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 Mar 18, 2014@Quakthorn
Sorry for the delay, been out of town. Try holding the item and using /ymladditem [name] [value]. After that run /importnewitems [economy]. I've not tested it but it looks like it should work.
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Posted Mar 17, 2014I haven't used this plugin yet, but have a few questions:
Coming from Essentials trade signs as shops, will this plugin convert these existing sign shops to HyperConomy/mysql storage?
Can I set regions shops can be created, or preferably areas that shops cannot be created (I don't want shops near spawn)
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Posted Mar 16, 2014First of all This is the best economy plugin i have ever seen! Thnx for it :)
And I need help . I setup a shop in an area and set all stock to median values. Now players can /buy and /sell inside shop. But theycant do it out of shop. I disabled use-Shop: option in config. then suddenly there is no items in shop. When you do /buy it says no items in shop. But players can do /buy out of shop. Can some one help me ??
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Posted Mar 14, 2014How do you add Pixelmon items to the item.yml?
I tried it the same way it was described for Tekkit items, but it won't add it to my shop.
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Posted Mar 11, 2014@KingOfHunting
Unfortunately I don't have a server right now. If I ever have more time available I'll probably run one again. When I did have a server I scaled back all the prices with the /scalebypercent command but I used the same ratios. If you make the prices 1/8 or 1/16 the default prices the prices will be much lower but still maintain their default ratios. Just don't let gravel get below .01 otherwise it may be worthless. I originally based the prices on the actual rarity of items combined with their usefulness. Some may need to be updated. Diamonds should be a lot more expensive than iron, though.
Why would teleports be a problem? They would just make it easier for traders but it shouldn't really cause any harm.
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Posted Mar 10, 2014@RegalOwl
Are you the one running this plugin on your server with these prices? Which items do you have on static? Why are diamonds so expensive? Could you tell us the IP adress? By the way I love the idea of multiple economies (each kingdom has its own economy) but it is a little bit hard to implement on a server where TP's are easy. Do you have that working well on your server?
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Posted Mar 10, 2014@KingOfHunting
An item will never switch back to initial pricing unless it is done manually by an admin. So when people buy more diamonds and the stock returns to below 100, the price will rise above $1000.
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Posted Mar 10, 2014@rpr797
The command is "/setstockmedianall" in the latest beta build. In the latest dev build the command is "/hcset stock all:median"
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Posted Mar 10, 2014@RegalOwl
What I'm saying that the price will not be to go higher than the start price. I'll give an example: My shop sells diamonds for $1000 each and the stock it needs to reach to switch to dynamic pricing is 100. Once people sell those 100 diamonds to the shop, the shop switches to dynamic, and if people keep selling their diamonds, the price of the diamonds is going to decrease, to say, $800. If people buy the diamonds back, the price will increase to $1000 again. But once it reaches $1000, the stock will also be on 100, and if they keep buying them, the stock will go under 100 and the shop will switch to static pricing again until someone sells diamonds again. That means that once it reaches $1000, it will not be able to keep increasing price. Or will the shops only switch to dynamic after reaching the median and not to static again after they go below it?
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Posted Mar 10, 2014Hey,
I want to set all items to unlimited stock and dynamic pricing, but when I do /setshopmedianall it says that the command doesn't exist(both latest beta and dev build).
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Posted Mar 9, 2014@KingOfHunting
Editing objects.yml won't directly edit any prices. It will be easier to just set the price in game with /setvalue and /setstartprice. The actual price settings are stored in the database HyperConomy.db. (Or MySQL) If you'd like to edit the YML and import the data you can use /importfromyml [economy]
If the stock is set to 0 and the start price is at $1000 (and the item is set to initial pricing mode) the price will not change at all until it transitions to dynamic pricing mode. Dynamic pricing mode will be enabled automatically at a certain stock level for each item. That level depends on the median, start price, and value. So say someone sells 500 diamonds to the shop and diamonds switch to dynamic pricing mode. At that point the price will start changing from $1000. If diamonds are bought the price will go up past $1000, and if they are sold they will go down below $1000. If you want to set a permanent max price you can set a price ceiling. And static pricing will prevent the price from ever changing.
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Posted Mar 9, 2014@KingOfHunting
Currently the best you can do is blank them out, but I think it may still send a blank space. To blank the message out open up the Languages folder and edit enUS.hl. Change the line LINE_BREAK to have nothing on the right side of the :
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Posted Mar 9, 2014@henriqueeba
Ok, might be a while. I've got a lot of things to work on at the moment. Change your markup type to WikiCreole to get the reply to look normal.
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Posted Mar 9, 2014Another question.. Hope you also answer the last one: What if I stop the server, and start editing the object.yml, and change, for example, the price of a diamond from 4k$ (Seriously, so high) to 0,5k$, will the price of other diamond items change too? Or will I have to manually change them? Also, if I set the stock of something to 0, and the start price to 1000$, it will be impossible for the price to go higher right? Since it only goes higher when you buy items and there is nothing to buy? If this is right, it means that the start price is kinda the max price an item can get using the shop normally?
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Posted Mar 8, 2014How can I delete the lines when selling buying? I don't want there to be 2 lines diving the info from the chat, since when you buy/sell a lot it takes up the whole chat.
Thank you
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Posted Mar 8, 2014....
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Posted Mar 7, 2014@RegalOwl
Thanks, man!
I'll be waiting then... :)
PS. How do I reply properly?
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Posted Mar 7, 2014@hellphish
Not a problem. Let me know if you run into any issues in the dev builds.
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Posted Mar 6, 2014@RegalOwl
I understand completely and didn't mean to imply that you weren't paying attention to documention. I'm happy that there are docs for dev versions, and I agree that the best and simplest solution is to place a link to them right next to the link for dev builds.
Thanks again for your hard work!
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Posted Mar 6, 2014@hellphish
I've been working on transitioning to the new commands page but it's not quite finished. I didn't plan for the transition to take this long but a lot of things are going on right now so I haven't had enough time to work on finishing up .974.4. The issue is that the new commands page won't work with the current official build (.974.3) and the current commands page won't work with the latest dev builds. For now I've chosen to provide commands for the official build, which is what I generally do, and then update when .974.4 is released. Since things are taking a while I suppose I could stick a temporary link under the dev build link for the new commands page.