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Reference

Frequently asked questions

The questions that come up most.

Is ExyliaCombat free?

No. It is a premium plugin, bought on BuiltByBit and installed as a loader jar that checks the licence on every start. Bought on BuiltByBit, the licence is embedded in that jar: there is no key to enter. See Installation.

I am never restricted when I test it

Operators have exyliacombat.bypass by default, which frees them from every restriction and the barrier, and exyliacombat.bypass.logout, which spares them the logout punishment. Test with a normal player, or deny both nodes. Creative and Spectator also keep their flight and elytra.

Nothing is restricted, and logging out is not punished

Another combat plugin is deciding the tag. With combat.provider: AUTO, DeluxeCombat, CelestCombat or PvPManager take over as soon as they are installed, and then restrictions, the barrier and the logout punishment are theirs. The console names the provider on start. Set combat.provider: BUILTIN and run /combatadmin reload.

The barrier does not show, or walking into spawn is not refused

The plugin needs a source that says where PvP is off. Check that the spawn has pvp deny in WorldGuard (or is a claim, town or island with PvP off), that its source is on under safe-zones in config.yml, and that the player stands outside the zone: the wall is not drawn from inside one. Without PacketEvents the barrier is drawn with fake blocks instead of tiles.

My TAB prefixes disappear during a fight

That is combat-nametag: a colour, prefix or suffix puts a tagged player in a team of its own. Use only glow: true with an empty colour, prefix and suffix, or switch the module off (it is off by default).

Can a player escape a fight with /server?

Not without consequence on a network running cross-server. With on-switch: CARRY the tag follows them to the new server; with PUNISH switching counts as a combat log. Without the module, a switch is a logout like any other and is punished. See Networks.

Where did a combat logger's items go?

With the logout NPC they are held in the database until the player returns: they get everything back if the NPC survived, and their killer got it as drops if it did not. With DROP_INVENTORY they fell where the player stood. See Logging out.

Players farm kills on each other

kill-abuse is on by default: a second kill of the same victim within 5 minutes, and kills between accounts on one address, count for neither stats nor rewards. Raise repeat-kills.window, add a lockout, or switch on low-playtime to also stop fresh accounts being fed to a main. See Kill rewards.

Kills give no money

money.enabled in modules/kill-rewards/config.yml is false by default, and needs an economy ExyliaLib can use. Kills flagged by kill-abuse and kills in disabled-worlds or disabled-regions pay nothing either.

I changed a module switch and nothing happened

Module switches and command names are read at startup: restart the server. Everything else applies with /combatadmin reload.

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