CombatLogger
Log out of a fight and your body stays behind
CombatLogger stops players from escaping a fight by closing the game, on Paper 1.21.x. The moment combat starts both players are tagged, the escape commands stop working, and a countdown appears on screen so nobody can claim they did not know.
WHY COMBATLOGGER
- Logging out leaves a body. An NPC spawns at the disconnect point with their skin and their equipment. Kill it and the loot drops, exactly as if they had stayed and lost
- The escape commands are closed too. Teleports, homes, spawn, warps, flight and gamemode are denied while tagged, on a list you control. A plugin that only punishes disconnects is one you walk around with a teleport
- The logger pays on return. If the body was killed, its owner comes back dead — or with an empty inventory, whichever you configured. Otherwise combat logging is only a delay
- Being tagged is impossible to miss. A countdown bar in front of the player, and a message when it ends cleanly. "I didn't know I was in combat" stops appearing in your tickets
- Projectiles are attributed properly. An arrow, a trident or a thrown potion tags the player who fired it, not the projectile. Snipers get tagged too
- Staff see the repeat offenders. A notification the moment somebody logs out in combat, with their lifetime count next to their name, and a leaderboard of the worst
- Safe zones stay safe. Regions flagged as no-PvP do not tag anybody, so nobody gets stuck in combat at spawn
WHAT YOU GET
- Combat tagging — on melee, on projectile and on splash, with a duration you set
- PvP and PvE tagging, separately — tag on player damage, on mob damage, or on both
- Combat HUD — a per-player bar with a live countdown, its colour, style and text configurable, and a message when combat ends cleanly
- Command blocking — your own blacklist, denied silently while tagged, with a bypass permission for staff
- The ghost NPC — spawns with the player's skin and equipment, and dies in their place
- Re-login penalty — death or an emptied inventory, your choice, applied when the owner of a killed ghost comes back
- Death broadcast — a server-wide message when a ghost is killed, so the hunter gets the credit
- Staff notifications — who logged out in combat, against whom, and how many times they have done it
- Lifetime history — a per-player counter that survives restarts, with an admin leaderboard
- Region awareness — no tagging inside regions where PvP is denied
- Staff commands — check anybody's combat status, clear a stuck tag, and reload without a restart
- PlaceholderAPI — whether a player is in combat and how long is left, for scoreboards, TAB or chat
- A switch that turns the HUD off entirely — for servers that want the protection and nothing on screen
- English and Spanish included, and every string a player reads lives in messages.yml in MiniMessage format
HOW IT PLAYSTwo players start fighting and both get the countdown. One of them is losing, tries [ICODE]/home[/ICODE], and nothing happens. They close the client instead. Their body is left standing where they were, in full armour. The other player kills it, the drops land, and the server sees the broadcast. Your staff get a notice saying it was that player's fourth time. When they log back in, they are dead — and the fight ended the way it was going to end anyway.CONFIGURATION
- config.yml — licence key, tag duration, whether PvE tags, the blocked command list, the HUD colour, style and text, the ghost's behaviour, the penalty on return and the broadcast, each key with a comment beside it
- messages.yml — every string a player reads, so you can reword or re-colour the plugin without touching anything else