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...
@galacticwarrior
@Flexo013
Except for potions the latest build still works fine with 1.9, surprisingly. Still working on going through all the potions, but it should be ready soon.
On 1.9, there's a couple of issues with the default shop and potions - they all have the same ID now, and only distinguish each other with NBT tags. This means there are only 3 different item IDs for potions. (Potion: 373, Splash potion: 438, Lingering potion: 441). If this would be able to be fixed, I'd be grateful.
Thanks!
@RegalOwl
I... I love you.
@Flexo013
I'll hopefully have one ready in the next few days.
@Flexo013
It works for me on 1.9.
@RegalOwl
Thanks for the reply! In the end, I think it was something to do with Essentials being silly, after all we had alot of files.
What's the status on a stable 1.9 update? I noticed the latest jenkins build from about 2 days ago. Is that a 1..8 or 1.9 version?
@RegalOwl
It would be good if players could specify a percentage of the global selling price they're willing to buy items and also set a mark-up percentage. The dynamic pricing would be maintained while allowing shop owners to have control over their prices. Of course sales and purchase tax could still apply to player shops too.
@Fractalx
Currently player shops are tax free. I'll be adding a toggle to turn tax on and off in one of the next updates. So you're looking for a way to use player shops with dynamic prices while maintaining a price differential between buying and selling using tax? I'll think about the best way to implement this for the next version. Let me know if you have any suggestions.
@KohGeek
Let me know if you have any reproduceable ways to exploit the economy. The prices being close is normal unless you have a higher tax rate. Without taxes you should always end up with the same money when selling and repurchasing something. I'm not sure I understand how it would work to have have dynamic prices more divergent. I suspect taxes may be what you're looking for.
@galacticwarrior
Glad you were able to fix it. I will still see if I can figure out what happened when I get a chance. Been unusually busy recently.
Hi. I simply love this plugin, as do my players. I'm having a problem with Player Shops though. The buy and sell prices are the same - equal to the sell price in the global shop. I've played around with tax rates, stock levels, medians and so on, but I can't get the prices to differ without explicitly setting them. I've tried using a value of 0 in the price, buy price, and sell price, but it doesn't make a difference. What am I overlooking? Any pointers would be gratefully received.
I was thinking if you can add a command so we can change the sell and buy price accordingly. Using percentage or sorts.
Thanks. This plugin is awesome (I mean it, it's the best out there) but my server founder doesn't like the fact that it's exploitable because the price of buy/sell is too close.
Oh maybe add a buy/sell ratio command.
Again, thanks.
@galacticwarrior
I fixed the issue for now by setting use-external economy to false, and enabling the internal hook to Vault.
@RegalOwl
Hey,
I'm using regular PaperSpigot 1.8.8 with nothing special (such as BungeeCord).
Here's my Essentials userdata folder: https://www.dropbox.com/s/foxxtzs3jrwq7tx/userdata.zip?dl=0
Thanks!
@KyleLazo
There is an API available. If you're in need of something that's not already included in the API I could add it for you. Here's the API.
Here's how to access the API:
@ArmyStich
I'm not sure I understand the second part of your question. What is the problem you're experiencing?
As far as server shops you cannot directly set the price for items at a server shop. The prices for items are based on the economy's prices. If you'd like two server shops to have different prices, you'll need to create a second economy and configure it differently than the default economy. (/hceconomy create [name]) You can then set your shops economy to the new economy with /ss economy [name of economy] The prices are based on stock levels unless you have initial or static pricing enabled.
@galacticwarrior
It looks like something strange happened. What sort of server are you running? Using BungeeCord or anything special like that?
At now this is the best economic plugin I could ever find!
But I just wonder if you're planning to make the API for this..
How can i set buy and start price the same with static price.
tried with hcset startprice;staticprice and just sets the sell price
I'm sure its been answered here but how do i make a server shop to have different prices? I see no config for prices I've looked over commands and player shops can set prices but not server? Also when I sell something this happens... here is whats going on in data base Edit Edit Copy Copy Delete Delete 136 2016-01-29 09:35:10 Armystich deposit 767.05 Essentials Economy
Edit Edit Copy Copy Delete Delete 137 2016-01-29 09:35:10 Armystich withdrawal 767.05 Essentials Economy
Edit Edit Copy Copy Delete Delete 138 2016-01-29 09:35:10 Armystich setbalance 0 Essentials Economy