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 27, 2013@Tapsa78
@HammerHedd
Both issues should be fixed in the latest dev build. Let me know if you find any other bugs.
@Gamingoutlaws
It doesn't look like it will conflict but I'm not 100% sure about that.
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Posted Dec 27, 2013@Pure_T
For chest shops you can either use the prices from the economy that you're a part of or you can set your own price by putting it on line 1 of the chest shop sign.
One way to decide on the median is to think about how long it will take your players to sell 1/2 of the median value. This is the point at which the item with switch to dynamic pricing mode by default. For stone this would be 5000 stone by default. That probably shouldn't take too long to reach even on a smallish server, but it just depends on how active the players are.
I'll be working on the web page in the future. It would be nice to have something fancy like that.
@L337Lobster
The solution for now to have different buy/sell prices in player shops is to create two shops, one for buying and the other for selling. I might change this in the future. A maximum stock option is also needed.
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Posted Dec 27, 2013@velasdad
The null error for item displays should now also be fixed in the latest dev build.
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Posted Dec 27, 2013Looks like a nice plugin. I will be checking it out soon. One question though. Will this plugin work with SignShop ?
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Posted Dec 27, 2013@Tapsa78
I had s similar problem. What I think is happening is that the sign occupies an entire block (the block "in front" of the block it is attached to) and when you click through that block, the server is firing the sell command for the sign. essentially it is not ignoring the blank space in front of the sign, it is reading the entire block as the sign entity.
As for not working at all - check the capitalization and the spaces in words such as gold_nugget. There were some changes in the way both capitalization and spaces are handled, and HC seems a bit more particular about them. I think regal is looking in to this, but a bit of manipulation enabled me to get all these things working fine.
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Posted Dec 27, 2013After updating our server to Bukkit 1.7.2_R0.2 I encountered a problem with our signshops. Many of the sell:buy signs simply stopped working, and the ones that work (or that I created again) work so that for each left click on the sign Hyperconomy processes four sell transactions. Sometimes it even tries to sell items written on an adjacent sell/buy sign. Buying works fine, and only processes the action once. Also selling with commands works. I'm running the latest dev build #321 of Hyperconomy.
I created a ticket for this. Has anyone else had problems with signshops in 1.7 bukkit?
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Posted Dec 26, 2013@L337Lobster
Players can use the command /managshop price <itemname> <itemprice>
shorthand: /ms p <itemname> <itemprice>
Any item that has it's price set by the player will have the exact same buy and sell price.
If the player does not set the price of an item, the item will use the global economy's buy and sell prices.
Basically, no, it is not possible for players to set seperate buy and sell prices for their shops at this time.
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Posted Dec 25, 2013@RegalOwl
Okay thank you, I guess ill just let my players decide the prices for rare items depending on the economy for now.
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Posted Dec 25, 2013I can't figure out how to set different buy and sell prices for a player shop. Is this possible? I've looked around the pages for a while before asking but maybe I'm just not looking in the right place.
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Posted Dec 25, 2013Great looking plugin. Before I test it out I would like to clarify a few things.
From my understanding is that selling and buying stuff to the server is based on the dynamic price depending on the stock. What if someone makes a chestshop, do they set their own prices? Or does it work off the server dynamic price?
Any suggestions on finding a fitting stock median for items?
And also, it would be cool to have the web portion this complex: http://services.runescape.com/m=itemdb_rs/frontpage.ws Just some food for thought.
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Posted Dec 25, 2013Thanks Regal.
Going to load the new build at next restart.
In reference to the Error, I did notice after I did the upgrade that half the displays in our server shop were gone. Nor could I removedisplay from where they were previously. Since then, I've seen the error message.
I'll let you know how it goes.
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Posted Dec 25, 2013@shmancelot
Thanks for the help with responding and for the kind words.
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Posted Dec 25, 2013@velasdad
Ok, the first issue should be fixed in the latest dev build.
If you'd like to globally block all enchantments I would recommend just removing them from the plugin. Otherwise you'll have to go around removing them from each individual player shop. The /removeitem command should work for player shops, but it won't stop players from storing enchantments in them. To remove all enchantments from the plugin first export your database with /exporttoyml default. Next disable HyperConomy (/hc disable) and then go through objects.yml and delete all of the enchantment entries. Unfortunately this is the only way I can think of at the moment. If you're familiar with SQL it would be much easier. Just issue a delete statement to delete all objects with TYPE = 'ENCHANTMENT'. After removing the objects from objects.yml reimport your data with /importfromyml default. Let me know if you run into any issues.
Still looking into the error message.
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Posted Dec 25, 2013@DSPhat
So your advice to everyone that is currently using HyperConomy is to stop because you've found 2 "issues"? It literally took me 30 seconds to fix the /hcpay bug. Why not just report the bug so that I can fix it rather than hysterically telling everyone to stop using the plugin? Even better would be to report it privately since it can be exploited. I generally fix problems quickly, especially exploitable ones. It would be different if this issue had been reported long ago and I'd never fixed it, but that's not the case. Since releasing the /hcpay command no one has reported this. And If I didn't work 40+ hours a week along with managing many other repsponsibilities in life maybe I would catch every single bug in this plugin which I work on in my free time, but even that is ridiculous. The project is open source for a reason. Feel free to submit a pull request if you find something you feel should be changed or if you want to contribute.
The criticism about packaging is completely irrelevant to 99.99% of people. In fact, I can't think of any situation in which it would be relevant or problematic for anyone. It's also not something that is "right" or "wrong". Packages are generally used to segregate functional sections of code and to provide security. While HyperConomy does have quite a few classes, they're generally all working together. If I really wanted to invest the time I could probably further segregate the code into more packages that are well organized. But, really, what would the project gain from that? It seems like a complete waste of time when I could be adding new features. The classes are already organized by source folder which should be sufficient for virtually anything.
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Posted Dec 25, 2013@Burnsalan18
There is currently no way to sell items with lore but I would like to add such a feature in the future.
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Posted Dec 25, 2013@DSPhat
Do use this plugin.
But please note that the latest releases are still development builds, and should be treated as such.
If you discover a bug or some other issue, please post it here or start a ticket, RegalOwl is actively maintaining this plugin on most days.
I am somewhat familiar with the code base, since I wrote and maintain the HyperMerchant add-on that depends on HyperConomy.
The packages are organized well, and RegalOwl took the time to further organize them during his last spree of major development. I know this to be true because I complimented him on those changes, and I also complimented him on the program's structure before those changes were made.
No matter what, HyperConomy is a very complex plugin.
Because it has loads of features and:
Nearly everything in a dynamic system depends on nearly everything else.
It isn't right to glance at the code and say: "there are a bunch of classes in one package and not very many in another, this plugin is a mess."
The classes are where they belong, and they all have a purpose that is related to their package.
regarding the /hcp <player> -<number> command
I cannot mimic the described behavior. Whether I use positive or negative numbers I cannot steal money from the economy.
Have you tried the latest development build #319?
Please, file a ticket and describe the issue in detail. And any other issues you may have found. It's the only way the plugin author will find out about them.
Do use this plugin. It is the richest economy management and shop plugin on bukkitdev and it sports a fully dynamic economy, plus all the features listed at the top of this page.
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Posted Dec 25, 2013Don't use this plugin. There are several issues with this plugin that I have noticed, including:
Just for those two reasons I would not recommend you use this plugin, at least until the plugin has it's issues fixed.
On a more positive note, I do like the idea of a dynamic economy, so kudos for that :)
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Posted Dec 24, 2013Does this plugin change the price depending on supply and demand? Also is there a way to sell rare custom lore items?
Edit: Never mind on the first question, I should have watched your videos first.
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Posted Dec 23, 2013@velasdad
Thanks for the report. I'll work on a fix.
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Posted Dec 22, 2013@Regal,
A couple things.
1.) My player base are just putting damaged tools into their shop and getting them back out to repair. Same thing too on enchants. They remove the enchant, get a new or restored pick, and then put all their enchants back. Basically they are infinite if they continue this method. Any fix?
2.) I removed enchant category from the ServerShop. How can I block them in player shops?
3.) I did like you said. Prior to that though I imported all the new 1.7.2 stuff. But now I am seeing this after several restarts: