> For the complete documentation index, see [llms.txt](https://realisticnode.gitbook.io/rnsetups/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://realisticnode.gitbook.io/rnsetups/rncombatpvp/reference/faq.md).

# FAQ and troubleshooting

Common questions and problems.

**Players can't hit each other at all.** Check, in this order: newbie protection (new players are protected for 15 minutes of play time; `/newbie check <player>`), `/pvp` (`/combat status <player>` shows `pvp=off`), respawn protection, `pvp=true` in `server.properties`, and WorldGuard regions with `pvp deny` (those are safe zones). The attacker is told why in the action bar.

**A player left in combat and wasn't punished. Why?**

* They have `rncombat.bypass.combatlog` (check bypasses given with `*` permissions or by a permission plugin).
* They were kicked by staff or by a plugin. On Spigot, only kicks whose reason has a word of `combat-log.kick-reasons-that-punish` are punished. See [Combat log and NPCs](/rnsetups/rncombatpvp/guides/combat-log.md#who-is-not-punished).
* The server was stopping (a bare `/stop` or `/restart` in the last minute).
* Their combat had already ended (check `/ct` before leaving), or they were in a world of `disabled-worlds`.
* With `punishment: NPC`, **nobody killed the NPC** in time: then nothing happens, on purpose.
* `punishment: NOTHING`, or `npc.fallback: NOTHING` on a server older than 1.21.9.
* The `keepInventory` game rule or `kills.drops: KEEP`: the player dies but keeps their items.
* On a network with one MySQL database and `storage.server-id` set, the punishment is applied only when they join the server where it happened.

**The NPC doesn't have the player's skin.** The skin needs Minecraft **1.21.9** or newer (mannequins). On older servers the NPC is a husk wearing the player's head (`combat-log.npc.fallback: ZOMBIE`), or a villager in peaceful worlds. On servers in offline mode the player's profile may carry no skin, so the NPC shows a default one.

**The NPC was not there; the player died at once.** `punishment: KILL` (the default; use `NPC` for the copy), or the NPC could not be made: on servers older than 1.21.9 with `npc.fallback: KILL`, or when the database is not working (the NPC needs it to keep the punishment). Check the console for database errors.

**The combat prefix over the head doesn't show, or breaks my TAB / nametags.** `display.nametag-prefix` uses scoreboard teams. TAB and other nametag plugins manage those teams too, so leave the prefix `""` and show `%rncombat_tagged%` in that plugin instead (see the [TAB example](/rnsetups/rncombatpvp/reference/placeholders.md#example-tab)). The prefix does not work on Folia.

**Another plugin also uses the action bar or a boss bar.** Turn off what you don't need in `display` (`action-bar`, `boss-bar`), or let each player turn the boss bar off in `/combat` settings.

**The red screen edges at low health don't show.** The effect uses the vignette of the world border. Some performance mods and client settings hide that vignette, so those players don't see it; everything else works the same. Each player can also turn it off in `/combat` settings.

**Does it work on Folia?** Yes. Everything runs on the thread of the region of each player and entity. A few notes:

* `display.nametag-prefix` is not available on Folia.
* WorldGuard does not officially support Folia. If your WorldGuard build works there, safe zones use it; if not, the console says so and safe zones are off.
* The original Vault does not run on Folia: use a Vault version made for Folia (such as VaultUnlocked) and an economy that runs on Folia for money and bounties.

**My `/home` (or any command) is blocked in combat.** `restrictions.commands.mode` is `WHITELIST`: only the listed commands work (by default only the commands of rnCombatPvP). Add yours to `restrictions.commands.list`, or switch to `BLACKLIST` and list the ones to block. Staff can get `rncombat.bypass.commands`.

**I use NotBounties (or another bounty plugin).** rnCombatPvP leaves `/bounty` to it: its own command is `/combatbounty`, and `/bounty` is only added when no other plugin has it. If you only want the other plugin's bounties, keep `bounties.enabled: false` (the default); if you want both, use `/combatbounty` for the ones of rnCombatPvP.

**Staff get put in combat / punished.** Bypass permissions are not given to operators on purpose. Give `rncombat.bypass.*` (or the single ones you need) to your staff group. Players hidden by a vanish plugin are never put in combat.

**Kills don't give rewards.** Look for "You killed Steve too often: this kill gives nothing" ([anti-farm](/rnsetups/rncombatpvp/guides/kills-and-rewards.md#anti-kill-farm)): the same victim more than `max-kills` times in `minutes`, or two players on the same IP (`same-ip`). Money rewards and bounties also need Vault with an economy plugin.

**The glass wall of the safe zone is not shown.** It needs WorldGuard, a region with `pvp deny`, `safe-zones.block-entering` and `safe-zones.wall` on, the player in combat and the edge of the zone within `wall-radius` blocks. Players with `rncombat.bypass.safezone` don't see it.

**Does it use packets or NMS? Will it break on updates?** No. It uses only the normal server API (mannequins, text displays, per-player world borders and block changes), so one jar works from 1.21.1 to 26.3.

**Is it heavy?** No. The combat timer checks tagged players every 5 ticks; players not in combat cost nothing. Data is read before players join and saved on its own thread, and top lists are cached.
