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 Jun 26, 2012@RegalOwl I saw you implemented one of the features I was looking for (the tax at time of sale), nice! One other thing I'd like to see is an option to make damaged items that are sold to the shop only count as partial items. For instance, if I buy a diamond pickaxe, wear it down halfway, and resell it, the shop now has the original number of diamond pickaxes that it did (assuming no other users transacted with diamond pickaxes). I feel as if this can hurt the economy in the long run.
Also, if you aren't able to add fully customizable prices in chest shops any time soon, would it be easier to make it so the owner of a chest shop could set an upcharge tax of some kind (e.g. a player's shop is set to charge 2% over the value on all items within that chest)? Also, a trade shop that allows for different buy/sell values would also be very nice.
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Posted Jun 26, 2012Just started testing with this plugin on my server, and so far it looks great! Running it with iConomy. I plan to setup a shop using only buy and sell signs, but now when I'm testing a sign will only let me run 5 transactions or so before it quits responding. Is this an interval update thing or did I mess something up somewhere?
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Posted Jun 26, 2012@cpyle0819
Yeah that's a cool idea. I was planning to allow players to buy/sell virtually anything in the future, especially once the API is finished. Other plugins could be made as extensions of HyperConomy. I could possibly add that sooner, though. I'll look into it.
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Posted Jun 26, 2012Is there a way for a user to purchase permissions? If not is that something you would consider?
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Posted Jun 25, 2012@tom1000o
It was a bug. Here's the fix: https:dl.dropbox.com/u/72185894/HyperConomy.jar
The last update had a massive amount of changes, so let me know if you find any other bugs.
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Posted Jun 25, 2012BUG! (i think)
I just dropped the latest jar into my plugin folder (The one that supports multiple databases) and something isn't working with chestshops. i get:
" Could not pass event Inventory Click Event to HyperConomy"
This happens when someone left clicks an item in a chestshop. Instead of displaying the price, the item is taken out of the chest and cannot be placed back in the chest or in your inventory. when you close out of the window the item drops to the floor. right clicking to buy works fine though. When i switched back to the older jar everything worked flawlessly. not sure if i'm doing something wrong or you overlooked something. Thanks for any help in advance!
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Posted Jun 24, 2012@cpyle0819
You were right. It was a tab. It's fixed in the upcoming version .93.
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Posted Jun 24, 2012@koibunny
Those are some good ideas. I'm thinking I'll either allow browseshop to show all items if no search parameter is given, or I'll just make a new command.
Currently there isn't a faster way to remove items from shops. SQL is almost ready now, and I'll be working on item categories soon after. I'm thinking it will allow you to add or remove related groups of items from shops. Such as ores, blocks, food, organic items, etc. Also, perhaps I can set it so that there is a list of available and unavailable items that can be edited. That would be more versatile. I'll see what I can do. :)
I'll look into the item can't be traded message. That would be another good improvement.
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Posted Jun 24, 2012Enjoying the plugin. Pretty well an ideal economy, and helps combat inflation nicely (short of switching to a barter system o.o").
I was wondering, though, if there were any command simply to list the items carried by a shop. I know about /browseshop, but it's restricted to some search query. Likewise, /topitems is restricted to those items that have nonzero stock. If there isn't such a command, I'd suggest it.
Also, I notice the configuration lists "unavailable" items. When I was configuring on my server, I created the shops, added all items to every shop, and selectively removed from that list (seemed faster than using /additem). But... surely there's a faster way. If I'm missing it, apologies, but otherwise.. maybe an option to use "available" in shops.yml instead of "unavailable" would help? (Edit: Also, maybe omitting "Sorry, that item or enchantment cannot be traded at this shop." when using /sellall. Or replacing with a single "One or more items or enchantments could not be sold at this shop.")
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Posted Jun 23, 2012@cpyle0819
That's odd. It looks ok in the default file. I'll have a new development version out soon.
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Posted Jun 23, 2012Might have just been me, I don't see anyone else mentioning it but my config.yml that I downloaded just now with the latest version had a spacing error on line 41.
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Posted Jun 23, 2012@djaddi
Not a problem. The dynamic tax money floor will be in the next version. :)
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Posted Jun 23, 2012@RegalOwl
Mehh... forget what I said. Seems like my brain stopped working when I skimmed the comments... sorry for that.
Have fun,
Addi
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Posted Jun 23, 2012@djaddi
I'm not sure what you mean by a static value. The dynamic tax is dynamic, meaning it constantly changes rates. Say you have 10000 in your account; your tax rate might be 10 percent. Perhaps another person has 10050 in their account. They would have a slightly higher tax rate at perhaps 10.2 percent.
Do you mean that every increment would be configurable? As in, in the config.yml file you could define say $10000 to $20000 gets a 10 percent tax, and then $20000 to $50000 a 25 percent? The only reason not to implement that is it's far more complex to set up for users than what it is now. It's something I might add though.
I will definitely add a start value option, that seems like a good addition.
Also, a maximum tax percentage is already configurable in the config.yml file.
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Posted Jun 23, 2012The dynamic sales tax is a pretty good idea, but why didn't you make it incremental? So, for example, set a start value of 50k, an amount of 1k and a percentage of 1%, then a user with 55k would have 5% extra tax. Wouldn't that be much more useful than a static value? Anyway, in case you are actually going to realize that a maximum percentage should also be configurable. Have fun,
Addi
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Posted Jun 22, 2012@justberry
That's basically what I'm aiming for. The amount of data required for that is immense, and it will definitely require SQL if I do get it working. But I'll be working on it. :)
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Posted Jun 22, 2012Is there a way(maybe later) to let people change there price in there shops for only them selfs?
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Posted Jun 18, 2012Version .927 should be up soon. I've made progress on SQL database integration and multiple economies. It's by far the most complex feature I've added yet so it's taking some time. Do not use it in version .927, however, as it's not yet ready. (Though, a lot is working.)
If you've had problems with players hording money and depleting your economy's money supply the new dynamic sales tax in version .927 may help. You have to enable it in the config.yml file to use it. Basically, you have to set a maximum tax rate and a maximum amount of money. The tax rate approaches the maximum tax rate as the player's balance approaches the maximum amount of money. If the maximum tax is set to 100 percent, a player will no longer make any money when selling to the shop if their balance is greater than or equal to the maximum amount of money. These options are defined in the config.yml file.
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Posted Jun 15, 2012@tom9189
Giving them a permission is beyond the scope of HyperConomy. You need to run a permissions plugin such as bPermissions.
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Posted Jun 15, 2012@xxangel17xx
"wooden_planks" isn't the correct name. If you don't know the name of an item hold it and type /ii. Or just do /ii [id] [damage value]. Planks are either oakwood, pinewood, birchwood, or junglewood.