Creative players switching to /gm 0 keep their old items #107


  • New
  • Defect
Open
Assigned to _ForgeUser2623578
  • _ForgeUser11556850 created this issue Jul 25, 2013

    === What steps will reproduce the problem? Consider taking pictures or videos if your problem is hard to explain  ===

    Summed up by --> http://imgur.com/a/u0vRb

    # 1 -Basically, get items from creative
    # 2 -/gm 0, inventory isnt reset, or changed
    # 3 -they can drop them now...

    === What version of the product are you using? [Latest is not a version] ===
    -v 6.3 [is it fixed in 6.4? I couldn't find an update log]

    === Please provide any additional information below. ===

    Below is a bunch of extra stuff I sent in a pm, but who ever read their pms, right? You don't need to read it, but if you get confused it may help.

    Found a glitch in the system
    Invite
    2 messages
    reply report edit delete attach #1
    GreenGrizzlyBear
    41 minutes ago
    With only 1 way of fixing it for myself, which is incovenient, is by removing creative players permission for /gm 0, but then thats no fun, and when they change worlds from time to time it switches, and when they log on, so thats not an option for me.

    The Glitch
    Allows Creative Players [bit by bit] get items to their friends or their alts if they want to 1-Get 9 items in hotbar [whether its cut down to 1 from 64 or not] 2-go into survival mode 3-you can then drop the items, whatever was on the hotbar

    The only way I see of fixing this [from my ultra simple mind] is that whenever a player types /gm 0 or /gm 1 [configurable on which] it also causes them to run /ci too or does it automatically, or perhaps whatever approach you'd like to take.

    Would you know of, or be willing to make a plugin that you can do that with? Or add it to creative control, or fix it somehow D: lol. I know theres a way with multicraft, where you can set it to require a prerequisite before a certain command.

    Maybe I've done something wrong? Am I supposed to have vault installed? I forgot to check XD No other problems have arisen besides this, without vault.

    I've never actually seen vault do anything, does it work like a ninja 0.o haha.

    Any way, this is a great plugin, pretty much everything I need all in one. Just that 1 bug for me, other than that A.

    Any Questions? Skype @ GreenGrizzlyBear

    p.s.-no, I wasn't op when I tested this.

  • _ForgeUser11556850 added the tags New Defect Jul 25, 2013
  • _ForgeUser2623578 posted a comment Jul 25, 2013

    Do you have Multiverse-Inventories?

  • _ForgeUser11556850 posted a comment Jul 25, 2013

    @FurmigaHumana: Go

    No, do i need it?

    btw I just saw on test server that this isn't normal XD crap

    I've had trouble setting up the separate inv. but ill go check the wiki pages and such, any idea what it could be tho?

    edit

    Just a thought, would there be anyway of using vault to allow compatibility with plugins such as multiverse-inv just wondering, i dont understand vault, but it seems to be popular

    second

    Configurations: Single, if true, only the world.yml file will be used, other ones will be ignored. Single: false ->>> Conflict, if true, if required, some functions of this plugin will be automatically disabled to avoid conflict. Conflict: true<<<<<<- shouldnt this allow capability with multiverse-inv

    FriendSystem, if true, the friend system will be enabled, this may take a bit of resources, just a bit. FriendSystem: false

    i dont use multiverse-inv, just the core and portals of it

    another edit

    i checked configure file inventories is set true


    Edited Jul 25, 2013
  • _ForgeUser11556850 posted a comment Jul 25, 2013

    k so, fixed it, Thanks anyway I have no idea what I did, I just set a few things to true and false, but its working now soo :D

    Armors working awesomely too, liking the 6.4


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