HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
______________________________________________________________________________
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:
______________________________________________________________________________
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.
______________________________________________________________________________
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
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
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.
______________________________________________________________________________
Donors
- pr4xt3roy -> CapricaTown
- Baamoink -> Mantle-Craft
- Thanks as well to all of the other donors that haven't requested a listing here.
______________________________________________________________________________
Basic Tutorial
New tutorial videos to come...
-
View User Profile
-
Send Message
Posted Jan 24, 2014@bowboongajr
Try just editing the files while the server is off, rather than up and trying to reset to save the changes. A lot of plugins do a sort of re-save when a server is shutting down (probably since a lot of things can be changed in-game via commands), making it only possible to edit while they're offline.
EDIT - The above will work, but you could also do "/hc disable" in-game, make and save the changes to the files, then finish with "/hc enable"
-
View User Profile
-
Send Message
Posted Jan 24, 2014@RegalOwl
Okay. I appreciate all the assistance. I love it when people are on top of maintaining their plugins (support and/or fixes). I think I'm all set. I will attempt to make this work on my server. Thanks again for all the help and I'll let you know if I need anything.
-
View User Profile
-
Send Message
Posted Jan 24, 2014HI, I have a weird problem with my hyperconomy/hypermerchent.
Basically i enter everything into the configs, but as soon as i restart, the configs all get reset.
Any idea what the problem might be? No errors appearing in the console whatsoever
what info might you need?
-
View User Profile
-
Send Message
Posted Jan 24, 2014@Chaznuts
Infinite items will work with the second method. Global shops will not, however. Even though the shops can overlap, I don't think you'll be able to trade from both at the same time while they're overlapping. You can still make them very large. The issue is just that it will either be random which shop you're trading with or always the same one.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@RegalOwl
Oh ok. So the 2nd way, using server shops, will work with infinite items (if static), but the first solution would not? Would I also be able to make both buy and sell shops global?
-
View User Profile
-
Send Message
Posted Jan 23, 2014@RegalOwl
Alright. Thanks
-
View User Profile
-
Send Message
Posted Jan 23, 2014@Chaznuts
The second option uses server shops as shmancelot said, and the first one used player shops.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@Crash421_
I'd recommend just changing it back and only editing the values themselves. Don't use enters or newlines or spaces. Any mistake will break the file.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@Chaznuts
The two shops are server shops created with the "/setshop" command.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@RegalOwl
Well I don't really need a dynamic shop, in fact I don't like them. But is doing it like you just said the same as your previous solution, just with 2 shops and perms? It's still a player shop that I would create, correct?
-
View User Profile
-
Send Message
Posted Jan 23, 2014@RegalOwl
When we loaded up the .yml with my repaired acacia log, we got that error and hyperconomy wouldn't even let us make a shop or sell anything. It wouldn't let us do those things until I changed the acacia logs and stairs back to their original forms. Other than that, every thing else is fine. Just about every item in the .yml file is changed to what values we want them to be. I just can't get that to work and I'm failing to see what the error log is trying to tell me.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@Crash421_
What exactly isn't working? I'll try it out when I get a chance.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@RegalOwl
That's the thing. I can't figure out what is really wrong with it. The file works fine for everything else. It's just those two that aren't working out for me. Besides the acacia logs not looking right, i had everything else the way it should be. I've crossed checked it to everything.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@Crash421_
I can test acacia logs when I get off of work. But from looking at the code I don't see anything wrong with the objects.yml entry. I renamed most items to be their material name with their data value attached to the end to ensure uniqueness. [material]_[data value] LOG_2_0 is the proper name for acacia logs. For whatever reason bukkit made the material LOG_2. I didn't even make that entry by hand so its unlikely there is a mistake. All of the new items were added programatically. If you're referring to something else I still don't see it.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@RegalOwl
Sorry about the formatting. The problem with the Acacia Logs is that it isn't formatted correctly in the .yml file. It looks like this:
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 to look like everything else in the .yml and when we tried it out got this error with the log and acacia stairs:
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 ^
I managed to make the file work by making those 2 go to their vanilla ways, but I still need them changed to work for the whole economy. Sorry about the spaces. It's the only way I can make it not go into a block paragraph form.
-
View User Profile
-
Send Message
Posted Jan 23, 2014@Chaznuts
Technically the Minecraft world isn't infinite anyway. You could set the corners to be the same as the edge of the Minecraft world. It might be 32 million blocks? I'd have to look up the exact number. It's so far that it's essentially impossible to reach legitimately.
I just remembered there is another option for buy/sell prices being different. You could set use-shop-permissions to true in config.yml and then create two regular shops with /setshop. After that give your player groups only buy permission to one shop and only sell permission to the other with the hyperconomy.shop.[name of shop].buy and hyperconomy.shop.[name of shop].sell permission nodes. After that set the economy of each shop to be different with /setshopeconomy. If you need to make an economy for this use /createeconomy [name]. Now that each shop is in a different economy you can set the buy and sell prices to be different by configuring each economy's price. This method may actually be preferable since it would allow for dynamic pricing to remain in effect.
So essentially the steps are:
1. Create two economies. /cre econ1 and /cre econ2
2. Create two shops /ss p1 shop1 and /ss p2 shop1 (repeat for shop 2)
3. Set the shop economies with /sse shop1 econ1 and /sse shop2 econ2
4. Set use-shop-permissions in config.yml to true while HyperConomy isn't running (/hc disable to disable it)
5. Give permissions hyperconomy.shop.shop1.buy and hyperconomy.shop.shop2.sell to your player groups.
6. Configure economy prices while in the shops. (Entering a shop will switch your economy automatically.) You can change the value and start price with /setvalue and /setstartprice if you'd like to keep dynamic pricing or you can set everything to static with /setstaticall and then set the static price with /setstaticprice.
-
View User Profile
-
Send Message
Posted Jan 22, 2014@RegalOwl
If the world is endless, there will be no corners. Plus, I wouldn't like it being a finite amount, even if excessive. I may try to work with it for the time being, but I really don't see why there isn't already an exact buy/sell price option. You can't just say everything should be the same markup.
-
View User Profile
-
Send Message
Posted Jan 22, 2014@crunkazcanbe
It's probably not possible to use both player shops and the global shop at the same time. I haven't tested this combination, though, so it might work. Let me know if it does. I could look into supporting that if not. I'll test it when I have some free time.
-
View User Profile
-
Send Message
Posted Jan 22, 2014@Crash421_
What is off about it? I didn't see anything wrong. Is it not working? It's hard to tell what was changed due to the loss of formatting, but something you changed corrupted your objects.yml file.
-
View User Profile
-
Send Message
Posted Jan 22, 2014@Chaznuts
I don't really see how it could be much simpler than it is currently and still allow for the features that you're asking for. It's 5-6 steps, many of which are completed in a few seconds. Even with a plugin that's designed to be global by default and doesn't have the buy only/sell only feature you'd still have to set the buy price, sell price, set the stock, and set the economy account for the shop to interact with which is 2/3 of what you'd have to do with this plugin. To bypass the trouble of teleporting to the edge of your world you could just edit the shop corner points in shops.yml