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...
@sp3ktr4l
Perhaps it would be better just to include the code to paste into the items file rather than automatically update the files. I think I'll do that for the new half slabs and such when they're released. That will give everyone a choice about how they want to add the items.
Glad to hear its working well. The new plugin I'm designing will use a similar detection algorithm, and it may need to detect far more than 20 regions. :)
@RegalOwl
Thanks, I removed XP from all the shops. Would it be possible to make it so its optional to have items automatically added to shops? Its a great idea that saves people having to update their shops, but for people with a setup like mine ( I might be the only one!!?) an update with several new blocks would mean removing them all from all of my shops. 4 new shop items would mean 80 /removeitem's with 20 shops
Its not the end of the world though, just sharing a thought :)
There doesn't seem to be any difference in performance between using my old shop which was a few basic chestshops and the new hyperconomy shops. Hats off to you for some good programming! memory usage and CPU is pretty much what it was, allowing for some other new plugin I have added
@sp3ktr4l
Thanks, glad you like it. :) Any item added to the items.yml file will be in all shops by default. You'll need to add it to the unavailable items list in the shops.yml file or just do /removeitem if you don't want it to be traded at a certain shop.
So, in short, yes, all of your shops should have xp in them now.
How is it working out to have 20 shops? Is there any noticeable decrease in performance? :)
@RegalOwl
Great update, RegalOwl I Like the /browseshop command too! Reading your brief chat with RDBrushi, am I right in assuming that all new items will automatically be added to all my shops?
I have about 20 shops so far, they are user shops and my main market area. I have it all devided up into stuff like "Wood Shop" "Ore Shop" Music Shop" and so on, only selling the related items.In the same way I can restrict what is for sale in the user shops. WIll they all now have the XP in there too?
Thanks, Sp3ktr4l
@RegalOwl
Great. TNX!
@RDBruski
I added an automatic update feature so that experience will automatically be added to the shop. It will be called "xp" in the shop by default. The same goes for all of the new settings in the config.yml file. If they don't exist they should be added automatically.
If there is a massive update in the future I may not add all of the new items automatically, but for now I'll try to do automatic additions.
Tnx for the new /broweshop functionality! AWESOMENESS!
As a side note, when you update and add new things like the buying and selling of XP, does that mean there is a items.yml file update? Does the new jar automatically add the new fields in the .yml? Can you give us "upgrade" tips? Tnx.
I'm almost ready to release an update. I had a strange bug that I want to investigate first, though. The release candidate is in the latest dev build. (.911d). Make sure to backup your files if you decide to try it.
The next release will have:
@RegalOwl
Woot! You the man! I will try it out in the next few nights!
@RegalOwl
wow that was quick! Works great, thanks again.
@RDBruski
The /browseshop command is in the new dev build at the bottom of the page if you'd like to try it.
@sp3ktr4l
It's now possible to disable the exit message in the dev version.
@sp3ktr4l
It's not possible to disable it yet, but I'll make it customizable soon, hopefully. :)
I have it all installed on a test server and I am loving it so far. Is it possible to disable the "You have left the shop" message?
@RDBruski
I replied on the signs thread. :) I'm working on updating the signs page.
Oh, there are a few of us on the Signs page that are having signs problems. Can you take a look?
@RegalOwl
Thanks for being so receptive to ideas! I look forward to using HC for a long time! Keep up the positive attitude and creative thinking!
Oh, there are a few of us on the Signs page that are having signs problems. Can you take a look?
@RDBruski
Thanks, glad someone has figured out the new /scalebypercent command. :D
The /topitems command wasn't designed for servers that prestock their shops with all items. It was designed for a shop that starts with nothing in it. It's useful in that situation because it filters out the stocked items from the items with 0 stock. I see your point that it's difficult to see what is in the shop, especially when you prestock it. I'll work on adding a browseitems command, that seems like an important addition.
As far as seeing the stock of an individual item, you can already do that with the /value command. It tells you the sell value, purchase cost, and item stock. (At least it should. :D)
The /ii command was designed more for basic information such as item durability and damage values. If you do /ii (item id) it will also tell you the item name. That's useful for players that can't figure out what an item is called. The /bs command would help to eliminate that problem though. The /bs [starts with] seems like a great idea. It will be somewhat complex to do, but I'll see if I can add it. Nice idea. :) I'll try to make it so that it's more powerful than just a single letter; so that it can accept things like "/bs dia" to show all items that start with "dia" and so on.
The other way to see stock is with the new information signs. You can have them display the stocks of all items on a massive wall. :D They will update every time that the stock changes.
And for the enchantments: that is correct. /es also works as an alias. /es max will sell all of the enchantments on an item, or /es [enchantment name] will sell a specific enchantment. After selling all of the enchantments you will just end up with a regular unenchanted iron sword.
Help me understand selling enchantments. If I have an iron sword in my hand with one or many enchantments on it, and I want to sell 1 or many of the enchantments, I'd do a /esell [name/"max"] right? Does the enchantment then get removed from the iron sword and I'm left with just the iron sword?
Great plugin! We just installed an economy on our server using iConomy and your HyperConomy. Great work! I love /scalebypercent. I dropped all medians by 50% and set all initial and regular tax %'s to 10%. I have LWC to and am charging players money to open their locked chests and stuff. And we even fenced off an NPC villager in one corner of the small shop so when you go in, its like you are doing transactions with him.
In followup to remdul's question about an easy way to see what a shop has, I to find myself frustrated in not knowing what's in a shop. My players like to "browse" what's in the shop to see what they might want to buy. Lots of girls on my server. Girls like to shop and see what can be bought! /topitems just doesn't get it as there are page after page of items that are in non-alphabetical order. What does /topitems actually get me anyway? Why would I care what the top stocked items are? By the way, we only have 1 shop and it stocks everything if that helps you see my point of view. I have a solution to propose to you for "browsing" a shop's stock...
Implement something like a /browseshop and /browseshopitem (alias /bs and /bsi). /bs would list in alphabetical order all items with stock greater than 0. Then, if I want to know if say, an diamond shovel is in stock, I can more easly do a /bs 2 to get to page 2 or at least near the stuff starting with "d". A more elegant solution would be to do a /bs d. You would then be given a list of all items in alpha order starting with d only. Sweet eh? With /bsi, you'd type in /bsi diamondshovel (or whatever it is) to see the stock of just the diamond shovel.
Implementing /bs would make me tinkle!
You could even implement with /ii the ability to type in an item name instead of having the item in your hand. That way you could find out about an item you don't have and its stock. You'd have to add stock to the /ii output.
For now my users simply try to buy something if they want it to see if its in stock or get lucky with /topitems. Poor work arounds. I know you implemented signs, but you can't have a sign for each item, so that's not an option either.
When someone makes something great as you did, people see the value of it and want to expand it. See this as a compliment!
GJ!