Lost Keys
required on both server and client (although it shouldnt crash anything if only client/only server has it)
Server Side Commands:
it adds a server side command /lost_keys:override <player> <binding> <key> that temporarily (until the player relogs) replaces the key for a given binding
for instance, /lost_keys:override Steve key.forward key.keyboard.b will mean Steve has to press B to walk forwards instead of W (or whatever they have it set to)
the <key> can also be set to whatever the value of another binding is, so /lost_keys:override Steve key.drop key.forward will mean whenever Steve walks forwards, they also drop whatever they're holding
to clear an override, set the <key> to default (or itself), to disable a key, set the <key> to none (or any invalid key), to force a <key> to be pressed, set it to pressed
the <binding> can also be all, which can be used to clear all overrides at once: /lost_keys:override <player> all default, disable all keys: /lost_keys:override <player> all none (then specific keys can be enabled by setting them to themselves) , or cause a mess: /lost_keys:override <player> all key.keyboard.a
you can also set keybindings to run commands, like so: /lost_keys:bind_command <player> <binding> <command>, the command does not include the /, so: /lost_keys:bind_command @s key.forward say hi, and the binding can also be keyboard keys. commands are run by the client, so commands that require op won't work on an unopped player
Client Side Commands:
it also adds two client side commands, /lost_keys:lognext, which tells you the name of the key you press next (and binding if there is one), so you can easily figure out how to override what you want
and /lost_keys:list, which tells you all applied overrides
Notes:
not all keys work, because minecraft is inconsistent, but all the important ones like movement and attacking do. Likewise some keys will not work properly with all overrides
Plugin Version:
the permission node is lost_keys.override, and it only works with specifically mentioned players and @a - so /lost_keys:override Steve key.forward none works, but /lost_keys:override @p key.forward none or /execute as Steve run lost_keys:override @s key.forward none do not! this is an important difference!
the same limitations apply for /lost_keys:bind_command, and it's permission node is lost_keys.bind_command
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