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 Apr 5, 2014@DavMicrofix Got it working
-
View User Profile
-
Send Message
Posted Apr 5, 2014@KingOfHunting : i have setup my shops at spawn in a worldguard region the only flags i have on are : pvp: deny, passthrough: deny, chest-access: allow, leaf-decay: deny,
i think you have to set the chest-access to allow,
@RegalOwl : will there be a update for the plugin and a new tuturial with videos and new commands ?. and for some reason my item price is not going to dynamic
-
View User Profile
-
Send Message
Posted Apr 3, 2014Hello! I gave my "Members" group the permissions hyperconomy.use and hyperconomy.shop.* and they can't buy or sell items at the shop. The shop is within a region (WorldGuard) so I think that's the problem (Since it says that the user doesn't have permission for that area). Does anyone know which flag to actually use in World Guard for it to work properly? Thank you
-
View User Profile
-
Send Message
Posted Apr 1, 2014@ryanthemagi
Try the new commands page. I'll make it the main one for the next release.
/setshop is now /servershop and has several more commands built in as well. The /ss alias is still the same though.
-
View User Profile
-
Send Message
Posted Mar 31, 2014The command /setshop isn't working. It returns "Unknown command. Type "/help" for help." It seems most of the other commands are working. Was that command changed to something else?
-
View User Profile
-
Send Message
Posted Mar 30, 2014@SamBamSodaCan
I also sent a private comment, so it would probably be better if you responded to that. :P
-
View User Profile
-
Send Message
Posted Mar 30, 2014Hey! It's Sam, hopefully you remember me. I was a long time player on RegalCraft, I was wondering if there was a way I could keep in contact with you? Like an email or something? Thanks! :P
-
View User Profile
-
Send Message
Posted Mar 28, 2014@monstercat101
Yep, if you're on .974.3 it will be /setmessage ["1"/"2"] [message] [shop] where message 1 is the first line and message 2 is the second. You can use color codes in the message (&a, &b, &f, etc). Spaces are represented by %n. So to change the second part I think it would be /setmessage 2 Type%s/shopmenu [name of shop]
If you're on the latest dev build it's different. Let me know if that's what you're using.
-
View User Profile
-
Send Message
Posted Mar 28, 2014Is there a way to change the enter shop message? LIke when it says "Type /hc for help," I am using hypermerchant and would like to add a message saying "type /shopmenu."
-
View User Profile
-
Send Message
Posted Mar 27, 2014@UDK450
Which version of HyperConomy are you using and what does the shop say when you try to sell? You're using a player shop, right?
-
View User Profile
-
Send Message
Posted Mar 27, 2014Also, is there any explanation as to why I cannot sell anything to my shop? I have the owner set to hyperconomy, which has 20mil in its account.
-
View User Profile
-
Send Message
Posted Mar 27, 2014I'm currently having an issue with /ms allow <playername>. Anytime I use it, it just says Player no longer allowed to manage shop. The player wasn't even allowed to manage the shop in the first place, so why does it say this?
-
View User Profile
-
Send Message
Posted Mar 22, 2014@charithczone
Which version are you using again? Setting use-shops to false turns off all shops besides the global shop. Currently shops aren't designed to overlap and function properly so it wouldn't work to have shops within shops without some significant code changes. I'm not really sure how it would work anyway, since the plugin would require some sort of shop priority concept. It's definitely an idea for the future though.
With use-shops set to false you won't get any messages about entering or exiting a shop since you're always in the global shop. It is everywhere. The global shop should have the same items as whatever other shop you created unless it was in a different economy than 'default'. If your other shop is in a different economy that is the issue. Why not just stock the global shop with /setstockmedianall ?
I'd rather just talk on here since I don't have Skype. Feel free to send me a PM if needed.
-
View User Profile
-
Send Message
Posted Mar 22, 2014@timsavage
I like the idea of labor. It might be possible to add it as a config option that runs automatically. Perhaps the labor amount could increase for each item in the recipe or something like that if enabled. That would make items with more recipe ingredients have a higher labor value. Thanks for the idea; I'll think about how to use it. Putting it in the wiki would definitely be a start.
-
View User Profile
-
Send Message
Posted Mar 21, 2014RelaOwl : Plz can you tell me your skype ? I realy need some help here. Cuz i love this plugin very much but cant find a way to fix my pro :/ I dont like to loose this awsm plugin due to that reason.
-
View User Profile
-
Send Message
Posted Mar 20, 2014Thnx for the reply ! But heres how i did it again. I have a shop at mys spawn. Named 'shop'. And they can do /buy only in spawn now. Then I set 'false' in use-shops : option. Now.. i dont get any message when i enter the spawn shop. and i can use /buy anywhere and in any world. But.. the problem is, when i do /topitems it shows nothing. just end of list. And when i do /buy something it says that item cannot be traded cuz there are no items actually. Can you tell me a way , any command that i can attach that new shop created when I set use-shops : false to the same economy i used in 'shop' please ? I need to let others use /buy out of spawn so badly :/ Thank you!
-
View User Profile
-
Send Message
Posted Mar 19, 2014As thanks for all that HyperConomy has brought to my server, I thought I'd share back something that I implemented, that I at least think is fairly clever.
I am using HyperConomy in composite pricing mode, so composite item prices are calculated based on their components, which are defined and customizable in the composites.yml file.
In order to have composite items sell for more than the total of their component parts, I created a custom item called 'labor'. To do this, I duplicated the flame item, and added a different data value to distinguish from the original, and gave it the name 'labor'. You could use any item for your labor component, but I wanted something that was unlikely to ever be used for anything else, so that other item prices are not affected in unintended ways.
I then added this item to any of the composite item recipes in the composites.yml file that I felt should have a labor cost, ie: most craftable items. I varied the quantity depending on how much 'labor' the item would require to craft. As a starting point, I simply totaled the sum of the other components in the item, but some fine tuning was done from there to make some items more or less labor intensive, and thus have a larger or smaller difference than the sum of their components price.
Now, the labor component is also a dynamically priced item, and it's price fluctuates depending on the buying and selling of crafted items that have the labor component in their recipe. Items that have a higher quantity of labor in their recipe are effected that much more by the fluctuations in labor cost, and in turn also affect the labor cost more than other items when bought and sold.
You could also set a floor and/or ceiling price on the labor component, to keep the labor price within bounds, although I haven't found this necessary so far in my implementation. And like other items, you can adjust the volatility of labor by making the median stock higher or lower.
Pretty cool, huh? Do I get a cookie?
RegalOwl- If you find this suitable for inclusion in the wiki, by all means cut, copy, paste, bend and mutilate as you see fit.
-
View User Profile
-
Send Message
Posted Mar 19, 2014Edit: I just took a peek at the change log, and saw that damage on composite items has been addressed in a recent dev build. As usual, you're one step ahead of me. :-)
Hi RegalOwl-
The plugin is working really well on my server. My main objective has been achieved, which was to automatically deal with item price loopholes that could be perpetually exploited by players. And since they can see that the price declines as the supply increases, there are no complaints when the price is adjusted, as would inevitably happen whenever a loophole was manually corrected. ("But I got $x for this item yesterday!!")
There is one feature that I'd like to see, and that is dealing with damaged items. As it is, unless I am overlooking something, players still receive full price for damaged items, regardless of the damage amount. The simplest way to deal with this would be to have a setting which completely disallows the selling of items with any amount of damage. If there were a configurable message for this when the player is refused, it would be possible to inform the user if there were a way for them to repair the item before selling, such as taking it to a Citizens blacksmith, or whatever other option the server admin has created for item repairs.
A simple way to allow for damage when selling items would be to deduct a percentage of the price based on the damage amount. This would be a perfectly acceptable solution to the issue.
A more complex way to deal with adjusting prices for damaged items would have a configurable damage price modifier value (percentage), to allow the server admin to dictate how much the price is affected by damage. This also could allow for setting the damage price modifier above 100%, which would in effect prevent selling of items that are below a damage threshold. (If the sell price computes to less than 0, the player could be informed that the item has too much damage to be sold.) I believe the formula would then be: sell_price = full_price - (full_price * damage_percent * damage_modifier_percent) (Note that damage_percent is the percent still left in the item, not the percent of damage to the item.)
The damage modifier could be set globally, per economy, per shop or per item. For ultimate flexibility, it could be optionally set in all of these places, with an order of precedence. Of course, this would be much more complicated to implement, so only having one of these options would be an acceptable solution.
My reasoning for the added complexity is that I really like to have different pricing schemes in different locations, to give players an incentive to venture further than they otherwise might. Basically, I try to make prices more favorable to the player the further from spawn or more difficult the location is. So I guess if I had to choose only one, I would go with a per economy damage modifier.
Thanks for listening, and for the awesome plugin in the first place!
-
View User Profile
-
Send Message
Posted Mar 18, 2014@GodsDead
There is no built in way to convert essentials signs to HyperConomy signs. You could try the /repairsigns command but that is unlikely to work unless essentials signs are similar to HyperConomy ones.
There isn't currently a way to block regions other than shops themselves. Server shops (created only by admins) will always be allowed to overlap but Player shops will not be allowed to be created inside of another shop. So you could make a large server shop to block players from setting up player shops in that region. You could set the shop messages to blank and ban all items from the shop.
-
View User Profile
-
Send Message
Posted Mar 18, 2014@charithczone
If use-shops is set to false a new shop will be created that encompasses the entire world. The stocks should be the same as the other shops unless they are player shops or part of a different economy. (Player shops are created with the /manageshop command.)