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...
@RegalOwl
Yeah that is perfect. Thanks for taking the time to make these changes. It is most appreciated. Once Its all setup I will give you the address and you can come see what we have done.
Regards, Sp3ktr4l
@sp3ktr4l
Alright, I'll add on a new sign type. I'm thinking it will just be something easy like this:
Line1 = name
Line2 = continuation of name
Line3 = "sb"
Line4 = blank
And then when "sb" is detected it will fill out the sign for you with the sell price on line three as "S:$[price]" and the purchase price on line 4 as "B:$[price]". Sound good? :)
@RegalOwl
I see what you mean about the price signs. My intention is to have this new sign above the transaction sign which already has on it [Sell:Buy] so a sign with [SXXXX:BXXXXX] should be self explanatory to most users. We used to use chestshops before this plugin and that has a "B10:5S" format and people didn't have any problems with it.
I am just trying to keep the number of signs down to keep things simple for players and to keep admin of user shops down. If its too much trouble its not a problem I will just have to use separate signs.
@sp3ktr4l
I'll make it so that when you can't sell the full amount specified by a sign it simply sells the maximum amount that you can sell. That's a good idea.
And for BuyCraft I can just add a softdepend so that BuyCraft will always load before HyperConomy if both are installed. That way BuyCraft should be able to use the /buy command and for HyperConomy you can just use the /by alias.
As far as making a sign that displays both the cost and the value, the issue is space. Lines 1 and 2 are reserved for the item name. And then on line 3 much of the line is taken up by "Buy: " or "Sell: ". I believe each line can hold 15 characters, including invisible color formatting characters. This means that for "Sell: " 8 of the 15 characters are already used, leaving 7 for the actual value. There are often items with sell values that take up more space than 7 characters, I think. The only real option would be to abbreviate the "buy" and "sell" to something like "B:" and "S:". I might add something like that, but having one sign for each has worked alright on my server so far. Do you think that using just "B" and "S" would be clear enough to players?
@ryvix
I'm going to be working on an API soon so that I can interface with a variety of other programs/software. I'm thinking that what I could do is allow other plugins to create custom items, or custom objects that can be traded. Then the API will have all sorts of methods to buy/sell those objects, or obtain information about those objects. I'll likely include a new yml file called TradeObjects.yml, or something like that, which will also allow custom objects to be stored.
Once the API is done, plugins like grief protection could potentially access the API to create and trade things like owned blocks using HyperConomy. Or some plugin could be made that would act as a bridge between the two plugins.
I have no idea how the other plugin is programmed, however, so it would probably be best if both plugins used API's.
@IronPython
Yeah, let me know if the bug shows up again. There could always be some weird exceptional case that causes it. Glad it's working now though. :)
@RegalOwl
very odd so i whent to record a test to show you what im talking about and its working so im thinking there might have been a bug that was fixed when my server did its once a day restart. i know for a fact i did the formatting right (3 years in game design if i get a sign format wrong i should stop now and go into retail lol) i did the test last night with me and 2 others on my server they were all seeing the same bug so i know it was not client side dont know what has changed but like i said i redid it today same as i did the day before did the same test and no errors sign didnt clear out or anything, so thats good glad its working now ill keep trying it for a few days see if it comes up again i am hoping it wont and it was just a small bug that was fixed but we will see. today after work and all of tomorrow we are going to be converting are shoping town into the new layout (so that your plugin can be added) when its done ill be making a tutorial so people on my server know how to use it ill send you a link so you can see what we did when its done lol anyways see you then
@RegalOwl
Come back from a weekend away and bam! another new version, nice one! :)
The signs shops are great thanks for adding them so quickly, I Have not had any problems at all, anyone having issues I suggest you check your Sign formatting.
A couple of things that would make life a little easier would be if you could add another information sign type that has both the buy and sell prices on it. Then one can have the transaction sign with the price sign above it. Secondly would it be possible to enable a player to sell an amount of an item that is less than what is specified on a sign? For example. Sign specifies stone 32, the player has 24 stone and wants to sell them, currently it says "you don't have enough stone!"
Just to add to the Buycraft issue, The problem is a command clash that's all I have experienced.
Thanks again, Sp3ktr4l
Hi there,
I had a wild idea, and I don't expect you to implement such a thing. But I figure I may as well mention it somewhere. In some plugins, specifically I am using Grief Prevention, you can get claim blocks to buy and sell (they own and can build on these and grief is prevented on these blocks). You know where I am going with this already I bet.
What I was thinking is some how to be able to tie these 2 plugins together and introduce the blocks into the economy, or maybe create some separate plugin somehow which is a mixture of the two.
In Grief Prevention users are able to use the /sellclaimblocks and /buyclaimblocks commands. But they also can be given a set number of claim blocks over a period of time. So I don't know how it would be possible to override those commands but I do know that Grief Prevention saves its data in flat files. The automatic amount given to them could be ok and/or can be turned off in the config. I don't know how this could be possible since I see no way in their API yet to add/remove claim blocks unless you edited the files or modified it or something. However, maybe that is totally something that couldn't work.
And maybe it would be a good idea to allow certain neighbourhoods to have different multipliers or something. Since some areas that are slums could somehow get lower prices, but awesome areas get higher prices. Maybe based on the supply and demand, or maybe more realistically the votes given, or a certain score given by an admin to the area or something more clever.
I don't know. Just a wild idea I thought I would toss out there and see what happens. Maybe someone will like it somewhere.
@RegalOwl
Ill let you know when im on next by PM as im going to be getting off now (got work early tomorrow no fun lol) but ill show you what im talking about once i get the time
@IronPython
Yeah I would be curious to see. I'm not exactly sure I understand how you're setting them up. Sorry for the delay on instructions, but here they are: http://dev.bukkit.org/server-mods/hyperconomy/pages/transaction-signs/
Let me know if that helps at all. I was unable to find any bugs in them during testing, but I didn't extensively test all the possibilities for incorrect formatting. Perhaps it still allows some.
@RegalOwl
hey FePython here, i see you used my idea for you using the sign glad to hear its a bit buggy though i set up the sign as you have it / Cobblestone
[Sell:Buy] 32 / and it sets up right. but when you sell an item to it (or place a sign with the same the sell info like below / Cobblestone
Sell $4.0 / that will also do this) but the sight will clear its self as showing only this / Cobblestone
Sell:Buy
/
If you like to see let me know and i can get on my server with you and show you whats going on
@ozybrum
Do you mean that this plugin breaks BuyCraft, or BuyCraft breaks this plugin? There is an alternate command for buy if BuyCraft is just messing up HyperConomy's buy command. It's just /by. I can look into it though if this plugin is messing up BuyCraft.
G'day, I have just started running this plugin and loving it so far, I just want to report an incompatibility with the popular plugin BuyCraft, I am not running buycraft at the moment but wish to in the future. There are no errors in the server as such, there is just no response when the /buy command is run, I am no java programmer so ill leave it to you. Thanks.
Version .918 is on its way. To use the new transaction signs here is the format (I'll add a help page tomorrow.):
Item name goes on line1.
Item name can be continued on line 2.
"[Sell:Buy]" goes on line 3. It must be typed like that. Capitalization doesn't matter though.
The amount, as an integer, must go on line 4.
To use the transaction sign you must have the hyperconomy.buy or hyperconomy.sell permission. To sell you left click and to buy you right click. To make a sign you must have the hyperconomy.createsign permission. If you're an admin you have the permission to break a sign. To break it you must crouch and left click it. The signs are not invulnerable and should be protected with something such as worldguard.
@zantharax
No problem. :) Thanks for letting me know about the bug. That one would have taken a while to find, since it was only affecting tax signs.
Unfortunately I've already found another bug. :( But I'll try to add transaction signs before I update again.
Thanks for the quick fix! You do amazing work, really grateful.
(Also deleted my original comment - Wasn't sure if it was my setup or not, was going to run some more tests to be sure before I bothered you about it.)
.915 is out with a fix for the tax sign bug.
Thanks for the quick approvals Bukkit staff. :) Perhaps using Github helps?
@zantharax
Ah, looks like a bug. I think I know what it is. I'll upload a fix soon.
EDIT: The bug appears to only affect the tax info sign. I'll double check to make sure there is nothing else affected.
EDIT2: New version will be up soon to fix the tax sign bug.
Version .914 has been released. Here are some of the recent bug fixes and additions:
Additions/Improvements
- Added experience trading. (/buyxp, /xpinfo, and /sellxp (possible 'max'))
- Added /browseshop command as an easier way to see what is in each shop or the global economy.
- Shop exit message can now be turned off. (It's on by default.)
- Added ability to disable history, infosigns, and notifications. If these are all disabled, no events will be registered.
- Added price change notifications. (/notify command) The notifications are customizable. You can be notified for just a few items/enchantment, or for all items and enchantments. Just give whoever you want to see the notifications the hyperconomy.notify permission.
- Changed the behavior of /topitems, /topenchants, and /browseshop. You no longer have to type in the shop name if you want to see what's in a specific shop. It will now do that automatically when you are in the shop. For instance, if a shop only sells diamonds, while you're in the shop and type /topitems, only diamonds will be listed. After leaving the shop and typing /topitems, all items in the economy will be listed again.
- Changed history signs to display percentages to save space. (There were many useless 0's before.)
- Performance improvements
- Reorganized some code.
- Recompiled for version 1.2.5-R1.2
Bug fixes
- Fixed major bug that occurred for players in Europe and likely in other locations. (hopefully)
- Fixed several bugs relating to item names with capital letters.
- Fixed bug in /scalebypercent. It now will create partial dollar amounts. Such as $1.24 etc
- Fixed bug in /evalue command