HyperConomy

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http://dev.bukkit.org/media/images/75/621/hyperconomybanner4.jpg
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Getting Started|Wiki|Commands|Permissions|FAQ|How To
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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 standard Minecraft items. (fireworks, lore, books, maps, damaged items, etc.)
  • Integrated economy plugin.
  • Allows player to player, player to shop, and shop to player trading.
  • Dynamic pricing system based on a hyperbolic curve.
  • Item price linking (price of recipe item is based on price of component items)
  • Player owned shops.
  • Item frame shops.
  • Showcase style item displays.
  • Localization.
  • Price floor, price ceiling, static pricing, initial pricing, sales tax, purchase tax, and more.
  • Unlimited stock option.
  • Dynamic tax rates. (Rich players can be taxed more than poor ones.)
  • Supports MySQL and SQLite.
  • 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.
  • You can update HyperConomy yourself if new items are released.
  • Custom item names. Both capital and lower case letters are supported.
  • 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 and Development Builds

  • Recommended builds are marked with [RB] and are generally thought to be stable and 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.
  • Builds marked as [Dev] are development builds that I've decided to upload to BukkitDev. I may upload dev builds on occasion to provide easy access because Bukkit staff does not allow linking to development builds.
  • 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. Also, feel free to search for bugs in the development builds. Any help with testing is greatly appreciated!
  • 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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Add-ons

  • HyperMerchant
    HyperMerchant is a graphical user interface for your players to use to interact with HyperConomy shops.
    It is also includes the ability to easily create Citizens npc shopkeepers for your HyperConomy shops.
  • HyperConomy Web
    HyperConomy Web creates a web page for HyperConomy, displaying information about all shops, items, and price history. The web page appearance can be customized to fit your server.

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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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Donors

  • Baamoink -> Mantle-Craft
  • Thanks as well to all of the other donors that haven't requested a listing here.

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Basic Tutorial

New tutorial videos to come...

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  • Avatar of Usa_Rox_All Usa_Rox_All Jul 24, 2014 at 01:17 UTC - 0 likes

    @RegalOwl: Go

    Awesome! Is there any ETA of when that feature will be?

  • Avatar of timsavage timsavage Jul 23, 2014 at 18:00 UTC - 0 likes

    @RegalOwl: Go

    Wow, thanks for being so responsive! That is so awesome, and it's a good feature that will make setting up new economies so much easier.

  • Avatar of warthelm warthelm Jul 23, 2014 at 16:09 UTC - 0 likes

    @RegalOwl: Go

    I'm using Essentials' economy plugin. But I am looking to change economy plugin.
    I'll install the latest dev build and try to use the internal economy plugin.

    Hopefully this will solve my problem.

    https://minestatus.net/108191-wheelchair-apocalypse/image/original.png

  • Avatar of RegalOwl RegalOwl Jul 23, 2014 at 00:26 UTC - 0 likes

    @timsavage: Go

    Ok, I've updated the commands page. The latest dev builds will now have this feature. The command will now be /hceconomy create [name] (template economy) ('clone'). If the word 'clone' is specified at the end it will copy all settings including stock and initiation status.

  • Avatar of RegalOwl RegalOwl Jul 22, 2014 at 17:43 UTC - 0 likes

    @warthelm: Go

    Which economy plugin are you using? Try dev build #423 and set use-external to false in config.yml, start your server, use /hc disable, turn the external economy plugin back on in config.yml (use-external to true), use /hc enable.

    If that doesn't work you may have a different issue. What you can do in that case is set debug-mode to true in config.yml and see what the last message HyperConomy produces is. Most of the messages in the console should start with [HyperConomy Debug]. Let me know what you find.

  • Avatar of warthelm warthelm Jul 22, 2014 at 15:02 UTC - 0 likes

    @RegalOwl: Go

    I'll do a fresh install of the plugin and plugin files. Hopefully that will work.
    Thanks.

    Edit: It froze the server. I can run the plugin fine on other servers with the same SQL database. But not on the main one. I'll wait for the fix. :)

    Last edited Jul 22, 2014 by warthelm
  • Avatar of RegalOwl RegalOwl Jul 22, 2014 at 06:11 UTC - 0 likes

    @timsavage: Go Currently the /hceconomy create command clones all settings from the default economy except for the stock and initiation status which it sets to 0 and true. I'll improve the command so that you can specify which economy it clones and an option to allow the cloning of stock and initiation status as well.

  • Avatar of timsavage timsavage Jul 21, 2014 at 22:16 UTC - 0 likes

    Is it possible to clone an existing economy when creating a new economy? I put a ton of work into setting up my default economy, kind of expecting new ones to 'fork' from that. But when I create a new one, it is as fresh as the driven snow. I was able to accomplish it with some sql jujitsu, but I was wondering if I missed something in the docs. I'd rather not muck with the database by hand if I don't have to.

    My hack was to copy the values in the hyperconomy_objects table, in the following fields: VALUE, STATIC, STATICPRICE, STOCK, MEDIAN, INITIATION and STARTPRICE. I didn't need to copy CEILING, FLOOR or MAXSTOCK, as I was fine with their defaults, although a cloning feature would likely need these copied as well.

    Thanks!

  • Avatar of RegalOwl RegalOwl Jul 21, 2014 at 19:05 UTC - 0 likes

    @teozfrank: Go

    All item settings are managed with the /hcset command in recent builds. It's under commands at the top of the page and then "trade object management". For the start price it would be /hcs startprice [object] [start price]. To change the value it would be /hcs value [object] [value]. Other settings follow the same format.

  • Avatar of teozfrank teozfrank Jul 21, 2014 at 14:27 UTC - 0 likes

    How do i set a start price for items with the new builds for a server shop? also how do i set the buy and sell price? I cannot find it anywhere.

    Last edited Jul 21, 2014 by teozfrank

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Facts

Date created
Mar 29, 2012
Category
Last update
Jul 10, 2014
Development stage
Beta
Language
  • enUS
  • frFR
  • ruRU
License
GNU General Public License version 3 (GPLv3)
Curse link
HyperConomy
Downloads
41,240
Recent files

Authors