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...
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Posted Jul 21, 2013@Gunnerrrrr
Sorry I wasn't more clear. I changed a fair number of entries in the language file so that the currency shows up after the amount. Unless you've modified the original language file you can just replace yours with the one I sent in the pastebin. In general the changes are moving the %c (represents the currency symbol) to the right of the price which is usually %p.
The config option was necessary because some prices which have little or no text, such as signs or chest shops, don't currently use the language file. I'll probably move them over eventually.
A server restart should update the signs. I made a slight change so that it will work with /hc disable and /hc enable in build #238.
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Posted Jul 21, 2013@RegalOwl
It generated by me deleting the config. I set it to true but it's still showing before. I'm testing this on signs if that makes a difference.
Also I didn't get what you said to change in the language file, just the currency? That should be what I change to "Points" (which needs to show after everything)
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Posted Jul 21, 2013@Gunnerrrrr
Which build did you download? Here is the latest dev build (#237):https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/237/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.972-SNAPSHOT/hyperconomy-0.972-SNAPSHOT.jar I just downloaded it and it works as expected for me no matter how I start the server. It should add the new entry automatically when starting up or replace your old config.yml with a new one if you delete the old one. The only possible exception I can think of is if you were already running dev build #235 which was also created today. If that's the case, set the version in your config.yml to .971 and then start the server. It will then update. Let me know if that doesn't work.
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Posted Jul 21, 2013@RegalOwl
That wasn't added in the config in the dev build. I manually added it but that didn't work either.
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Posted Jul 21, 2013Worked great, thanks for the fix :)
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Posted Jul 21, 2013@Warhawker
Hey Warhawker. I'm good, but very busy these days. How are you and Bosscraft doing?
Infinite stock is possible with statically priced items. It just has to be enabled in config.yml. And I like the idea of targeting a certain stock. HyperConomy can't do that now, but I could add it in the future.
Unfortunately I haven't finished player shops yet, which will allow you to tie any shop to any account, but that's what I'm currently working on. For now the benefit to multiple economies is just to traders that make money by buying and selling in different towns.
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Posted Jul 21, 2013@Gunnerrrrr
I've added this as an option in the latest dev build. Set "show-currency-symbol-after-price" to true in config.yml. You'll also need to change the enUS.hl language file. Here is the one I used for testing: http://pastebin.com/bNSaU013 The only thing I know of that needs to be modified is the CURRENCY entry. Just set it to "p".
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Posted Jul 21, 2013@Ar7ific1al
This isn't available yet but I can add it. Definitely a useful feature.
EDIT: This is added in the latest dev build. Just set starting-player-account-balance to whatever you like in config.yml
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Posted Jul 21, 2013@Beladorizid
This is fixed in the latest dev build. The cause is very likely a messed up sign entry in your signs.yml file, however. It should automatically remove it in the dev build.
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Posted Jul 21, 2013there any way to not be importing all the time yml to mysql data? that, and modify the config.yml, it creates the tables but does not add to the users and the amount given, and I have to do everything manually. Very good Plugin but in this sense is giving me failures ... any solution? By the way, very nice plugin.
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Posted Jul 20, 2013Long time no see, How have you been Regal? Anyway, I have decided to give this another go, but using a towns system with each town having its own economy.
Is it possible to have each instance of an economy pay into its own defined account? Im looking to have HyperConomy sell items infinity off of players, for a flat non-changing rate, that I will define. And a certain percentage of that will go into the mayor's account.
Or, is it possible to have a finite stock, but the plugin target a certain stock, sucking/giving a certain percentage of it every day. This way prices always change, but won't ever flat out top or bottom from overselling, or buying.
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Posted Jul 20, 2013for my currency I use "points" but I need it to display after everything. The default $ displays before prices and such, is there a way to fix this?
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Posted Jul 20, 2013Hey again. I can't seem to find a means of setting an initial player balance. Does HyperConomy support this?
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Posted Jul 20, 2013This plugin errors out as it loads since I updated to 1.6. Worked great with 1.5.2 and yes I have updated to the newest dev build of hyperconomy as of the time of this post. Thanks for looking into this. I love this plugin.
2013-07-20 14:39:39 [INFO] [HyperConomy] Enabling HyperConomy v0.971 2013-07-20 14:39:40 [SEVERE] Error occurred while enabling HyperConomy v0.971 (Is it up to date?) java.lang.IllegalArgumentException: Name cannot be null at org.apache.commons.lang.Validate.notNull(Validate.java:203) at org.bukkit.craftbukkit.v1_6_R2.CraftServer.getWorld(CraftServer.java:819) at org.bukkit.Bukkit.getWorld(Bukkit.java:247) at regalowl.hyperconomy.InfoSign.getSign(InfoSign.java:373) at regalowl.hyperconomy.InfoSign.<init>(InfoSign.java:44) at regalowl.hyperconomy.InfoSignHandler.loadSigns(InfoSignHandler.java:54) at regalowl.hyperconomy.InfoSignHandler.<init>(InfoSignHandler.java:36) at regalowl.hyperconomy.HyperConomy.initialize(HyperConomy.java:129) at regalowl.hyperconomy.HyperConomy.onEnable(HyperConomy.java:49) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:217) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:457) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) at org.bukkit.craftbukkit.v1_6_R2.CraftServer.loadPlugin(CraftServer.java:282) at org.bukkit.craftbukkit.v1_6_R2.CraftServer.enablePlugins(CraftServer.java:264) at net.minecraft.server.v1_6_R2.MinecraftServer.l(MinecraftServer.java:313) at net.minecraft.server.v1_6_R2.MinecraftServer.f(MinecraftServer.java:290) at net.minecraft.server.v1_6_R2.MinecraftServer.a(MinecraftServer.java:250) at net.minecraft.server.v1_6_R2.DedicatedServer.init(DedicatedServer.java:151) at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:391) at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582)
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Posted Jul 19, 2013@Ar7ific1al
No problem. Yep, I'll work on the FAQ.
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Posted Jul 19, 2013@RegalOwl
Ah. Okay. That makes sense. Can this be made more apparent in the FAQ, as well? I apologize for the misunderstanding.
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Posted Jul 19, 2013@Ar7ific1al
I think you might have misunderstood. /seteconomy is exactly what you're suggesting. Each player is a part of an "economy". When they first join the server this is always "default". It's impossible to change the default economy without hacking the code. You can just make a new one and ignore the default one, however. Whenever a player enters a shop, their economy is set to whatever economy the shop is a part of. The /seteconomy command is an override for this which only admins have access to. Its only real use is configuring items and economies.
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Posted Jul 19, 2013@RegalOwl
Hmm.. Seems to be a bit of a hassle. :/ I guess that's what I have to do, though. Thanks for the response.
Will this be changing in the future? From a developer's standpoint, the plugin's features should be as easily accessible as possible. Might I suggest adding a command such as "/selecteconomy" or "/selecon", which will set the active working economy? This would allow commands like setstock, setstaticall, etc. to be executed on the selected economy instead of the currently default economy. A simple HashMap could do this. If an economy isn't selected for modification, then the commands would be executed using the currently default economy.
Just a suggestion. If a ticket would be better, let me know and I'll gladly post a ticket for this feature. :P
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Posted Jul 19, 2013@Ar7ific1al
There is only one way to make unlimited stock currently, and that's the unlimited-stock-for-static-items option in config.yml. First, set that to true. Dynamically priced items can't have unlimited stock, otherwise their price would be 0. (Prices are based on stock levels.)
After that, set your economy to whatever economy you want to change with /seteconomy. I can make this more clear in the FAQ. You can check your economy with /economyinfo or /ei. All item editing commands will now act on the economy that you're a part of. So you can now use /setstaticall to set all items in the new economy to static. I would recommend using '/setstaticall copy' which will set all items to static and copy the default dynamic price and use that as the static price. They should now have unlimited stock. You could also just use /setstockall to set all stocks to some amount. Using static prices would probably be preferable, however.
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Posted Jul 19, 2013@Fedelrick
What were you trying to do? You probably have a backup of your prior settings in the backups folder. /importfromyml is designed to set the selected economy to be the same as whatever is in your items.yml and enchants.yml files. If you'd like to make a change using this method you should first use /exporttoyml [economy] and then you will have the most up to date data in your YML files.