Friends, teams, trades and duels
Friends and messaging
/friend add <player> sends an expiring invitation. Accept, deny or remove with the corresponding subcommand. /friends opens the menu; /fc <message> messages online friends who accept friends chat. /msg, /reply and /ignore provide private messaging and blocking.
/follow, /unfollow and /following manage a saved list. Following does not expose cross-server locations. Profiles respect the target's public-profile setting.
Teams and player warps
Create a team with /team create <name>, invite with /team invite <player>, and accept with /team join <name>. A player must leave their existing team before joining another. Names use letters, numbers, underscores or hyphens, up to 32 characters.
Members can use /team chat, /team vault, /team sethome and /team home. Prefixing a chat message with ! sends team chat. The leader controls /team friendlyfire and bank withdrawals. Members can deposit with /team bank deposit <amount>; the leader withdraws with /team bank withdraw <amount>. Leaving closes an open team vault. This version has no complete leader transfer/disband workflow; leader cleanup requires administration while stopped.
/pwarp set <name> creates or updates your warp. /pwarp <name> visits it; /pwarp delete <name> removes it; /pwarp promote <name> pays the configured promotion fee once. Another player cannot take ownership by setting an existing name. Administrators can delete warps. Team-home and player-warp teleports use the travel warmup and combat restrictions.
Player trading
/trade <player> sends an invitation; /trade accept <player> opens the shared trade inventory. Each player can edit only their own item slots. Offer money using /trade money <amount> and shards using /trade shards <wholeNumber>.
Both players confirm. Changing an offer resets confirmations. Closing or disconnecting cancels the trade and returns offered items; overflow can drop at the recipient's location. Money/shard exchange validates both sides and writes the balances together. Item transfer is still separate from Minecraft's inventory save, so hard-kill recovery is a known limitation.
Duels
An administrator must configure an arena first:
- Stand at the first spawn and run
/duel arena set <id> 1. - Stand at the second spawn and run
/duel arena set <id> 2. - Use
/duel arena delete <id>to remove an unused arena.
/duel <player> [wager] sends an invitation. It does not deduct money. /duel accept <player> checks that both players are alive, outside combat/other duels, that an arena is free and that both can afford the wager. The stakes and recovery record are saved together before starting. Declined, overwritten, expired or no-arena invitations cannot consume money.
/duel leave forfeits. A kill or forfeit settles the pot once. Players return to their recorded locations after the match or respawn; a disconnected player's return is retained for their next join. A normal plugin shutdown refunds unfinished duels. On startup, remaining duel escrow is refunded rather than restarting a match. This is specific to duel money and does not imply all plugin inventories have crash recovery.
Duels use the players' current equipment and normal survival death behavior. There are no ranked queues, spectator system, automatic arena rebuilding or isolated inventory kits. Configure a suitable protected arena and test your world's PvP/death rules before use.