[SEC/MECH] SimpleChestLock 1.2.2 - Simplified chest locking [1.5.1-R0.2]

Discussion in 'Archived: Plugin Releases' started by DemmyDemon, May 16, 2011.

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    This plugin is no longer being developed.
    I know I've said that there will be no replacement for this before the Official Plugin API, but thanks to some very generous donations I've been inspired to make a Bukkit-based replacement.

    It's called KonseptLocks and will hopefully be hosted on dev.bukkit.org as soon as I can get it properly tested.

    While it will be similar to SCL in many ways, it will not feature the "combination lock" system, as feedback tells me it's hardly ever in use.

    It will not be compatible with SCL and will have a completely new locking file system, which will hopefully remedy any and all "oops, all your locks are gone" problems. If you have 3600 locks you fear you will have to re-lock, don't worry; I'll make an SCL importer for KonseptLocks.

    SimpleChestLock - Simplified chest locking:
    Version: v1.2.2

    Veeery simplified (for the users, anyway) chest locking, sort of like LockChest and others, but very simplified.
    Simply slap a chest with a stick, and it's locked. Only you can access it.
    Slap it with a stick again, and it'll be open for everyone.


    NOTE: May only lock the chest actually slapped with the stick, depending on settings.
    This means that two people can share a double chest, but it also means that if you forget to lock one half you might as well not have bothered.
    Make sure the settings are configured to do what you want!

    • Lock chests slapstick-style!
    • Lock jukeboxes, furnaces, dispensers or whatever you want! Configurable!
    • Doors, trap doors, levers, buttons and pressure plates supported, but see the note below!
    • Configure a different key if you don't like sticks.
    • Lock it with a combination, if you want. (see "Using combinations" below)
    • Lock it for someone else, if you need to.
    • Limit locking using WorldGuard region restriction. (Entirely optional!)
    • Trust system, so you can share the stuff you lock. (see "Trust system" below)
    • Limit system, so you can set how many items users can lock. (see "Using limits" below)
    • Decide who locks what (see "Who locks what?" below)
    • Uses the Bukkit built-in permissions system.
    • Share a chest or door with someone by locking half each on a double-chest or double-door (optional, using the lockPair option).
    • Locked chests can be made to suck in items.
    • Protects locked blocks against destruction.
    • Keep those pesky griefers out of your stuff!
    • Your suggestion here (Except iConomy, that's not going to happen)
    Quick Step Guide for Noobs (by Davecraft) (open)

    1. Install SimpleChestLock, see http://wiki.bukkit.org/Installing_Plugins for details.
    2. Add a permission plug-in http://plugins.bukkit.org (search "permissions") to handle the permission nodes.
    3. Watch the video (see the "Video demonstration by BrandonHopkins" part.)
    4. Add permission variables (see the "Permission Nodes" part) in the permissions plug-in directory. See documentation for your chosen plugin on how to do this.
    5. Edit your settings.yml file. See the "Configuration" part for explanation of the values.
    6. To get the permissions working, see the example under "Who can lock what?"
    7. Enjoy!
    Video demonstration by BrandonHopkins (Somewhat outdated) (open)
    Video demonstration by SeaborgiumMC (open)
    Video tutoral in German by Mamuschkas (open)

    A note on doors, levers, pressure plates and buttons

    When it comes to doors, levers, pressure plates and buttons (DLPB), this plugin only affects who can use them and destroy them.
    That means it does not concern itself with iron doors at all, since nobody can use them, and it does not impact how a door reacts to, for example, redstone current.
    Also, if you place an iron door, and then a button beside it, then lock that button, it's still unsafe: Anyone can come along and place a button or lever on the other side of the door.
    That's why the DLPB functionality is only intended to compliment other plugins, such as WorldGuard.
    This is how I use it: The WorldGuard region allow usage of all buttons and levers, but disallows building. Now I can use SCL to lock the levers and buttons I want protected, and nobody can get around it because WorldGuard will keep them from placing buttons and levers, or digging around them.

    Download SimpleChestLock

    Downloaded over 74.000 times!
    Source Code

    Commands (open)
    /scl reload
    Reloads the chests file and settings -- WILL DISCARD ANY CHEST LOCKS SINCE LAST LOAD, so /scl save first if you don't want that!
    Takes an optional argument; the file to save to. If no file name is given, Chests.txt is used.

    /scl trust
    Takes a lot of arguments, but the basics are add, remove, list and clear.
    Read more about trust under the "Trust system" spoiler!

    /scl save
    Save the chests file right now, rather than wait for the plugin to be disabled to do so. Note that the plugin will also autosave every 5 minutes or so, just in case the server crashes.
    Takes an optional argument; the file to save to. If no file name is given, Chests.txt is used.

    /scl limit
    Shows how many items you can lock, if you're limited.

    /scl status
    Tells you how many items each player has locked, and the total amount of locked items.

    /scl as <user>
    If a user is given, all chests locked from now on will be locked in that user's name.
    If no user is given, all chests locked from now on will be in your own name.
    Very handy for admins that don't like it when users risk their life's savings by leaving them open to public access.
    Careful with this! If you have simplechestlock.command.as permission, but not simplechestlock.ignoreowner, you can lock yourself out of chests as you can't unlock it again!
    Permissions nodes (open)
    This plugin uses the following permissions:
    • simplechestlock.command.reload - Access to /scl reload
    • simplechestlock.command.trust - Access to the /scl trust commands
    • simplechestlock.command.save - Access to /scl save
    • simplechestlock.command.status - Access to /scl status
    • simplechestlock.command.as - Access to /scl as <user>
    • simplechestlock.ignoreowner - Unlock any item, use any item.
    • simplechestlock.ignoreRegion - Don't ask for WorldGuard's permission, even when it's enabled.
    • simplechestlock.nolocklimit - Lock as much as you want, even when limiting is on
    • simplechestlock.lock - Access to locking blocks
    • simplechestlock.usecombo - Access to locking with a combination lock
    If you have defined usePermissionsWhitelist in Configuration (details below), you can specify what blocks are lockable using the locktype permission set.
    Note that you still need the simplechestlock.lock permission to lock stuff, even when whitelisting is activated.
    • simplechestlock.locktype.Lockable_Name_Here - Gives permission to lock Lockable_Name_Here blocks (see " Lockable blocks" below)
    • simplechestlock.locktype.chest - ..for example, gives access to lock chests.
    • simplechestlock.locktype.* - Lock any lockable item.
    This plugin also defines the following nodes for convenience:
    • simplechestlock.* - Full access - Sets simplechestlock.command.*, simplechestlock.ignoreowner, simplechestlock.lock, simplechestlock.locktype.*
    • simplechestlock.command.* - Access to the commands - Sets simplechestlock.command.reload, simplechestlock.command.save, simplechestlock.command.status, simplechestlock.as, simplechestlock.trust
    Lockable blocks (open)

    If you want to enable the permissions-based white-list, use these names:
    • chest
    • furnace
    • burning_furnace
    • dispenser
    • jukebox
    • wooden_door
    • lever
    • stone_button
    • trap_door
    • stone_plate
    • wood_plate
    • brewing_stand
    • enchantment_table
    • fence_gate
    This is fully configurable (see "Configuring lockables" section below), but remember that the permissions are all lower case!
    Who can lock what? (open)

    To define who can lock what, you need two components.
    First, you have to enable it in the config.yml:
    usePermissionsWhitelist: true
    Next, you have to define permissions.
    In this example a user called someDude will have permission to lock chests and trap doors.

    Note that this is just an example and might look different for your permissions plugin.
    See "Permission nodes" for more details and "Lockable blocks" for the list of blocks you can lock.

                - simplechestlock.lock
                - simplechestlock.locktype.chest
                - simplechestlock.locktype.trap_door
    Please note that even with a locktype allowed you still have to give simplechestlock.lock!
    Configuring lockables (open)
    The term "a lockable" is used here to describe a block that this plugin will facilitate the locking of.
    This is entirely configurable, but unless you know what you are doing you should back everything up before making changes. This can have disastrous consequences for your lock file and possibly your whole server, depending on how things are set up. Handle with care.

    The different lockables sections do this:

    This is a simple list of all the blocks that are to be considered lockable. A standard block only needs to appear here.
    Keep in mind that a block must always appear here, even if it's also in a different section.

    This is the list of blocks that will have protective auras on them. Useful for stopping people from using hoppers to suck your stuff out of chests.
    Remember that you must also enable the useProtectiveAuras option, which is off by default!

    This is the list of blocks that will be locked in pairs if the lockpair setting is active.
    The default is chests and wooden doors, because of double chests and double doors.

    This bit is obsolete, as it stems from the time when you could still left-click doors to open them etc.

    This is a list of blocks that have a natural "top" and "bottom" part. Currently, this is only doors, but who knows what might be relevant in the future. When a block listed here is locked SCL will search above and below it for it's other half and lock it as well, ignoring the lockpair setting.

    This section details what blocks will attempt to suck up items. In theory, any block with a container can suck up items (like a furnace), but only chests and dispensers have been tested, so use caution.
    If the lockedChestsSuck option is disabled, this section is entirely irrelevant.

    Default values:
            - CHEST
            - DISPENSER
            - JUKEBOX
            - BREWING_STAND
            - WORKBENCH
            - FURNACE
            - BURNING_FURNACE
            - LEVER
            - STONE_BUTTON
            - TRAP_DOOR
            - FENCE_GATE
            - STONE_PLATE
            - WOOD_PLATE
            - WOODEN_DOOR
            - BEACON
            - CHEST
            - DISPENSER
            - CHEST
            - WOODEN_DOOR
            - WOODEN_DOOR
            - CHEST
            - DISPENSER
    So, what blocks can I make lockable?
    Short answer: Pretty much all of them.
    Long answer:
    It has to be a block bukkit knows of, and has a Material associated with.
    For a list of materials, have a look at the Material.java file in the Bukkit project on GitHub.

    Note that materials must be specified in UPPER CASE and otherwise exactly as Bukkit expects them!

    As of 1.0.2 you can also use numerical IDs, allowing custom blocks and stuff.
    Thanks go out to @albatrossen for that little fix.

    Trust system (open)

    In order to manage trust, you need the simplechestlock.command.trust permission!

    To add Bob to your trusted friends: /scl trust add bob
    To list your trusted friends: /scl trust list
    To remove Bob: /scl trust remove bob
    To clear the whole list: /scl trust clear
    To give access to everyone: /scl trust add *

    That last one, giving permission to *, is intended for just locking something so it's protected and can't be locked by anyone else. For example for an admin to lock the donation box to prevent it's destruction, but still have it open for people to put in donations.

    You can trust a whole group!
    Just /scl trust add g:dudes where "dudes" is the name of a group. Note that this isn't magic, it checks for the permission group.dudes, like how WorldGuard checks groups and as is emerging as a group check standard.

    Trust is in the locked item and persists there!
    This means that when you lock something, your current trust list is copied to the item, and stays there. If you want to modify an items trust you'll have to unlock it and lock it again with a new list. Changing your trust list will not alter already locked stuff.
    Perhaps you trust Bob to open that door, but not to access that chest? Perhaps you want * to activate that button, but not that switch?

    The trust lists get saved so you don't need to re-type it all the time. The downside, of course, is that you can get entangled in it and loose track. Just /scl trust clear to get out of that, or /scl trust list if you want to review who you'll trust for the next lock.

    Keep in mind that when you lock a chest for someone, using /scl as Bob for example, you are applying Bob's trust on the item. Keeping an up-to-date list of who he trusts is Bob's problem!

    You can combine combo-locking and trust just fine, and anyone not listed as trusted for that item will have to supply a valid combo.
    Configuration (open)

    Upon first run, the plugin will create plugins/SimpleChestLock/settings.yml
    Default values:
    usePermissionsWhitelist: false
    checkUpdates: true
    whitelistMessage: true
    lockpair: true
    lockedChestsSuck: false
    suckRange: 3
    suckInterval: 100
    suckEffect: true
    verbose: false
    preventExplosions: true
    useProtectiveAuras: false
    key: 280
    keyDurability: 0
    comboKey: 352
    comboKeyDurability: 0
    useKeyDurability: false
    consumeKey: false
    openMessage: true
    useLimits: false
        example: 10
        anotherexample: 20
            - CHEST
            - DISPENSER
            - JUKEBOX
            - BREWING_STAND
            - WORKBENCH
            - FURNACE
            - BURNING_FURNACE
            - LEVER
            - STONE_BUTTON
            - TRAP_DOOR
            - FENCE_GATE
            - STONE_PLATE
            - WOOD_PLATE
            - WOODEN_DOOR
            - BEACON
            - CHEST
            - DISPENSER
            - CHEST
            - WOODEN_DOOR
            - WOODEN_DOOR
            - CHEST
            - DISPENSER
    usePermissionsWhitelist (boolean, default: false)
    true: Use permissions whitelist and players will only be able to lock blocks specially allowed by their beloved admin. See permission format and list of lockables to use above.
    false: All players can lock any of the lockable blocks.

    whitelistMessage (boolean, default: true)
    true: If a player attempts to lock a block he/she is not whitelisted for, a rather snappy red message is sent informing them of the error of their ways.
    false: If a player attempts to lock a block he/she is not whitelisted for nothing happens, not even a message, and certainly not any locking.

    lockpair (boolean, default: true)
    true: When locking one half of a double chest or double door, the other half is locked too.
    false: Each half is locked indevidually.

    lockedChestsSuck (boolean, default: true)
    true: Locked chests will attempt to "suck" objects in, causing them to disappear and go into the chest for storage. Intended for unattended farms, for example.
    false: Locked chests will leave everything alone, just as if it wasn't locked.
    Note that the sucking can be a little CPU-intensive on very large servers, so tune your suckRange and suckInterval (below) to suck shorter and less often if this gives you lag spikes.

    suckRange (meters, default: 3)
    Defines roughly the number of meters (blocks) away from a chest it will attempt to suck. This counts all directions in 3D, but with simplified math for performance, so it's not entirely accurate, but more than close enough.

    suckInterval (ticks, default: 100)
    Defines the number of ticks to wait between each suck attempt. Note that items must have existed at least one suckInterval before they can be sucked, so if your timing is exactly right you can have an item take exactly twice this time to get sucked in.
    On a well-tuned server there are 20 ticks per second, making the default a 5 second interval.

    suckEffect (boolean, default: true)
    true: When an item is moved from the ground to a chest, make a loud CLICK noise at the chest.

    useWorldGuard (boolean, default: false)
    true: You need WorldGuard's build permission for the current region to lock stuff.
    false: WorldGuard is not consulted with regard to locking of blocks.

    verbose (boolean, default: false)
    true: The plugin will excessively inform you about all it's inner workings via the console.
    false: The plugin will keep it's console output to a minimum.
    Useful for tracking down problems, for example.

    checkUpdates (boolean, default: true)
    true: The plugin asks http://minecraft.webkonsept.com/plugins/ for the latest version of this plugin and tells you if the one you have isn't the newest release version.
    false: ET does not phone home.
    Note: The check happens when the plugin enables, meaning it only happens when you restart the server. If this is a popular feature I'll add a command to chek it as well.

    useProtectiveAuras (boolean, default: false)
    true: New blocks can not be placed next to locked ones.
    false: Only double-lockables are restricted in placement (old behavior).

    preventExplosions (boolean, default: true)
    true: The plugin will prevent explosions that would take out locked chests.
    false: Ignores explosions and just let them happen.
    Useful for when you have a different plugin protecting chests, or simply want people to be able to "blow the safe".

    useProtectiveAuras (boolean, default: false)
    true: The plugin will prevent the placement of any block right next to a locked block, unless you own that block.
    false: SCL does not meddle in the placement of blocks, meaning stuff like hoppers can be placed to extract items from locked chests.

    key and comboKey (item ID, defaults: 280 and 352)
    This is the item ID of your key. The defaults are Stick and Bone respectively.
    Use a listing like Minecraft Data Values to look up the ID of the item you want to use.

    useKeyDurability (boolean, default: false)
    true: Turn on durability checking (see below option)
    false: Turn the durability checking off.

    keyDurability and comboKeyDurability (damage value, default: 0)
    If your key is an item with multiple durability states, such as a custom Spout item or a sapling, you can use these settings to tune exactly what damage value you want to lock/unlock with.
    Does nothing unless useKeyDurability (above) is enabled.

    consumeKey (boolean, default: false)
    true: When you lock a block, the key disappears in payment of locking.
    false: Locking just locks, and does not eat the key.

    openMessage (boolean, default: true)
    true: A message is displayed when you open a chest, letting you know it's locked, who owns it (if it's not you) and who is trusted to access it besides you (if it's yours).
    false: Opening a chest you have access to gives no chat message.
    Note that regardless of this setting, a message is given if access was denied.

    useLimits (boolean, default: false)
    true: lockLimits as described in "Using limits" below are applied.
    false: all lockLimits are ignored and all users can lock whatever they please.

    lockLimits (configuration section, default is just an example)
    For details on this, please see then "Using limits" spoiler below.
    Using combinations (open)
    Combos are made of wool. To use them, set the first three items in your hotbar as wool. The combination is the colors of the wool.
    Use a bone (by default) to lock with that combination.

    If the setting openMessage is enabled, opening something you locked with a combination will show you the combo.
    To open something someone else locked with a combination you have to have three pieces of wool in the beginning of your hotbar. If you do, you're granted access as if you owned it, with no restrictions.
    If the combination is wrong, you'll be notified.
    Using limits (open)
    To use limits you have to use both permissions and options.
    First, let's have a look at the options.
        example: 10
        anotherexample: 20
    Here, example and anotherexample are lock limit names.
    Keep an eye on these names when we move into the permissions.

    Remember that these permissions settings might not work with your permissions plugin, and is just an example.
    Now someUser can lock 10 items, someOtherUser can lock 20 and oneMoreUser can lock 10 for example and 20 for anotherexample, for a total of 30.
    anAdmin can lock however much he/she wants, because of the nolocklimit permission.

    For details on the lockables section, see the "Configure lockables" above.

    Version 1.2.2
    • Updated "Check for update" libs and compiled against newer bukkit.
    • Tested and found working very well with both 1.4.7 and 1.5.x
    Version 1.2.1
    • Removed some debug info output accidentally left in (right click entities message)
    Version 1.2
    • Optionally projects an "aura" around locked items. This is for stuff like Tekkit, so pipes can't be placed on chests to pump out the goodies inside.
    • Phones home to ask if there's a new version yet, so it can tell you when it's update time.
    • Some work done on entity protection, but nothing working yet.
    Version 1.1.1
    • (1.1.0 was never released due to bugs)
    • More consistent lockables checks
    • Performance improvements for lock checks
    • Explosion protection is now optional
    Version 1.0.2
    • albatrossen fixed invalid block IDs and added support for numerical IDs (both in "lockables" configuration)
    Version 1.0.1
    • Fixed where interacting with a combo-locked chest could generate a NullPointerException. Thanks to Wondrej for a detailed bug report making it easy to reproduce.
    Version 1.0.0
    • Option to check for WorldGuard build permission before allowing locking
    • Fix for item dupe bug if users are exceptional at item pickup timing and sucking is on
    • Fix for item consumption not happening if you have more than one in your hand.
    • Configurable locking, finally! You can now set what blocks are lockable!
    Version 0.20.1
    • Fixed bug where people could break blocks they didn't own.
    Version 0.20
    • Implemented group trust
    • Implemented key consumption
    • A good deal of cleanup internally, and some minor fixes.
    Version 0.19
    • Implemented suckInterval and suckEffect settings
    • Implemented whitelistMessage setting
    Version 0.18
    • Implemented limiting system so you can control how many items each user can lock
    • Made it possible to specify the durability ("Damage value") of keys, enabling the use of (for example) Spout custom items.
    (Older versions were stripped due to post size limitations)
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    The only event I can see that is even a candidate for this is EntityChangeBlockEvent. There's probably no event for it (yet).
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    I had the same problem like you.
    I'm also using PEX.
    After switching the debug-mode on, I saw something like this in my logs:

    User Tlin checked for "simplechestlock.*", no permission found
    User Tlin checked for "simplechestlock.limited" = true,  found from "simplechestlock.*"
    But I have never set "simplechestlock.limited"...
    Seems to me there is a problem with SimpleChestLock or with PEX.
    I was able to solve the problem by adding
    - -simplechestlock.limited

    to my directives.
    Now everything seems to work fine.
    But why is PEX returning true if a permission is not set at all?
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    Because the permission exists and is defined for the plugin.
    It is, however, defined as "false", meaning nobody is supposed to get it, but PEX seems to assign it anyway.
    The whole "limited" thing is going away as soon as I figure out a suitable replacement for it.
    Damn PEX. It worked fine in 1.17, but now in 1.18 and later it's broken, and "everyone" uses PEX. :mad:
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    Maybe you can talk to the people who are programming PEX?
    This sounds like an error in PEX to me...
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    I'm not a PEX user, but I guess I can give it a go... I just don't have the energy for a battle of that magnitude when all I really have to do is "fix" my plugin to follow PEX interpretation of the permissions implementation.
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    Thank you for figuring this out! I was smashing my head against my desk all night last night trying to understand why I was getting the "you don't have permission for this" error message. xD
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    Hehe, good job there. It's only mentioned something like five times in this thread :-D
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    Ooops, sorry :oops:
    I looked only at page 20...
    Grr, I searched about 30 minutes to find a solution, turned debug on, restarted my server several times etc.
    I was so happy, I found a workaround.
    Well - hell - why I didn't read the other pages....
    Sry for that...
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    No worries, the only person hurt by it was you, and it's all good now.

    Also, like I've said before, that anti-permission is going away soon. It's been nothing but trouble.
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    do you have to be an op to lock a chest?
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    No, you have to be assigned the proper permission.
    That permission is default to enabled for ops, so if you don't have a permissions plugin you have to be op.
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    Mathew Alden

    So wait... Does/will this work with PEX?
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    Yes, I made changes specifically to accommodate PEX's brokenness.
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    Mathew Alden

    I got it working... but the problem wasn't the incompatibility, just a funny little PEX thing.

    For some reason, the - -simplechestlock.lock.* of the default group was overriding the - simplechestlock.lock of the user group. I though positives always overrode negatives, but apparently not.

    Whatever, my point is it's PEX's fault, not the incompatibility thing. But thanks anyway.
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    I know it's PEX's fault. PEX is crap, IMO.
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    Hello DemmyDemon,

    I have to thank you for your continual effort to keep this plugin updated. I use it since beta 1.5 if I recall and you always kept it running smoothly.
    Thank you for all your hard work.

    I would also like to request something.
    My native language is not English, and so isn't my server. Can you make it possible so I can edit the SimplePrefix messages?

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    Thanks for the feedback, good to hear it's appreciated.

    As for the translation, that's actually a planned feature for the future, but there are A LOT of strings to externalize, so it will take time.
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    hmm can anyone can help me to set up this
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    What's the problem? Where are you stuck?
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    i think in version i have 1.2.3 RO 2 bukkit ://
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    Yes, but what is the problem you are having with the plugin?
    This isn't the right place to ask for help with the absolute basics, so if you have no idea how to install a plugin you might want to look up a beginner's tutorial or something.
    If you get error messages or unexpected behavior, then this thread is a good place to start. Read it, then ask if anything is still unclear.
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    Heya, just checking back in. I had requested support of ItemID:damage as a feature so that it would support Spoutcraft plugins that allow us to use custom items for things.

    Basically I made a Key item, something like 318:1086 as the ID for the item. For now I have it just set to FLINT with your plugin or ItemID 318, but I didn't see anything in the patch notes on the main page saying you have got this working yet. I know you said you would consider it, but I really would love this in game working. As of right now, people will lock a door in a static dungeon on accident with their custom sword (since its like 318:1023 or what ever the item is they are using) but I set it to flint in preparations for when you got this feature going.

    Any idea when this might happen? Thanks again, and godspeed!
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    First I need to get on good terms with Spout again as it's currently acting up with 1.2.3 and stuff.
    When that happens I'll get to work on this.

    Keep your knickers on :p
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    LOL, no worries, I figured most plugins would be holding out on options until 1.2 was stable, so its all good. Just had some players complaining at me about it, and I am like, dude, chill, he will get to it when he can, but I will just check back in to see.

    Thanks for the fast response!

    (puts knickers back on)
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    Well, maybe there should be some additional information, that admin won't be able to manage particular block permissions without firstly setting usePermissionsWhitelist: true. It's understandable now after thorough reading, but it's often not the case :). I firstly found an answer to this in comments, and then found out that it was also in docs, but for some reason I've missed it.

    But does it matter? Couldn't you just treat each block individually? I mean for example, if user is allowed to block up to 10 blocks, then he will be able to block 10 single chests, 5 double ones, or only 2 double doors. That perfectly suits my needs, I don't need to treat double chests as single entities, just don't want single user to block too many blocks, which he eventually abandons, so they won't annoy other players.

    I think of simple solution, that each player have assigned max number of block he can lock. Another counter remembers how many blocks he has locked already. Current counter cannot be higher than max number of locks, so this is the condition to check before each lock attempt. After successfull lock, counter is increased by one. If user removes lock, then we decrease counter by one. That forces him to manage his own locks and release unused ones, because otherwise he will quickly run out of available locks. There can be situation, where user does not remember, where his locked blocks are. In that case he should be able to release all his locks by some console command, which will also reset his counter allowing him to use his locks again. Isn't this reasonable yet quite simple solution?
  27. Offline


    So not only should everything be in the documentation, but everything has to be specially accented so it's more visible than the rest? That's simply not possible. If you didn't read the documentation, how can I possibly make you?

    Yes, but what if you're allowed to lock 10 blocks?
    You already have 8 blocks locked and attempt to lock a double door.
    Should the whole double-door locking fail, or should it just lock part of it? What part?
    Same thing with 9 locked blocks and a double chest. Locking only half the chest is silly because you can open them both by opening the unlocked half.

    Also, I know that no matter how I implement it the next request will be to have different groups or permissions lock different amounts of blocks, so I'd rather solve that at the same time.

    Doing it at all is quick and easy. Doing it well is harder. I don't just care about how you want it, I want to make it so most of the users of the plugin will not only enjoy the function, but be capable of understanding how it works.
    As you already know very well, documenting how a function works and is configured is not trivial either.

    All you've contributed so far is the obvious bits. If you have any ideas on the more complex problems, I'm all ears.
  28. Offline


    The only problem I forsee is a noob getting his chest stolen by someone else. I guess making sure they know how to do this is all it takes.
  29. Offline

    Wesley Boynton

    I'm having the following issue.

    Admins in my server are unable to lock chests. I'm not entirely sure why. When I demote an admin to default the problem continues.


    It locks, but then tells me immediately that the block has been broken.

    I'm using bpermissions. Currently everyone only has simplechestlock.lock. That's it.

    This is very confounding. Any help would be appreciated.

    EDIT: I can get it to work if I revoke all my permissions to the default level, deop myself, and restart the server. From there I can keep it working as I promote myself level-by-level to owner. But once I set my gamemode to 1, it's not going to work. Even if I switch back to survival, it's convinced I'm breaking the block with the stick, even though the block remains intact. I can restart the server, log out, but nothing fixes it until I revoke my permissions and then restart.
    EDIT 2: Okay, so now it just won't work if I have OP, all permissions aside. ...what?
  30. Offline


    Hmm... I've been testing this for a while now, and can't reproduce the problem.
    What version of everything?

    If someone locks a chest they're not supposed to they also imprint their name on it... Easy to "have a talk" (/jail) that person :D

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 16, 2016
  31. Offline

    Wesley Boynton

    Latest CB Beta 0.2, Latest SCL.
    I uploaded a short video of the problem, because I'm a good boy.
    (Sorry for poor video at the beginning)

    EDIT: Here's a copy of my permissions YML

    default: default
        - Signshop.Signs.Buy
        - Signshop.Signs.DeviceOn
        - Signshop.Signs.Donate
        - Signshop.Signs.Sell
        - Signshop.Signs.iBuy
        - Signshop.Signs.iSell
        - commandbook.bans.ban
        - commandbook.bans.exempt
        - commandbook.broadcast
        - commandbook.gamemode.*
        - commandbook.give.*
        - commandbook.kick.exempt
        - commandbook.slap
        - commandbook.teleport.*
        - commandbook.whois
        - dt.waypoint
        - godpowers.godmode
        - godpowers.godmodeonlogin
        - godpowers.maim
        - godpowers.slay
        - runecraft.*
        - setxp.*
        - signshop.admin
        - simplesignedit.edit.all
        - simplesignedit.setowner
        - treasurechest.access.unlimited
        - treasurechest.delete
        - treasurechest.forget
        - treasurechest.set
        - v10lift.admin
        - worldedit.green
        - worldedit.navigation.*
        - moderator
          priority: '50'
          prefix: '&5admin'
        - Signshop.Signs.Buy
        - Signshop.Signs.DeviceToggle
        - Signshop.Signs.Donate
        - Signshop.Signs.Sell
        - ^runecraft.runes.teleport.activate
        - ^runecraft.runes.waypoint.activate
        - commandbook.msg
        - commandbook.say.me
        - dt.travel
        - econxp.balanceself
        - multiverse.access.Neulandia
        - multiverse.access.world
        - multiverse.help
        - runecraft.runes.teleport.use
        - runecraft.runes.waypoint.use
        - runecraft.teleport
        - scriptblock.use
        - scriptblock.usewalk
        - simplechestlock.lock
        - simplesignedit.edit
        - treasurechest.access.treasure
        - treasurechest.count
        groups: []
          prefix: '&9'
        - commandbook.broadcast
        - commandbook.kick
        - commandbook.locations.coords
        - commandbook.mute
        - commandbook.teleport
        - commandbook.whereami
        - dynmap.radiusrender
        - econxp.balance
        - econxp.transfer
        - hawkeye.search
        - runecraft.*
        - scriptblock.command.sbremove
        - scriptblock.command.sbwalkremove
        - scs.create.display
        - scs.remove
        - treasurechest.delete
        - v10lift.build
        - worldedit.extinguish
        - worldedit.remove
        - default
          priority: '25'
          prefix: '&7moderator'
        - Signshop.admin
        - bukkitircd.*
        - commandbook.*
        - dynmap.*
        - godpowers.*
        - scriptblock.*
        - scs.*
        - scs.admin
        - simplesignedit.*
        - treasurechest.count.others
        - treasurechest.forget.all
        - treasurechest.forget.others
        - treasurechest.unlimited
        - vault.admin
        - worldedit.*
        - admin
          priority: '100'
          prefix: '&5owner'

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