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 Jan 22, 2014@RegalOwl
Ugh yea I'll pass. I am very disappointed with the number of simple command-based shop plugins that are up-to-date. I searched for at least an hour last night. Either they're purely dynamic, chest/sign based only, or out of date.. I really like everything about this plugin, but I can't have the same buy/sell percentage differences for everything (or go through the trouble of the steps you listed).
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Posted Jan 22, 2014@RegalOwl:
In the config, Acacia Logs is kinda off. It appears off and i think it affects the acacia stairs some. LOG_2_0: information: type: item material: LOG_2 data: 0 value: 4.0 price: static: false staticprice: 8.0 stock: stock: 0 median: 10000 initiation: initiation: true startprice: 8.0 name: display: acacia_log aliases: acacialog, I tried repairing it, but it gave this error: 9:28:45 PM in "<string>", line 1, column 1: 9:28:45 PM ACACIA_STAIRS_0: 9:28:45 PM ^ 9:28:45 PM expected <block end>, but found BlockMappingStart 9:28:45 PM in "<string>", line 5616, column 3: 9:28:45 PM value: 1.60 9:28:45 PM ^ Help?
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Posted Jan 22, 2014@RegalOwl
So basically this plugin is un capable as of right now to have one big global shop that will pull items from some big stock pile of items on the server somewhere with the /buy command anywhere on the map and still be able to make small player shops . If that is the case I will use another plug-in along side this just for the global shop and this just for the small player shops.
I tried to do what you said I set use shops to false but all the small shops made with using the /ss command and making small shop reagions are no good no more right? When I changed use shops to false it is automatically changed back to true when I walk through a shop region I made with this plugin using the /ss command. I still think this is the best shop plugin on bukkit though. :-) All I was wanting was like a all in one plugin and not have to use so many.
I think what would fix all this is make it to where you can have shops inside shops. Like make the whole map one big global shop and all the players can still make small shops In this one big global region. Just my take on it. Is still a wonderful plugin though and one of my favorites on Bukkit
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Posted Jan 22, 2014@crunkazcanbe
Yep, I think what you want is just one big global shop. To do this just set use-shops to false in config.yml. Hopefully this works for you.
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Posted Jan 22, 2014@Chaznuts
The prices will be static once they are set with /ms buyprice or /ms sellprice. A global player shop might work but I've never tested it. If that's the only shop on the server it may be fine. Just set the max shop volume in config.yml to be a massive number. (trillions or more) and then teleport to coordinates surrounding your world to create the cuboid shop region and use /ms s1 and /ms s2 to set the corners.
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Posted Jan 22, 2014@RegalOwl
Ok man I dont mind periodically stocking the shop it would be a bit more Realistic i like that . I want to keep the dynamic pricing and still be able to use the /buy command and buy from my shop with out actually being in the shop and it pull items from the main server shops innovatory that i will manually keep stocked . Is this possible
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Posted Jan 22, 2014@RegalOwl
Wow pretty complicated. Would that even support static prices and global use? Or am I out of luck?
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Posted Jan 22, 2014@Chaznuts
You can have different buy/sell prices if you use player shops. A player shop could be setup in such a way that it functions as a servershop. This would be best if you don't need to stock a lot of items since that might take a while. Commands such as /setstockmedianall won't affect player shops. The process would be like this:
1. Make a player shop with /ms create [name] and set the corners with /ms s1 and /ms s2
2. Stock the shop with the items you want with /ms setstock [object] [stock]
3. Make each item tradeable with /ms s [object] trade or /ms s all trade for everything. You can also make them buy only or sell only with the buy and sell statuses. (/ms status [object] buy)
4. Set prices with /ms buyprice [object] [price] and /ms sellprice [object] [price] or /ms price for both
5. Set the shop owner to hyperconomy or whichever account you want to manage the shop with /ms setowner [account]
It would be possible to set the price individually for each item in regular shops, but it would require adding new commands and database fields. Due to the way dynamic pricing works it's not possible to have the sell/buy price be different without some sort of percentage based modifier or added fee after the true price is calculated. A markup percent feature would be a nice addition in the future that I'll keep in mind. But for now I think what I outlined above should work, assuming you don't want dynamic pricing for those customized items.
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Posted Jan 22, 2014@Chaznuts
/browseshop can already accept arguments in any order, so it probably shouldn't be too hard to allow use such as /bs [page number] If not I can add a new command.
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Posted Jan 22, 2014@Jokerwitz
You can't actually add enchanted books to the shop, but you can buy and sell enchantments using them. You can think of them as a vessel for storing enchantments. Just hold the book and use /ebuy or /esell to add or remove enchantments to/from books.
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Posted Jan 22, 2014@crunkazcanbe
The only plugins I know of that hook into HyperConomy for pricing are HyperMerchant and HyperConomy_Web which are linked on this page. And yes, you'll need to increase the stock to something above 0 for unlimited stock to work. You can just do /setstockall [something]
Try using HyperMerchant for a shop GUI if you're running into trouble.
After setting unlimited-stock-for-static-items to true the stock will not change, meaning it can't be reduced to 0.
It's currently not possible to have dynamic pricing and unlimited stock. This is because of how the dynamic pricing formula works. The basic formula is price = median*value/stock. If the stock is infinite, the price will always be 0. You could just periodically stock the shops with a large number of items. Or use /setstockmedianall which will return all stocks to their median values.
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Posted Jan 21, 2014I take it there's no way to have different buy/sell prices? I only have 1 option of tax that will take effect to all items in the shop? I ask because some things can be very easy to get, so I don't believe should sell for much. At the same time, I wouldn't want them to be cheap to buy, so players are discouraged from buying a lot when they need them. I could make the tax extreme, but for other items, like diamonds and other ores, I don't think the buy price should differ from the sell price too much (maybe like 10-25%). The problem is, I don't think I can have a specific buy/sell price, since there's only one fixed price and one fixed tax rate I can set, I believe. I realize this would probably be hard to implement (since everything is already built and functional), but let me know your opinion on some kind of solution to this, if any. Otherwise, I will probably be looking for another plugin, but most of the good shop plugins have gone under, so I'm not looking forward to doing so. Thanks!
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Posted Jan 21, 2014@RegalOwl
I fixed my little problem i was having . See i use chestcommands gui to make a public item shop for everyone to use like a admin shop i wanted players to click on a item which runs the /buy command and even after changing what you said it didn't work. It kept telling me the shop doesn't have stock i'm like what shop i didn't set up a shop. I want every item to be dynamic pricing still just be able to be bought with a command without making a physical shop.
I want all my players to still have limited stock though and don't want that to change. Anyways I used the /setstockall 100000 and now people can buy using the /buy command without saying its not in stock. How do I make that unlimited? And did that just give everyone's shop in my server that many items? Also what you told me to do to get unlimited stock with the command is to turn off dynamic pricing and I don't want that i like the dynamic pricing that's the whole reason i'm using this plugin.
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Posted Jan 21, 2014@RegalOwl
I think it would be better as a new command instead of /browseshop with no arguments. Pages are very helpful, especially when it takes up a lot of lines, so if you were to add it for the current command, it wouldn't allow pages since you couldn't have arguments. Unless you have an idea to make it work?
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Posted Jan 21, 2014Hey I see that there is support for enchanted books with this plugin, how would I go about added enchanted books to a shop? I tried adding the enchanted books to the yml files but it failed. Only enchanted book is ENCHANTED_BOOK_0 which is just a plain book.
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Posted Jan 21, 2014@RegalOwl Ok man thanx ill be waiting for that cant wait . BTW I wish more people would use your api and hook into your dynamic pricing . Do you know any plugins that do ? BTW I did what you told me to allow players to use the /buy command with unlimited stock but it stall says item is not in stock > Do i have to go in the config and change each items stock form 0 to just a high number ?
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Posted Jan 21, 2014@Chaznuts
I can see about making /browseshop do this when no arguments are given.
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Posted Jan 21, 2014@Chaznuts
For the most part it uses the actual item names which display in game in Minecraft. This is the name that will display at least. The material name is used as an identifier.
The idea for updates is as shmancelot said, you can add any item you'd like to objects.yml and then use /importnewitems to add it to the database. I often won't be able to add the items the same day the first bukkit dev build is released so if you'd like them sooner you can manually add them. This will also work for Tekkit or FTB items and custom items.
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Posted Jan 21, 2014@crunkazcanbe
I will most likely add them soon. They're quite complex and require a lot of work.
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Posted Jan 21, 2014@Chaznuts
Have a look at the objects.yml file. You can add your own Items to that file, using the same format of the other entries you already see in the file.
Bukkit 1.7 api is released. The javadocs are here http://jd.bukkit.org/dev/apidocs/