HyperConomy

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Commands|Permissions|FAQ|Quick Installation|Configuration|Videos
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Introduction

  • HyperConomy is the all in one economy plugin. It can run using its integrated economy plugin, or connect to an external Vault based economy plugin. HyperConomy supports chest shops, Showcase style item displays, sign shops, information signs which can display price changes like a stock market, region based shops, global shops, and much more. HyperConomy even includes an integrated web page which can display all of your item and enchantment prices. For data storage, HyperConomy uses either MySQL or SQLite, allowing easy manipulation of data. If you're running Tekkit, HyperConomy supports that as well; it should allow the addition of an unlimited number of custom items to the shop, allowing Tekkit servers to trade custom items.

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Features

  • Supports all items and enchantments.
  • Integrated economy plugin.
  • Comes prepackaged with its own customizable web page.
  • Allows player to player, player to shop, and shop to player trading.
  • Dynamic pricing system based on a hyperbolic curve.
  • Showcase style item displays.
  • Localization.
  • Price floor, price ceiling, static pricing, dynamic pricing, initial pricing, sales tax, purchase tax, enchantment tax, static tax, and more.
  • Unlimited stock option.
  • Dynamic tax rates. (Rich players can be taxed more than poor ones.)
  • Supports MySQL and SQLite.
  • Supports Tekkit.
  • Allows an unlimited number of economies, which allows for economically competing towns, kingdoms, factions, or other groups.
  • No need to spawn items or "stock" your shop.
  • Supports command-free economies using transaction signs.
  • Price information, history, and more can be displayed on information signs
  • Price update notifications for any item, or all items.
  • Experience trading.
  • Supports enchanted books.
  • You can update HyperConomy yourself if new items are released.
  • Custom item names. Both capital and lower case letters are supported.
  • Shops can be joined together to form shops of any shape.
  • Shop detection. When a player enters and leaves a shop, HyperConomy displays a customizable message.
  • Powerful and easy to use commands.
  • Nearly everything can be changed while the server is running.
  • Unwanted features can be disabled.

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Requirements

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Versions

  • Builds marked with [RB] are generally thought to be stable and largely bug free.
  • Builds marked as [Beta] are as bug free as possible, but often have large code changes which may result in the appearance of new bugs.
  • Development builds may contain bugs as I work on releasing a new [Beta] build. They may also contain fixes for bugs found in [Beta] builds. Use these builds if you're looking for a bug fix, or would like to try out a new feature I've just added.
  • Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
  • The latest development builds can be found here.

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Planned Features

  • Information signs. (Displays current price/value/stock/etc. of an item. Updates automatically.)
  • Closed economy support. (Shop has its own bank account which pays players when they sell items to the shop. Taxes are sent back to the shop account.)
  • Admin shops. (Shops that require a permission node in order to use them.)
  • XP orb trading
  • buy/sell only shops
  • Player created chest shops.
  • /renameshop command
  • Shop update broadcasts
  • Command to change median by percentage for all items/enchants
  • Multiple item/enchantment databases
  • Web page that displays all current item/enchantment prices along with other information.
  • /browseshop command with price information and stock information
  • Accurate but lightweight timer for sign history
  • Transaction signs
  • Ability to disable features such as information signs or transaction signs.
  • SQL database integration.
  • Buy/Sell only transaction signs
  • Instructional videos
  • Player specific notifications
  • Buy/sell only items
  • Support for fireworks
  • Maximum stock option
  • Vault support for the integrated economy plugin
  • Item/enchantment categories
  • Partial stock
  • Multi-World shops (True global shop)
  • Multiple Language Support
  • Set all prices to static command
  • Unlimited stock option for static items
  • Per-economy taxes/permission based taxes
  • Integrated economy plugin
  • Server/shop chests
  • Standalone PHP price page/market.
  • Item price linking
  • Limit number of chest shops per player.
  • Option for chest shop stocks to change global stock.
  • Automatic backups of SQL and YML files.
  • Improved item adding/removing from shops
  • Price floor and ceiling
  • Save SQL queue to file instead of writing to database
  • Sales tax
  • Dynamic tax rates
  • Player owned shops
  • Money transfer tax
  • Transaction signs with differing quantities for sales and purchases

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New Features, Bugs, Problems, etc.

  • If you have a question, or find a bug, first check the FAQ. I will try to include as many helpful questions and answers as possible.
  • If the FAQ doesn't help, don't hesitate to post your question or make a ticket.
  • If you do find a bug, please include which version of HyperConomy you're using, the full error message or stack trace (if there is one), the version and type of Minecraft server you're running, and an explanation of how to reproduce the bug or what causes the bug.

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Donate

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Basic Tutorial

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  • Avatar of RegalOwl RegalOwl Jun 19, 2013 at 01:00 UTC - 0 likes

    @Garfonzo: Go

    I'm currently working on this and have made a lot of progress. Player shops should solve this issue as the shop will be able to be tied to any account and will have stock levels that are not accessible by the main economy. Despite having private stock levels, player shops will affect the global economy's prices.

    Currently economies aren't meant to directly benefit one town or another; they're designed to facilitate trading and make it possible to make money by traveling between towns/kingdoms as a merchant. Profit will arise from price discrepancies as one town will have better prices than another for certain goods.

    I may add bank accounts to HyperConomy at some point so that the profits from one shop could be shared between multiple people without using an external economy plugin.

    Last edited Jun 19, 2013 by RegalOwl
  • Avatar of RegalOwl RegalOwl Jun 19, 2013 at 00:49 UTC - 0 likes

    @4am: Go

    The two problems that I can think of with item based economies are rounding and lack of support for a wide range of values. For instance, a dirt block might be worth a few cents, while a diamond could be worth over a thousand dollars. When you run into price discrepancies of this magnitude, I suspect it would be a pain to deal with in some situations. The choice is to make dirt and other nearly worthless items round up to a value much higher than their true value, or to trade an absurd amount of items for 1 diamond. If one emerald represented 1 cent, as in the above example, a diamond would be worth over 11000 emerald blocks. Gold makes this a bit better with the inclusion of nuggets, but it can still result in extreme rounding or extreme amounts of blocks being traded.

    I'm working on player owned shops currently, but fireworks will hopefully be one of the next big features I work on.

  • Avatar of Garfonzo Garfonzo Jun 18, 2013 at 06:34 UTC - 0 likes

    Perhaps I'm missing something, but is there some way that a market/economy can be tied to a specific player's account or some other account? If we have town A and town B, each with their own economies (econ A and econ B) how can town A benefit from the sales of all items in econ A? How does the town get access to these funds? Likewise for town B? How does town B get access to the funds in this market?

    I guess I'm not totally sure how the separate towns can benefit from having their own economies.

  • Avatar of 4am 4am Jun 18, 2013 at 02:40 UTC - 0 likes

    Wow, it's great to see such active developers - many of my favorite projects are getting a bit stale these days. Anyway, a server I play on runs this plugin (I think) and once I saw this, I decided it would be perfect for my server (which is currently a mess of PhysicalShop, SCS, and ChestShop). I just had two questions:

    1. Given the way this plugin works (market value, inflation, etc), would you recommend against running it with an item-based Vault economy such as Gringotts? Any disadvantages you can think of, other than the obvious limit on wallet size?

    2. How long until fireworks support is done? :)

    - 4AM BFAK:270,4am,6c06ea727f6a5192864d6bf3a4e1af341726806cef18dd405dac4ea004d5242f

  • Avatar of RegalOwl RegalOwl Jun 17, 2013 at 13:22 UTC - 1 like

    @LordKainzo: Go

    Yep, /toggleeconomy switches between any Vault based external economy plugin and the internal economy.

  • Avatar of LordKainzo LordKainzo Jun 17, 2013 at 05:06 UTC - 0 likes

    Is there anyway to use our own economy plugin instead of the integrated ?

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  • Avatar of RegalOwl RegalOwl Jun 15, 2013 at 00:59 UTC - 0 likes

    @SharkCK: Go

    This should be fixed in the latest development build. Nice catch. It seems like several people found this one at around the same time.

    You can rename items to whatever you'd like, just remember that the actual names are stored in the database so editing items.yml will have no effect unless you delete the database and restart HyperConomy. (HyperConomy.db) It is possible to edit the database with a program like
    SQLite Database Browser. MySQL is easier though.

    Last edited Jun 15, 2013 by RegalOwl
  • Avatar of SharkCK SharkCK Jun 13, 2013 at 15:51 UTC - 0 likes

    I apologize for posting in the comments as I have this information in both the forum and an open ticket. First, on the ticket, my problem is that signs just stop updating and others break and most of the time it seems its after a server reboot. The stock signs break as well as the buy/sell signs and even the price signs quit updating. The repair signs command does not work and I believe I have noticed that the broken signs are ones that have the item names longer than what can fit on the first line (15 characters minus two to allow for the color code). If this is the case then could I do this:

    The following example is from the items.yml:

    potionoffireresist: 
    information: 
    type: item 
    category: unknown 
    material: POTION 
    id: 373 
    data: 3 
    value: 153.0 
    price: 
    static: false 
    staticprice: 306.0 
    ceiling: 9.99999999999999E12 
    floor: 0.0 
    stock: 
    stock: 0.0 
    median: 500.0 
    maxstock: 0.0 
    initiation: 
    initiation: false 
    startprice: 306.0
    

    If I change the line, potionoffireresist: to... lets say 'bacon:' will I then be able to make a sign with 'bacon' on the first line and it will be for the fire resist potions since bacon is being tied to the potion's ID, etc.?

  • Avatar of RegalOwl RegalOwl Jun 12, 2013 at 19:12 UTC - 0 likes

    @darklords666: Go @florianschlieper96: Go

    I will be working on the display issues. How exactly are you trying to change the prices? Using a fresh install there are several ways to change prices.

    If you want to use dynamic prices, first use /setstartprice. This should immediately change the price since all items start out in initial pricing mode. After that adjust the dynamic price by adjusting the value with /setvalue

    If you're using static pricing, first set the item to static with /setstatic and then change the price with /setstaticprice

    The items.yml file is only used to set up the database and import new items, actual price data is stored in the database.

  • Avatar of florianschlieper96 florianschlieper96 Jun 12, 2013 at 00:46 UTC - 0 likes

    my prices dont change, too :(

Facts

Date created
Mar 29, 2012
Category
Last update
May 08, 2013
Development stage
Beta
Language
  • enUS
  • frFR
License
GNU General Public License version 3 (GPLv3)
Curse link
HyperConomy
Downloads
28,120
Recent files

Authors