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...
how do you fix it whit signs
@sp3ktr4l
Yep, I'm going to try to add custom currencies soon.
@RegalOwl
thanks for the fix RegalOwl. Something I totally missed but had pointed out to me yesterday was the fact our currency is gold but the shops sell in $. Would it be possible to be able to specify a currency symbol?
Cheers, Sp3ktr4l
The development version has a fix for admins not being able to break chest shops. In the dev version anyone with the hyperconomy.admin permission should be able to break the sign above a chest shop. Also, it may have a fix for chest shops and players with long names. I can't test that very well, so it may not be working yet. Let me know.
Also, I finally got the newer code working with Tekkit, the download link is at the bottom. I didn't test it extensively but the only thing that doesn't seem to be working is the new chest shops. I don't know what's wrong with them, but hopefully Tekkit will just update soon so that the Tekkit version becomes irrelevant. Also, I had to use older inventory manipulation code, so items won't be able to stack with existing item stacks.
@sp3ktr4l
Ah, that's a good idea. I'll add that to my list.
@RegalOwl
Yeah it works fine, I am not sure what they were doing wrong. I was wondering if it would be possible to expand the transaction signs with just buy signs and just sell signs as there are some blocks that it would be nice to restrict in either manner.
Cheers, Sp3ktr4l
@RegalOwl
It worked on the first time ive created the shop with the Questionmark. I've changed it to & and it's fixed. Thanks for the reply :)
@sp3ktr4l
I should probably add a way for admins to break them. I'll do an update soon with that addition. For now just the player who made the shop can break it. All the owner has to do to break it is break the sign above the chest.
HI RegalOwl,
Its all going well so far, people like the chestshops too. One problem we have got is we cant destroy a placed chest shop. Even I cant do anything with it. There is no message displayed either. The only way we can get round it is the use a hedit to edit the sign first.
What are you supposed to do to remove them?
Cheers, Sp3ktr4l
@xMusicZ
Did you just upgrade from an old version? I'm not sure what would cause that, but it's an easy fix by just replacing the messed up characters in the shops.yml file with the "&" symbol. Somehow your color symbol was messed up. That shouldn't be possible in new versions because the shops.yml file no longer uses the "§" symbol.
After restarting the server every shop message was broken (Instead of the colored message it shows: ?aWelcome to Shop ?9Type ?b/hc ?9for help)
@sutibro2onel
No problem. Glad it's working now. :) Hopefully the examples I put up will help anyone else that's having a similar issue.
@RegalOwl
THANK YOU SOOOO MUCH. I like the addon sofar, and now that the signs are working its what I wanted, thank you so much man. I've been banging my head against the wall for 2 days on that.
@sutibro2onel
The brackets are there just to show that you don't type "item or enchantment name" on line one or something like that. I'll do some examples to make it more clear in the configuration pages.
So for a stock sign for stone it would be this:
line 1 = "stone" or "Stone" or "StOnE" it makes no difference
line 2 = nothing
line 3 = "stock"
line 4 = nothing
For a transaction sign for stone it would be this:
line 1 = "stone" or however you'd like to type it
line 2 = nothing
line3 = "[sell:buy]"
line4 = "64"
(Remove all the quotes.)
EDIT: The configuration pages for signs have examples too now.
I've tried placing both informational as well as transaction, I'm currently using v 0.92 of hyperconomy
for informational i've tried
line 1 = [stone]
line 3 = [stock]
for transaction I've tried 2 variations.
line 1 = [stone]
line 3 = [[Sell:Buy]] (I've also tried [Sell:Buy]
line 4 = [64]
thank you for quick feedback, anything else I can provide for information I'd be more than happy to
I also have hyperconomy.createsign and hyperconomy.* permissions set for me.
@sutibro2onel
Which type of sign are you trying to use, information or transaction? And which version of hyperconomy are you running?
What would also be helpful is exactly how you formatted the sign.
line1 =
line2 =
etc.
I won't be able to test it for several hours until I get home from work.
So, trying to setup the signs in hyperconomy, followed everything you posted, waited 15-20 minutes, the signs never become active, the syntax is right according to your posts, please let me know what you need from me to help address this problem.
@Icabaad
Glad it's working well for you. :)
@epicbastion
According to the wiki (http://www.minecraftwiki.net/wiki/Data_values) oak wood has a data value of 0, and pine wood has a data value of 1. This is consistent with the data values for logs where oak is also 0 and pine is 1.
I could potentially add a sell/buy only sign too. I don't think that's possible yet for transaction signs, but sell only works for chest shops. If you don't want them to be able to buy any items from the server you could also deny they hyperconomy.buy permission.
@RegalOwl
Not sure what Bish was eluding to but I did find the meta for the pine and oakwood were backwards in the item.yml file.
Pine should be value 0 and oak should be value 1.
I was also wondering if there is a way to create a sign that would allow players to use a sign to sell items to the server only, like flint and gunpowder I would like to be able to buy them from players but not sell them to players.