Archived
This /up fix SHOULD WORK!
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@@ -37,14 +37,39 @@ def on_join(event):
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msg(player, "&6You can use /back if you &nreally&6 want to go back")
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msg(player, "&6You can use /back if you &nreally&6 want to go back")
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player.teleport(player.getWorld().getSpawnLocation())
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player.teleport(player.getWorld().getSpawnLocation())
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"""
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This code fixes /up 0 destroying/replacing blocks in plots that are not yours.
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If you use //up, this is caught by plotme and cancelled if you are not allowed to build.
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However, if you use //up, WorldEdit does the following on "low" priority:
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* Change the command to /up with the same arguments
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* Run another event with /up but its cancelled (dunno why it does this)
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Keep in mind that, on "lowest" priority, PlotMe might cancel events.
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"""
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"""
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@hook.event("player.PlayerCommandPreprocessEvent", "low")
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dup = 0 #Used to store when someone used //up
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@hook.event("player.PlayerCommandPreprocessEvent", "lowest")
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def cmd_event(event):
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def cmd_event(event):
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global dup
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if event.getMessage().split(" ")[0] in ("//up", "/worldedit:/up"):
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dup = True
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@hook.event("player.PlayerCommandPreprocessEvent", "normal")
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def cmd_event2(event):
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global dup
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args = event.getMessage().split(" ")
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args = event.getMessage().split(" ")
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if args[0].lower() in ("/up", "/worldedit:up"):
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if args[0].lower() in ("/up", "/worldedit:up"):
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event.setMessage("//up " + " ".join(args[1:]))
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if dup: #If plotme cancelled this, it will not matter. This lets it through but PlotMe doesn't.
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"""
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dup = False
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elif not event.isCancelled():
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event.setCancelled(True)
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event.getPlayer().chat("//up " + " ".join(args[1:]))
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""" Disabled while builder can't access Trusted
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""" Disabled while builder can't access Trusted
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@hook.event("player.PlayerGameModeChangeEvent", "low")
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@hook.event("player.PlayerGameModeChangeEvent", "low")
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