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 May 23, 2014Looks like the best Economy plugin to date, only thing that it's missing is UUID support...
-
View User Profile
-
Send Message
Posted May 22, 2014Do you need help translating this plugin to Spanish? I can help you if you want Can you also update to 1.7.9?
-
View User Profile
-
Send Message
Posted May 22, 2014@Thepom360
Unfortunately item id's are going to be removed from Minecraft so this will not work. Line 1 and 2 are both needed for the name as well since the sign isn't long enough for all names on 1 line. The best way to change the name would be to just rename the item in HyperConomy.
@pepper82
There is a new page called How To at the top which should explain it. (Thanks shmancelot) I realize that the documentation is pretty bad right now and will be working on it. To make an admin shop basically just do /ss p1 [name] at one corner and then /ss p2 [name] at the other corner. All items will be available by default and will use the default pricing.
If your MySQL credentials are invalid HyperConomy will display a warning message in the console that it has reverted to SQLite.
@rtrev2442
I'm not sure what you mean. The compatibility is listed on the HyperMerchant builds. HyperMerchant is built against HyperConomy, not the other way around.
@hellphish
That bug is fixed in the latest dev builds. I will release a new version soon. Since it seems like many people aren't using UUID's I've added a feature to the latest dev build that allows UUID support to be disabled. Just set "uuid-support" to false in config.yml.
@pepper82
I'm working on the wiki. The documentation needs a lot of work so I'll be focusing on that. I'll see about some basic videos soon too. Check the shops page in the manual for more info about the differences between /ss shops and /ms shops. Your issue does sound like a bug. Try the latest dev build and set "debug-mode" to true in config.yml. Then see if you get an error from the command in errors.log
@Chriszh
Unfortunately no to both. Frame shops and signs will work with player shops in the future, however, I just haven't had a chance to add that feature yet. Also, player shops are already very similar to what you describe. They allow players to add/remove items, set prices for any item, make any item available and more.
@D496581
I understand what you're saying and the temp item code you've found was a potential bug in previous versions. However, check out the code for the latest builds. The handling of item data is done very differently and this is no longer an issue. HyperConomy no longer will directly care about item data or durability. They will be encapsulated in the SerializableItemStack class along with all ItemMeta data.
-
View User Profile
-
Send Message
Posted May 21, 2014@RegalOwl
I think I didn't explain or there was some confusion. Let me try again.
If I use the in-game tools to add items, then from the perspective of the user and HC, things are fine. If you look at what HC is inserting into the database, you'll see that the Durability field and the Data field have the same data. Eg., if the item was material X1234 and the data field for the item/block was 56 then the database would have 56 for both Data and Durability. But who cares, HC will work perfectly
But if I change Durability of an item in the database it breaks the item for HC.
I can show this happens because, after using in-game commands to add items I can go manually into the database and modify the Durability fields and then the same items cannot be found for /makedisplay because HC is selecting Durability not Data field to find the item.
I understand your point that it will not cause a problem if I use the in-game commands. You are right about that. But the bugs reveal themselves if the Durability fields change for the items. If nothing else but Durability changes, then the item will be not rendered correctly when using a /makedisplay (or other commands that rely on finding the item by the tuple Material:Data.)
Took a few minutes to find it, is this what you intended? Check the line where you create a temp item, durability (aka Damange value) is passed twice to the c'tor for the members data and durability. I think this was what you were alluding to. The downside, I believe is that the item's data member gets stomped on. Around line 266.
It's creating a the Item, and using the data for 'data' and 'durability' because the c'tor of the object surely has two members to assign, data and durability, but you passed data for each. Like I mentioned before I can work around it, but it was pretty confusing at first, why items wouldn't work in the shop if I just set arbitrary Durability manually. When I noticed that the Data and Durability fields were identical using in-game commands it occurred to me this might be a bug. Thanks for checking.
Still awesome plugin. I should share the gnuplot code that builds charts we auto-generate to show "financial health" of the server.
-
View User Profile
-
Send Message
Posted May 21, 2014@rtrev2442
Don't downgrade your server until you HAVE to. Most plugins are built against the bukkit API , which generally stays consistent. Old plugins are forward-compatible. I say "most" because plugins can also be built against the bukkit.jar itself (generally a no-no), which can change from build to build. Some plugins are also built against libraries, such as ProtocolLib or BKCommonLib. If they are, they should say so.
If you see a 1.6.x plugin that sounds interesting, you're pretty safe trying it out. The worst that could happen is it won't load or will throw errors when you try to use it. Don't pay attention to the mindless zombies chanting "please update" :)
-
View User Profile
-
Send Message
Posted May 21, 2014is it possible to use signs in playershops? Like selling stone through a sign, like in a servershop.
or is it possible if i create a new economy, that i can assign it to someone, so he only have access to edit the prices and stuff in this new economy, and not the default economy?
-
View User Profile
-
Send Message
Posted May 21, 2014@pepper82
I have just tested with Spigot build #1477 and HyperConomy build #408. I am afraid I can't reproduce the bug. Will wait for RegalOwl to make a suggestion.
The difference between "/ss" and "/ms" shops is:
/ss shops are server shops, created and controlled by admins.
/ms shops are player shops, created by players, and all items are put there by the player, from their own inventory.
-
View User Profile
-
Send Message
Posted May 21, 2014@rtrev2442
I can confirm that build #390 works with Bukkit 1.7.2-R0.3 and HyperMerchant.
You likely won't encounter the upgrade bug that hellphish described unless upgrading from a lower version of HyperConomy.
RegalOwl is constantly adding features to HyperConomy, which is why it is the cream of shop/economy plugins =)
But new features can come with bugs, which are always taken care of in a timely manner.
In my experience, most of the dev builds are more dependable than the releases that preceded them. That seems to be true with most mature Bukkit projects, including the Bukkit server itself.
-
View User Profile
-
Send Message
Posted May 21, 2014@shmancelot
Still does not work. Console says: "Invalid Parameters. Use /servershop p1 [name of shop]
Bug?
Btw. I am using the latest dev build on 1.7.9 spigot + PEX
Will you be able to make a video tutorial or wiki, soon? There is so much commands and stuff but I don't know where to start ...
I want to add a server shop with categories (if that is possible?) and add only a few items in it which people can buy.
Btw. what's the difference between /ms and /ss kind of shops?
-
View User Profile
-
Send Message
Posted May 20, 2014@hellphish
Thanks for the response. I'm starting to feel like I should begin the process of downgrading my server, as most of the plugins I'd like to use seem to only be stable up to 1.6.4 :(
-
View User Profile
-
Send Message
Posted May 20, 2014@rtrev2442
I'm using #390 (in the dev builds, not the bukkit downloads to the right). If I understand correctly, versions after that switched to UUIDs and have questionable compatibility with 1.7.2-r0.3. Don't take my word on that, wait for a dev to confirm it. There is a bug in the updater for this version that you'll only see if your server shops use an account other than "hyperconomy"
-
View User Profile
-
Send Message
Posted May 20, 2014Hey, I've run into a compatibility issue. I'm trying to use HyperMerchant on my server, which I see requires HyperConomy. I've downloaded the latest version of HyperConomy which is compatible with my server version (1.7.2-R0.3), but I can't find the corresponding HyperConomy jar file. Which one should I be looking for?
-
View User Profile
-
Send Message
Posted May 20, 2014@pepper82
Make sure you have the permission "hyperconomy.admin" to use "/servershop" commands.
-
View User Profile
-
Send Message
Posted May 20, 2014/servershop p1 [name of shop]
does not work for me ...
I managed to create a shop with /ms command ... is that correct ?!
btw. is there any up-to-date tutorial out there to help me get started with setting up adminshops / shops?
I don't know if I need to add ALL items which I want to offer for buying and selling manually in the adminshop and set the amount and price for it?
I have also set mysql to true in the config but it is still using the flatfile ?! why?!
-
View User Profile
-
Send Message
Posted May 19, 2014@RegalOwl I'm not 100% sure How, may be on Line 3 [ID: xxx] the x's will need replacing with item id codes. once done maybe the Name Might show?
But can you add it so we can Wright on the sign, what we want on Line 1?
-
View User Profile
-
Send Message
Posted May 19, 2014@butterfly1633
I haven't tested it but it looks like it should work. You'll have to add them to HyperConomy by holding the item and using /additem [name] [value]
-
View User Profile
-
Send Message
Posted May 19, 2014@DanSpedey
I'm not sure, but I'll hopefully have time to work on them soon.
-
View User Profile
-
Send Message
Posted May 19, 2014@MacXGaming
Not currently. I could add that as a feature.
-
View User Profile
-
Send Message
Posted May 19, 2014@Thepom360
I'm not sure what you mean. How could it automatically add the item name?
-
View User Profile
-
Send Message
Posted May 19, 2014@RegalOwl
Does the new system include the ability to sell items created by mythic drops to the servershops?