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 Dec 29, 2014Can you give me a short explanation how to setup muti server config. So when you buy something on one server the bal will change on the other 2 two. Cant get it to work.
Got the same amount of money on all the servers, but bal wont go down if i buy something.
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Posted Dec 29, 2014@RegalOwl
Ok thank you Regal still a great plugin non the less just made me my own player shop after 2 years of using the plugin and only just noticed.
Kind of makes trade chest redundant unless you want to trade for no profit
Works fine with server shops because you can change the tax to unbalance but because the player shops are tax free the buy and sell price will always be the same :(
Little bit of a pain separating and manually pricing to combat the issue maybe in the future you could get some kind of buy and sell scaling percentage command?
Thanks you for the speedy responce :)
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Posted Dec 29, 2014@Dutch_Boy
Good to hear. Let me know if you have any problems with it. I haven't had much feedback from servers about it. I'll have a wiki page made for it soon as well.
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Posted Dec 29, 2014Damn post wont edit...
I got it working. One of my admins did it somehow :P
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Posted Dec 29, 2014@underestimate1984
That's not currently possible but it's easy to setup with 2 chests. Just make one buy only and set a price and make one sell only and set a price.
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Posted Dec 29, 2014@DivinityCraft
It's currently not possible. I couldn't think of a way to do it reasonably since HyperConomy needs to store the Minecraft ItemStack data for each item. (Material, durability, metadata, etc) If the item is added in game while held this can be added automatically which makes it much easier. I'll add that feature if I think of a better way.
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Posted Dec 29, 2014EditNVM got it working. Sorry :D
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Posted Dec 28, 2014Anybody know how to change the player chestshop prices so the sell and buy price is not the same please :)
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Posted Dec 27, 2014How do you add a new item using the GUI?
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Posted Dec 21, 2014@Flexo013
I've added this in dev build #475. I don't have anyone around to test it with though so let me know if it's not working properly.
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Posted Dec 21, 2014@Joecow
Good to know. Hopefully it will be best in most situtations once I've added more customization.
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Posted Dec 19, 2014Using /hcpay does not notify the receiving party about the amount that was added. Could this be implemented?
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Posted Dec 18, 2014@RegalOwl I haven't done any timings so I am not sure about server side usage but it's definitely better client side as far as fps goes. I am not sure if it's better on a per entity basis but since you use less entities to achieve the same thing it seems to be a much better option than signs for big stores.
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Posted Dec 17, 2014@Joecow
It's essentially half finished but it should be working well enough to use. There just isn't really any customization available yet. Hopefully I'll get a chance to add some more features and better documentation for the next version.
For now they're simple. To create one place an empty item frame on a wall, look at it, and type /frameshop [name of item]. (/fs also works for short.) Left/Right click to sell and buy just like transaction signs. Many items have pictures, but some are missing at the moment and others don't really need them. If a picture is not available the frame shop will just have blank space where the picture would normally be.
As far as lag I'm not sure. I haven't really heard from anyone and haven't tested it myself. I'd guess they're more resource intensive than signs but I could be wrong. Let me know if you find out. The lag shouldn't be anymore than a normal map in an item frame. It all depends on how maps in item frames are coded in Minecraft.
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Posted Dec 17, 2014@paryl
Thanks, glad to help. I'll see if I can get the server shop max stock working soon.
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Posted Dec 17, 2014First off thank you for the great plugin! This is just what I was looking for!
Anyway I just discovered /frameshop. Is there anymore documentation about it or anyway to customize it? I couldn't seem to find much in the wiki. Also how much client side lag(fps issues) do you think a frameshop creates compared to a sb sign + an itemframe with a display item in it(I made a big shop and the fps gets pretty low with 2 signs and one frame per item.)
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Posted Dec 17, 2014@RegalOwl
Just wanted to say thanks. I need the server-shops-have-unlimited-money feature, so I'll leave it as a server shop for now. Just knowing that the max stock doesn't work is helpful though, because I was spending a lot of time trying to figure out what I was doing wrong! If you're able to implement it, that would be amazing.
I'd also like to say thanks for continuing to respond to questions and develop. So many plugins have gone stagnant these days, it's refreshing to find a developer who's keeping on. I'll try to divert some of my server funds in your direction soon. You deserve it.
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Posted Dec 15, 2014@underestimate1984
Someone gave a good suggestion to make the signs reset to a value after x seconds to prevent the problem of people leaving it on a huge number. I'll probably add that soon which should fix this issue.
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Posted Dec 15, 2014@paryl
The maxstock field in hyperconomy_objects currently does nothing. It's basically an unfinished feature, though it's not entirely relevant anymore. The maxstock setting works well in player shops so this isn't really an issue. So basically, to use max stock, create a player shop instead of a server shop. As far as I know player shops have all of the abilities and features as server shops as well as additional ones. To make the player shop use the economy's stock levels directly and act like a server shop use the /ms stockmode command. To set the max stock use /ms maxstock. I'll see about finishing the traditional maxstock feature as well.
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Posted Dec 14, 2014I've been trying to set a max stock level for specific items, so that once players have sold X amount (total for the shop), the shop won't buy any more. I've tried various commands, I edited the max-stock-per-item-in-playershops in config.yml, and I set the MAXSTOCK column in the database for that item, but none of these seem to work.
Is this functionality broken, or am I just not understanding it?
Thanks for your help!