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 Dec 8, 2013@Usa_Rox_All
Sure, glad you like the videos. I'll hopefully be making some new ones about player shops and other features.
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Posted Dec 8, 2013@trump600
I'm thinking your problem may be fixed with the latest dev version of HyperMerchant.
As far as the 1.7 items, they are only in the latest HyperConomy dev build. You'll need to import them. I've made the process easier now, it's just two commands.
/importnewitems update
/importnewitems [economy]
I haven't added the new enchantments yet. Bukkit just added them recently in a new dev build.
Ok, thanks.
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Posted Dec 8, 2013@Darthmineboy
The problem is what schmancelot mentioned. Just set the following config options:
use-external-economy-plugin: true
hook-internal-economy-into-vault: false
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Posted Dec 7, 2013When I set use-composite-items to true and do /hc disable and /hc enable, that option defaults back to false.
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Posted Dec 6, 2013Hey there, I'd just like to say a little thank you for creating all those videos to help me out with the plugin. I'm ready to set it up for my server. I've been waiting for a dynamic economy for so long, so thanks! :)
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Posted Dec 6, 2013@RegalOwl
Great work! :) That fix seems to work.
In terms of the shop loading error, I get the message when standing in the physical location of a shop and using "/buy [item] [amount]" It first returns "Fetching shop information, please wait..." followed by "There was a problem loading the shop, please try again later." I'm happy to help you debug this, but if you think it's a setting on my end, there's no need. We plan to have all of our transactions go through the HyperMerchants, so it doesn't affect us at all.
The only other thing I've noticed so far (and I suppose this could be another issue with Hypermerchant?) is that the new 1.7 items are not showing up in the hmerchant shops.
Let me know how I can help you with anything.
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Posted Dec 5, 2013@Darthmineboy
When you reload or start up your server, there is a line of text that will say something similar to either
Hyperconomy: using internal economy
or
Hyperconomy: hooked external economy with vault
Find out what it says.
Also, now that you've edited your config, try using the console command /toggleeconomy
This i had to do along with editing config.
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Posted Dec 5, 2013@RegalOwl
It didn't work. Everytime I try /importbalance world'' I get an error saying "You must be using an external economy plugin in order to use this command". I guess the plugin doesn't recognize essentials running.
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Posted Dec 5, 2013@trump600
I did find what seemed to be a bug in the /additem command. It should be fixed now in the dev builds but I haven't had much of a chance to test it.
And yes, the unavailable list is a blacklist for a specific shop. The settings for PlayerShop items are stored in the database.
I'm not sure what that message you're getting is. What command are you using to produce it?
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Posted Dec 5, 2013@shmancelot
Haha, awesome. :)
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Posted Dec 5, 2013@RegalOwl
Sorry for the confusion. I misunderstood how the shops.yml worked, especially when adding new items/categories. At this point, I'm assuming that the "unavailable" setting in the shops.yml is meant as more of a blacklist as opposed to what is in the shop, where as the database should hold the categories and items available? I haven't been able to check myself because whenever I attempt to purchase an item from the physical location of a shop, I am told "There was a problem loading the shop, please try again later." No idea what's going on there, but if the API is working, and the hmerchants are working, then we'll be all good on BT-Craft.
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Posted Dec 4, 2013@RegalOwl
My wife mentioned that she loved your avatar. Then loved it even more when she saw your alias.
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Posted Dec 4, 2013@trump600
It seems likely that the issue is that the API method HyperMerchant uses isn't functioning properly. I will work on updating it shortly.
I'm not sure what you mean when you say "the list is deleted if we edit existing shops." How are you editing existing shops? It's normal for the unavailable list not to be present for new shops. It will populate only when an item is removed from a shop. Let me know what your method is to reproduce this deletion. It seems to work ok on my test server.
Player shops are more complex than server shops and essentially have 2 separate lists to determine what can and can't be sold in the shop. The first list is the same as server shops which is managed with the /removeitem and /additem commands. This can only be edited by admins and will never be accessible under normal circumstances to players. Players will only have access to the second list which is managed with the "/manageshop status" command. Normally the first list should not be used with player shops as it will just confuse things. I still need to update the manual to make this more clear. I suspect the issue with the API has to do with it not taking into account the second list. I will look into it more tomorrow when I get off of work.
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Posted Dec 4, 2013@RegalOwl
We're using your most recent build (308) in conjunction with HyperMerchant. Seems like the new items are showing up in the items/objects yml, however, we do not have them in the "unavailable" lists for the shops in the shops.yml, and yet they're still not available.
We found this because we were trying to find a bypass for shmancelot's "major gui flaws" in HyperMerchant. He says that all of the items are showing up in the gui for the hypermerchants, even if the merchant is supposed to have just a few items. After some digging, we found that new shops aren't generating an "unavailable" list in the shops.yml, and the list is deleted if we edit existing shops. The shop/merchant would naturally show everything because nothing is listed as unavailable. By generating and editing this list manually, we got around the issue and can use the merchants as intended, but it's a pain (especially because we can't add new items to the shops for use with the merchants because they don't show up either way) Just wondering if this is an issue with HyperConomy or with HyperMerchant?
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Posted Dec 3, 2013@Darthmineboy
The commands page needed to be updated. I've updated it. To automatically import as many accounts as possible try using /importbalance [name of your main world] so most likely "/importbalance world". Let me know if that works.
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Posted Dec 3, 2013I already have essentials and vault running on my server. I have done some testing and I find it impossible to convert the essentials money to hyperconomy. The /importbalance thing didn't work either. This is how my config looks like : use-external-economy-plugin: true hook-internal-economy-into-vault: true The other things are untouched.
Is there anything I did wrong? I am using the latest version of hyperconomy, I already checked that.
Thanks in advance,
Darthmineboy
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Posted Dec 2, 2013@RegalOwl
Cool, thanks.
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Posted Dec 2, 2013@Usa_Rox_All
Do you mean for 1.7.2? If so, it seems to be so far. Haven't tested that much yet. I'm working on adding the new items.
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Posted Dec 2, 2013@RegalOwl
Hi there! Before I download this, is everything working correctly? Thanks!
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Posted Dec 2, 2013@MrARCO
Not entirely sure what you mean, but the vast majority of items have their default name with any spaces removed. I'll be working on item aliases soon so items can be referred to with multiple names.