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 May 17, 2014How long until the updated tutorials come?
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Posted May 17, 2014With this plugin, is it possible to /pay to other worlds? Can I block so if I am in world1 and will pay to my friend in world2, can I block that? So I only can pay to people in my world
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Posted May 16, 2014@RegalOwl
Thank you. can you also add to the plugin, Sign Writing.
so line 1 you can put item name line 2 [trade] or [buy] or [sell] line 3 the Price ( if wanted to)
users could put the Item name on the sign in the 1.2.5 update.
what would be awesome. if the sign added the name and price Auto.
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Posted May 15, 2014@D496580
This will only be an issue if you're manually editing the database. For everything else it works fine. It works because, for the most part, items always have the same durability and damage value. The few exceptions such as potions were handled individually in the older builds. The second field was just a placeholder for a future use.
Regardless, however, the latest builds use an entirely different system for storing items in the database so this will no longer be an issue. It's a much more flexible system that supports all standard items including complex ones with custom names, enchantments, etc. The Bukkit ItemStack will be serialized in the database and then recreated while HyperConomy is running.
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Posted May 15, 2014@butterfly1633
First create the shop with /servershop p1 [name of shop] at one corner and then /servershop p2 [name of shop] at the other corner.
After this enter the shop and use /scalebypercent value 10 and then /scalebypercent startprice 10.
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Posted May 14, 2014@butterfly1633
EDIT: I realized you said "scale 10%, not scale to 10%" Updated the constants to 0.90,not 0.10
There are several ways to do this:
First backup your objects.yml
The SQL would go like this:
MySQL> update hyperconomy_objects set value = 0.90 * value;
Then disable HC (/hc disable)
Re-import the database to yml:
/exporttoyml default confirm
A better complete query would be:
MySQL> update hyperconomy_objects set value = 0.90*value, staticprice = 0.90*staticprice, startprice = 0.90*startprice;
If you just want to affect certain items, like Ingots:
MySQL> update hyperconomy_objects set value = 0.90*value, staticprice = 0.90*staticprice, startprice = 0.90*startprice where name like '%Ingot%';
I think there's actually a HC command to do this from within the game too if SQL is too much:
https://github.com/RegalOwl/HyperConomy/wiki/Commands
Search for "Scale"
You can scale value, stock, median, etc with simple commands from within the game..
or you can manually alter the data in the database. Your choice.
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Posted May 14, 2014Not sure if you're aware of this bug. It may already be fixed. But it appears in version: 0.974.1 for MC 1.6.x
Here's the problem summary:
The Durability field in the hyperconomy_objects table is used to get the "Data" value for an object ID instead of the Data field. The Data field should be used to get the data value.
How to repro:
Hold an item that has a non-zero "data" value NOT in the HC database. Just pick an obscure ingot, lets say it's ID is 14276:14 Make sure it's not in the database.
type: /ymladditem FooWhatever
then /importnewitems to bring it current.
Now, go to the shell, and query the table:
mysql> select name, material, data, durability from hyperconomy_objects where name like '%FooWhatever%' and durability = data;
+---------------------+------------+------+------------+
| name | material | data | durability |
+---------------------+------------+------+------------+
| FooWhatever | X14276 | 14 | 14 |
Notice the value of data and durability. They are equal.
Using /makedisplay, the proper ingot icon appears floating. So far so good.
Now If I were to remove this item from the database and start over and manually add it via SQL:
MySQL> insert into hyperconomy_objects ( NAME, ECONOMY, TYPE, MATERIAL, DATA, DURABILITY, VALUE, STATIC, STATICPRICE, STOCK, MEDIAN, INITIATION, STARTPRICE, CEILING, FLOOR, MAXSTOCK ) values ( 'FooWhatever', 'default', 'item', 'X14276', 14, 0, 5, 'FALSE', 5, 0, 7500, 'TRUE', 5, 0, 0, 10000000)
Clean up the objects.yml /exporttoyml, etc.. make the HC database in game aware of the item with this new instance inserted.
Notice the durability set to 0 (6th field in the insert)
Then back to the game, try to /makedisplay FooWhatever, the wrong icon appears.
From what I can tell, the plugin is getting the data field from Durability field. I haven't looked at the source yet, but I can replicate bug and workaround easily. To work around the bug, insert items manually, via SQL with data = durability. Then, when /mkd is used, the correct icon appears.
If I use Durability = <some constant>, then the wrong icon appears whenever the actual item has a non-zero data field in the NEI. The icon that appears is the icon with the right Material (X14276) but with Data interpreted as "0" thus block 14276:0, which is a different block ID from the one intended (14276:14).
You may have already fixed this bug, let me know if you want more information to help repro the problem. I can work around the problem, but it's a nuisance and it might affect other features of the plugin adversely.
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Posted May 11, 2014Can someone help me set up a server shop and scale the prices down to about 10 percent of the default?
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Posted May 10, 2014@RegalOwl
I sent you a PM. The shops weren't deleted, but had no stock and allowed no items to be sold.("shop doesn't deal in {item}") There weren't any errors in the log. I will look in to getting a SQLite client to browse the database.
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Posted May 9, 2014@hellphish
Do you mean 0.974.3? 0.974.4 was only available through dev builds. Either way, could you send me a copy of your database from before the upgrade? I'll run it on my test server to see what goes wrong and then provide a fix if there is an upgrade issue. Your shops shouldn't be deleted regardless of what build you're coming from.
Were there any errors in the log? Have you looked in the database to see if the shops are still there but just not loading properly?
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Posted May 9, 2014Hey RegalOwl, I'm trying to test a dev build of hypermerchant for Shmancelot. I'm trying to move from HyperConomy 0.974.4 to dev build #390, but after doing so, my shops are gone. I'm using sqlite. I noticed that after the conversion, several old files were gone. I assume because this data is rolled into the db, but like I said, the shops are gone.
How do you recommend I move from 0.974.4 to #390?
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Posted May 9, 2014All players can choose whether to make their player shop use dynamic pricing or set each price statically. Nothing will change that. So server shops never have to affect the price of player shops, though they can if players want them to or if they don't feel like setting prices. It's the other direction that I was talking about in the previous message. Player shops will affect the price of items in server shops unless they're in a separate economy. However, this will only be true if the server shop is using dynamic pricing. If it uses static pricing the server shop prices will not be affected by player shops.
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Posted May 9, 2014Well, the problem is that I am using Gringotts ("physical money").
"So you're saying you don't want the stocks of items in player shops to affect the price in server shops? "
No, I don't want the server shops to affect the price of player shops. I want my players to be able to put static prices for their items rather than becoming a part of the dynamic pricing system. I just want to separate player shops from the "global" server shops WITHOUT using different economy plugins.
So when I choose the "dynamic price system" which would be cool for server shops that means that players will no longer be able to put static prices for their items in their own shops?
If that is the case I could get a separate plugin just for player shops (something like Shopkeeper)
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Posted May 8, 2014@pepper82
1. Sounds like a bug. Does it do this for other shop names or just test? If you send me a copy of your database I could probably figure out and resolve the issue.
2. So you're saying you don't want the stocks of items in player shops to affect the price in server shops? Or are you saying you'd just like players to be able to define their own prices so that they're different from the server shop price? Currently every item in player shops can have a custom buy price, sell price, maximum stock, and trade permission set for it. This should allow players to control everything they need to in their shops. The commands are "/ms buyprice [item] [price]", "/ms sellprice [item] [price]", "/ms status [item] [status]" and "/ms maxstock [item] [maximum stock]" If you'd like to have player shop stocks not affect the price in servershops this will be more difficult. I'm not entirely sure it's possible but there may be some way. The trick would be to force player shops to be in a different economy than your server shops.
3. Yes. You'll need two separate economies. You can create a second with "he create [name]" In config.yml set "unlimited-stock-for-static-items" to true. Then set all items to static in one of the economies with "/hcs static all:true" All items in that economy will now have infinite stock. All items in the other will remain dynamic. You can change the economy of your shops with "/ss economy [new economy]"
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Posted May 8, 2014@InsomniaCraft
I've replied to your private message.
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Posted May 8, 20141.)
I have the latest dev builds. I am an Operator on my server. I have all permissions.
But I can not create a server shop:
/servershop p1 test
only shows this message:
Invalid Parameters. Use /servershop p1 [name of shop]
What am I doing wrong?
2.)
Next question:
I am planning to create several server shops all over the world. The buy and sell price should vary depending on how many items are in stock worldwide in these server shops.
Also, players should be able to create shops but I don't want their shops and shop stocks be part of this worldwide dynamic pricing system. How can I achieve this? (players should be able to define their shop / item prices on their own)
3.)
Last question:
Can I have admin / server shops with unlimited items / infinite stock and fixed pricing AND admin / server shops with dynamic pricing IN THE SAME WORLD?
Btw. I LOVE YOUR PLUGIN - keep up the good work! I am going to use it together with HyperMerchant for our RPG Server.
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Posted May 7, 2014If the stock is set to the median, the sell value of the item is 0, if I buy or sell one over the median the price returns to normal, why is this? I can't figure it out in the config. (Using latest dev)
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Posted May 7, 2014@shmancelot
It's always nice to find unintended features. :D
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Posted May 6, 2014@RegalOwl
@chiopas
You can actually override max-player-shop-volume if you have permission to use "/ss" command.
"/ss p1 shopname" works on player shops. Not a bad thing to know if you ever need to relocate a player shop a great distance.
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Posted May 6, 2014@chiopas
You're making player shops. You can also make admin/server shops with the /servershop or /ss command. These shops have no size limit.
To change the size limit for player shops, set "max-player-shop-volume" to something greater than 1000 in config.yml.