HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
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Introduction
HyperConomy is the all in one economy and shop plugin. It can be a simple chest or sign shop plugin, a Vault compatible economy plugin, a region based shop plugin with many configurable options, or even a complex system of economically competing towns and kingdoms. Any vanilla Minecraft item can be traded in HyperConomy and virtually any custom item can be added as well. Prices can be configured to change dynamically or they can be set as desired. To quickly edit prices and settings you can double click on HyperConomy.jar to access the GUI editor. HyperConomy has many features including things such as item price linking and item displays. Read below or check out the wiki for more information.
New Chest Shops:
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Features
- Supports all standard Minecraft items. (fireworks, lore, books, maps, damaged items, etc.)
- Supports the addition of unlimited custom items.
- Integrated economy plugin.
- 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 and chest shops.
- Item frame shops.
- Showcase style item displays.
- Localization.
- GUI Editor for easy manipulation of price settings.
- Price floor, price ceiling, static pricing, initial pricing, sales tax, purchase tax, unlimited stock option and much more.
- Dynamic tax rates. (Rich players can be taxed more than poor ones.)
- Supports MySQL and SQLite.
- Allows the creation of an unlimited number of economies, which allows for economically competing towns, kingdoms, factions, or other groups.
- Supports command-free economies using transaction signs and chest shops.
- Price information, history, and more can be displayed on automatically updating information signs.
- Price update notifications for any or all items.
- Experience and enchantment trading.
- When a player enters and leaves a shop, HyperConomy displays a customizable message.
- Nearly everything can be changed while the server is running.
- Unwanted features can be disabled.
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Requirements
- None. If you'd like to integrate with an existing economy plugin using Vault, you will need the following: Vault and an economy plugin such as BOSEconomy, iConomy, or Essentials Economy
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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
- If you'd like to send me a donation for the time and effort spent making this plugin, you can do so here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=AMK9AR4CVKEJJ
- To those who have donated: thank you very much for the support. If you'd like to be listed as a donor here just send me a message.
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Donors
- pr4xt3roy -> CapricaTown
- 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...
Thank you for the best, most thought out shop system I have seen.
And updates!
@2mac
I'm not sure what you mean about the birchwood, and what oakwood has to do with it. If there is actually a bug I'll need a lot more detail in order to fix it. (What you do exactly to reproduce the bug, what command you used, which version you're running and so on.) I just tried selling various types of wood and it worked normally.
@2mac
If you're using the default settings the price stays static until the initial price is equal to or greater than the dynamic price. Once it reaches the dynamic price it will always fluctuate based on the stock. If you want the prices to change more rapidly just lower the median value or increase the value.
EXPLOIT FOUND!
When attempting to sell my 6 birchwood, it said I didn't have enough. I dropped my oakwood and tried selling it as oakwood. I got the money, but no items were taken.
Price doesn't seem to fall nearly quick enough. Does the price stay static based upon whether it's below, at, or above the median, or does it fluctuate proportionally to how close it is to the median?
@ozybrum
See if the development version works for you. The /buy command should be given to buycraft and you can use /by for hyperconomy.
@RegalOwl
I think the issue is purely the fact that buycraft has the /buy command as well, is there any way for me to change that in your plugin or does it have to be changed in an update. Compatible plug-ins just duplicate commands.
@2mac
Are you editing the config while the server is not running, or using the /lockshop command and /reloadfiles command while the server is running? If you do not lock the shop before editing the yml files all of the changes will likely be deleted.
Seems like config file doesn't save. Resets upon server restart.
@PiP69
You can make buy/sell signs and they can be placed anywhere.
Player shops are nearly finished. They're in the development build if you'd like to try them. I just need to bug test them some more and add enchanted item purchasing. (I'm likely not going to add enchantment selling.)
And as far as having different lists, I'm thinking that it would be easier and more versatile to just allow for individual item notification permissions. I'll look into that.
This was recommend for the server I'm on and I've been looking through it. Looks good so far.
Question: So the /buy & /sell only works in a shop region. Can you also have signs for that as well? In a shop only?
Do you have a time frame for finishing player created shops? That would be a big selling point for us.
A suggestion for notifications: have a few 'lists' with different permissions that could be given to different player/groups.
@BadForumSoftware
The /notify command changes what notifications are sent globally. I made the command admin only so that players couldn't mess up the global notifications. Anyone with the hyperconomy.notify permission will receive the notifications, though. So if you want everyone to be able to see the notifications just give everyone the hyperconomy.notify permission. They don't need access to the command, unless you mean player specific notifications.
To make it so that each player has their own customizable notifications would be possible, but rather complex.
@RegalOwl
Can you theoretically allow this command for all users? It seems quite handy. Or does it require way to many resources the way it's currently implemented?
@sp3ktr4l
No problem. Let me know if you find any bugs. The new chest shops are quite complex.
@BadForumSoftware
Yep, /notify is admin only. Most of the admin commands are "cloaked" with the unknown command message. :) I can change it to a permission denied message or something if people prefer that. The unknown command message was a good way to discourage people from trying the commands that they don't have permission for. It's probably unnecessary though.
Is /notify an admin only command? We don't need fancy permissions so we are just blocking commands using Essentials. However, once a non-op player issues a /notify command, the server responds that this is an unknown command which is really strange. All other commands work perfectly.
@RegalOwl
Great update, thanks for the additions I was after. I will let you know how it goes with the new chest shops! I think people are going to like them :)
The new chest shops are in the development version if you'd like to try them. They don't work with enchantments yet, and I may add them later, but enchantments don't work very well with the chests, so no guarantees. There are three types of chests. The buy chest, the trade chest, and the sell chest. The buy chest only allows other players to buy from the chest, the sell chest only allows other players to sell to the chest, and the trade chest allows both buying and selling. If you created the chest it will act just like a normal chest, but for everyone else the controls are: left click for price information, right click to buy/sell 1 of the selected item, and shift click to buy/sell the amount in the selected stack of an item.
The chests should be invulnerable as long as you don't attach the sign onto sand, gravel, ice, or another sign.
To create a chest shop attach a sign to the block above and behind the chest. The chest has to be empty to create the shop. On the sign all you have to write is what type of chest you'd like it to be on line 2. Here's how the sign should be set up.
line 1 = anything you'd like
line 2 = "[buy]", "[sell]", or "[trade]"
line 3 = blank (will be filled in automatically with your name.)
line 4 = blank (will be filled in automatically if you have a really long name)
Other features in the dev build:
-/renameeconomyaccount command. This will change the account to whatever you'd like from the default "hyperconomy" account.
If you try to sell more of an item than you have you will just sell all that you have, this works well for transaction signs.
-Added the sell/buy combo information sign.
Its just like the other signs. Just put "sb" on the third line in place of buy/sell/history/etc
-Added permissions for individual shops. This allows for admin shops, buy only shops, sell only shops, and many more combinations. Just enable "use-shop-permissions" in the config. The permission nodes are like this:
hyperconomy.shop.* = buy and sell permissions for all shops (also included in hyperconomy.*)
hyperconomy.shop.[name of shop] = buy and sell permissions for that shop
hyperconomy.shop.[name of shop].buy = only buy permissions for that shop
hyperconomy.shop.[name of shop].sell = only sell permissions for that shop
@chrisknyfe
Ah, well it will still likely have the same issues as before then. I'll just update the Tekkit build after I finish the next Bukkit release. (Which should be somewhat soon, hopefully.)
@RegalOwl
Thanks RegalOwl, I'll give the latest version a try later today. Tekkit is running off of 1.1-R4, by the way, and I would advise against multiple release branches, integration becomes a real pain the more the two branches diverge.