HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
______________________________________________________________________________
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:
______________________________________________________________________________
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.
______________________________________________________________________________
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
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
Donors
- pr4xt3roy -> CapricaTown
- Baamoink -> Mantle-Craft
- Thanks as well to all of the other donors that haven't requested a listing here.
______________________________________________________________________________
Basic Tutorial
New tutorial videos to come...
-
View User Profile
-
Send Message
Posted Feb 25, 2013@ekhakanza
This is made for the newest version of bukkit, not any old ones.
-
View User Profile
-
Send Message
Posted Feb 25, 2013plugins can't extract? what happen? i using bukkit R1.1
-
View User Profile
-
Send Message
Posted Feb 25, 2013Hello RegalOwl
Great plugin! :) You seem the best plugin author, you respond fast, your cool.
I seem to have a problem with my installation. every 30 seconds (sometimes there is a 60 second gap) I get an error in the errors folder. I am now at 6000+ errors.
It does not appear to prevent the plugin to work. People buy and sell. I got no complaints from users. This issue started the day I first installed your plugin.
The error is:
I have tried deleting the HyperConomy.db and I tried using the 0.693 SNAPSHOT version you proposed in the comments on feb 21th to @Typical_Name. In both cases nothing seem to have changed.
CraftBukkit version git-Bukkit-1.4.7-R1.0-b2624jnks (MC: 1.4.7) (Imple menting API version 1.4.7-R1.0)
My plugins are
-
View User Profile
-
Send Message
Posted Feb 24, 2013Im getting this error:
http://pastebin.com/n53yeRZU
-
View User Profile
-
Send Message
Posted Feb 24, 2013@RegalOwl
Yes. But the thing is, I always thought that MoreMaterials used the damage value as it's data value, just like wool and leaves - this is the first time I've seen a "durability" value identify an item. It appears that everything I've come across except HyperConomy reads 1506 as the item's data value, so that, for instance, when I do /give Typical_Name 318:1506, it gives me the statues (/give Typical_Name 318:-30 will not give me statues). Similarly, in chestshops, if I wanted to sell statues, the appropriate value would be 318:1506. The -30 as a data value is entirely new to me; I didn't even know that data values could be negative.
So I think what's happening is that HyperConomy will accept any item with a data value of -30, including the ones with damage values of -30 and durability values of 1506, but it doesn't actually recognize the durability value, so it stores any of the items sold to it as -30 and returns them as -30, so that the items aren't recognized by SpoutCraft.
Also, how do I edit the list of items without having to delete and recreate the database file? I can add items, but there doesn't appear to be a way to remove items or edit existing ones (if I change something and do /importnewitems, it just ignores the changes unless a new name has been added).
Also, I still have the problem of shops not saving and disappearing when the server is restarted.
-
View User Profile
-
Send Message
Posted Feb 24, 2013Hello been awhile I have a question awhile ago if i remember it used to save some logs at history.yml since i deleted it , It did not seem to have added automatically.
Was it removed? where it logs who bought and sell stuff if it was not how can i enable it again?
Or it was this daystosavehistory: 30 ?
-
View User Profile
-
Send Message
Posted Feb 23, 2013@Typical_Name
This may be a tricky fix. You're running the spoutcraft client, spout plugin, libigot and MoreMaterials, right? I may need to need to set up a test server with the same setup.
HyperConomy doesn't simply use the item damage value or the durability. It uses both but varies depending on the item. It seems like the problem is that MoreMaterials uses both a damage value and a durability value. The -30 identifies it as a MoreMaterials item or something like that? I will look into making HyperConomy set both the durability and damage value. That may solve this issue.
-
View User Profile
-
Send Message
Posted Feb 23, 2013Ok, I was able to get the item imported into the economy after I made the name lowercase... but there's another problem.
I am able to sell "statue2" just fine, but when I try to buy them, it gives me flint instead of the custom item. If I do /iteminfo on the flint, it says it's the custom item, but it gives a -30 for the durability value instead of 1506 (the actual item has a -30 damage value and 1506 durability). It appears that hyperconomy identifies custom items by their damage value while MoreMaterials is using the durability value.
EDIT: If the items I'm buying come in stacked with the correct items, they will come with the correct values. However, if they do not stack with the statue2s when I buy them, they will come as flint. Either can be sold back to the shop correctly.
-
View User Profile
-
Send Message
Posted Feb 23, 2013@Typical_Name
It worked as expected for me on a libigot test server.
1. Add the item when HyperConomy is disabled or the server isn't running to items.yml
2. Start the server or HyperConomy
3. /importnewitems default
There was one problem with it, however. There seems to be a new issue with capitalized item names. I'll work on a fix and post it when I'm done. This doesn't affect the import process, just some commands such as /itemsettings It works normally if you type it in as Statue, but has issues with statue.
-
View User Profile
-
Send Message
Posted Feb 22, 2013It doesn't work; if I do /importnewitems default, it simply says "[] loaded into economy" and ignores anything that I've done to items.yml.
EDIT: I found the /additemyml command, and was able to get a message saying "[Statue] loaded into economy" but it appears that it didn't actually get loaded. items.yml is unchanged and /iteminfo still shows the item as being not recognized.
-
View User Profile
-
Send Message
Posted Feb 22, 2013@Typical_Name
There is just one more step. The items.yml file is no longer used directly by the plugin. To import new items that have been added to items.yml use the /importnewitems command after adding the items to items.yml. You'll probably want to import them into the default economy so you can use "/importnewitems default".
If the command worked properly it should list the new item name in brackets [].
I haven't heard of an issue with shop saving. I'll try this and edit this comment once I get a chance to test it.
-
View User Profile
-
Send Message
Posted Feb 22, 2013The plugin will run now. Woot :D.
On the downside, I'm having trouble implementing custom items. I've tried putting the following into my items.yml, but it seems to have no effect:
What this SHOULD do, assuming I did it right, is make it so that item id 318:1506 (which is a custom item I made with MoreMaterials) is recognized by the shop. However, this doesn't appear to be the case. I also tried setting the data value to -30, since /iteminfo reports its damage value as -30 but its durability at 1506, but that value did not work either.
Also, I find that the shop I set up will always disappear when I restart the server, and while the shop is recognized ingame (until I restart the server), nothing happens to the shops.yml file.
Can you tell what I might be doing wrong?
-
View User Profile
-
Send Message
Posted Feb 22, 2013@RegalOwl
Ah okay that makes sense. It's not the sql mode that's flipping back to false, its the price-history switch. However, I also don't have any SQL set up at all at the moment so there the problem haha. Thank you for your help.
-
View User Profile
-
Send Message
Posted Feb 22, 2013@forsaken1111
All shops use the global shop account which is by default "hyperconomy". It's more of a plugin account than a shop account since it's currently used for all taxes and shops.
I see what you mean about the Gringotts issue. I'm guessing you could fix it by making a "hyperconomy" Gringotts chest and filling it with emeralds. You can also change the global shop account to be whatever you'd like either in the config or with the /renameeconomyaccount command.
-
View User Profile
-
Send Message
Posted Feb 22, 2013@RegalOwl
I spoke with ebenwert, dev of Gringotts, and he said that more custom vault functions will be coming in the next version so this may be resolved at that point. Thanks for your time. :)
-
View User Profile
-
Send Message
Posted Feb 22, 2013@RegalOwl
Er.. shops don't store cash? It looks like shops have a certain amount of currency with which they buy things from players. When I'm using HyperConomy with the gringotts plugin and I sell something to the shop, it tells me that the shop doesn't have enough money. If I buy something from the shop, that works fine but the shop never has enough money to buy something from me. Perhaps I made an error in the configuration? I suppose I could try turning on 'shops have infinite money' but I'd really rather not as part of the draw of this plugin was to have a real economy system that the players could influence.
-
View User Profile
-
Send Message
Posted Feb 21, 2013@sbwt
Nope, there really is no option but SQL mode now. There used to be YML mode but SQL just allows me to do a lot more with the plugin. The YML's are still used for some things such as signs and shops, but not price history, logging, or item data. Now it's SQLite mode or MySQL mode.
If you're setting use-mysql to true and it reverts to false that just means there is a connection problem with your MySQL database. (Or there is no MySQL database.)
Price history will be stored in either mode just the same.
-
View User Profile
-
Send Message
Posted Feb 21, 2013Does hyperconomy need to be in SQL mode in order to save price history? Because when I try and switch it and reload it just reverts back to false.
Any helps will help, thanks.
-
View User Profile
-
Send Message
Posted Feb 21, 2013@colecken7
The global shop account can be either of those. HyperConomy has two modes: it can use an external economy plugin via Vault, or its own internal economy, but not both at once. You can switch between these with /toggleeconomy. If HyperConomy is using an external economy plugin via Vault, the global shop account will be created in whatever economy plugin you're using. (Essentials, iConomy, BOSEConomy, etc). If you're using HyperConomy's built in economy it will be created as an account within HyperConomy.
HyperConomy is an economy plugin, along with all of the other things it does. I will likely try to get HyperConomy included in Vault, eventually, so that other plugins can use HyperConomy's internal economy if desired. I'm planning to work on adding bank accounts first though.
Regardless of the economy mode, you can edit any account's balance with the /setbalance command. (Or any command in your external economy plugin.)
-
View User Profile
-
Send Message
Posted Feb 21, 2013@forsaken1111
From the looks of it Gringotts should already work with HyperConomy unless I'm missing something. What exactly isn't working properly?
I'm not sure what you mean about shops storing cash, as shops can't currently store cash. I will likely add bank accounts in not too long which could be used as a shop account, but that's not currently possible. Currently HyperConomy just uses the global shop account, player accounts, and potentially custom defined account or bank accounts if a chest shop is edited to use one of those accounts.
It may be best for Gringotts to handle this, as item chests would be in the realm of the economy plugin if HyperConomy is running in Vault mode.