Protection
Half-heart protection limits damage, keep inventory protects a player's items on death, and inventory rollback restores an earlier snapshot. They do different jobs, so use the one the scene needs.
Half-heart protection (/halfheart)
/halfheart [player] # toggle
/halfheart min <hp> [player] # the floor, 1-20
/halfheart enable [player]
/halfheart disable [player]
/halfheart listUse enable or disable when you want a specific state rather than a toggle. list shows who has protection enabled.
Half-heart protection caps damage at the chosen health floor. It doesn't cancel the whole fight: the player can still lose health down to that point.
halfheart:
enabled: true
# 1.0 is half a heart, 2.0 is one heart
default-min-health: 1.0It's a floor, not invincibility
This works through damage events, not every possible way health can change. It also steps aside while the player has a totem in either hand so the totem can work normally. Don't treat it as a guarantee against commands or other plugins that set health directly.
Armour can still lose durability when a hit lowers the player's health. The extra armour-wear handling skips elytra; this doesn't make elytra permanently unbreakable.
Keep inventory (/keepinv)
/keepinv [player|selector]Keep inventory per player instead of per world, so you can protect the cast's gear without touching the gamerule.
keep-inventory:
enabled: trueUsing it on others needs scriptedessentials.keepinv.others.
Inventory rollback (/inventoryrollback)
/inventoryrollback [player]
/inventoryrollback forcesave <player|selector>A snapshot is a saved copy of someone's inventory. One's taken every join, leave and death. Run it on someone to see their snapshots and pick one to put back.
forcesave takes one now, which is worth doing before replacing inventories or using auto clear. You can only restore snapshots that were actually saved; it isn't an undo button for every inventory change.
inventory-rollback:
enabled: trueThey go in backups/inventories/.