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 Sep 30, 2013@Jakky89
This feature is actually not far from completion. (Hopefully.) The hard part is defining all of the item relationships. By the way, nice avatar. :D
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Posted Sep 30, 2013@Moor3
I will look into this.
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Posted Sep 30, 2013@WOLF81au
It's the last command on the commands page. Basically everything can also be configured in config.yml near the bottom. For the most part you can either turn it on or off with /hcweb enable and /hcweb disable. Just browse to [your server domain or ip]:7777 to see it by default.
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Posted Sep 30, 2013@Gregrocks00
Yes, I can look into adding that. I have several things I need to finish first though.
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Posted Sep 29, 2013Will there ever be a shop or economy plugin that calculates item prices based on the crafting recipes so that the price of an ingredient influences the price of the product? Maybe it would be a great additional feature for HyperConomy because I don't know any Plugin that has this feature (besides RealShop).
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Posted Sep 29, 2013When fetching the sale value of and item it obviously fetches the current value of that item and displays it. But on a server where tax is shown it almost gives a false value. It gives you the value of the sale but it includes the tax, so the number shown is with tax. Would it be possible to do this- *Itemname* can be sold for *Value minus tax* *(+Tax)*. That way players could clearly see how much money will be going into their account. I hope that you consider this and possibly add it. Thanks!
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Posted Sep 28, 2013I can't seem to find any help concerning the web page management. How does one set this up?
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Posted Sep 28, 2013Also i was wondering. Can you make it so in the config.yml i can set it so all the money collected from tax can go to an account different from the main Hyperconomy Market account?
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Posted Sep 28, 2013@RegalOwl
thanks! you fixed it!
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Posted Sep 27, 2013@Gregrocks00
The problem is your signs.yml. You have a corrupted InfoSign. Try deleting the one where the key is 2590. (This is the furthest left piece of data in the InfoSign entry.)
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Posted Sep 27, 2013I keep getting the error where hyperconomy is loading, but it never loads. I deleted my Items.yml it didnt help. I am going to provide a copy of the error.txt
info.txt
2013-07-10-09-03-15
HyperConomy version: 0.971
CraftBukkit version: 1.6.2-R0.1-SNAPSHOT
UseMySQL='false'
Objects Loaded='false'
InfoSign setData() passed signKey='2590', SignType='SB', objectName='lapislazuli', economy='default'
Stacktrace.txt
java.lang.NullPointerException
at org.bukkit.Location.getChunk(Location.java:73)
at regalowl.hyperconomy.InfoSign.setData(InfoSign.java:106)
at regalowl.hyperconomy.InfoSign.<init>(InfoSign.java:43)
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 Sep 27, 2013I cant wait for this to be used as my only economy. so i can ditch anything else.
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Posted Sep 26, 2013@spazmonkey777
Ive solved that issue by setting all items "ceiling" equal to its "value" field. Of course you can try different ceiling values as you wish, like "ceiling = value * 2", etc... So, this way you no need to care whenever a item reach 0 stock while using dynamic pricing mode.
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Posted Sep 24, 2013@spazmonkey777
Typically an extremely high price such as that means that you have your item set to 0 stock and dynamic mode. Whenever an item is at 0 stock it should be set to initiation mode. The last item in a shop can't be bought when in dynamic pricing mode, for all practical purposes, due to the extreme price. If it is manually set to 0 in dynamic mode whoever sells the first one will obtain a ridiculous amount of money.
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Posted Sep 24, 2013@sideshowsam
In the economy or for item values? If you mean item values there is no automated method to do that, but it won't hurt anything to do it. If you mean the economy, that feature does not exist yet though I could work on adding it. A configurable fractional digits for the economy would be a nice addition.
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Posted Sep 24, 2013@DefMethod
With a fresh install of HyperConomy the shop has nothing in it. When you sell an item to the shop it is the equivalent of putting an item in your shop from your inventory.
But yes, playershops will do exactly what you describe. That's what I'm currently working on.
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Posted Sep 24, 2013So I am trying to set my items.yml to have lower prices to be similar to one of our other servers, but I am running into a weird issue... I set Cobblestone to a value of 0.5 and when I go in game to test it (/value cobblestone) it spits this out:
1.0 cobblestone can be sold for: $2.147483647E7
And if I sell one cobblestone to the shop, it gives me $21474836477 in my EssentialsEco balance. Obviously a huge error, and my only option is to have really high price ranges.. Any way to fix this?
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Posted Sep 23, 2013Is it possible to just round all values to an even number, such as $2 instead of $2.02?
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Posted Sep 23, 2013@DefMethod
To add stock to a shop from your inventory,sell that inventory to the shop. I know, I don't seem helpful saying the most obvious thing, but.. This preserves the dynamics of the economy (assuming the items were not /give or creative spawned).
When player shops are implemented it will become neccessary for players to add stock directly from inventory, as you decribe.
Regarding /setstock, it actually sets the stock for the entire economy that the shop belongs to. Any other shops that are part of the same economy will share that stock.
Hope that is of some help.
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Posted Sep 23, 2013Is there any way to add stock to a store from your own inventory, instead of /setstock which seems to add stock from thin air?