Verify a WorldGuard no-PvP area at its actual boundary
Applies to: WorldGuard; match the linked maintainer documentation to your installed platform and release.
Documentation checked .
A no-PvP area should protect the intended space without disabling combat elsewhere. Check the boundary with ordinary accounts and distinguish direct attacks from other damage sources.
Follow the procedure
- Inspect the region’s bounds, relevant flags and world. Note any arena or combat plugin that may independently control damage or delay escape from combat.
- Read the WorldGuard PvP flag description for your installed release. Apply the intended value to the named region rather than changing the whole world’s combat settings.
- Use two consenting non-operator test accounts with no valuable items. Choose low-risk attacks and keep a safe recovery area available.
- Test a direct player attack well inside the region, then outside its boundary. Repeat near the edge with each attacker and victim position recorded.
- Check the specific projectile or combat interaction your players report. Do not infer protection against fire, fall damage or every plugin skill from one blocked melee hit.
- Review any neighbouring regions and combat-plugin rules only if the observed result requires it. Record which attack routes were tested and what remains outside this policy.
Check the result
Direct PvP should follow the selected region policy in the tested positions while combat outside remains as intended. Keep the attacker and victim locations with the result. A blocked attack from an administrator account can be distorted by bypass or unrelated game-mode rules.
If the result is wrong
If damage still occurs, identify the source and controlling plugin before broadening flags. Restore the prior region setting if legitimate combat outside the intended area changes. Avoid treating no-PvP as universal invulnerability; use a separately reviewed damage policy where that is the actual requirement.
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