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 Oct 8, 2013@EmberC
Try updating to the latest version of HyperMerchant.
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Posted Oct 8, 2013@shmancelot
Nice, that was fast. Thanks for making it. :) Just fyi, the next version of HyperConomy will have a huge number of changes. Hopefully most of them will be behind the scenes and won't affect HyperMerchant but I know that there will be a few breaking changes related to the FileConfigurations. The new code is in the playershops2 branch but I will merge it into master soon. It's possible player shops will work fine without any modification; I haven't tried them yet.
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Posted Oct 8, 2013@MikeGold
Has there been a fix found for this? We are having the same issues with the normal shop. Yes, we use hypermerchant as well but there aren't many permissions for that.
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Posted Oct 7, 2013Hey RegalOwl, I think I've fixed the HyperMerchant permissions issue. It works as it should now on my server. Just a poor implementation on my part. Thanks for linking my little addon in your project description!
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Posted Oct 7, 2013Awesome. Thanks. Enchants in my shop are really expensive because I want to rid my users of their fortunes. But if I would let them sell the enchants back, they would make insane amounts of money.
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Posted Oct 7, 2013@MikeGold
Yes, I've heard another person mention that the permissions aren't working from the shop menus. When I get a chance I can take a look at the source and see if there is an easy fix.
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Posted Oct 7, 2013<<reply 1812176="">>
Ok, I've created 2nd shop with just enchants, set everything up in the permissions (buy/sell for normal shop and buy only in enchants) but when I'm using HyperMerchant, I'm still able to sell enchants by clicking item on enchant in menu. Well, maybe I should post this issue on HyperMerchant page...
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Posted Oct 6, 2013@MikeGold
The only way to do #1, currently, that I can think of is to enable per-shop-permissions in the config.yml file and then give your players buy/sell permission for your regular shops and then create a special enchantment shop for which you only give them the buy permission node.
I'm not sure what you mean by #2. Is this the how the items are ordered in HyperMerchant shop menus?
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Posted Oct 6, 2013@Jakky89
I looked into getting the recipes from the Bukkit API but it seems that even if it did work, potions would not. For now I will just be defining the relationships, which isn't really that hard. Just takes a bit of time. The code to handle this is already in place and seems to be working well. It's in the playershops branch on my Github if you're curious. I'll be moving it over to my dev builds soon. It works recursively like you suggest. For example if someone sells a bow it will recursively increase the stock of bows -> sticks and string -> oak planks -> oak logs etc. based on the defined ratio.
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Posted Oct 6, 2013@WOLF81au
I will work on banning damaged items from being sold to chestshops. That should be the best solution.
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Posted Oct 6, 2013I'd like to set up two things, that I'm not sure if I'm able to at the moment. I'm using Hyperconomy with Hypermerchant.
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Posted Oct 3, 2013@RegalOwl Thanks ;D
I already tried to get these recipe ingredient recursions work for own price calculations in a plugin that calculates the missing essentials prices or updates resulting items prices when e.g. an ingredients price has been changed but I never got it how to not only get the existing items and their ids but the ingredients from the internal bukkit/minecraft recipe mappings. There is not much documentation nor code snippets for it afaik.
Mainly I didn't wanted to write hundrets of recipes manually in csv format (resulting_item_id;resulting_item_data;resulting_item_amount;ingredient1_id;ingredient1_data;ingredient1_amount;ingredient2_id...) or so because of the many mistakes that will result by this. It would have been forever up-to-date so when new bukkit version would have been released, the new recipes also would have been taken without needing to update the plugin. Also Tekkit items would have been worked and those added manually ingame without touching the hyperconomy item config.
The HashMap recursion restrictions etc. worked (it is for preventing infinite recipe ingredient recursions) but I never got a result from the igredients mappings of the bukkit/spigot api itsself but maybe it has been improved in the past few months.
Maybe you are implementing it like I tried:
Maybe I will get some more thoughts and ideas about that but it would be just one possibility that I described.
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Posted Oct 3, 2013Thanks for the help, I'm also looking further into it and doing more tests, in the meantime, one little addition if possible, when an owner of the chestshop places an item in his/her chest, can the price of it show up in chat? I only say this for if no value set (so hence global) you can't see what it is currently selling at as you place the items in.
Note: using the October 1st build of HyperConomy (as mentioned below) but I can confirm that items are repairing and selling at same cost as new. Not sure if it is just me and if so, why.
When chestshop is set to sell, the prices vary from damage as expected but items repairs in the chest. Also bad part of this is users deliberately exploiting this feature to sell for repairing the items. I'd be perfectly happy if you could make it so damaged items can not be sold (as an option)
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Posted Oct 3, 2013@WOLF81au
I can test this when I get off work. If you sell an item with 50% durability, for instance, it should sell for half of what it would have if it were 100% durability. Also, it will only stock the shop with half of an item. So if someone sells an item with half durability and then buys it back with full durability, they will paid twice (at least) what they sold it for to buy it back. This could only be done if there was more than that one item in stock, of course. If the only item in the shop is the broken item, the shop will not allow it to be purchased since it only allows whole items to be purchased.
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Posted Oct 2, 2013The update has fixed the issue mentioned below now one more issue. I've found if a user sells a damaged item or buys one, it repairs to full. Is there a way around this or a means to not allow to buy/sell damaged items?
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Posted Oct 2, 2013@AndyCYXU @WOLF81au
I've uploaded .973 which fixes this issue. It should be available in not too long.
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Posted Oct 2, 2013Similar problem as WOLF81au I gave these permissions to players:
and sure enough they can create a shop and it works money goes to them and comes out of their account but they cannot brake the chest shop sign
so i tired giving player
it does not help either
the only way around seems to give them
but then they would get access to many more commands that i don't want them to have
Thanks for any help Andy
using .972 version with Bukkit 1.6.4 (maybe that's why?)
EDITED just downloaded .973 #257 from Oct 1 and it works fine
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Posted Oct 2, 2013Strange issue and perhaps I'm simply doing this wrong, but I just made a chestshop, trying it out, but now I can't destroy it. I am op and I can't destroy the sign, the chest nor the block the sign is on. Help! :D
Worked it out. I had to hold shift
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Posted Oct 1, 2013@LordKainzo
The regular command shops aren't protected except for the buy/sell/sellall permissions. You can also remove whatever items or item categories you'd like from the shop so that they're not available. A "shop" is basically just region that you can enter in order to buy/sell items. I could add physical protection for the blocks inside of a shop region at some point if that's desired, but most servers seem to have a plugin like WorldGuard anyway. Sign shops fall into this category and should be protected by another plugin.
The chestshops, which can be created by players, are protected and should be invulnerable.
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Posted Oct 1, 2013How are shops protected, or are they protected?
I'm considering adding this to Herocraft RPG and just wanting to get some more info. I haven't been able to install this on a test server yet.