TradeMod
Update: 4/12/2016
Taking a quick break from active development. Currently, plans for next update include: currency/economy support, revised help information, command-less accepting/requesting, across game-mode trading configuration, and toggle for max-distance config. Obviously, this may take me a while to implement properly, so give me some time.
What is TradeMod?
TradeMod is a plugin that allows players to trade with one another in a similar vein to games like RuneScape or services such as Steam.
Features
- Safe trading using an inventory window to represent a trading screen.
- Configuration of values and messages.
How do I use it?
Take a look at the HELP page by clicking here OR:
Server Owners
Server owners, please carefully read the config.yml generated upon running the plugin. It should give you all the information you need to start configuring the plugin.
Permissions
trademod.commands.help: If given permission, allows the player to use the /tm help command. Default: true
trademod.commands.reload: If given permission, allows the player to use the /tm reload command. Default: op
trademod.commands.open: If given permission, allows the player to use the /tm open command. Default: true
trademod.commands.cancel: If given permission, allows the player to use the /tm cancel command. Default: true
trademod.commands.request: If given permission, allows the player to use the /tm request command. Default: true
trademod.commands.accept: If given permission, allows the player to use the /tm accept command. Default: true
trademod.commands.confirm: If given permission, allows the player to use the /tm confirm command. Default: true
Source Code
You can find the source here
Questions? Need Support?
You can click here to enter TradeMod's Discord server.
TODO (in no particular order):
1. Economy support using Vault.
2. Administrative commands and features.
3. Logging of trades.
@Precautionz
After multiple attempts I cannot seem to reproduce this. If you mind sending me the plugins you use, the version of Bukkit you're using, the TradeMod version, and any console logs that may have shown up when this occurred, I might be able to figure out what would be causing this.
SO many bugs with this..
I have 2 accounts, so tested the plugin on my server. Let's name each 1 and 2.
1 had a semi-broken shovel, 2 had 3 arrows. Traded them, and the stone shovel is repaired. Next case;
1 had a semi-broken wooden sword and put it in the trade box. Then, after cancelling, the sword has disappeared from inventory. HOWEVER, 1 is still visually holding the sword 2's screen.
Making another trade after the cancel and disappearance, the sword re-appears in 1's hand FULLY REPAIRED.
What's to say that people aren't going to trade over and trade back their enchanted goods? Uninstalled, sorry.
Minor improvement which shouldn't need a seperate ticket: Add version info into plugin jarfile
Good for plugin managers like Plugman etc.
@Koangaaa
Sounds great, its taking the best of all the ideas put out there .. good work
I am very happy to say that the newest version of TradeMod, v1.8, has been uploaded and is awaiting approval! It fixes the horrible visual glitches associated with the previous versions, thanks to some kind help by Bukkit user Digi, and adds the requested right-click to re-open the trade window feature. That, of course, is entirely configurable, and also has its own permission (trademod.quickreopen) to disallow its use.
As for my prior comment regarding a better handling of currency, that feature will be coming next update. I thought that getting this bugfix update out was more important than anything else, and hopefully it solves to make the use of the plugin far less confusing than normal. I am also in the process of remaking the extremely outdated video tutorial, so watch out for that!
@Koangaaa
Sounds AMAZING! :)
@x_clucky
That's a pretty good idea. Would make knowing the amount of currency being traded a lot easier.
In fact, I've just realized a pretty good improvement to the way currency is handled: Basically, by pressing some sort of button (probably represented by an emerald block or emerald), the trade window would close. The player would be told to type an amount of money they'd like to add, if they chose to add currency, or the amount to remove. The plugin would be then pick up the typed message, add the currency to the trade, and re-open the window.
That's probably, by far, the best method I can think of to better handle currency in trades. What do you guys think of it?
Usually I wait for the recommended builds to update TradeMod, but considering it hasn't yet come out, I'll be putting up an update sometime soon. I'm hoping to fix the visual bugs and things that currently plague the plugin, as well as add the optional right click to resume feature.
@xphoenixxx
You're not following what I'm saying... Do you even have the plugin installed? Basically it would put an emerald in place of the other traders decline button and when hovered over, it will display how much money they are trading...
@x_clucky
Well short of teleporting to a room with buttons to select your currency amount.. i dont see how the emerald thing could happen.
You could use the paper/magic scroll technique used in nisovins magic spells, where mouse hover gives you a caption to display the amount of money, but with emerald but i cant see an easy GUI way for the plugin maker to do it, unless he expands his green/red wool idea to nuggets/ingots/block buttons (click nugget=1, ingot=10, block=100 etc) which would be confusing to use.
Another option is to use a logblock_questioner style system, where you go to trade an item, and it asks you a series of questions before opening the trade box. eg. are you sure you want to start a trade with XX player, are you buying or selling, how much is the offer? etc.
Pity short of custom tex packs; the gui cant be more customized without client side hacks.
He could go totally left field and make it a trader plugin, where a given item has a pre-configured price; or % over default worth. Then players could work like NPC Villager traders, or the old citizens V1 trader npcs -
Actually can the villager api be linked via plugin to a player? It allows multiple items to be up for sale; so potential there.
A Few Suggestions:
First off, all of these are necessities, especially trade logs:
However, in addition to those, I have a few personal things I would like to see added:
will you update? ^^
Thanks for read, it's so usefull your plugin, i like it so much, just waiting update.
Thanks ^^
@TheRealKoanga
But you could make the configurable item '0' for air, or unarmed, right?
Well there is nothing wrong with having commands.
I'd rather use /home than to right click a home scroll while crouching. :/
@CommodoreAlpha
That's the point: I don't want to have a "prerequisite" (in this case, having the item beforehand) to using a feature. I want it to be able to be used regardless of what the player has or is doing (commands accomplish this). By making it work by default when you're not holding an item, it can work universally, and players won't have to worry about always carrying around a specific item when they trade.
@Koangaaa
I'm not quite sure I said anything about the plugin giving players an item during a trade. o_O
I mean that "x" item is required in hand to right-click-trade someone. I'm not sure how that has to do with giving any item.
@CommodoreAlpha
I don't want to give the player the necessary item during a trade, as that could cause issues. My current plan is simply to give the server the option to enable right-click resumes, and it will be disabled by default when downloading the plugin.
@Sonorpearl
I've said it before and I'll say it again: I'm making this plugin specifically to cater to all types of clients, regardless of whether or not they're vanilla or not. I also don't have the patience to work on two versions of the same mod.
@Koangaaa
What exactly do you mean by "previously own the item for it to work"?
And are you improving the Gui? Maybe do an optional with Spout. that would be really cool.