HyperConomy

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http://imageshack.us/a/img254/7384/hyperconomybanner4.jpg
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Manual|Commands|Permissions|FAQ|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 almost all items and enchantments.
  • 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
  • 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.
  • 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!
  • Current dev builds have a lot of changes and new features. For command help with the latest dev build go here.
  • 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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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
  • Integrated economy plugin
  • Server/shop chests
  • Standalone PHP price page/market.
  • Item price linking
  • Item aliases
  • Support for custom items
  • 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
  • Initial balance

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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

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  • Avatar of HammerHedd HammerHedd Apr 23, 2014 at 10:58 UTC - 0 likes

    @RegalOwl: Go

    You are awesome. I'll give it a try with CB #3072.

    servers
  • Avatar of RegalOwl RegalOwl Apr 23, 2014 at 04:26 UTC - 0 likes

    @HammerHedd: Go

    Ok, the latest build should support UUID's. I can't exactly test it with a name change, but it seems to be working.

  • Avatar of RegalOwl RegalOwl Apr 22, 2014 at 14:40 UTC - 0 likes

    @HammerHedd: Go

    I'll be working on adding UUID support soon. It's somewhat complex since it appears that Vault may continue using player names to identify accounts. I'll do something similar to what you suggest to preserve current data. Then I'll have to check when players log in if their UUID matches their previous UUID. If not, HyperConomy will have to find their account and rename it, and then also rename their account through Vault if using an external economy plugin.

  • Avatar of HammerHedd HammerHedd Apr 22, 2014 at 11:37 UTC - 0 likes

    Can I make a suggestion for UUID handling?

    When initially updating from usernames to UUIDs, could there be a config flag that actively converts so that existing users get converted without having to start new? It could work like:

     UUIDConvertFlag=true:
    
          Check database
                If NoUUID
                       CreateUUIDField
                EndIf
       
                If UUID
                      LoopTo CheckExistingUsers
                            If UUID=Null and PLAYER <> Null
                                     Get UUID          <- this might have to be done per active logon
                                      INSERT ...
                            EndIf
                      End Loop
                 EndIf
    

    I'm not a coder, but hopefully the logic makes sense even if the syntax is goofy. :)

    Last edited Apr 22, 2014 by HammerHedd
  • Avatar of RegalOwl RegalOwl Apr 15, 2014 at 15:27 UTC - 0 likes

    @IR_GRIM_KC: Go

    I will work on updating the videos when I get some time. I'm not sure what you mean by allowing buying/selling without the map entity. How would you know what you're buying/selling without it?

    To make a frameshop just look at an empty item frame and type /frameshop [name of item]. That's all there is to it. right/left clicking will buy and sell.

  • Avatar of IR_GRIM_KC IR_GRIM_KC Apr 14, 2014 at 06:50 UTC - 0 likes

    can you do a video tutorial on the frame shops. and if possible tell us how to make buying and selling with a frame shop possible without the map entity appearing over the item frame?

  • Avatar of RegalOwl RegalOwl Apr 07, 2014 at 00:04 UTC - 0 likes

    @DavMicrofix: Go

    Yeah I'd like to make some more videos. A lot has changed. The next update will add support for all Minecraft items and a lot more.

  • Avatar of KingOfHunting KingOfHunting Apr 05, 2014 at 22:34 UTC - 0 likes

    @DavMicrofix: Go Got it working

    Last edited Apr 05, 2014 by KingOfHunting
  • Avatar of DavMicrofix DavMicrofix Apr 05, 2014 at 09:17 UTC - 0 likes

    @KingOfHunting : i have setup my shops at spawn in a worldguard region the only flags i have on are : pvp: deny, passthrough: deny, chest-access: allow, leaf-decay: deny,

    i think you have to set the chest-access to allow,

    @RegalOwl : will there be a update for the plugin and a new tuturial with videos and new commands ?. and for some reason my item price is not going to dynamic

    Last edited Apr 06, 2014 by DavMicrofix
  • Avatar of KingOfHunting KingOfHunting Apr 03, 2014 at 22:35 UTC - 0 likes

    Hello! I gave my "Members" group the permissions hyperconomy.use and hyperconomy.shop.* and they can't buy or sell items at the shop. The shop is within a region (WorldGuard) so I think that's the problem (Since it says that the user doesn't have permission for that area). Does anyone know which flag to actually use in World Guard for it to work properly? Thank you

Facts

Date created
Mar 29, 2012
Category
Last update
Jan 10, 2014
Development stage
Beta
Language
  • enUS
  • frFR
  • ruRU
License
GNU General Public License version 3 (GPLv3)
Curse link
HyperConomy
Downloads
37,784
Recent files

Authors