[BUG] Two large issues with Bags of Gold (default configuration)
Formula350 opened this issue ยท 33 comments
Spigot version git-Spigot-de459a2-51263e9 (MC: 1.10.2) (Implementing API version 1.10.2-R0.1-SNAPSHOT)
MobHuting ver 5.0.8
MultiVerse v2.5 build 716
Vault 1.5.6-b49
(and tons of others)
First problem is when you have a Bag of Gold in your inventory and switch worlds (not sure if it happens going to The End or Nether, IOW vanilla worlds). What happens initially is all the Hidden lore lines become visible on the Bag of Gold skull. IF you exchange it with /mobhunt money sell <amount> (/mh alias doesn't work with this, despite what various plugin resources claim) then it'll still be recognized by the plugin. However, in my experience, if you switch worlds again, the Hidden lore lines disappear and then the plugin fails to recognize that skull (you lose all of that money).
SOMEtimes if a skull isn't recognized anymore and you drop it, it will detect it and say "You've dropped <amount>", whereby picking it back up will fix the issue and allow you to sell it.
Second problem is actually the big one and what was the nail in the coffin for me to disable the new Bag of Gold drop, going back to the old auto-add into a player's balance... Last night one of my testers had two bags in her inventory: One that was 0 dollars, a leftover from having used the Sell command as it can leave behind an empty bag (sometimes/always? intentional/another bug?); the other which was, according to her, worth 0.06 dollars (though I suspect it was worth 6 dollars, but doubt it really matters). From there she said that, out of boredom I presume, tried to get the 6 cents skull to apply to the 0 dollars skull by spam-clicking them together. Eventually what occurred from this was that one of them ended up being worth 110 MILLION dollars (it was not an equal amount), and the other one was worth 68 MILLION dollars!! O_O I asked for her to try and sell them, as I was hoping it was just a small hiccup, alas it wasn't, because she was able to indeed sell them both, verified by the fact that her Balance became 178 Million dollars richer.
This sort of issue is, while not too likely to occur, ultimately too large of one to be allowed to persist. It'd completely upset the economy on any server. Hopefully it's just an isolated experience, or easily fixable. I'll happily use the old method, as it'll have the side benefit of lessening the number of drops per kill as well.
Possible work around for both situations: Instead of making it where you collect and hold onto the bags of gold, offer a configuration option to have it drop the bags but to auto apply to their balance once picked up. By doing that you'll eliminate both the glitching of the skull meta (hidden lines), as well as the ability to create a skull with untold worth. This would not actually prevent the other intended usage of the Bags of Gold which is to be able to "store" them, a one could still withdraw money from their balance into a skull to store somewhere. The side-benefit of this would then become that a warning can be given to players to not keep a Bag of Gold in their inventory when running around the server due to the risk of glitching out, which then if they DO, it's on them (and won't be left of to either myself or staff to have to try and sort out).
All one might want to do is code into a preventative measure to require at least X-amount of money that be withdrawn into a skull. Example: no decimal amounts, no amount less than 10 dollars, can only have 1 "Bag" skull in your inventory at time otherwise it'll auto-combine them. Perhaps a further failsafe would be to make it where the plugin specifically looks at the skull's name and will combine all skulls monetary values with that matching text. A simple work around to prevent player exploitation (in most cases) would also to hide in an additional, innocuous text formatting code such as "&0&0&fBag of Gold - Value 138.23", where if there is anything other than &0&0&f, it ignores combining it.
Thanks!
-Formula350
Bonus Bug? - It's rather trivial and I don't know if it's due to my painfully slow internet connection, as a couple other players helping me test things out haven't seemed to be experiencing the issue, nevertheless there is a brief pause when picking up Bags of Gold. Presumably due to having to intercept the pickup, dropping the item being added to the inventory, then applying that amount to one currently in the inventory. This is exacerbated if you've killed multiple mobs and have a number of them to collect. I also can't say for certain, but having a full inventory may be related to this. I'll have to try and pay attention next time.
Thank you very much for the VERY detailed report tbis make the bug finding alot easier!
If the alias does not work it is because one of your other plugings use the same alias, and the alias will only work for one of them. I know MysteriousHalloween uses mh as well. In this case there is no other alternative than using mobhunt. Maybe i can make setting in config.yml so you can control the alias.
About the reported bugs, i will try to replicate the bugs and then fix them, if i can replicate the bug. I have seen other reports on bags which lost their value, but no one has so far been able replecate the bug. I hope you have found a way, because the i can fix it.
The only way a player can get a bag of gold with a value of 0 is as far as i know only by going into creative mode and then copy a bag of gold. If the player does this, the value will be set to 0 on the copy.
The Alias I'm not too worried about. I suppose it could very well be MobHealth doing it, as I hadn't considered that till now. I use BetterAlias and had already planned to make /mhsell <amount> map directly into /mobhunt money sell <amount>. I only mentioned it in case it was related in any way.
As for duplicating that money replication bug, I really wish I had more info on that :\
However
I can say with certainty that a 0-value Bag is not uncommon on my test server and I've had it happen a couple times so far to myself. I haven't been "playing" too much while on there, as I've been trying to take care of other issues on updating (have had a turbulent time getting off 1.8 lol), so I can't quite comment as to how often it happens when selling bags. I do get the distinct feeling that it has something to do with MultiVerse, but can't rule out it being potentially 1.10 related somehow, either. FYI, I do not have Per-World Inventories. You keep your same inventory across all worlds. I do have OpenInventory plugin, but I wouldn't expect that'd be the cause due to being basically dormant unless utilized. Alas, I'm not a developer, so it's purely speculation on my part!
Whether or not it could somehow be due to the age of the worlds, may also play a role. I only mention that because that does indeed cause issues for some things, even vanilla worlds. For example the banners are supposed to be animated, but have never been on any of the worlds on my server, due to their creation time being back in the v1.5/1.6 days (late 2013). Not even Mojang knows why that occurs... heh One of the worlds in question that is getting use is a WorldPainter created map, paired with a SkyLands generator for new Chunks, but they came into service during 1.8.8.
I'll keep you posted on anything new, but if there's any other info you need just let me know and I'll do what I can. I don't know if I'll be around, but I do keep the Test server up and running, just whitelisted when I'm not specifically doing work on it. If you want, I can add you to the whitelist to come and go, in order to conduct research in that way. Would just need your MC username.
Thanks again
-Form
In my first test using multiverse tp (/mvtp) from one world to another the bag did not loose its value .... how do you jump to Nether and the end? using portals or teleport ?
This is a really hard bug to find, Im sure there is a problem, I have seen it my self, I just dont know when it happens.
I use PWI myself, but I think I will try disable PWI and do some jumps between some worlds to see if I can replicate your problem.
My internet connection sucks so it's slow going for me to do much on my server, be eitherway... while no direct progress has been made towards testing World/Nether/End and if they have issues.... I did make some sideways progress...
So whether or not it's because my Spawn location is in a Flatlands MV map, I ended up with 3 Bags of Gold. 1 was from days ago (probably 1.10 when I acquired it), and then two were from today. The old one was worth 393.56, the first one I had started on today was 239.62, and then the most current one I had was worth like 638.xx...
I tried to recreate the issue she did and while I wasn't able to get it to give me untold-millions, I DID get them to combine and "dupe".
I started by holding the 393 bag in my hand and spam-clicking on the 239 bag. Eventually they combined and I had 2x 239.62 bags, therefore losing the (glitched) 393 valued bag. Since those two were now exactly the same, I wasn't able to split and spam-click, since they simply combined right away.
Alright, so at this point I have 2x 239 bags and that 638 bag. I split the 239 and picked on up and began spam-clicking the 638 bag. It, too, eventually combined, converting the higher-value bag into a 'third' 239 value bag.
Unfortunately I didn't have the foresight to run ''/mobhunt money'' to see whether or not that 638 bag was glitched yet or not; however, I can say that currently the game does not recognize ANY of those bags and reports that I have "$0 Bag of Gold".
Might not provide too much help, but here's a link to a schematic file that's a Chest that has the stack of bags. If anything you can drag it into NBTExplorer and perhaps see if any meta is missing:
https://s3.amazonaws.com/files.enjin.com/510245/MH-Duped_Bags.schematic
As for ideas, I only have 2 so far...
First is perhaps somehow it's related to the Essentials I'm using being quite literally old as dirt. It's back when the Spigot crew managed to skirt about the CB DRM and finally get a 1.8 out. Of hte many plugins that broke, Essentials was one of them, but since that had already been abandoned by its devs, the Spigot folks updated it themselves and that's what I'm using... the "TeamCity" version.
The second idea relates to MultiVrese and the config option of "teleportintercept: 'true'".
The thing is, I can't say we've had any problems in the past with this arrangement, manipulating items in a player's inventory, because the Quests plugin is quite anal and the only problems we've had with that were unrelated (due to RPGItems being weird).
For what it's worth, we also have MultiVerse-Portals, but those aren't used except in one or two server builds. As I said, most of the transportation that goes on is handled via Essentials /warp command.
Just using Essentials Spawns (/setspawn and then /warp name>).
I'll make it a point to determine if this occurs when traveling to Nether/The End as well, or if only when traveling between MV worlds.
Or for that matter, whether the issue is still present, as I have now moved to Spigot 1.11.2 since I was able to do so without any plugins breaking. If it's for some reason resolved now, it might be purely a problem with 1.10.2
I'll update shortly with my findings.
I showed the player this report to see if she had anything to add to it, and seems so:
The two bags were indeed one being worth 0.06 and the other worth 0.
The 6cent bag was actually in her HELMET slot (which apparently is not a slot that MobHunt recognizes), and was being spam-clicked by the bag worth 0.
Also, she has explained how to end up with a bag worth 0, and it's sadly very easy (I've verified): All you have to do is sell the exact amount the bag is worth and it leaves you with a 0-bag. Type in a value more-than and it takes it entirely. However, after doing that, the bag is not glitched, so any further picked up will go into that one. So next step is to figure out how to glitch them!
Thanks for the information!
Instead of using an old Essentials version you should use EssentialsX: https://www.spigotmc.org/resources/essentialsx.9089/
It is continuesly updated here: https://ci.drtshock.net/job/EssentialsX/ (latest 3 days ago)
As for the the /mh money sell ... bug I will fix this fast! that should not be to hard to do.
And then I have to more spam clicking to see if I can reproduce the problem. I have tried this before but not succeded...
Yea I've considered switching to that one for over a year now haha I just worry about what all has changed and what all will 'break' on my server :P However, for the sake of science (and squashing bugs) I'll give it a spin to see if it helps any.
If you think it'll help I can PM you on SpigotMC a list of all the plugins I am using (I'd rather not it be public as a precaution), just let me know.
EDIT: Alright, I'm sold... lmao
#499 (Jul 15, 2017 7:41:05 PM)
1. Add UUID to /whois (#1394)
EDIT2: Aaand I'm tentatively *UN-*sold... The switch to EssX is causing way too many issues. Namely in that it's not wanting to work properly with GroupManager (old, and "GroupmManagerX v2.0.1), which prevents EssX-AntiBuild from working (even with the Unsupported Permissions System option set to either True or False). Damn shame, too, since I was really liking the fact it had UUID in Whois AND had a better working Mute system ๐ข
On a non-offtopic note... I've determined that jumping back and forth between the MV Flatlands world does still glitch the heads into being non-recognizable. I also managed to gain a "head" in the "spam-click" method. I had 3 non-functioning heads of different values, combined 2, and then while combining the 2 with the third, ended up with 4... lol However, none of them are recognized as worth anything, so it's not a big deal, just weird is all.
I, sadly, keep forgetting to test between vanilla worlds because my personal spawn point is set to said Flatlands world. Will definitely try to sort that out tomorrow! ๐
I'll message you on SpigotMC the list of plugins I've got running to see if anything stands out to you. If anything, perhaps you could counter with what version/settings you're running for any plugins we have the same version of?
I've not yet gone back to old Essentials so I'm still running the full EssX suit as well, and I am running GroupManagerX v2.2 currently. EssX didn't want to respect GM or GMX's "Build: true" on groups, so I had to add the "essentials.build" perm to a global group that all my ranks inherit, which solved those place/break issues at least. Before doing that, I was just about to change to their recommended LuckPerms plugin, but there wasn't a build of the LuckPermsUI compiled anywhere. Granted, that's not really a deal-breaker, but I definitely had wanted to utilize it to expedite the migration heh (While I may not know how to code, if it wasn't for my horrible Verizon Wireless internet where I barely get 250kbit downloads, I'd STILL be trying to compile tons of stuff I come across lol Sadly, that download speed prohibits me due to my inability to quickly [or reliably; random timeouts] get all the required software *sigh*
)
I appreciate the work with the 0-value bug, though! I'll be grabbing that version right now!
As for the other bug, I agree, it's kinda hard to address if you can't replicate it. I've not given up trying to figure it out, nor given up trying to at least figure out some sort of rhyme or reason behind it!
Player had a theory that perhaps it's due to HeadsDatabase? Which if so, might be difficult to diagnose since it's a Premium plugin.
I have fixed the bug where the player could sell a BagOfGold leaving a bag with a value of 0.
Please test build 472 or newer https://fractal.lindegaard.one:8181/job/MobHunting/
This is fixed for both /mh money sell .... and /mh money take.....
But some of your other problems might be caused by you using old plugins.
I dont use GroupManager, so I cant test that combination. I use PermissionsEx and EssentialsX (I use the hole EssX suite, including AntiBuild) and they work perfectly with the updated Multiverse plugins.
I have still not been able to replicate where the Bag looses its value when switching worlds and I cant replicate a bug when spam-clicking!!!
I dont its bug free, but I cant fix a bug which I cant replicate, because I cant test the solution....
After updating to build 473 (v5.1.0), I can report that the Sell issue is fixed. So that's a ๐!
Also, all attempts at spam-clicking bags to try and combine, or glitch, or dupe, all failed! So that is also ๐!
We don't know how long this has been a feature but it was discovered that right-clicking on a back would split its value, which was nifty. Better still, is any attempts to use those to induce a glitch also failed! ๐
Now.... that is all indeed very very good news; however, changing worlds still seems to cause bags to glitch and cease to be recognized ๐ฆ I asked one of them to warp around between worlds, both Vanilla and MultiVerse, to see if any of her's would also glitch, but none of her's did after warping from what she said... Yet, for me personally, they do still glitch out often. OF NOTE: I have my Spawn set to a MV world, most of the player's do not and spawn in the Vanilla "world". We have three "races" on my server: Greeks, Romans, Egyptians. Only the Greeks spawn on the Vanilla "world", where Romans spawn in MV "world2", and Egyptians spawn in MV "KaneWorld" (quotes denote exact naming as per MultiVerse config).
But, and this may have something to do with it, I'm noticing a possible connection between glitches and player deaths. Or more specifically, mine glitching and it being a result of my player death. So what I plan to do is change the gal to a Roman so she spawns in "world2" and change my respawn location to "world" and see if that helps any.
OH! Something else interesting was if I kept my Bag of Gold stored in my Backpack (via KPack plugin), that bag never experiences any glitching and always is recognized by the plugin. This plugin simply stores the Meta data in a Flat File, per user, writing to the file when changes are made.
So it has got me to thinking whether or not that might be a feature to consider adding... Call it a Gold Satchel or Bounty Bandoleer, but have it just be 1 row of storage (9 slots) where Bags of Gold and Bounty Skulls automatically are placed into (and would only allow Skulls to be placed into. This would not only free up inventory (not that a non-glitching bag of gold takes up much space), but also provide a safe storage method in case there are other servers also experiencing the same problem I am but having reported it (as is often the case, no doubt). Access could be something simple like Shift+Inventory, either instead of or complimenting a Command like /mobhunt storage
. (Granted, as far as the database method goes, SQL would also need supporting due to ease of cross-server access, and I'm sure the results wouldn't be any different than that of Flat File.)
[Side Note: Perhaps, if it'd be easier coding-wise, this could be an Optional Addon plugin. Not sure if that'd also make it easier to diagnose, since you could tell people to disable it and see if their bug still occurs...?]
.
That being said... Here are some other things that have happened and, while probably irrelevant, I figure are at least worth noting:
[Occurred on MV "QuestWorld"]
Shooting a Bag of Gold skull, at least using the bow I had with Flaming, Punch 10, Power 10 enchantments, would cause it to disappear. However, it almost seemed like it may have been Knockedback into the distance. I can't confirm...[Occurred on Vanilla "world" & MV "QuestWorld"]
I also had the Bag of Gold visually fail to be on the ground; however, was still there as far as the server/plugin was concerned because when I walked over the area it was added to my inventory. Sometimes it was the sound that tipped me off, sometimes it was that brief moment of lag I encounter when picking up a bag that made me aware.[Occurred on unknown world]
It was reported to me, after I told them to be cautious with shooting the Bags of Gold with arrows, that hitting them with a "Whip" (weapon made with RPGItems that use the Fishing-rod) had caused it to disappear on at least one occasion. (Are these Bags attached to an invisible Armor Stand?)[Occurred on MV "EventLand" (flatlands; my respawn)]
Aside from the above, I mentioned this before in a prior post... which this may even have been resolved in the latest build... BUT as far as that "lag spike when picking up a Bag" issue I've encountered, I noticed something curious a couple days ago... If I walk over them, that's usually when said lag occurs, yet on this occasion I was riding a horse and interestingly when I rode over a Bag of Gold there was no lag! I made a few more kills, dismounted, and the lag spike appeared to have returned when collecting it on foot. Again, I don't know if this is related to my very very poor internet connection or if it's plugin/server related. Test server's TPS are always >19. So far the lowest I've seen it was when three of us were exploring the Skylands where that generator utilizes Schematics for some of its terrain (mostly [only?] for trees it seems), but even then the TPS only dropped to low 18s. It's also not my own system (client side) since it is over-qualified for running MC and I have the frame rate capped at 180FPS which it's achieving 99% of the time.
That's about all I can think of.
If it'd help any for me to dump all the glitched Bags I have in my inventory into another schematic for you, let me know.
Well I feel a bit like a dick ๐ญ I wasn't aware that my Multiverse was THAT dang old... (March 2016), so that could easily be what's behind my issues.
I've updated them and will report back ASAP with whether or not that's solved the issue. Some deprecated code has been removed in subsequent updates since my original version and could very well be the cause. If so, then I sincerely apologize for wasting your time... *sigh*
Dont worry! You helped me finding and solve a few bugs and I did not spend a lot of time on the teleport-bagofgold issue, because I was never able to replicate your bug report.
It is a standard Minecraft feature that items can be destroyed when you shot at them, its not something I have made :-)
The BagOfGold - splitting feature is something I made, and if you have more bags in your inventory you can collect them all into one if you double click on one of them. This is something I made too....
I have thought about making a "Chest" to collect "BagOfGold" in. It could be a special Chest, maybe with a custom texture, if possible......
And to be honest... I have lost the track in this ticket... You are overloading me with information :-)
Yea I've been told I talk a lot ๐ heh
Alas, as far as the MultiVerse bug is concerned, it's still present, and bags are still glitching out and losing their "Hidden:" lore lines. I may just have to bite the bullet and start disabling plugins until it goes away. I do know that ONE of them seems to be very active in "touching" the player inventory, because my held items will 'update' on screen (my hands will lower for a brief moment), so I can't help but think that has something to do with it.
If that's the case my suspects currently are: OldCombatMechanics or RodFix, though only OldCombat have I had as long as this issue so I dunno.
As far as the "Chest", just in case it wasn't explained well enough by me, I was referring to an additional player-inventory type of slots that you could access at any time via holding Shift and then pressing your Inventory key (I think by default that would be Shift+E). Then you'd be presented with something like this:
(Ignore the Backpack wording. I just quickly made that with the inventory screen from our Backpack plugin)
The one that the (now unavailable) Trinkets plugin had was like that, except it used the full player inventory with the armor slots, preview box, and 2x2 workbench. However, this would work just as well and would easily accomplish what's needed.
Nevertheless, I've got a bunch of ideas that I was going to request so I'll just save that primarily for that post.
Ahh.. In the bukkit API this is called CustomInventories. Backpack opens a CustomInventory, and you can have as many as you want. But why having and extra inventory for BagOfGold? What is the advantage? It is easy to open any CustomInventory like the ones you know from Player, WorkingBench, Furnace. The PlayerInventory can have different sizes (like in the Backpack plugin).
I have also thought about making coins which could then be kept in the BagOfGold? And I have thought about making Coins/BagOfGold as real Vault Economy, which could the replace the Essentials Economy 100%.
You are welcome to suggest ideas, just remember that I have a job and a family, so be prepared on some delivery time.
It would be nice to find the conflicting plugin which removes the Hidden Lores. If you could find it I would install it on my Test server and see if I could reproduce the bug, and hopefully find a fix, (if possible) But I cant promise that. Only that I will try.
Well the only reason I mention the Backpack is that, in this instance, the Bags that are stored there are not affected by whatever plugin/s are causing them to glitch. This is simple of a work-around to the problem, is all.
However, if we were to combine both of our ideas, that'd make for a rather fitting addition to the plugin. As you said, instead of mobs dropping "Bags of Gold", they could drop a Pile of Gold, and various Gemstones of their own value. Then add that to my suggestion of having the "CustomInventory" where these Piles of Gold and Gems are kept. Which, again, if it can be coded to only allow Skulls, and ones with suitable textures can be found, then that'd ensure only MobHunting items are placed there. And of course, ideally, having them automatically placed there would be ideal, but whether that's supported or not by the API, I have no idea. heh
I won't be around this weekend, but I'll try to get some research done tonight on which plugin(s) could be causing this. So fingers crossed that something comes from it:crossed_fingers:
Ok so there's a possibility that it's OldCombatMechanics related. Lots of playing this evening between myself and a couple others was done, and that plugin was disabled the entire time. No glitched bags occurred despite different world spawns.
However... If you have Bags of Gold in your inventory and change to another GameMode, even Spectator, the bags instantly glitch!
I'm not sure if this is intentional or not? If it is, I could understand it for Creative, but even then, if it's like my server where staff are players and the Admins have Creative permissions, they might have Bags in their inventory and switch between Creative/Survival, depending on what they need to do. As such, a config option for this would be ideal. (This is assuming it's intentional, not a bug.)
Finally confirmed...
Its a kind bug... I dont understand why going into another gamemode removes the hidden lores???? I have to investigate that....
I have been using PerWorldInventory all the time at it does not destroy the bag - I must be something standard minecraft. Hmm... Im not sure how to fix this...
Just to make sure on that last line, are you saying that on your server, which is using PWI, if you change gamemodes the bags continue to function?
If so, is there a way run PWI, but basically disabled, so that all the worlds still share an inventory? If that solves the problem of the glitching bags on changing gamemodes, I'd be fine with running the PWI.
Otherwise the additional tiny inventory that bags automatically get stored in is really looking to be a universal fix for all the problems. :S
Glad that at least it was reproducible this time!
Well, PWI seperates the economies/invenories so when the player changes the gamemode to creative the BagOfGold and all other items in the inventory is removed. But when he then changes back to survival, he get them back, and the BagOfGold has kept its value. PWI can easily share inventories on all worlds, but at the same modes seperate survival / creative.
I does not really make sense to me that you etablish an economy on the server and then allow the players to into creative letting them have everything they want. What are they going to use the money on then?
Anyway I will see if I can find a solution, but this one is not easy. I have no idea about what to do about this...
Hmm... I just woke up at tried to find a solution and now I CANT replicate the problem any more????? I saw it yesterday, but I cant do it to day.... I still dont understand what triggers this....
Hmm... I only did one thing... I disabled ProtocolLib. Do you use ProtocolLib? Which version?
I think I have found a temporary workaround. The hidden information was changed when the player opened the Inventory in Creative Mode and all items was updated by Minecraft. I my case line 1 changed to "Decoration Blocks" so what I have done is to cancel the event when the BagOfGold is (re)placed in the inventory. This works and the Item seems to keep its value now, buy the downside is that the item cant be moved anymore while the player is in Creative mode. It can be dropped and picked up, but mot dropped, halfed and so on.
Please help me with the testing, try build 476 or newer:
https://fractal.lindegaard.one:8181/job/MobHunting/
Dont mind that the status is red, this is only because the build could not be uploaded to my Artifactory Server.
The jar is fine. http://jenkins.lindegaard.one:8180/job/MobHunting/476/artifact/target/MobHunting-5.1.2-SNAPSHOT-B476.jar
I sure now, the problem is related to ProtocolLib. When it is installed and I switch to creative at try to Half the bag, the lores disapear...
I have tried to create a bug report at the SPigot Team - I think the bug you have found is caused by a Spigot bug.... (I hope)
Alright I am back and have gone through your posts.
Yes, I do use ProtocolLib, v4.3.0 b386.
I actually wasn't aware that that blue descriptor was an NBT tag... I figured that was just toggled by F3+H or whatever combo it is... Silly.
I'll indeed grab that and let you know how things are ASAP!
Also thanks for the details on PWI!
As for the economy thing. It's only my Admin staff members who are able to use Creative mode. I actually have probably the best and most trustworthy staff, too. (We're quite picky about who we select) As a result, we don't really have to worry about them misusing their abilities for personal gains :)
Update after having used Build 476:
Didn't quite go according to plan. It was in my Hotbar and the first click on it deselected it as planned. After that I could move it around. Couldn't split it, though! After I went back into Survival. I could split it successfully, but a duplicate showed up (the one I was working with was worth $3.60). Ok so the Duplicate wouldn't work, didn't split or anything, but oddly it would combine with the WORKING one that could split.
I'm not sure if this was just lag on my side, as my connection really is horrible (for this day and age it 's absolutely unacceptable; ~256kbit), and it wasn't really in my inventory server-side.
BUT on the whole, it does work. It's functional after going between Creative and Survival a few times. It always will split again after and the value shows up when running the Money command! So I'd say it's a success. :)
Even if it does have some bugs, IMO as long as it doesn't glitch after changing modes, that's good enough in my book. Which currently seems to be the case.
If you consider this closed, I'll leave that up to you, just in case.
Possible work around for both situations: Instead of making it where you collect and hold onto the bags of gold, offer a configuration option to have it drop the bags but to auto apply to their balance once picked up. By doing that you'll eliminate both the glitching of the skull meta (hidden lines), as well as the ability to create a skull with untold worth.
There is an option for this. All my mobs drop bags, and as soon as a player picks it up, they get the reward auto added -- No inventory item for bags. One of the first things I setup. when I noticed the multi-world bug.
Correct, that would be this one, to toggle the item being dropped on the ground to begin with:
# When a player get a money reward for a kill, the money will go directly
# into his pocket. If you set dropMoneyOnGround=true the reward will
# dropped on ground to be picked up by the player.
# Negative rewards will always be taken from the player.
drop-money-on-ground: true
And then this one, which you're referring to, which would be to go directly into the economy bank for that player when the skull/item is picked up:
# Use the reward as a currency (bag of gold) which can be sold, bought, stored in a
# protected chest or a protected area (a Bank?). Check the command /mh money sell.
# If false the bag of gold will be picked up as money, if true the bag of gold
# will be picked up as an item.
drop-money-use-item-as-currency: true
At the end of the day I may have to use that, but I'll still do what I can to help him hammer out this issue :)
Not sure if you want this in a new Issue or not, given it pertains to the Fix you recently created... but....
When in Creative (not sure about when in Adventure), if you've click to move the Bag, then click it again after it's prevented you the first time... move it to an inventory slot where and item is, and click to place it, that inventory item is permanently deleted.