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Bypass & command nodes

Bypass & command nodes

scs.bypass.* (per-permission staff override)

Where scs.permission.* and scs.flag.* gate who can flip a toggle in the GUI, scs.bypass.* gates who can ignore the toggle's actual effect at runtime. A player with scs.bypass.place_block can place blocks inside any claim regardless of the role they hold there; one with scs.bypass.enter walks into claims that visitors are normally pushed back from; scs.bypass.teleport lets /spawn, /tp, ender pearls and chorus fruit drop the holder anywhere even when the destination claim's role denies TELEPORT.

Each per-claim role permission has a matching bypass node with the lowercase name. Granting the wildcard scs.bypass.* turns the holder into a fully-trusted entity for every claim on the server. Default in plugin.yml is op for the entire family.

Use scs.bypass.* when you want a backup / staff account that can move freely and edit anywhere without granting the full admin command surface. scs.admin.* implies bypass via the wrapper helper, but the converse is not true: a scs.bypass.* holder still cannot run /scs reload, edit other players' settings, or force-unclaim from the GUI.

Movement & presence

scs.bypass.ban, scs.bypass.enter, scs.bypass.leave, scs.bypass.combat (PvPManager combat lock), scs.bypass.teleport (legacy 2.4.x alias, kept for back-compat), scs.bypass.natural_teleport, scs.bypass.other_teleport, scs.bypass.fly, scs.bypass.sleep, scs.bypass.crouch, scs.bypass.use_portal

Block & container

scs.bypass.place_block, scs.bypass.destroy_block, scs.bypass.destroy_spawners, scs.bypass.use_bucket, scs.bypass.trample_crops, scs.bypass.ignite_block, scs.bypass.ignite_portal, scs.bypass.create_portal, scs.bypass.interact_chest, scs.bypass.interact_trap_chest, scs.bypass.interact_ender_chest, scs.bypass.interact_barrel, scs.bypass.interact_shulker_box, scs.bypass.interact_hopper, scs.bypass.interact_dropper, scs.bypass.interact_dispenser, scs.bypass.interact_furnace, scs.bypass.interact_blast_furnace, scs.bypass.interact_smoker, scs.bypass.interact_brewing_stand, scs.bypass.interact_anvil, scs.bypass.interact_enchanting_table, scs.bypass.interact_beacon, scs.bypass.interact_smithing_table, scs.bypass.interact_loom, scs.bypass.interact_cartography_table, scs.bypass.interact_stonecutter, scs.bypass.interact_grindstone, scs.bypass.interact_crafting_table, scs.bypass.interact_crafter, scs.bypass.interact_composter, scs.bypass.interact_cauldron, scs.bypass.interact_jukebox, scs.bypass.interact_lectern_read, scs.bypass.interact_lectern_take, scs.bypass.interact_bookshelf, scs.bypass.interact_decorated_pot, scs.bypass.interact_flower_pot, scs.bypass.interact_brush_block, scs.bypass.interact_glow_berries, scs.bypass.interact_candle, scs.bypass.interact_campfire, scs.bypass.interact_bell, scs.bypass.interact_dragon_egg, scs.bypass.interact_shelf, scs.bypass.interact_vault, scs.bypass.interact_trial_spawner, scs.bypass.interact_spawner, scs.bypass.interact_command_block, scs.bypass.interact_jigsaw, scs.bypass.interact_structure_block, scs.bypass.interact_target_block, scs.bypass.interact_sculk_catalyst, scs.bypass.interact_sculk_shrieker, scs.bypass.interact_painting, scs.bypass.interact_sign, scs.bypass.interact_bed

Redstone & doors

scs.bypass.interact_button, scs.bypass.interact_lever, scs.bypass.interact_pressure_plate, scs.bypass.interact_tripwire, scs.bypass.interact_comparator, scs.bypass.interact_repeater, scs.bypass.interact_note_block, scs.bypass.interact_door, scs.bypass.interact_trapdoor, scs.bypass.interact_fence_gate, scs.bypass.sculk_sensor_trigger

Entities

scs.bypass.place_entity, scs.bypass.interact_entity, scs.bypass.interact_mount_inventory, scs.bypass.damage_hostile, scs.bypass.damage_passive, scs.bypass.shear_entity, scs.bypass.feed_entity, scs.bypass.ride_entity, scs.bypass.mount_entity, scs.bypass.lead_entity, scs.bypass.name_tag_entity, scs.bypass.breed_entity, scs.bypass.tame_entity, scs.bypass.milk_entity, scs.bypass.capture_entity, scs.bypass.interact_villager, scs.bypass.interact_golem, scs.bypass.trade_wandering_trader

Decorations & vehicles

scs.bypass.place_armor_stand, scs.bypass.destroy_armor_stand, scs.bypass.interact_armor_stand, scs.bypass.place_item_frame, scs.bypass.destroy_item_frame, scs.bypass.interact_item_frame, scs.bypass.place_painting, scs.bypass.destroy_painting, scs.bypass.place_vehicle, scs.bypass.destroy_vehicle, scs.bypass.interact_vehicle

Item usage

scs.bypass.use_bow_crossbow, scs.bypass.use_trident, scs.bypass.use_ender_pearl, scs.bypass.use_chorus_fruit, scs.bypass.use_firework, scs.bypass.use_fishing_rod, scs.bypass.use_wind_charge, scs.bypass.use_shield, scs.bypass.use_elytra, scs.bypass.use_potion, scs.bypass.use_spyglass, scs.bypass.use_brush, scs.bypass.use_bundle, scs.bypass.use_map, scs.bypass.use_fire_charge, scs.bypass.use_snowball, scs.bypass.use_egg

Player actions

scs.bypass.pickup_item, scs.bypass.drop_item, scs.bypass.exp_drop_pickup, scs.bypass.eat, scs.bypass.drink, scs.bypass.totem_use, scs.bypass.frostwalker, scs.bypass.projectile_launch, scs.bypass.equip_armor, scs.bypass.equip_item, scs.bypass.receive_beacon_effects, scs.bypass.natural_health_regen

Misc

Two nodes sit outside the scs.bypass.* tree (and outside the wildcard) but follow the same idea:

  • scs.delay.bypass — holders can spam /claim actions without hitting the configured cooldown between two claims.
  • claim.fly.infinite — note the claim. prefix (not scs.). Default false. Grants unlimited /claim fly time inside the player's own claims; the action-bar timer is replaced with the infinity symbol.

Public warps

One dedicated node controls the public-warp visit fee:

  • scs.bypass.warp-cost — skip the Vault fee charged on /claim visit when the target claim has visitPrice > 0. Members of the claim and OPs already bypass the fee automatically; this node is for ranks (VIP, staff) that should visit any warp for free without granting full scs.admin.

Bypass nodes are checked before the per-claim role lookup, so they short-circuit even fast-path code (movement, redstone, hoppers). Granting scs.bypass.* to a busy listener-heavy account has zero measurable cost: the lookup is a single hash hit on the player's permission map.

scs.claim.* (player command gating)

One node per /claim subcommand. The full list lives in the Player Commands table. The wildcard scs.claim.* grants the entire family. The bare scs.claim node is what unlocks the /claim command itself and is shipped with default: true in plugin.yml.

Common patterns:

  • Default rank: keep the shipped scs.claim default and selectively grant subcommands like scs.claim.list, scs.claim.menu, scs.claim.invite, scs.claim.tp.
  • Donor / VIP rank: add the higher-tier subcommands scs.claim.fly, scs.claim.auto-fly, scs.claim.template, scs.claim.favorite, scs.claim.respawn.
  • Staff: simply grant scs.claim.*.

scs.admin.* (admin command gating)

One node per /scs subcommand. The bare scs.admin node (declared in plugin.yml, default op) gates the /scs command itself. Each subcommand additionally checks scs.admin.<sub> so you can hand out individual capabilities without unlocking the full admin surface.

NodeSubcommand
scs.admin.reload/scs reload
scs.admin.docs/scs docs
scs.admin.home-guiOpen another player's home GUI from the claims browser (shift+right-click, default op).
scs.admin.delete-guiDelete a single claim from the claims browser (shift+left-click, default op).
scs.admin.delete-all-guiDelete every claim of a player from the claims browser (shift+left-click, default op).
scs.admin.metrics:claims/scs metrics:claims
scs.admin.metrics:players/scs metrics:players
scs.admin.player/scs player ... (all variants)
scs.admin.manage-claim/scs manage-claim [action] (claim-at-location admin actions, 2.5.0+)
scs.admin.viewrequnclaim/viewrequnclaim staff GUI (2.5.0+)
scs.admin.unclaimrequest.notifyReceive chat notifications when a player submits a new /requnclaim (default op, 2.5.0+)
scs.admin.unclaimrequest.reviewApprove or deny requests from the /viewrequnclaim GUI (default op, 2.5.0+)
scs.admin.setexpulsionlocation/scs setExpulsionLocation
scs.admin.clearredis/scs clearRedis
scs.admin.exportauditlogs/scs exportAuditLogs ...
scs.admin.resetpermissionsflagsforallplayerclaims/scs resetPermissionsFlagsForAllPlayerClaims
scs.admin.resetpermissionsforallplayerclaims/scs resetPermissionsForAllPlayerClaims
scs.admin.resetflagsforallplayerclaims/scs resetFlagsForAllPlayerClaims
scs.admin.resetallplayersettings/scs resetAllPlayerSettings
scs.admin.resetpermission/scs resetpermission <permission>
scs.admin.resetflag/scs resetflag <flag>
scs.admin.resetrole/scs resetrole <role>
scs.admin.dashboard/scs dashboard
scs.admin.update/scs update
scs.admin.importfromv1/scs importFromV1
scs.admin.importfromgriefprevention/scs importFromGriefPrevention
scs.admin.importfromlands/scs importFromLands
scs.admin.importfromtowny/scs importFromTowny
scs.admin.transferlocaltodistant/scs transferLocalToDistant
scs.admin.transferdistanttolocal/scs transferDistantToLocal
scs.admin.forcewarp/scs forceWarp <player> <claim>
scs.admin.forceunclaim/scs forceUnclaim (at location) and /scs forceUnclaim <player> <claim|*>
scs.admin.forcedelchunk/scs forceDelchunk (remove the chunk you stand in, any owner)
scs.admin.socialspy/scs socialspy — toggle and receive claim-chat socialspy

scs.admin.* grants the entire admin surface plus implicit access to every scs.permission.* / scs.flag.* toggle (the GUI gating short-circuits to true for admin-wildcard holders). Reserve it for trusted staff.

The other admin entry points /scs help and /parea are gated by the parent nodes scs.admin and scs.admin.parea respectively (both declared in plugin.yml, default op).