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 29, 2012@GamingG
That's strange. I'll look into that as well. And thanks :)
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Posted Jun 29, 2012@RegalOwl Great, this one works much better. Now that I can see the enchantment prices, though, I see that some don't make sense. At first I thought taxes were being applied twice (and that may be the case at some level), but some are extremely weird. For instance, it costs only a few dollars to buy effieciency1, but I can then resell it for hundreds. I believe this was present in the previous version and not something just introduced with your recent bugfix, as I attempted to buy/sell enchantments when I was seeing ERROR #20 and received similar, if not exact, prices for efficiency1.
Overall, though, great job on the latest updates, especially that API. I might use it in my own plugin once it's a bit more mature.
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Posted Jun 29, 2012@aufdemrand
Well, that's good. :) The API will be improved significantly after I finish a couple of other features. I'm hoping to eventually allow external plugins to define "trade objects" which can be bought and sold. These objects would have stock and could be traded like an item, except they could be anything (plot of land, points, permissions, etc) and would be handled by another plugin. HyperConomy would just keep track of things like stock and it would calculate prices.
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Posted Jun 29, 2012@RegalOwl
It seems to pull the correct buy price, which is the most important part. :)
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Posted Jun 29, 2012@GamingG
I was able to reproduce the bug this time. It should finally be fixed here: https:dl.dropbox.com/u/72185894/HyperConomy.jar The bug only appears if you use /evalue before any other related command; that's why I missed it the first time. After I finish adding some features I will work on code cleanup. :)
I will update github too.
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Posted Jun 29, 2012My server has the same bug as GamingG. Enchant prices are very strange. Also happened after converting to MySQL.
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Posted Jun 29, 2012@RegalOwl In Cmd's handleCommand, while handling evalue, you don't use ench.setDM() until after calling getCost() on or around line 2985, so ench.p is null when you call p.getName() on or around line 638 of Etransaction. That's why the /evalue command is failing and throwing a null pointer exception. Since line 638 is only executed if SQL is active, it works just fine if YML is being used instead. I haven't looked into why /ebuy and /esell are buying for strange amounts, but I imagine it's due to something similar, and I can look into it more if you'd like later.
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Posted Jun 29, 2012@RegalOwl Thanks for fixing most of the problems, and for your work so far in cracking this more difficult bug. I'm still getting the error. I downloaded the latest recommended bukkit build, load it and stop it, then add iConomy 7.0, Vault 1.2.16, and HyperConomy v0.932 to the plugins folder. I load the server once, login, and verify that I can properly check the price of the Protection IV enchantment with /evalue protection4 b. I stop the server one more time, modify HyperConomy's config to connect to my MySQL database, create an empty database using the name I left in the config, and restart the server. I'm able to buy and sell items just fine, but "/evalue protection4 b" gives me a very large value and an ERROR #20 for each entry (see the pastebin paste I linked you to on the ticket page), and "/evalue protection4 s" gives $0 as the value and an ERROR #19 for each entry.
If I get some time, I'll download the source from github and try to fix it myself.
EDIT: Looks like the github is out of date. Could you update it sometime with the source from the latest version?
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Posted Jun 28, 2012@GamingG
Try this version https:dl.dropbox.com/u/72185894/HyperConomy.jar and see if either bug is still present. I was unable to reproduce the incorrect price calculation with /evalue. But perhaps I fixed it when I fixed the other bug. Let me know.
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Posted Jun 28, 2012@aufdemrand
Haha, the API works already? I've barely started on it. :D
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Posted Jun 28, 2012@GamingG
K I'll check out that bug when I get home from work.
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Posted Jun 28, 2012Thanks for the API. With the help of instinx, I plugged it into the Citizens2 blacksmith for armor/weapon repair. :D
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Posted Jun 28, 2012@RegalOwl Sounds great. Also, I opened a ticket about a strange bug that's caused all of my shop's enchantments to cost $9.9999999E7 to buy and $0 to sell that I believe appeared once I converted from YML to SQL.
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Posted Jun 28, 2012@GamingG
As far as I know the only thing using the Windows separator is the /writeitems command. I could update that later. It was one of the first commands I put in the plugin.
And I'll add a repair command to the todo list. :)
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Posted Jun 28, 2012@SnugSites
Not currently, but there is likely a different way to stop that problem. You could just require that players build their chest shops in a predefined shop region. You just have to turn on the config option for that.
I could potentially add a limit to chest shops in the future.
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Posted Jun 27, 2012Is it possible to limit the number of Chest Shops a player can have?
On our PVP Server, players in the past have have used Chest Shops to grief - basically just placing indestructible chests with no intention of using them in another players base.
We also don't offer Private Chests on our server - and players have been using Chest Shops this way - by making them Buy Only.
Buy limiting the number of Chest Shops a player can have - is the solution to both issues.
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Posted Jun 27, 2012@RegalOwl Sounds great. Also, one more thing that might be nice is a /repair command, along with sister commands /heldrepair and /hr that simply check to see if a user has enough money to sell the item he or she is holding and re-buy it (along with any enchantments it may have), and if so, it performs those actions and tells the user how much he or she was charged for the "repair".
Also, I noticed that some of your paths use the Windows separator, which makes for some amusing files when running the plugin and bukkit on Linux. To see what I mean, try running /writeitems.
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Posted Jun 26, 2012@GamingG
Partial stock is something I've been planning to add for a while. It's too bad I didn't think of it when I was first programming the plugin. :D It seems especially important for rare enchantments. I'd agree that the economy would be better off with partial stock.
And that's a great idea. I'll work on player customizable price modifiers for their chest shop items. Perhaps there could be one for both buying and selling so that buy/sell prices could be different. Though, I may eventually just allow custom prices for chest shops.
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Posted Jun 26, 2012@RegalOwl
Thanks for the response! Yes, using transaction signs, separate ones with [Buy] and [Sell]. No SQL integration. I've done some more testing, and after doing a server restart after placing the signs I'm unable to replicate the error. If I see it again I'll try to get a repeatable error and open up a ticket.
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Posted Jun 26, 2012@ltcasual
What type of signs are you using? Transaction signs? And are you using SQL or the default settings? I'll look into it.