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...
@remdul
No problem. Price information might be possible for /topitems and /topenchants. That would be a nice addition. I will likely have to rework the commands somewhat to add that though, because, as it is now, it updates the stock data every time someone uses the command. If it were to recalculate prices each time it might spike CPU usage, or players could lag the server if they spammed the command a lot. To fix that I can make it more like the essentials /baltop command where it only updates occasionally. I'll add that to my list. :)
@RegalOwl
Ohhh! I completely misunderstood what those were for! Silly me. I greatly appreciate your prompt response and clear directions. :) Phenomenal work on the plugin as well. As I am using it even more, I realize how well thought out it was. Thank you!
Would it be possible to get the price to show up on topitems and topenchants as well? :)
@remdul
Thanks. :) To see what is in all shops the command is either /topitems (/ti also works) or /topenchants (/te also works). To see what's in a specific shop you have to do /topitems [page number] [shop name]. So, for instance, if you have a shop named Diamond Shop, to see what is in the Diamond Shop you would type "/topitems 1 diamond shop" or "/topenchants 1 diamond shop". The command sorts whats in the shop by the stock amount. If you want to see the second page it would be "/topitems 2 diamond shop" and so on.
RegalOwl, first off I just wanted to tell you that this is a fantastic plugin! Very well done! I just had one quick question. Perhaps I'm just off my rocker and didn't notice it, either. Is there a way to see what a shop sells though? Maybe a /shop show or something? Players don't know how many of a certain item they can buy at once in the shop. Thank you!
/shop show
Item Stock Price
Milk 10 240
Bread 3 200
@RegalOwl
That would be fantastic, thank you very much!
@sp3ktr4l
Yeah I can add that to my to do list. :) I'm pretty sure I know how to add it without increasing CPU usage.
@Warhawker
Yeah, my server restarts every 12h as well. Until I find a better way to check the time, the time is reset each server restart. When it starts back up, because it doesn't know where it left off, it collects and stores data at 30 minutes instead of 1 hour. It then returns to 1 hour for the next set. So, at worst, it will be 30 minutes off for one set of data. The odds are in favor of it being more accurate, though.
But I'm sure there must be a better, yet still lightweight, way to keep track of time accurately. I'll look into it.
Hi, looks like a great plugin! I have been waiting for Dynamic Economy but this seems much better. Would it be possible to add sign shops? I prefer people punching signs to buy/sell things rather than having to type commands as it fits my server dynamic better.
I hope this is possible. Thanks, Sp3ktr4l
What will happen to the history file exactly On a server restart? We have a toolkit that restarts every 12 or 24 hours.
Other than that, the current version is flawless. Except 1d history just has a (?) probably related to it not being 1 day yet.
@Drug_Craft
The unavailable section is specific to each shop. So the configuration is in shops.yml. The easiest way to remove most of the items is to do "/removeitem all [the name of your shop]". This command will remove all items and enchantments from the specified shop. After removing all of the items/enchantments, it will be much easier to just add back in the few that you do want. To add the ones that you do want in the shop, you can either use the /additem [item name] [shop name] command and add them 1 by one while in game, or you can just edit the unavailableitems section for the shop in shops.yml. Simply delete the items from the unavailable items list. Make sure to keep a comma after each entry.
To edit the shops.yml file while your server is running:
1. type /lockshop
2. open shops.yml, edit it, and then save it
3. type /reloadfiles
4. type /lockshop again
So how do you set up the unavailable section of the shop? the generated config doesnt have a section for it. Alsoone of the shops i want to create has about 90% of the items blacklisted so will that even work?
@Warhawker
Sounds like a good idea. Did the sign update fix all the issues?
For pure convenience, If you stuck a build number next to your dev build link, that would be much appreciated. (or in the file download menu)
@Warhawker
Looks like the § was converting into a ß for some reason. The next version completely removes the unusual symbols.
@RegalOwl that would be best. I have plenty of extra cpu to use, and about 94% left on my hard-drive to use.
@Warhawker
The permission node is hyperconomy.createsign. I just haven't updated the permissions page yet.
Currently the history only takes a price snapshot every 3 hours. So it rounds the hours up to the nearest multiple of 3. I could make it take a snapshot every hour, but the history log will be at least several megabytes for a month of data. I guess taking a snapshot every hour would increase the accuracy a lot though. Perhaps I'll change it. If people don't want a massive history.yml file they can just lower the number of days to save history.
Sign setup seems to default to op only. A permission node for that would be kickass.
Everything is working fine with one exception, history for hours defaults to 3. I suspect some sort of typo, since its the same as your last post explaining how they work.
@ryvix
I'll add XP buying/selling to my to do list. :) Currently you can only buy/sell enchantments. As a workaround you could also buy/sell the bottle o' enchanting item.
The information signs are almost done. If you want to try them out download the development build at the bottom of the page. I'm testing them on my server for a bit before release. The only known bug is that enchantment classes aren't supported yet. Hopefully I'll be able to add them tomorrow. The most complex feature is already working. (History)
To use an info sign just write the item name on line 1, nothing else. If you want you can split the name up between line 1 and two. It's not case-sensitive. Then on line 3 write the type of info you want to be displayed. The choices are: Sell, Buy, Stock, Status, Value, Static Price, Start Price, Median, History, or Tax. The choices are also not case sensitive, and they will format themselves after you write them. If you'd like the signs to update faster use /sint sign [interval in ticks] setting them to 3 to 5 would update pretty quickly. It might start to increase CPU usage if you set it too low. If you want to use the History option you have to write additional info on line 4. The format is [Quantity][Unit]. The units available are h for hour, d for day, w for week, and m for month. So, for instance, if you put 3h it will be 3 hours, 5d will be 5 days, etc. The logs are set to go for 1 month. Much longer and the file would be extremely large. The time isn't extremely accurate, and it will be messed up a bit if the server restarts. But other than that it seems to be working. :D
Thanks for all your hard work on this plugin. I am really looking forward to testing this out. Especially once you get the Information signs in it.
Is there any way to buy/sell XP or Levels?