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/claimactions without hitting the configured cooldown between two claims.claim.fly.infinite— note theclaim.prefix (notscs.). Defaultfalse. Grants unlimited/claim flytime 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 visitwhen the target claim hasvisitPrice > 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 fullscs.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.claimdefault and selectively grant subcommands likescs.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.
| Node | Subcommand |
|---|---|
scs.admin.reload | /scs reload |
scs.admin.docs | /scs docs |
scs.admin.home-gui | Open another player's home GUI from the claims browser (shift+right-click, default op). |
scs.admin.delete-gui | Delete a single claim from the claims browser (shift+left-click, default op). |
scs.admin.delete-all-gui | Delete 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.notify | Receive chat notifications when a player submits a new /requnclaim (default op, 2.5.0+) |
scs.admin.unclaimrequest.review | Approve 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).