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|Troubleshooting
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Introduction

  • HyperConomy is the all in one shop and 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 RegalOwl RegalOwl Nov 25, 2014 at 22:18 UTC - 0 likes

    @roracle: Go

    Here is the documentation page for transaction signs: https://github.com/RegalOwl/HyperConomy-Documentation/blob/master/Wiki/Shops/Transaction%20Signs.creole

    Economies are entirely separate from each other. Anything you do in one economy will not affect another one. Each economy is an entire set of items and their prices.

    Gold nuggets' stock affecting the price of gold ingots is a separate thing. In order for this to work all you need to do is set use-composites to true in config.yml.

    Unlimited stock is possible but needs to be improved. Set unlimited-stock-for-static-items to true in config.yml and then set the items to static pricing with /hcs static [name]. The price will not be dynamic but the stock will be unlimited. The only quirk is you need to set the stock to be above 0 for the static items. This will be fixed in a future update.

  • Avatar of roracle roracle Nov 25, 2014 at 07:52 UTC - 0 likes

    @RegalOwl: Go

    Separate question: using different economies, will the prices of gold nuggets change if gold ingots are bought? That is, if I set goldingots to "ingots" and goldnuggets to "nuggets" (ingots and nuggets are names of economies) are they effected by each other during buy/sell? The thing is, I want them all to scale properly (linked, as nuggets become ingots, ingots become blocks) but I don't want to have every NPC sell all types. And can a server shop have unlimited stock? Users may wish to buy back at some point.

    Last edited Nov 25, 2014 by roracle
  • Avatar of roracle roracle Nov 25, 2014 at 07:42 UTC - 0 likes

    @RegalOwl: Go

    I'm not sure I'm understanding. How do I go about this? Every time I set up a shop at all, it says no one is in it, and the owner of the shop _must_ have a shop in order for anything to be sold at all. IE: in the HyperConomy config, the default server shop account is hyperconomy. If I make a store called hyperconomy, then everything is fine. But I can't create an economy called "ingots" and have it sell for some reason. Keeps telling me "that shop doesn't have that item." This is after I ban all items, then allow gold_ingot.

    Shop name: Ingots, Owner: kalabraxos (a server account I created), Economy name: Ingots

    BTW: not sure how to do signs as server shop setup didn't go over it, but I'm using NPCs and I get this console error message when clicking them: npc #2 is assigned to a shop named hyperconomy. This shop does not exist.

    EDIT: I figured it out, forgot to set the NPC to the correct shop. Blowing my own mind here. lol Helps to talk things out, eh?

    Last edited Nov 25, 2014 by roracle
  • Avatar of RegalOwl RegalOwl Nov 24, 2014 at 15:24 UTC - 0 likes

    @roracle: Go

    Yes, if I understand what you mean correctly. Create a new economy called server or something like that. Set yourself to be in it with /seteconomy [name]. Create transaction signs for the items you want the server to trade. Switch back to the default economy, or create another economy if you'd rather not change default and use it. And then delete the items you don't want people to trade with /hcdelete object [name]. If chest shops are enabled players can still trade the items that are removed if they use a set price. If you want to stop that disable chest shops.

  • Avatar of roracle roracle Nov 23, 2014 at 15:27 UTC - 0 likes

    Is it possible to set up server shops to only buy or sell one type of item? I want money to be gold, diamond, emerald backed, and only have THAT traded to the bank (with the dynamic of the buy/sell feature) but NOT have players trade it, but players can trade any other item. Can this be done?

  • Avatar of RegalOwl RegalOwl Nov 21, 2014 at 16:00 UTC - 0 likes

    @Kilkencraft: Go

    Create an economy with /he create [name]. Set you economy to the new economy with /se [name]. Create a shop as usual. You can also edit the shop's economy with /ss economy [name] after selecting it.

    To use the internal economy set use-external-economy-plugin to false in config.yml.

  • Avatar of Kilkencraft Kilkencraft Nov 17, 2014 at 21:49 UTC - 0 likes

    Oh and one more thing, how do I set hyperconomy as my economy plugin, again sorry for being a noob, I forget how to make the server use that instead if essentials

  • Avatar of Kilkencraft Kilkencraft Nov 17, 2014 at 21:45 UTC - 0 likes

    Eh.. How do I put each shop in its own economy and how do I make a new economy, sorry I'm pretty noob with this plugin.

  • Avatar of RegalOwl RegalOwl Nov 17, 2014 at 15:32 UTC - 0 likes

    @Kilkencraft: Go

    There is no way to currently set the stock of all items in a shop. This could be added in the future though. It can be done, however, if you put each shop in its own economy. That way other shops won't be affected by /hcs stock all [number]

    The other way that would work would be to export the database to CSV file, edit it, and then reimport it. This can be done with /hcdata exportcsv objects, followed by /hcdata importcsv objects to reimport. It could then be edited in Excel or Calc. If you're editing player shops it will be /hcdata exportcsv shop_objects

  • Avatar of Kilkencraft Kilkencraft Nov 17, 2014 at 03:06 UTC - 0 likes

    Also: is there a command to restock or to stock an entire shop, if there isn't do you have any suggestions for easier ways to put in mass amounts of items with a certain number of stock (ex: /ServerShop StockAll (amount) (ShopName)) if that could be a command that'd be awesome, have a good day and keep up the amazing plugin work. Also I need to know very soon because the server I work on is about to use these HyperMerchants as our only means of buying and selling things.

Facts

Date created
Mar 29, 2012
Category
Last update
Sep 03, 2014
Development stage
Beta
Language
  • enUS
  • frFR
  • ruRU
License
GNU General Public License version 3 (GPLv3)
Curse link
HyperConomy
Downloads
44,760
Recent files

Authors