another death. An operator can clear a known player’s tag and pending reconnect penalty after the test or when correcting an administrative mistake. Replace Alex with that player.
/combat
/combat clear AlexCheck the result
- Confirm that both participants receive a tag and that a tagged teleport is refused.
- Check the configured health deduction on reconnect; the consequence must leave at least half a heart rather than generating an extra death.
Limits and compatibility
- Tagging is based on positive direct player damage; do not treat this as complete anti-cheat or coverage for every indirect damage source.
- This plugin controls combat escapes, not region ownership or a complete punishment and ban system.
These instructions are for JetRift’s own Combat Protection plugin. JetRift does not install arbitrary Paper, Spigot, Forge or Fabric extensions. Commands use player names from your world; replace example names before running them. Operators can use the dashboard Console without the leading slash.
Full command reference · Current client and hosting limits
Related plugin guides
Create a world with Combat Protection Add to an existing world