v1.4.5.5: v1.4.5.5 — PlaceholderAPI Support (Team Colors)
27 May 2026
PlaceholderAPI Support, Team Colors for TAB & Nametags
✦ New Feature: PlaceholderAPI Integration
Use FlexParty team colors with TAB, nametag plugins, or anything that supports PlaceholderAPI.
Two Color Modes
- Absolute team 1 is always one color, team 2 is always another, everyone sees the same. Good for classic "red vs blue" setups
- Relative your teammates always show as one color and enemies as another, no matter which team you're on. In FFA, everyone else shows as enemy color
Player Placeholders
- %flexparty_in_match% whether the player is in a match
- %flexparty_team_number% 1 or 2
- %flexparty_team_color% the player's team color code
- %flexparty_match_mode% FFA or TEAMS
- %flexparty_match_kit% kit name
- %flexparty_is_alive% alive or eliminated
- %flexparty_is_spectator% spectating or not
Relational Placeholders
Perfect for TAB nametag prefixes and per-viewer coloring.
- %rel_flexparty_team_color% color of the player you're looking at, based on whether they're on your team
- %rel_flexparty_is_ally% true if same team
- %rel_flexparty_is_enemy% true if different team or FFA
✦ Config
- All colors are configurable in config.yml under team-colors
- PlaceholderAPI is optional, the plugin works fine without it, these placeholders just won't be available
- Auto-migrated on reload, no manual edits required
v1.4.5.4: v1.4.5.4 — Social Groups + Inventory Save/Restore
27 May 2026
Social Groups + Inventory Save/Restore
Combined 1.4.5.2 + 1.4.5.3 + 1.4.5.4 drop, the full Social Groups system with inventory fixes in one release.
✦ New Feature: Social Groups
A persistent group system, form a squad once and queue together every match without re-inviting.
Invites & Joining
- /group invite <player> send an invite
- /group accept <player> accept (player must be in the spawn area if WorldGuard region is set)
- /group deny <player> deny
- Invites expire after 60 seconds (configurable)
Queueing Together
- Group leader runs /flexparty create like normal, the whole group is pulled into the queue automatically
- If anyone leaves the queue, the whole group is pulled out too
- The group itself stays intact, just queue again, no re-inviting needed
- Only the leader can create or join games, everyone else follows along
Teams Mode Priority
- Group members get priority placement on the same team
- Queue up 2v2 with a friend, you'll be on the same side
- Uses a greedy largest-group-first assignment so bigger groups stay together
- When a group is too large for one side (e.g. 4-player group in 2v2 or 3v3), members are split across teams using balance logic instead of all dumped on one team
Group Command Blocking
- Separate blacklist/whitelist for group-only contexts
- Trigger on group join, or only when entering a queue, your choice
Disconnect Handling
- Disconnecting removes the player from the group, everyone gets notified
- If the leader disconnects, leadership passes to the next member automatically
- Groups auto-disband when they drop to 1 person
✦ Risk-Inventory Save Option
- New config: risk-inventory.save-inventory: false (default off)
- When enabled, the original inventory is saved before the match and restored on all exits
- Disconnects skip item drops while this is on, items are restored on rejoin instead
- Lets you offer "soft" risk-inventory rounds where players don't actually lose their gear
✦ Bug Fixes
- Kit-mode inventory save/restore beginMatch() was clearing inventory to equip kits but never saving the original, players ended up with an empty inventory after match end or death. Now saved before match start and restored on all exit paths: match end (winner + spectators), death elimination (non-spectating), /spec leave, disconnect and rejoin. Restore logic simplified, if a saved inventory exists it's restored, otherwise falls back to old behavior
- Slot count in announcement the player count in the party announcement was hardcoded to 1, now uses %count% placeholder and reflects group auto-joins
- Usage messages now respect command alias typing /group invite no longer shows "Usage: /socialgroup invite <player>", it shows the alias you actually used
✦ Commands
- /group invite <player> send an invite
- /group accept <player> accept an invite
- /group deny <player> deny an invite
- /group leave leave your current group
- /group disband leader only, dissolve the group
- /group kick <player> leader only
- /group info view current group details
- Aliases: /sgroup, /socialgroup, /socialg
✦ Config
save-inventory: true # kit mode (default on)
risk-inventory:
save-inventory: false # risk mode (default off)
social-groups:
enabled: false # off by default
- Social Groups feature is off by default, enable with social-groups.enabled: true
- Configurable: max group size, invite expiry, cooldowns, command blocking rules
- ~40 new group-related messages for full customization
- All config keys are auto-migrated on reload, no manual edits required
v1.4.5.1: v1.4.5.1 — Faction PvP + Arena Reservation + Spectator Fixes
26 May 2026
Faction PvP, Disconnect Recovery, Arena Reservation & Spectator Fixes
✦ New Features
1. Faction/Team PvP Override
- Same-faction or same-team players can now fight in FlexParty matches
- Overrides external faction/team plugin PvP blocking when both players are in the same match
- FlexParty's own rules (warmup, friendly fire, match ended) still apply on top
- Config: force-allow-combat: false (set to true to enable)
2. Arena Reservation
- FlexParty now reserves the arena while a party match is running, Duels can no longer send /duel players into the same arena
- Config: reserve-arena: true (on by default)
3. Native Spectator Teleport Restriction
- Spectators can no longer teleport to other players via the spectator hotbar
- Built in natively, no external plugin required anymore
✦ Bug Fixes
- 3-player FFA respawn killing the second player no longer respawns them in the arena in survival, they're now teleported back correctly on match end
- Disconnect item drops in risk-inventory matches, disconnecting players now drop their items at their arena location instead of having them cleared, other players can pick them up
- Persistent location restore player locations are saved to disk when a match starts, so a server crash or restart no longer leaves players stranded, they're teleported back on rejoin
✦ New Config Options
force-allow-combat: false
reserve-arena: true
v1.4.4.2: v1.4.4.2 — Spectator Reliability + Boundary Limits
26 May 2026
Spectator Reliability Pass + Instant Return + Boundary Limits
✦ Bug Fixes
1. Spectator Mode Activation, Reworked
- Root cause identified: setGameMode(SPECTATOR) was being overridden during the respawn cycle
- Now hooks into PlayerRespawnEvent to set the respawn location to the spectator spawn, then defers GameMode.SPECTATOR by 1 tick after respawn completes
- Much more reliable, works with the respawn system instead of racing it
2. Disconnect Restore Hardening
- Rejoin delay increased from 1 to 5 ticks to allow full player init before restoration
- Health, food, and active potion effects are now reset on rejoin
- pendingSpectators is cleaned up on quit to prevent stale state from carrying over
✦ New Features
3. Instant Spectator Return on Match End
- New config: spectator-on-death.instant-return-on-end: true
- Spectators get a 1-tick teleport on match end so they don't sit watching dead air
- Alive players keep the normal match-end-delay for item pickup
4. Spectator Boundary Limit
- New config: spectator-on-death.max-distance: 50
- Stops spectators flying off into the world to scout map areas they shouldn't see
- Checks horizontal (XZ) distance from arena center on block-change moves only (performance-safe, no per-tick cost)
- Teleports the spectator back and shows a warning when the limit is exceeded
- Set to 0 for unlimited range
✦ New Config Options
Auto-migrated on reload, no manual edits required.
spectator-on-death:
instant-return-on-end: true
max-distance: 50
All changes layer on top of v1.4.4.1 with safe defaults.
v1.4.4.1: Update v1.4.4.1
25 May 2026
Spectator Mode + Arena Spawn Polish + Hotfix Roll-up
Combined 1.4.3 + 1.4.4 + 1.4.4.1 drop, the full spectator system in one release.
✦ New Features
1. Spectator Mode on Death
- Eliminated players now enter GameMode.SPECTATOR instead of being teleported back
- Available in 3+ player matches only, smaller matches still teleport back instantly
- Lets eliminated players watch the rest of the match play out
2. /flexparty spec leave
- Exit spectator mode early at any time
- Returns the player to their pre-match location
- No need to wait for the match to end if you'd rather move on
3. Spectator Disconnect Handling
- If a spectator disconnects mid-match, they're restored to survival automatically on rejoin
- No more getting stuck in spectator mode after a crash or relog
4. Smart Spectator Spawn Location
- Spectators now teleport to the arena center (average of all spawn points) instead of staying at their death spot
- Optional per-arena spectator spawn, set it manually with /flexparty setspawns <arena> spectator
- Clear a custom spectator spawn with /flexparty setspawns <arena> spectator clear
- Falls back to auto-center if no custom spawn is set
- All spectator spawns stored in arenas.yml
5. Left-Spectator Match-End Notification
- Players who used /spec leave now receive the normal match-end message plus an appended context line when their match finishes
- Opt-in via spectator-on-death.notify-on-match-end (default false)
- New message key: spectator-match-ended
✦ Bug Fixes
- Spectator mode now applies reliably previously, dying could teleport you to the arena center without actually entering spectator mode, you'd still be able to run commands and wouldn't get the spectator message. Fixed
- Disconnect-during-match restoration players who disconnect during a match are now teleported back to their previous location on rejoin (previously this only worked for spectators)
- Risk-inventory logout exploit closed disconnecting during a risk-inventory match now clears your inventory, no more keeping items by logging out
- Double teleport fix players who used /spec leave mid-match were getting teleported again when the match ended. endMatch() now skips players already removed from playerMatches
✦ New Config Options
Auto-migrated on reload, no manual edits required.
spectator-on-death:
enabled: false
min-players: 3
notify-on-match-end: false
New messages added:
- spectator-mode-start
- spectator-left
- not-spectating
- spec-usage
- spectator-match-ended
✦ New Commands
- /flexparty spec leave exit spectator mode early
- /flexparty setspawns <arena> spectator set a custom spectator spawn for an arena
- /flexparty setspawns <arena> spectator clear remove the custom spectator spawn (falls back to auto-center)
Disabled by default, flip spectator-on-death.enabled: true to turn it on.
Party Extension for Duels Optimized
zArrowTan
A plug-and-play party extension for Duels Optimized - supports party team & party FFA modes.
$4.31
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