NexaCombat
The Ultimate Combat Control Suite for Modern Minecraft Servers
A premium PvP combat-control platform built for Survival, SMP, Lifesteal, Factions, BoxPvP, Practice, Event and network-style Minecraft servers.
Combat Tags • Anti-CombatLog • Safezones • Restrictions • Old PvP • Bounties • Rewards • Fight Recaps • Evidence • Anti-Farm • Admin GUI • Storage • Hooks • Developer API
What is NexaCombat?
NexaCombat is not just another combat tag plugin.
It is a complete combat control layer designed to manage everything that happens before, during and after a fight. From PvP/PvE combat tagging and anti-combatlog punishments to safezone rules, item restrictions, old-PvP mechanics, bounties, kill rewards, fight recaps, evidence reports, anti-farm detection, replay tools, admin GUI editing and deep plugin hook support, NexaCombat gives server owners one powerful system instead of forcing them to stack five different plugins together.
Whether you are running a Survival server, Lifesteal server, Factions server, BoxPvP server, SMP, Practice setup or a larger premium network, NexaCombat is built to keep combat fair, controlled, configurable and easy to manage.
Why Choose NexaCombat?
- More than a timer: NexaCombat tracks real combat state, opponents, causes, attackers, assistants and fight context.
- Advanced combatlog handling: Punish players with drop, clear, kill, NPC, corpse, gravestone or protected chest/block modes.
- GUI-driven control: Manage restrictions, rewards, bounties, old PvP, knockback, storage, saved drops, trophies, addons and more directly in-game.
- Staff-ready evidence: Fight recaps, damage timelines, risk flags, inventory snapshots and exportable evidence reports help staff review incidents properly.
- Built for plugin-heavy servers: Designed to work with claims, teams, duels, practice plugins, shops, trades, spawners, vaults, vanish plugins, custom weapons and the Nexa ecosystem.
- Fair fight protection: Anti-kill-farm detection, relation checks, same-IP detection, repeat kill scoring and reward blocking help stop abuse.
- Modern storage support: YAML, SQLite, MySQL and MariaDB support with migration options.
- Developer friendly: Public events, services, PlaceholderAPI values and LuckPerms contexts are included.
Core Combat Tag Engine
NexaCombat includes a full combat state system instead of only applying a basic countdown.
- PvP combat tagging
- PvE combat tagging
- Configurable combat durations
- Permission-based duration overrides
- Disabled-world support
- Bypass permission support
- Opponent tracking
- Combat cause tracking
- Combat state tracking
- Multi-attacker session handling
- Assistant tracking with damage, hits and weapon metadata
- Runtime participant cache
- Force tag command
- Force untag command
- Clean session reconciliation on timer expiry, death, quit, reload, shutdown and manual untag
Commands:
Code:
/forcetag <player> [opponent] [duration] [cause]
/forceuntag <player>
Advanced Damage Attribution
NexaCombat understands more than basic sword hits. This allows combat tags, bounties, rewards, recaps and evidence reports to use more accurate fight data.
- Melee player damage attribution
- Projectile shooter attribution
- Trident attribution
- Potion projectile attribution
- Fishing hook fallback attribution
- Pet owner attribution
- TNT source attribution
- End crystal owner tracking
- Respawn anchor owner tracking
- Bed explosion owner tracking
- Fire and lava owner attribution
- Explosion area metadata
- Ignored projectile list for snowball/egg-style exceptions
- Expiring attribution cache
- Cancelled or zero-damage prevention to avoid false tags
Combat UI
Display combat state clearly to players with multiple configurable UI layers.
- ActionBar combat timer
- BossBar combat timer
- Optional scoreboard timer
- Combat start title/subtitle
- Combat start and end sounds
- Start/end chat messages
- Opponent display
- Cause display
- Progress bar display
- Custom progress symbols and colors
- PvP, PvE and bounty UI themes
- Health indicator options
- Damage indicator armorstand output
- Damage indicator blacklist
- Player UI visibility toggle
Command:
Code:
/combatui
Anti-CombatLog Punishments
Combatlog handling is one of the main systems in NexaCombat. You decide what happens when a player leaves during combat.
- Quit detection while tagged
- Rejoin punishment persistence
- Quit command actions
- Rejoin command actions
- Combatlog broadcast messages
- Combatlog stat counter
- Evidence audit linkage
- Detailed admin log file
- Smart combatlog escalation profiles
- First-offense warning mode
- Damage-weighted severity
- Recent and lifetime combatlog decay
Punishment modes:
- NONE
- CLEAR
- DROP
- KILL
- NPC
- CORPSE
- GRAVESTONE
- BLOCK / CHEST
Corpse, NPC and ghost handling:
- Full inventory, armor and offhand transfer
- Armorstand dummy/corpse
- Optional Citizens NPC punishment
- Optional Sentinel AI support
- Lootable NPC inventory mode
- Sneak-right-click corpse GUI
- Config-backed corpse GUI access rules
- Empty corpse cleanup
- Timed corpse cleanup
- Protected chest/block access
- Ghost/NPC restart persistence and recovery
- Fallback handling if an offline dummy is killed
Loot Protection, Saved Drops and Corpse Access
NexaCombat gives you full control over combat drops and protected loot.
- Death drop protection
- Combatlog drop protection
- Killer-only loot mode
- Victim-only loot mode
- Killer + victim loot mode
- Assistant access mode
- Smart loot mode with configurable assistant damage threshold
- Untagged-only denial
- Loot protection actionbar feedback
- Void death loot restore with last-safe-location tracking
- Saved drops manager
- Restore saved drops after respawn/join
- Saved drop rules by material, custom item, display name, enchantment, lore and PDC key
- Saved drops editor inside the admin GUI
Restriction Engine
NexaCombat includes a shared, config-backed restriction system for controlling what players can do while in combat or while protected.
- Command blacklist/whitelist
- Chat blocking
- Fly blocking
- Elytra blocking
- Riptide blocking
- Trident blocking
- Ender pearl blocking
- Chorus fruit blocking
- Totem blocking
- Golden apple blocking
- Enchanted golden apple blocking
- Potion consume blocking
- Armor change blocking
- Inventory open blocking
- Item drop blocking
- Item pickup blocking
- Block break blocking
- Block place blocking
- Entity interaction blocking
- Bucket fill/empty blocking
- Creative/spectator gamemode restriction
- Portal creation restriction
- Sleep restriction
- Book restriction
- Teleport-away restriction
- Protected-player command restrictions
- Protected-player item pickup restrictions
- Vanish, god and disguise state restrictions
Advanced restriction support:
- Material restriction lists
- Enchantment blacklist
- Enchantment max-level rules
- Cooldowns for pearl, trident, gapple and similar rules
- Max-distance rules
- Item-rule block-use behavior
- Configurable messages
- Bypass permissions
- Admin GUI editors for materials, enchantments, commands and rule states
Dynamic Item Rule Engine
Create custom item behavior without hardcoding a new listener every time.
- Material matching
- Custom display-name matching
- Combat and out-of-combat scopes
- World scopes
- Permission scopes
- Rule-profile scopes
- Interact blocking
- Consume blocking
- Projectile blocking
- Elytra blocking
- Totem blocking
- Per-rule cooldowns
- Per-rule messages
- Per-rule command actions
- Runtime status counters
Safezone and Border Control
Stop players from abusing safezones during combat.
- WorldGuard hook
- PVP-deny safezone detection
- Invincibility safezone detection
- Tagged-player safezone entry denial
- Pushback border enforcement
- Configurable pushback strength
- Warning throttles
- Particle feedback
- Bypass permissions
- Optimized movement checks around boundaries
- Packet-style fake block border visuals
- Configurable border material, height and radius
- Optional border damage
- Optional border command punishment
- Region-specific combat rules
- Duration overrides per region
- WorldGuard region priority report
Command:
Code:
/combat region [player]
Old PvP and Combat Mechanics
Bring older PvP behavior to modern Minecraft versions with deep tuning options.
- Config-backed old PvP mode
- World-specific old PvP support
- Only-in-combat old PvP option
- Attack speed / cooldown removal
- Shield use blocking
- Shield crafting disable
- Offhand disable
- Fishing rod knockback
- Snowball and egg knockback
- Pearl knockback and damage
- Old regeneration system
- Hunger threshold and exhaustion controls
- Vanilla regeneration cancel controls
- Old armor reduction
- Sharpness bonus controls
- Material weapon damage table
- Weapon damage editor
- Durability reduction per hit
- Burn delay
- Hit delay
- No-damage-tick tuning
- Projectile randomness tuning
- Sprint, crit and damage adaptive knockback
- Absorption scaling
- Knockback clamps and cooldowns
- Netherite knockback resistance removal
Commands:
Code:
/combat oldpvp
/combat knockback
PvP Toggle and Newbie Protection
Protect new players, control PvP availability and prevent protection abuse.
- /togglepvp command
- /pvp alias
- Player PvP state persistence
- Confirm-before-toggle flow
- Toggle cooldown
- Admin/console PvP set command
- PvP-disabled attacker prevention
- PvP-disabled target prevention
- Newbie protection on first join
- Respawn protection after combat deaths
- Protected-player attack prevention
- Protected-player target prevention
- Lava/fire abuse prevention near protected players
- Damage category controls
- Kill revenge cooldown
- Force PvP enable/disable on join or world
- Emergency unstuck commands
- Protected-player PvP-zone entry denial
- PlaceholderAPI values for PvP and protection
Grace commands:
Code:
/grace status
/grace disable
/grace give <player> <duration>
/grace remove <player>
Bounty System
Add competitive player hunting and economy-driven PvP objectives.
- Bounty manager
- Create bounty command
- Bounty list command and GUI
- Bounty info command
- Admin remove command
- Anonymous bounties
- Tax support
- Minimum and maximum value rules
- Multiple bounties per target
- Target glow
- Target prefix
- Forced combat mode while bounty is active
- PvP force-enable option for bounty targets
- Bounty bypass permission
- Bounty compass command
- Expiration
- Expire fee
- Immunity permission
- Claim on kill
- Claim broadcast
- Weighted bounty assist share
- PlaceholderAPI values
- Bounty editor GUI
Commands:
Code:
/bounty create <player> [amount] [anonymous]
/bounty list
/bounty info <player>
/bounty remove <id>
/bounty compass <player>
Rewards, Economy and Stats
Reward fair kills, punish abuse and build PvP progression.
- Vault economy hook
- PvP point economy manager
- Public point economy service
- Kill rewards
- Death penalties
- Combatlog penalties
- Debt prevention rules
- Killstreak rewards
- Momentum-based killstreak rewards
- Normal kill command, item and message rules
- Mob kill point/Vault/command/item/message rules
- Permission reward groups
- Data group reward multipliers
- Assist rewards independent from killer rewards
- Assist streak runtime stats
- Vault bounty payout rules
- Trophy head sell value
Tracked stats:
- Kills
- Deaths
- Combatlogs
- KD
- Killstreak
- Highest killstreak
- PvP points
- Assists
- Reputation score
- Ranked rating/tier
Commands:
Code:
/combat stats
/combat points
/combat ranking
/combat season
/combat assist
/combat reputation
/combat resetstats <player>
Rankings and Displays
Show competitive stats across your server.
- YAML and SQL backed top queries
- Ranking text command
- Ranking GUI foundation
- Ranking group filters
- Data-group display support
- Ranking hologram output
- Ranking sign output
- Ranking tablist output
- Refresh manager
- Ranking editor controls
Commands:
Code:
/combat ranking
/combat rankingsign
/combat rankinghologram
Head Trophy, SellHead and DeathBack
Add extra PvP rewards and quality-of-life features.
- Configurable head trophy chance
- Killer/drop routing
- Trophy head PDC tagging
- Custom trophy display name and lore
- Trophy messages
- /sellhead command
- Vault payout for valid trophy heads
- Stored head value option
- Victim penalty/transfer rules
- Sellhead aliases
- Deathback persisted death locations
- /deathback command
- Random configured spawnpoint mode
- Nearest configured spawnpoint mode
- World/death-location respawn modes
- One-time respawn clearing
- Optional randomized return
- Editor controls for trophies, sellhead and deathback
Commands:
Code:
/sellhead
/deathback
/combat trophies
Fight Recaps and History
NexaCombat turns fights into reviewable data instead of leaving staff to guess what happened.
- Fight recap manager
- Killer and victim inventory snapshots
- Armor snapshots
- Potion usage tracking
- Golden apple usage tracking
- Totem usage tracking
- Assistant tracking
- Damage dealt and taken
- Health left
- Fight duration
- Fight location
- Weapon used
- Death cause
- Non-lethal combat-end recap creation
- Critical and headshot metadata
- TNT, crystal, anchor and projectile metadata
- Recent recap list
- Persistent recap IDs
- Admin lookup by player or ID
- Expiry cleanup
- Detailed damage timeline
- Paged timeline GUI
- Analytics such as DPS, average hit, peak burst, longest gap and dominant source
Commands:
Code:
/combat recap <player|id> [gui]
/combat recap list [player] [gui]
/combat recap <player|id> export
/combat recap <player|id> replay
/combat recap <player|id> timeline
/combat recap <player|id> particles
/combat recap stop [player]
Evidence Reports
Create staff-readable combat incident reports.
- Evidence report files
- Evidence index
- Evidence retention controls
- Automated risk flags
- Combatlog snapshot attachment
- Fight recap export bridge
- Evidence GUI
- Evidence detail view
- Evidence report preview
- Evidence index GUI
- External action capture from local plugin hooks
- Webhook linkage for combat incidents
Risk flags include:
- Combatlog
- High burst
- Short fight
- One-sided damage
- Multi-attacker fight
- Totem usage
Commands:
Code:
/combat evidence <player|id> [gui|export]
/combat evidence list [filter] [gui]
Anti-Kill-Farm and Fair Fight Detection
Stop players from farming rewards, stats, bounties or reputation.
- Max kills per victim
- Same-IP detection
- Same team/claim/faction relation checks
- Proximity abuse detection
- Fast repeat kill detection
- Suspicious damage pattern checks
- One-sided fight scoring
- Short kill scoring
- Suspicion score
- Threshold commands
- Reward blocking for farmed kills
- Stat blocking for farmed kills
- Bounty blocking for farmed kills
- Admin debug report
Relation hooks include:
- Bukkit scoreboard teams
- WorldGuard
- Lands
- Towny
- Factions
- Kingdoms
- RedProtect
- GriefPrevention
- GriefDefender
- UltimateClaims
- NexaTeams
- UltimateTeams
Commands:
Code:
/combat antifarm <player>
/combat cleanup <player>
Season Ranked PvP and Reputation
Give long-term progression to PvP-focused communities.
- Ranked season manager
- YAML season storage
- Elo/MMR update model
- Placement K-factor
- Configurable tiers
- Ranked PlaceholderAPI values
- Season start/end/top/player commands
- Reputation score based on combatlogs, fair kills, assists, farm suspicion, bounty claims and cleanup attempts
- Configurable reputation tiers
- LuckPerms reputation context
Season commands:
Code:
/combat season start <id> <duration>
/combat season end
/combat season top
/combat season <player>
Reputation command:
Code:
/combat reputation <player>
Replay, Webhooks and Analytics
NexaCombat includes advanced tools for reviewing and exporting combat activity.
- Webhook queue with retry/backoff
- Rate limiting
- Combatlog webhook templates
- Bounty webhook templates
- Anti-farm webhook templates
- Cleanup webhook templates
- Killstreak webhook templates
- Recorded replay files for recap IDs
- Replay metadata with participants, winner, duration and plugin version
- Movement snapshots
- Equipment sync
- Item use/consume tracking
- Potion/effect tracking
- Block, explosion, liquid and fire events
- CPS and review markers
- Chunk snapshot support
- Block change delta storage
- Binary GZIP replay storage
- Replay list/search metadata index
- Citizens-first replay NPC playback with armor stand fallback
- Ghost playback with spectator camera
- Pause, resume, speed change, skip, follow and POV controls
- Replay share codes
- Hit-distance, combo and CPS overlays
- Combat heatmap with start, death, combatlog and cleanup attempt counters
Replay commands:
Code:
/combat recap <id> replay
/combat recap replay <id>
/combat recap pause [player]
/combat recap resume [player]
/combat recap speed <value> [player]
/combat recap skip <+/-seconds> [player]
/combat recap follow <player|overview> [viewer]
/combat recap pov <player|overview> [viewer]
/combat recap controls [player]
/combat recap share <id>
/combat recap recordings [limit] [gui]
/combat recap delete <id>
/combat recap cleanup
Admin GUI and In-Game Editing
NexaCombat is designed to reduce constant YAML editing. Common systems can be managed from in-game editor menus.
- Main admin menu
- Runtime debug viewer
- Validation warning viewer
- Language selector
- Bounty editor
- Restriction editor
- Restriction material list editor
- Restriction enchantment list editor
- Restriction command list editor
- Old PvP editor
- Knockback editor
- PvP/PvE UI editor
- World selector
- Region selector
- Storage editor
- Reward editor
- Saved drops editor
- Head trophy editor
- Sellhead editor
- Deathback editor
- Data group editor scaffold
- Combat interval editor
- Ranking viewer/editor foundation
- Addon store menu
- Network sync dashboard
- Apple/totem editor
- Generic settings registry/editor
Admin command:
Code:
/combat menu
Storage Support
Choose the storage backend that fits your server.
- YAML storage
- SQLite storage
- MySQL storage
- MariaDB storage
- YAML to SQL migration
- Auto-save queue
- Config-backed save interval
- Shutdown save
- Recap persistence
- Evidence report/index files
- Heatmap buckets
- Ranking data
- Season data
- Ghost/NPC recovery data
- Network combat lock state
Network Combat Locks
Useful for networks where combat state must prevent hub/server switching abuse.
- YAML-backed network combat locks
- Lock write on combat start
- Lock removal on combat end
- Stale lock cleanup
- /server, hub and lobby command blocking while locked
- Server heartbeat file
- Dashboard/status counters
- Network sync GUI dashboard
Command:
Code:
/combat sync [gui]
Addon Workflow
NexaCombat includes an addon-oriented workflow for future expansion.
- Addon catalog config
- Local addon registry
- Addon lifecycle persistence
- Admin addon GUI
- Remote catalog sync support
- Optional artifact download queue
- Install, update and delete actions
- Reload-safe lifecycle handling
Command:
Code:
/combat addons
Integrations and Hook Support
NexaCombat is built for plugin-heavy PvP servers. Optional hooks are soft dependencies and are detected at runtime where possible.
Economy, context and placeholders:
- Vault
- PlaceholderAPI
- LuckPerms
- ShopGUI+ point bridge
- ZShop/zMenu command bridge pattern for PvP points
Claims, regions and teams:
- WorldGuard
- Lands
- Towny
- Factions
- Kingdoms
- RedProtect
- GriefPrevention
- GriefDefender
- UltimateClaims
- Bukkit scoreboard teams
- NexaTeams
- UltimateTeams
PvP, duel and practice environments:
- EventPractice
- TrainingBot
- ManhuntX
- DeluxeDuels
- Duels
- AdvancedDuels
- UltimateDuels
- StrikePractice
- BattleArena
- ArenaPvP
Visual, state and utility hooks:
- PlayerParticles
- FeatherBoard
- SuperVanish
- PremiumVanish
- VanishNoPacket
- LibsDisguises
- EssentialsX
- CMI
- Citizens
- Sentinel
- ViaVersion
- ViaBackwards
- ProtocolLib
Item, mob and weapon hooks:
- MythicMobs
- Slimefun
- AdvancedEnchantments
- CrackShot
- WeaponMechanics
Local Nexa ecosystem hooks:
- NexaShop
- NexaTrade
- NexaSpawners
- NexaVaults
- NexaHomes
- NexaChat
- NexaTeams
- RLDataAddon
- EventPracticeDataAddon
- SpawnHandler
Developer API
NexaCombat includes developer-facing events and services for custom server systems.
Examples of developer events:
- CombatStartEvent
- CombatEndEvent
- CombatStateChangeEvent
- CombatLogEvent
- LootProtectionCreateEvent
- LootProtectionPickupDenyEvent
- PlayerTogglePvPEvent
- BountyCreateEvent
- BountyClaimEvent
- FightRecapCreateEvent
- CombatEvidenceCreateEvent
Use NexaCombat as a combat foundation for custom rewards, server events, staff systems, analytics, local plugins or advanced PvP logic.
Configuration Files
NexaCombat includes structured configuration files for clean setup and management.
- config.yml - Core combat, punishments, restrictions, rewards, UI, hooks, protection, storage and module behavior.
- messages.yml - Player/admin messages and active language text.
- addons.yml - Addon catalog and lifecycle settings.
- network-sync.yml - Network combat lock state and heartbeat data.
- menus/admin.yml - Admin GUI layout.
- menus/language.yml - Language menu layout.
Perfect For
- Survival servers
- SMP servers
- Lifesteal servers
- Factions-style servers
- BoxPvP servers
- PvP networks
- Practice/event servers
- Servers with shops, trades, teams, claims, vaults, spawners and custom weapons
- Staff teams that need real fight evidence instead of guesses
Main Command Overview
Code:
/combat menu
/combat reload
/combat stats
/combat points
/combat ranking
/combat season
/combat assist
/combat reputation
/combat resetstats <player>
/combat oldpvp
/combat knockback
/combat region [player]
/combat sync [gui]
/combat addons
/combat antifarm <player>
/combat cleanup <player>
/combat trophies
/combat recap <player|id> [gui]
/combat evidence <player|id> [gui|export]
/combatui
/togglepvp
/pvp
/grace status
/grace disable
/grace give <player> <duration>
/grace remove <player>
/bounty create <player> [amount] [anonymous]
/bounty list
/bounty info <player>
/bounty remove <id>
/bounty compass <player>
/sellhead
/deathback
/forcetag <player> [opponent] [duration] [cause]
/forceuntag <player>
Final Summary
NexaCombat is a full combat infrastructure plugin for modern Minecraft servers.
It helps server owners stop combatloggers, control PvP rules, protect safezones, reward fair fights, detect farming abuse, give staff proper fight evidence, manage combat behavior from GUI editors and keep plugin-heavy server stacks under control.
If your server needs more than a simple combat timer, NexaCombat is built for that.
