I can’t exactly give you the full steps in how I achieved this, as I set up the initial perms quite a while ago and only now fixed it, but are you sure that it wouldn’t store the flags to be processed in a list, and given that one concerning the event throws a positive it exits the search instead of iterating through entirely to make sure it’s not negated? And please don’t think that I have any experience with this kind of thing, I have only half of a CS degree and no experience programming outside of the sickeningly specific cases we were given in class. This is how it struck me how something might happen in your code, and given the results of my closed box testing, that’s all I can figure. I have no doubt this will be redundant though when you reformat the whole plugin in your reboot you mentioned above. Good luck and happy trails!
Hey, I have had that issue crop up again. Without any intervention our flags have rearranged in the list, and now default players can place blocks again.
I’ll try to get a hold of you directly if you do not see this first.
In the rewrite i’m actually using a different database implementation now. However i’m waiting on a few critical bug-fixes that should be pushed out in the next few days. So while i’m waiting on the dependency, i’m going to continue to work on other parts of foxguard, such as rewriting the commands a bit, writing controllers, cleaning up the internal API, adding helper methods for other plugins, etc.