Uhhh... no.
The reason you were getting the extra medpack is you had meds enabled.
If you had simply edited the config file that the plugin generates, you'd notice these are all features of the rpg.
Code:
// How many meds in a medpack.
// -
// Default: "150"
skyrpg_heal_meds "150"
When a player uses a medpack, if there are remaining
meds (not medpacks) it'll give the player another medpack. The reason for this is, if medpacks are one-time use items, they're worthless in this plugin, since this plugin has things like instant heal (which guarantees you full life, and a medpack doesn't) as well as incap protection, which guarantees you multiple free heals on incap.
You've really got to read through the config and play with it before you announce things are bugs. It's a massive rpg plugin, surely you expected there to be a lot of changes. And, as always,
everything can be disabled, if you take the time to read through the config. It would have taken less time than actually editing the source.
Anything that can't be toggled on or off will be updated in a version allowing for it to be. But, please don't scream "BUGGGGG" when you haven't examined whether it actually is or isn't. There's a major difference between a plugin feature and an actual bug. False bug reports are never fun. Take the time to edit the config file and disable the features you don't want running. Once you've edited any part of the plugin, just realize I only provide troubleshooting support to the unaltered version.
You also were wondering why the error logs were throwing out about duplicate columns. Most people who use databases with sourcemod do so by providing a table dump, since the plugin doesn't generate the tables. This plugin generates the tables, so every time you fresh load the plugin, it attempts to create the table and columns. If they already exist, your errors log gets a spam of that. If they don't exist, your logs won't see anything. It's set up to add whether the column exists or not because it's not a game-breaking issue, and is at the bottom of a long list of updates that i am working on.
writing up a php page to give server owners an easier method of adding points to someones account is just something else that's on a list of things to do. you can always have people paypal it in, and manually edit their column in the database.
However, I'm not really sure what fixes you're waiting on for this plugin, since everything listed either doesn't affect the game in any way (such as the db spam notice in logs when you first load the plugin) and the other features you listed as bugs that aren't. If you could be more clear as to what you're waiting on, that would probably help. If it does turn out to indeed be a bug, I'll add it to the list of to do, but i don't read minds.
I will add in a toggle to enable or disable the unlimited ammo option, and make it more clear in the config how to disable meds, and I'll post 3.43 in a few minutes with that change.
New convars:
Code:
// Whether or not players have unlimited ammo.
// -
// Default "1"
skyrpg_ammo_unlimited "1"
// If enabled, 1 health healed is 1 med, and if after a heal, meds remain in the medpack, the player receives a new medpack.
// -
// Default "1"
skyrpg_heal_meds_enabled "1"