Dynamic Prices
Dynamic Prices creates a server-wide shop with changing prices. It is similar to DynamicEconomy, but aims to be more simple and easier to understand.
How It Works
- Starting prices are configurable.
- Each time a user buys an item, its price increases by 1.
- A user can sell an item for one less than the buying price.
- Each time a user sells an item, its price decreases by 1.
Features
- Uses Vault.
- Allows for custom damage values. (For example, birch wood would have a different price than oak wood.)
Video
Thanks to IngrownPenguin!
Configuration (Changed with 0.2.1!)
There are three configuration files: config.yml, prices.yml, and signs.yml Example prices.yml:
emerald: id: 388 price: 1 static: true stone: id: 1 price: -64 oak-wood: id: 17 price: -96 spruce-wood: id: 17 data: 1 price: -95 birch-wood: id: 17 data: 2 price: -97 jungle-wood: id: 17 data: 3 price: -96 diamond: id: 264 price: 2
- In the above example, users can buy/sell emerald, stone, all types of wood, and diamond.
- Diamond's price is 2. That means that users can buy 1 diamond for 2 currency, and can sell it for 1 currency.
- Stone's price is -64. That means that users can buy 64 stone for 1 currency, and can sell 65 stone for 1 currency.
- The name you see is the name users will see. It is recommended to make it clear what the item is.
- Notice how the data is set for each of the types of wood. The prices for each type are independent.
- For emerald, "static" is set to true. This means that the price will not change when users buy/sell emeralds. This is useful if your economy has a "base unit." For example, some admins may want to make it so that gold ingots are always worth 100 currency. Note: Item names currently cannot have spaces. That's why dashes are used above.
example config.yml:
buy-sell-difference: 1 price-change: 1
- This means that the difference between the buy and sell prices will always be one (unless the item is static)
- Every time the item is bought or sold, its price will change by 1 currency.
You should not change the signs.yml. It has the signshop locations and will change automatically.
Commands
- /buy: Gives the user a list of items currently available to buy, along with their prices
- /buy <item>: Buys the item for the current price.
- /sell: Gives the user a list of items currently available to sell, along with their prices
- /sell: <item> Sells the item for the current price.
- /shop reload: reloads prices from prices.yml
Permissions
- dynamicprices.buy: Allows the /buy command
- dynamicprices.sell: Allows the /sell command
- dynamicprices.shop: Allows the /shop command
SignShops
- On the first line, add: "[shop]"
- On the second line, add the item name.
Prices will automatically be displayed.
- Left click on the sign to buy.
- Right click to sell.
Todo
- Add a command to manually change prices
- Add more config settings (suggestions?)
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Posted Feb 10, 2013Anyone looking for a Sample config for this can check here Big Sample Config!
All the Prices are at 1 to begin with, but your players will so automatically sort that out :)
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Posted Feb 9, 2013Please Allow us to: - Reload Config from Disk! - Add Items to Buy/Sell From In Game. - Add Items To Buy/Sell From Our Hand So We Don't Need The ID's
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Posted Feb 3, 2013Interesting Plugin and nice suggestions from Qcbob. Keep developing, good work so far!
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Posted Feb 1, 2013This plugin seem really interesting to use. I got 2 questions and a suggestion for you. I was a big fan of DynamicEconomy, since the author stop updating it this destroyed all my server...
I am wondering if you expect to add some feature from DynamicEconomy like signs (or making it compatible with signs economy via Vault like QuickShop or Signshop2 by example ?
The second question is there a way to set a certain amount of items, let's say I want to buy or sell 15 diamonds. do I have to type 15 times the command which will result with an increasing of price 15 times? Or, is there a way to buy an amount of item with one command and how does it work with increasing an decreasing. If I can buy an amount of item, does it mean the currency will increase of one considering it's one transaction or it will increase according of the amount you buy? I don't know if you understand the idea.
My suggestion will be to add a "bank" which we can set a maximum and a minimum items we can buy to avoid having infinite items in the game. The main idea is to reproduce the elasticity of a product like it's explain here under the EnderEngine principa. EnderEngine
Good job! You brought me faith again in a stable economic system in Minecraft, I hope you will take my suggestion and question in consideration.
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Posted Jan 28, 2013This is an amazing idea. It needs to hook in with QuickShop though please! I dont like how you buy/sell items.
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Posted Jan 28, 2013its a cool idea and i will test it for my trader professions.
Can you make commands for setup items and prices in game ?
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Posted Jan 28, 2013Ohh. I hope this goes through!
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Posted Jan 27, 2013This is a very cool idea. Good job fvoichick !